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Found 16 results

  1. ALCON, I don't have my Big Blue any more - but if I recall correctly aren't Crusader and Starburst in the back as example MA & EB? If so does anyone have a copy of mechanics or 6e conversions for them? I know - why bother right? I'm just going through an old school plot I was in way back in the day and I wanted to include these two. Any and all help would be appreciated. Thanks, Dave
  2. I have a tendency to abuse the rules without really thinking about it. In that light I would like to submit these characters for your opinions. The 1st is a Multiform themed around Arctic phenomena. Cold Front is the primary and the other two are the manifestations. Inua Pukak mean Ice Spirit and Silap Inua is a Air/Storm spirit (much more significant in actual Inuit Mythology). If pdf files are needed I can try to link those but my computer-ese skills are at Everyman lvl. Cold Front.hdc Inua Pukak.hdc SilapInua.hdc
  3. Version 1.0.0

    107 downloads

    A pack of Hero Designer builds and pdf write up of dozens of characters for Western Hero, drawn from books, radio shows, television, and cinema. Useful for your games as examples of builds, pre-mades, or used as NPCs in a game.
  4. Version 1.0.2

    27 downloads

    This download is for the Terra Prime mini-setting, available for purchase from the Hall of Champions program from DriveThruRPG. Included in this download: Over 120 spells in a prefab Race and Ancestry Templates 6 playable characters
  5. I did some tweaking of Joni Comments welcome Updated HDC file here in Joni Lightspeed Val Char Cost Roll Notes 7+8 STR -3 10- / 12- Lift 66.0kg/200.0kg; 1d6/3d6 10+8 DEX 0 11- / 13- OCV: 3/9/DCV: 3/9 10+15 CON 0 11- / 14- 18 INT 8 13- PER Roll 13- 11 EGO 1 11- ECV: 1 - 1 18 PRE 8 13- PRE Attack: 3 ½d6 3+6 OCV 0 3+6 DCV 0 1 OMCV -6 1 DMCV -6 2+4 SPD 0 Phases: 6, 12/2, 4, 6, 8, 10, 12 2+23 PD 0 Total: 2/25 PD (0/15 rPD) 2+23 ED 0 Total: 2/25 ED (0/15 rED) 4+11 REC 0 20 END 0 10 BODY 0 20+30 STUN 0 Total Characteristic Cost: 1 Movement: Running: 12m/24m Flight: 85m/10880m Leaping: 2m/4m Swimming: 4m/8m Cost Powers END Energy form, all slots Only In Alternate Identity (-¼), Unified Power (-¼) 5 1) +8 STR (8 Active Points) 1 11 2) +8 DEX (16 Active Points) 10 3) +15 CON (15 Active Points) 20 4) +6 OCV (30 Active Points) 20 5) +6 DCV (30 Active Points) 27 6) +4 SPD (40 Active Points) 5 7) +8 PD (8 Active Points) 5 ? +8 ED (8 Active Points) 7 9) +11 REC (11 Active Points) 10 10) +30 STUN (15 Active Points) 31 11) Endurance Reserve (180 END, 25 REC) (63 Active Points); Perceivable (-½) 0 43 12) Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense) (75 Active Points); Perceivable (-¼) 0 13 13) Absorption 12 BODY (energy, Body, Stun,End reserve), Characteristics (+½), Expanded Effect (x3 Characteristics or Powers simultaneously) (+1) (30 Active Points); Only Restores To Starting Values (-½), Perceivable (-¼) 0 24 14) Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (36 Active Points) 0 13 15) Energy awareness: Spatial Awareness (Sight Group) (20 Active Points) 0 87 Energy Manipulation: Multipower, 130-point reserve, (130 Active Points); all slots Only In Alternate Identity (-¼), Unified Power (-¼) 5f 1) Gravity bolt: Blast 9d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (79 Active Points) 3 Notes: 11d6 w/ ranged MA 5f 2) Laser Bolt: Killing Attack - Ranged 3d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (79 Active Points) 3 Notes: 4d6-1 RKA w/ ranged MA 4f 3) Maser: (Total: 80 Active Cost, 38 Real Cost) Killing Attack - Ranged 1 point, Reduced Endurance (½ END; +½), Area Of Effect Nonselective (128m Cone; +1), Penetrating (x2; +1), Autofire (3 shots; +¼), Non-Standard Attack Power (+1) (24 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only vs Electronics and EMP sensitive persons or stuff; -½) (Real Cost: 10) plus Sight and Radio Groups Flash 4d6, Area Of Effect (128m Cone; +1 ¼) (56 Active Points); No Range (-½) (Real Cost: 28) 7 3f 4) Combat flight: Flight 28m, Position Shift, Usable [As Swimming] (+¼), Costs Endurance Only To Activate (+¼) (49 Active Points) 4 9f 5) Really fast mover in atmosphere: Flight 57m, x128 Noncombat, Costs Endurance Only To Activate (+¼), Rapid Noncombat Movement (+¼) (130 Active Points) 11 Notes: Max Non-combat 21,888 mph or Mach 28.43 at sea level 4f 6) Space Flight 10m, Costs Endurance Only To Activate (+¼), MegaScale (1m = 1 lightyear; +4 ¼) (55 Active Points) 5 5 Basic Shot +2 +0 Weapon, ranged attack Notes: +2 damage classes +1 for no range mod 5 Basic Disarm +2 +0 Weapon, Strike Notes: +2 DC's +1 for no range 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove Perks 2 Money: Well Off Talents 3 +1/+1d6 Striking Appearance (vs. all characters) Skills 3 Scientist 1 1) Nuclear Physics: Science Skill 11- (2 Active Points) 1 2) Physics: Science Skill 11- (2 Active Points) 1 3) Quantum Physics: Science Skill 11- (2 Active Points) 0 Pre based may add +1 for Striking Appearance 3 1) Charm 13- 3 2) Persuasion 13- 3 Computer Programming 13- 3 Navigation 13- 0 everyman skills 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Deduction 8- 0 5) Language: English (completely fluent; literate) (4 Active Points) 0 6) Paramedics 8- 0 7) PS: Scientist 11- 0 ? Shadowing 8- 0 9) Stealth 8- 0 10) TF: Everyman Skill, Small Motorized Ground Vehicles 0 11) AK: USA 8- Total Powers & Skill Cost: 399 Total Cost: 400 400+ Matching Complications 10 Distinctive Features: Glows like a freaking star (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: when normals are harmed (Common), go 11-, recover 11- 20 Hunted: by the corperation that caused her transformation Infrequently (Mo Pow; NCI; Harshly Punish) 20 Psychological Complication: Protective of normals (Very Common; Strong) 5 Social Complication: Secret Id Infrequently, Minor Total Complications Points: 400 Background/History: Substandard equipmet used by the company Joan use to work for is the cause of her transformation Personality/Motivation: Protect the innocent
  6. I don't care what settings they were meant for, I want to know if there's a book which simply contains all the skills, characteristics, powers, advantages, and disadvantages, talents, magic, whatever that have ever appeared in any books. All the raw materials that I could ever need to build any of my own settings. I don't like the feeling of these things being tucked away in different genre books, I just want all the character building tools extant within the system. I feel like the splatbooks should exclusively contain package deals that, no matter the setting or genre, only reference a single book worth of raw building materials. Does such a book exist? Am I an idiot, and that's already what the 6e core book is?
  7. I’ve enjoyed Steve Long’s new Martial Enemies supplements so much they inspired me to take another look at some of the martial artist villains I’ve written up for my own campaigns. Here’s El Rasgador, the Ripper, one of the more vicious residents of the Martial Arts World. (Regarding the reference to “Aran training”: In my new campaign world, the Arans are an alien race that developed incredibly advanced martial arts. Humans have learned and published some of their simpler training techniques for strengthening both body and Qi. Self-training isn’t as reliable or effective as learning from an Aran sifu, but with persistence and a little luck a determined student can develop nigh-superhuman physical and martial arts prowess, producing a wave of martial arts origins — while people who already have great natural talent and a strong Qi push their skills to wuxia extremes. For other settings, Rasgador simply began with unusual natural talent but squandered it turning down his dark and bloody path.) Rasgador Val Char Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 HTH damage [2] 24 DEX 28 14- 25 CON 15 14- 10 INT — 11- PER Roll 11- 8 EGO -2 11- 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 8 DCV 25 3 OMCV — 3 DMCV — 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 25 PD 23 Total: 25 PD (5 rPD) 25 ED 23 Total: 25 ED (5 rED) 12 REC 8 50 END 6 14 BODY 4 40 STUN 10 Characteristics Cost: 230 Movement: Running: 24m Swinging: 24m Cost Powers END Martial Arts: Eagle Claw Kung Fu Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 5 Defensive Strike +1 +3 5d6/1d6 AP KA Strike 4 Eagle Claw +0 +0 9d6/1½d6 AP KA Crush, Must Follow Grab (13d6 normal/4d6 AP KA with STR and Deadly Blow) 3 Joint Lock/Grab -1 -1 Grab 2 Limbs, 35 STR Hold 3 Legsweep +2 -1 6d6, Target Falls 1 Use Art with Claws 26 Steel Claw Implants: HKA 1d6 (2d6+1 with STR) 0 Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2) 5 Subdermal Ballistic Cloth: Resistant (+1/2) on 5 PD, 5 ED 0 5 Synthetic Eye Lens: Sight Group Flash Defense (5 points) 0 5 Synthetic Eye Lens: UV Perception 0 12 Fleetfoot: Running +12m (total 24m) 2 8 Swingline Bracer: Swinging 24m 2 OIF (-1/2) 5 Another Swingline Bracer Perks 15 Contacts: 3 Narco-Barons, 11- each (Contact has very useful resources, access to major institutions, &/or significant Contacts of his own) 3 Membership: Medellin Cartel Talents 16 Deadly Blow: +8 levels with Kung Fu Only to add damage to Eagle Claw (+4 DC normal damage, +3 DC AP KA damage) Skills 6 +2 with Eagle Claw Kung Fu 4 +2 OCV with Joint Lock/Grab 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Interrogation 13- 2 KS: Aran Training 11- 2 KS: Kung Fu 11- 2 KS: Latin American Organized Crime 11- 2 KS: Martial World 11- 1 L: English (Basic Conversation; Spanish is native) 1 L: Mandarin (Basic Conversation) 3 Stealth 14- 3 Streetwise 13- Total Powers & Skills Cost: 161 Total Cost: 388 400 Matching Complications (75) 10 Distinctive Features: Metal Claws (Concealable; Noticed and Recognizable) 10 Distinctive Features: Style (Not Concealable, Noticed and Recognizable, Detectable By Large Group) 20 Hunted: Various Governments (Infrequently, More Pow, NCI, Capture/Kill) 10 Negative Reputation: Murderous Disgrace (Infrequently, Extreme) 20 Psychological Complication: Bloodthirsty (Very Common, Strong) 15 Psychological Complication: Gunslinger Mentality (Common, Strong) Total Complications Points: 75 Background/History: Leandro Bardem comes from an upper middle class Mestizo family in Cali, Colombia. His family worked hard to be respectable; Leandro found it stifling. His passions were kung fu and getting in trouble with street kids. Leandro was still a teenager when Aran martial arts teachings reached the Internet, and his dojo. Leandro excelled. He combined his interests by becoming the youngest leg-breaker for a small gang affiliated with the city’s drug cartel. His sifu saw Leandro’s growing brutality and expelled him, but by then Leandro didn’t care. Eager to build his gang reputation, Leandro adopted claw-tipped gloves to make his Eagle Claw attacks deadlier and more intimidating. Then a fight went further than expected and Leandro ripped open a man’s belly. First Leandro threw up. Then he whooped and laughed in wild exultation at his own lethal power. The cartel leaders dubbed him El Rasgador, “The Ripper,” and he graduated to the higher tiers of gang enforcement. Leandro reveled in the violence and the fear he inspired, as well as the women, wealth and drugs the cartel gave him. On the other hand, Leandro found that he faced stiffer competition from other elite enforcers as well as the occasional hero. He was no longer getting better at kung fu, either. So Leandro paid a shady doctor to cyborg him: ballistic cloth under his skin to make him bullet-resistant, artificial lenses in his eyes to shield them from flash/bang grenades, and diamond-coated, case-hardened steel claws on his fingertips. As a living weapon, the Ripper was now ready to kill at any time. Personality/Motivation: Leandro is utterly psychotic. He loves killing up close and personal: The spurt of blood, the stink of guts ripped from a man’s belly, and the shock and horror on the face of a dying victim. El Rasgador believes he can take anything he wants and kill anyone who gets in his way. So far, it’s worked pretty well for him. Leandro particularly wants to fight other skilled martial artists for the glory of killing them. Quote: “I will rip out your guts and show you your heart as you die. Ha!” Powers/Tactics: The Ripper’s claws are exceptionally hard and sharp, and Leandro’s martial arts skill enables him to rip through stronger materials and inflict greater wounds than would seem possible for such small blades. The combination of martial training and subdermal kevlar also make El Rasgador tougher than should be humanly possible. The artificial lenses in his eyes incidentally let him see ultraviolet light. Bracers that shoot grapnel-tipped lines enhance his mobility. Most importantly, though, Leandro is superhumanly strong, fast and agile. Apart from that, his martial arts skill is… not that great. A true master can tell that while Leandro’s Qi is strong, his technique is sloppy and his range of maneuvers is limited. He could have been a great fighter, if he cared more about perfecting his skills than killing people. Getting cyborged also interferes with the natural flow of his Qi and prevents him from ever developing the more refined, mystical aspects of kung fu. El Rasgador begins a fight with Defensive Strikes while he feels out his opponent’s skill… or to toy with a victim by inflicting minor wounds. If an opponent can fight back effectively, Leandro uses Blocks to act first on subsequent Phases, and Legsweeps in hopes of putting his foe on the ground and at a disadvantage. This is to set up his foe for a Joint Lock. Once Leandro his target Grabbed he uses his Eagle Claw maneuver, trying to rip his enemy’s guts out. El Rasgador always fights to kill unless his employer pays him extra to leave someone alive. Campaign Use: If you need a homicidal and utterly vile Mob enforcer for a scenario, El Rasgador can fill the bill. To make the Ripper more powerful, increase his Dexterity and Speed, expand his Skill Levels to All HTH, and add Damage Classes to his Eagle Claw King Fu. (Don’t add maneuvers; the Ripper is supposed to be a one-trick pony.) To make him less powerful, remove his Flash Defense and Skill Levels, and reduce his Deadly Blow bonus damage. El Rasgador Hunts people when his employer pays him to. He might also Hunt another martial artial out of rivalry; he won’t fight fair. Associates, Allies, and Adversaries: The Ripper specificially works for the Medellin Cartel in Colombia, but the cartel rents his services to the Cali Cartel, the Mexican Mafia, and other narco-traffickers. In this way he might turn up far from Colombia and working with other Mob super-enforcers. He has no genuine allies, though — and many people in the Martial Arts World despise him for killing respected, though not superhuman, athletes, fighters and teachers (including his own teacher). It wouldn’t take much for this Negative Reputation to flip into a second Hunted. Appearance: El Rasgador is a young man with bronzed skin, short, spiky black hair and dark brown eyes. He wears tight black vinyl pants and boots, with black enameled bracers on his forearms. Leandro goes shirtless to flaunt his ultra-ripped, Aran-trained physique, just as he makes no effort to hide the half-inch, hooked claws of gleaming steel that replace his fingernails. Rasgador Facts Here are some facts that characters and NPCs might know about El Rasgador if they succeed with an appropriate Skill Roll: K/R: Colombian drug cartels have an enforcer who is called the Ripper because he rips people’s guts out with his bare hands. -1: El Rasgador has metal claws on his fingers. His strength and speed place him at the limit of human athletic potential, or beyond. He’s been active throughout Latin America and occasionally further afield. -2: The Ripper’s name is Leandro Bardem. He practices some form of kung fu and has been surgically altered. Bardem doesn’t just kill for money: He seeks out and kills other martial artists just to show that he can. -4: Leandro Bardem practices Eagle Claw kung fu. His remarkable strength and speed come from Aran training techniques, but his actual skill is not great. ----------- Dean Shomshak
  8. I'm going to start posting a few monsters from my upcoming Bestiary book here, it says "monster of the day" but that's just a play on the soup of the day, not a promise of daily updates. The first is the Arachne, a nasty creature that lurks in urban areas. Arache Val Char Cost 18 STR 8 17 DEX 14 18 CON 8 10 BODY 0 14 INT 4 18 EGO 8 15 PRE 5 16 PD 9 vs Non-Magical Attacks: 51PD; 18rPD 21 ED 13 vs Non-Magical Attacks: 31ED; 16rED 4 SPD 20 8 REC 4 35 END 3 20 STN 0 20m RUN 0 4m SWIM 0 24m LEAP 5 Characteristics Cost: 149 Cost Power 8 Magical: +12 PD (12 Active Points); Limited Power Only vs non-magical attacks (-1/2) 7 Magical: +10 ED (10 Active Points); Limited Power Only vs non-magical attacks (-1/2) 24 Magical: Resistant Protection (14 PD/10 ED) (36 Active Points); Limited Power Only vs non-magical attacks (-1/2) 15 Tough: Resistant Protection (4 PD/6 ED) 10 Telepathy: Telepathy 4d6 (Insects class of minds) (20 Active Points); Limited Power Only with spiders (-1) 22 Human Form: Shape Shift (Sight, Smell/Taste and Touch Groups), Reduced Endurance (0 END; +1/2) (22 Active Points) 4 Spring: Leaping +11m (24m forward, 12m upward) (6 Active Points); Conditional Power Only when not shapeshifted (-1/2) 7 Spider Legs: Clinging (normal STR) (10 Active Points); Conditional Power Only when not shapeshifted (-1/2) 5 Running +8m (20m total) (8 Active Points); Conditional Power Only when not shapeshifted (-1/2) 5 Bite: Killing Attack - Hand-To-Hand 1 point (1d6+1 w/STR) 28 Venom: Multipower, 50-point reserve, (50 Active Points); all slots 8 Charges (-1/2), Limited Power Only if bite or weapon does body damage (-1/4) 2f 1) Lethal Venom: Drain BODY 1d6, Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (4 damage increments, damage occurs every six Segments, can be negated by any healing; +2 1/2) (35 Active Points); Limited Power Blocked by life support vs poison (-1/2), No Range (-1/2) 2f 2) Paralytic Venom: Entangle 2d6, 2 PD/2 ED, Alternate Combat Value (uses OMCV against DCV; +0), Takes No Damage From Attacks All Attacks, STR only to break out (+1) (40 Active Points); No Range (-1/2), Limited Power vs Constitution, not Ego (-1/2) Powers Cost: 139 Cost Skill 11 Power 16- 5 Language: Morianic (idiomatic; literate) 2 Language: Arcanum (fluent conversation) 3 Charm 12- 3 Conversation 12- 3 High Society 12- 3 Interrogation 12- 3 Lockpicking 12- 3 PS 12- 3 Persuasion 12- 6 OCV +2 with presence-based skills and rolls 2 WF: Blades, Crossbows Skills Cost: 47 Cost Perk 34 Journeyman Illusion, Apprentice Mysticism, Apprentice Castle, Journeyman one other magic 5 Contact Local power or authority (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11- 2 Favor (local authority or ruler) Perks Cost: 41 Cost Talent 10 Animal Friendship (20 Active Points); Limited Power Only with spiders (-1) Talents Cost: 10 Total Character Cost: 386 Pts. Complication 15 Psychological Complication: Manipulative, seductive, and cruel (Common; Strong) 10 Distinctive Features: Spider Legs (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) Complication Points: 25 Ecology: Arachne are horrible creatures that dwell among humans and hunt them. They are rarely found anywhere but in civilization, preferably in larger towns and cities so they can blend in easier. The origin of Arachne is unknown, but most speculate dark, horrible magics long ago, or demonic influence. The home of an Arachne will always have at least one room or hidden chamber where their true nature is undisguised. Personality/Motivation: Arachne are hateful, spiteful, and cruel. They love to cause pain and betrayal, and especially savor killing a handsome strong man. The long process of toying with, seducing, and destroying men seems to be their fondest ambition; the more complex and complete the testruction, the better. Powers/Tactics: Arachne are accomplished court butterflies, skilled in intrigue, deception, seduction, and lies. They have some magical ability, always focussed on making their attempts more effective, but will sometimes learn some elemental magic for defense or combat or necromancy for greater power. In addition to these skills, the Arachne can shape shift into a human form, concealing her spidery legs in shapely woman’s legs and hips. While in this form, she loses some of her powers, such as the ability to climb walls and run as swiftly, but she retains her poisonous bite and great resistance to non magical attacks. An Arachne will tend to retain her human form unless she must escape or is comfortable and certain she is alone. Arachne prefer to avoid combat, and will use their wiles and magic to disarm a situation, playing men off each other and using political contacts and allies to protect herself. Campaign Use: Arachne are primarily useful as a foe for some powerful ruler, a man blinded by the seductive wiles of the Arachne and her beauty, while others might see something isn’t quite right. An Arachne might target a PC in a more politically themed campaign. Appearance: Arachne look like beautiful, exotic human women from the waist up, and until forced into or hunting in their real form, from the waist down as well. However, the true form of an Arachne has four spider legs from the waist down, hideous furry, clawed spider legs. Arachne also have somewhat larger canine teeth, but not extraordinarily so.
  9. Mr. Lei's Employer. Madame Mystique Val Char Cost Roll Notes 12 STR 2 11- Lift 132.0kg; 2d6+1 [1] 16 DEX 12 12- 18 CON 8 13- 30 INT 20 15- PER Roll 15- 15 EGO 5 12- 18 PRE 8 13- PRE Attack: 3 ½d6 8 OCV 25 6 DCV 15 4 OMCV 3 6 DMCV 9 4 SPD 20 Phases: 3, 6, 9, 12 8 PD 6 Total: 8 PD (0 rPD) 8 ED 6 Total: 8 ED (0 rED) 10 REC 6 40 END 4 12 BODY 2 30 STUN 5 Total Characteristic Cost: 156 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 30 Arsenal Ecclectic: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1) 2f 1) Hypnotic Spinner: Mind Control 10d6 (50 Active Points); OAF (-1), Limited Normal Range (20m; -¼) 5 1f 2) Multi-Shot Signal Flare Gun: Sight Group Images, +/-4 to PER Rolls, Area Of Effect (16m Radius; +¾) (38 Active Points); OAF (-1), Set Effect (signal flare of define appearance; -1), 4 Continuing Charges lasting 1 Minute each (-¼) [4 cc] 2f 3) Smoke Grenade: Darkness to Sight Group 12m radius (60 Active Points); OAF (-1), Range Based On Strength (-¼), 6 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -¼) [6 cc] 1f 4) Throwing Disc: Blast 6d6 (30 Active Points); 4 Charges (-1), OAF (-1), Range Based On Strength (-¼) [4] 35 Gas Pistol: Multipower, 80-point reserve, (80 Active Points); all slots OAF (-1), Limited Range (20m; -¼) 3f 1) Knockout Gas: Blast 6d6, Area Of Effect (1m Radius; +¼), Attack Versus Alternate Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity]; All Or Nothing; +1) (67 Active Points); OAF (-1), 10 Charges (-¼), Limited Range (20m; -¼) [10] 3f 2) Paralysis Gas: Entangle 3d6, 4 PD/4 ED, Area Of Effect (1m Radius; +¼), Takes No Damage From Attacks All Attacks, STR only to break out (+1) (79 Active Points); OAF (-1), 10 Charges (-¼), Limited Range (20m; -¼) [10] 3f 3) Tear Gas: Sight Group Flash 4d6, Area Of Effect (1m Radius; +¼), Attack Versus Alternate Defense (defense is solid, sealed coverings over the eyes or appropriate Life Support [immunity]; All Or Nothing; +½), Delayed Recovery (each BODY equals 1 Turn of effect, see APG 99; +2) (75 Active Points); OAF (-1), 10 Charges (-¼), Limited Range (20m; -¼) [10] Curious Abilities 10 1) Angel's Watch Over Me: Luck 2d6 0 10 2) Mystical Defenses: Power Defense (10 points) 0 10 3) Psychic Defenses: Mental Defense (10 points total) 0 Madam Mystique Costume, all slots OIF (-½) 20 1) Armored Costume: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-½) 0 17 2) Broadcast Tracking: Detect Source Of Radio Transmissions 9- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-½) 0 12 3) Camouflage Suit: Sight Group Images, +/-6 to PER Rolls (28 Active Points); No Range (-½), Set Effect (only to camouflage wearer; -½), IIF (-¼) 3 6 4) Communications: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight Group, Hearing Group, and Radio Group (-½), OIF (-½) 0 8 5) Silence Suit I: Invisibility to Hearing Group (10 Active Points); IIF (-¼) 1 Kung Fu (Wu Shu) Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 22 STR to Disarm roll 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 27 STR vs. Grabs 5 Flying Kick +1 -2 6d6 Strike 3 Joint Lock/Grab -1 -1 Grab Two Limbs, 22 STR for holding on 5 Kick -2 +1 6d6 Strike 4 Knife Hand -2 +0 HKA 2d6 3 Legsweep +2 -1 3d6 Strike, Target Falls 4 Punch +0 +2 4d6 Strike 3 Throw +0 +1 2d6 +v/10, Target Falls 4 Tien-hsueh Strike -1 +1 2d6 NND 4 Tiger/Dragon Claw +0 +0 6d6 Crush, Must Follow Grab 4 Uproot/Sand Palm +0 +0 27 STR to Shove 1 Weapon Element: Blades 1 Weapon Element: Clubs 1 Weapon Element: Polearms 1 Weapon Element: Staffs 1 Weapon Element: Three-Section Staff Perks 2 Fringe Benefit: Private Investigator License 1 Fringe Benefit: Weapon Permit 1 Fringe Benefit: License to practice Medicine 6 Well-Known In Detective Circles: Reputation: famed detective (throughout the Law Enforcement World) 14-, +2/+2d6 9 Money: Wealthy 1 Sweet Car: Vehicles & Bases (0 Active Points) 1 Home Base: Vehicles & Bases (0 Active Points) 3 Well-Connected 3 1) Comissioner Rhiannan Phillips: Contact: Police Commissioner of San Fransisco (Contact has access to major institutions, Contact has useful Skills or resources) (4 Active Points) 11- 1 2) Madam Zachareena: Contact: Psychic Medium (Contact has useful Skills or resources, Contact limited by identity) (2 Active Points) 11- 2 3) Contact: Mayor of Seattle (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity) (3 Active Points) 11- 11 4) Contact: San Fransiscso Public Utilitiees Commission (Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 12- Talents 5 Anticipation: Lightning Reflexes (+5 DEX to act first with All Actions) 3 Awareness: Lightsleep 6 Combat Awareness: Combat Luck (3 PD/3 ED) 6 Lovely Lady: +2/+2d6 Striking Appearance (vs. all characters) 3 Voice of an Angel: Perfect Pitch 4 Voraceous Reader: Speed Reading (x10) 3 Absolute Time Sense 5 Eidetic Memory 3 Lightning Calculator Skills 12 +1 Overall 3 Acting 13- 3 Bugging 15- 3 Charm 13- 3 Computer Programming 15- 3 Concealment 15- 3 Contortionist 12- 3 Conversation 13- 5 Criminology 16- 13 Deduction 20- 3 Disguise 15- 3 Electronics 15- 3 Forensic Medicine 15- 3 Inventor 15- 3 Jack of All Trades 2 1) PS: Chef (3 Active Points) 15- 2 2) PS: Librarian (3 Active Points) 15- 2 3) PS: Private Detective (3 Active Points) 15- 2 4) PS: Stage Magician (3 Active Points) 13- 3 Linguist 1 1) Language: Cantonese (fluent conversation) (2 Active Points) 0 2) Language: English (idiomatic) (4 Active Points) 2 3) Language: French (idiomatic) (4 Active Points) 3 4) Language: German (idiomatic) (4 Active Points) 2 5) Language: Italian (completely fluent) (3 Active Points) 1 6) Language: Latin (completely fluent) (3 Active Points) 1 7) Language: Manderin (fluent conversation) (2 Active Points) 2 8) Language: Spanish (completely fluent) (3 Active Points) 3 Lockpicking 12- 3 Mimicry 15- 3 Paramedics 15- 3 Persuasion 13- 3 Scholar 4 1) KS: Arcane And Occult Lore (5 Active Points) 17- 2 2) KS: Magic Tricks (3 Active Points) 15- 2 3) KS: The Law Enforcement World (3 Active Points) 15- 2 4) KS: The Metahuman World (3 Active Points) 15- 2 5) KS: The Mystic World (3 Active Points) 15- 2 6) KS: The Psychic World (3 Active Points) 15- 2 7) KS: The Weird World (3 Active Points) 15- 3 Scientist 2 1) SS: Chemistry 15- (3 Active Points) 2 2) SS: Medicine 15- (3 Active Points) 2 3) SS: Psychology 15- (3 Active Points) 2 4) Science Skill: Ballistics 15- (3 Active Points) 2 5) Science Skill: Forensic Computing 15- (3 Active Points) 3 Security Systems 15- 5 Shadowing 16- 7 Sleight Of Hand 14- 7 Stealth 14- 3 Streetwise 13- 3 Systems Operation 15- 3 Traveler 1 1) CK: city of character's choice (2 Active Points) 11- 1 2) CK: city of character's choice (2 Active Points) 11- 1 3) CK: city of character's choice (2 Active Points) 11- 5 WF: Common Melee Weapons, Small Arms, Staffs Total Powers & Skill Cost: 484 Total Cost: 640 400+ Matching Complications 10 Hunted: by a single enemy, monster, or other being with psychic or weird powers 8- (As Pow; Harshly Punish) 10 Hunted: by a single occult enemy, monster, or the like 8- (As Pow; Harshly Punish) 10 Hunted: the police 8- (Mo Pow; NCI; Watching) 10 Psychological Complication: Attracted to Wei Xiang Kwok (Common; Moderate) 20 Psychological Complication: Sworn to Protect the Innocent and uphold family honor (Common; Total) 15 Social Complication: Secret Identity Frequently, Major 240 Experience Points Total Complications Points: 640 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Idea for her so far is that the Madame is (like her Green Hornet progenitor) the latest in a family line of crime fighters, some with fancy costumes and codenames, some without. A child prodigy she was wealthy enough to indulge her whims. She attended medical school at 14 and became a Doogie Houser MD style doctor in three short but intense years. Then decided to become a stage magician. Then a chef. When she was 21 she received a piece of her inheritance withheld by her Grandfather who had passed away when she was still a teenager. This was a map and a passcode. Once she figured out the trick she found herself in the lair of Mr Mystery, a sixties era crime fighter who had lived in a pulp era vibe. Abigail inherited this and became Madame Mystique and began fighting crime in her home town of San Francisco and then later up and down the pacific coast. She met her partner during a case when she hired him to be her Chauffeur and he turned out to be much more. So now they fight crime together. visually I see her as something between Zatanna and Madam Mirage
  10. Guardian Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 13 DEX 6 12- OCV: 7/DCV: 6 25 CON 15 14- 15 INT 5 12- PER Roll 13- 11 EGO 1 11- ECV: 3 - 4 15 PRE 5 12- PRE Attack: 3d6 7 OCV 20 6 DCV 15 3 OMCV 0 4 DMCV 3 4 SPD 20 Phases: 3, 6, 9, 12 25 PD 8 Total: 25 PD (15 rPD) 25 ED 8 Total: 25 ED (15 rED) 25 REC 11 50 END 6 15 BODY 5 50 STUN 15 Total Characteristic Cost: 193 Movement: Running: 12m/24m Flight: 20m/40m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END Enhanced Physiology 22 1) +15 ED, Resistant (+½) (22 Active Points) 22 2) +15 PD, Resistant (+½) (22 Active Points) 3 3) Enchanced Senses: +1 PER with all Sense Groups 0 10 4) Enhanced Speed: Lightning Reflexes (+10 DEX to act first with All Actions) 5 5) Full Spectrum Vision: Ultraviolet Perception (Sight Group) 0 16 6) Hyper Efficient Physiology: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 0 5 7) Light Enhancement: Nightvision 0 25 8) Solar Flight: Flight 20m, Position Shift; Leaves A Trail (-0) 2 5 9) Thermal Vision: Infrared Perception (Sight Group) 0 Photosynthetic Absorption 5 1) +10 REC (10 Active Points); Limited Power Power loses about half of its effectiveness (Only in Direct Sunlight; -1) 4 2) Healing: Regeneration (1 BODY per Hour) (8 Active Points); Limited Power Power loses about half of its effectiveness (Only in Direct Sunlight; -1) 0 3 3) Superceded Life Support: Life Support (Eating: Character does not eat; Sleeping: Character does not sleep) (6 Active Points); Limited Power Power loses about half of its effectiveness (Only in Direct Sunlight; -1) 0 7 4) Absorption 5 BODY (energy, END and STR), Increased Maximum (x2 points) (+¼), Expanded Effect (x2 Characteristics or Powers simultaneously) (+½), Absorption As A Defense (Normal; +½) (11 Active Points); Limited Special Effect Solar/Light Based Attacks (-½) 0 Talents 6 Golden Boy: +2/+2d6 Striking Appearance (vs. all characters) 3 Enhanced Processing: Lightning Calculator 5 Enhanced Memory: Eidetic Memory 3 Navigator: Bump Of Direction Skills 3 +2 with Security Systems (4 Active Points); Only Versus Computer Security Systems (-½) 3 Bureaucratics 12- 7 Computer Programming 14- 3 Deduction 12- 3 Electronics 12- 3 Inventor 12- 3 Jack of All Trades 1 1) PS: Graphic Illustrator (2 Active Points) 11- 2 2) PS: Network Security Analyst (3 Active Points) 12- 2 3) PS: Researcher (3 Active Points) 12- 3 Linguist 0 1) Language: English (idiomatic) (4 Active Points) 1 2) Language: French (completely fluent) (3 Active Points) 1 3) Language: Irish (fluent conversation) (2 Active Points) 1 4) Language: Norwegian (fluent conversation) (2 Active Points) 2 Mechanics 10- 3 SS: Computer Sciences 12- 3 Scholar 2 1) KS: Basketball (NCAA, NBA, Euroleague) (3 Active Points) 12- 2 2) KS: Cybercriminals and Hacktivists (3 Active Points) 12- 1 3) KS: Networks and Network Security (2 Active Points) 11- 2 4) KS: The Infosec World (3 Active Points) 12- 1 5) KS: The Metahuman World (2 Active Points) 11- 3 Security Systems 12- 3 Systems Operation 12- Total Powers & Skill Cost: 207 Total Cost: 400 400+ Matching Complications Total Complications Points: 400 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: I'm going the other way with this build. Starting from 400 and adding til I get to 1000 for this heavy hitter. This is my "Solar Powered" Flying Brick - for the most part, the Solar stuff is a gimick - IE he doesn't really lose his power without it but darkness attacks will do more damage (Vulnerability) and on the off chance he encounters a solar powered foe he's got a leg up. I'm at work and don't have my 6e with me - anyone know how much he absorbs? Is it just 10 AP?
  11. The Red Queen Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 16 13- OCV: 7/DCV: 7 20 CON 10 13- 18 INT 8 13- PER Roll 13- 13 EGO 3 12- ECV: 5 - 5 20 PRE 10 13- PRE Attack: 4d6 7 OCV 20 7 DCV 20 5 OMCV 6 5 DMCV 6 4 SPD 20 Phases: 3, 6, 9, 12 8+28 PD 6 Total: 8/36 PD (0/28 rPD) 8+28 ED 6 Total: 8/36 ED (0/28 rED) 10 REC 6 40 END 4 12 BODY 2 40 STUN 10 Total Characteristic Cost: 158 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 60m/60m Cost Powers END 80 Mistress of Time: Multipower, 80-point reserve 8f 1) Exhaustion: Blast 8d6, Attack Versus Alternate Defense (is temporal/dimensional manipulation powers or Life Support [Diminished Sleep]; All Or Nothing; +1) (80 Active Points) 8 4f 2) Fast Time Bubble: Aid SPD 7d6, Ranged (+½) (63 Active Points); Recipient Must Spend 2 END Per Point Of Extra SPD Gained Per Phase While Aid Remains In Effect (-½) 6 6f 3) Rapid Healing: Healing Simplified 6d6 (60 Active Points) 6 5f 4) Rapid Transit: Teleportation 60m (60 Active Points); no Noncombat movement (-¼) 6 6f 5) Slow Time Bubble: Drain SPD 6d6 (60 Active Points) 6 2f 6) Stand There While I Hit You: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-¼) 3 5f 7) Temporal Acceleration: Killing Attack - Ranged 1d6, Constant (+½), Attack Versus Alternate Defense (is temporal/dimensional manipulation powers or Life Support [Longevity]; All Or Nothing; +1), Does BODY (+1) (52 Active Points) 5 7f 8) Temporal Disharmony: Blast 6d6, Constant (+½), Attack Versus Alternate Defense (is temporal/dimensional manipulation powers or Life Support [Longevity]; All Or Nothing; +1) (75 Active Points) 7 Notes: total cost should be 75 points Mistress of Time 10 1) Best Possible Future: +2 Overall (24 Active Points); Extra Time (Half Phase, -½), Costs Endurance (-½), Increased Endurance Cost (x2 END; -½) 4 23 2) Chronosense: Detect Time 23- (no Sense Group), Discriminatory, Analyze 0 33 3) Foresight: Danger Sense (immediate vicinity, out of combat, Function as a Sense) 19- 17 4) Forewarned Is Foredefended: +5 DCV (25 Active Points); Instant (-½) 7 5) Gone Out For Food: Life Support (Eating: Character does not eat), 1 Continuing Charge lasting for 1 Day (+¼), Usable Simultaneously (up to 8 people at once; +1) (7 Active Points) 0 5 6) Outside Of Time: Life Support (Longevity: Immortal) 0 60 7) Summon Timegate: Extra-Dimensional Movement (Any Point in Time, Physical Location Same As Starting Location), Usable By Other (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (1m Radius; +¼), Constant (+½) (151 Active Points); Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Gate (-½) 6 50 8) Time Shift Field: Resistant Protection (20 PD/20 ED), Hardened (+¼) (75 Active Points); Costs Endurance (-½) 7 28 9) Time View: Retrocognitive, Precognitive Clairsentience (Sight And Hearing Groups) (70 Active Points); Precognition/Retrocognition Only (-1), No Range (-½) 7 Regalia 24 1) Armored Costume: Resistant Protection (8 PD/8 ED/8 Flash Defense: Sight Group) (36 Active Points); OIF (-½) 0 6 2) Crown of 4G Reception: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As More Than One Sense Sight and Hearing as well as Radio (-½) 0 16 3) Energy Blade: Killing Attack - Hand-To-Hand 2d6-1, Armor Piercing (+¼), Penetrating (+½) (44 Active Points); OAF (-1), No STR Bonus (-½), No Knockback (-¼) 4 17 4) Scepter of Office: Hand-To-Hand Attack +6d6 (30 Active Points); OIF (-½), Hand-To-Hand Attack (-¼) 3 Generic Martial Arts Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 5 Kick -2 +1 7d6 Strike 4 Punch +0 +2 5d6 Strike 3 Throw +0 +1 3d6 +v/5, Target Falls Perks 11 Funds: Money: Filthy Rich Talents 3 Regal Beauty: +1/+1d6 Striking Appearance (vs. all characters) 8 Story Time: Speed Reading (x1,000) 15 Anticipation: Lightning Reflexes (+15 DEX to act first with All Actions) Skills 3 Acting 13- 3 Breakfall 13- 3 Bribery 13- 3 Computer Programming 13- 3 Concealment 13- 3 Conversation 13- 5 Cramming 3 Deduction 13- 3 Disguise 13- 3 Electronics 13- 3 Forgery 13- 3 High Society 13- 3 Jack of All Trades 2 1) PS: Designer (3 Active Points) 13- 2 2) PS: Musician: Vocalist (3 Active Points) 13- 4 3) PS: Painter (5 Active Points) 15- 2 4) PS: Writer (3 Active Points) 13- 3 Linguist 0 1) Language: English (idiomatic) (4 Active Points) 1 2) Language: French (completely fluent) (3 Active Points) 2 3) Language: Greek (Byzantine) (completely fluent) (3 Active Points) 1 4) Language: Latin (completely fluent) (3 Active Points) 3 Lockpicking 13- 3 Mechanics 13- 4 Navigation (Hyperspace, Space, Temporal) 13- 3 Persuasion 13- 3 Scholar 2 1) KS: Painting (3 Active Points) 13- 2 2) KS: The Artistic World (3 Active Points) 13- 2 3) KS: The Black Market (3 Active Points) 13- 2 4) KS: The Metahuman World (3 Active Points) 13- 2 5) KS: World History (3 Active Points) 13- 3 Scientist 1 1) SS: Anthropology 11- (2 Active Points) 4 2) SS: Archaeology 15- (5 Active Points) 2 3) SS: Geology 13- (3 Active Points) 1 4) SS: Mathematics 11- (2 Active Points) 1 5) SS: Physics 11- (2 Active Points) 2 6) SS: Temporal Physics 13- (3 Active Points) 7 Scientist and 4 points' worth of relevant SSs (such as Geology) in addition to those listed below 3 Security Systems 13- 3 Stealth 13- 5 Streetwise 14- 3 Survival 13- 5 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Two-Wheeled Motorized Ground Vehicles 9 WF: Beam Weapons, Common Melee Weapons, Energy Weapons, Electric Whip, Energy Blades, Garrote Total Powers & Skill Cost: 609 Total Cost: 767 400+ Matching Complications 10 Distinctive Features: Out of Time (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 20 Hunted: Various Authorities Frequently (As Pow; NCI; Harshly Punish) 20 Physical Complication: Amnesia (Infrequently; Fully Impairing) 10 Psychological Complication: Cares about her Underlings (Common; Moderate) 15 Psychological Complication: Must Restore Her Life (Common; Strong) 367 Experience Points Total Complications Points: 767 Background/History: Yuliana knows her name and has a nagging sense of purpose beyond crime. But falling into crime ot help restore her lost memories was too easy - and not unfamiliar. She's not sure how she got her powers but they are as natural as breathing and allowed her to search the timestream for clues to who she is but invariably, she's drawn back to the present and another scheme to restore herself. Personality/Motivation: Regal and controlled, the Red Queen comes across as almost agreeable. She treats her underlings well, even to the point of protecting them. She treats defeated foes with mercy when she can, making their imprisonment tolerable or their death's quick and painless. But she's on a mission and ruthless when crossed. Crime is a means to an end but the closer she feels she's getting to her lost memories the more desperate and irrational she will become. Quote: Powers/Tactics: The Red Queen commands the ebb and flow of time itself. She can sense time see possible futures, travel to the past or future, and age those foolish enough to cross her. In addition she's highly skilled has access to advacnced technology (from possible futures) and has an inordinate amount of resources. Campaign Use: The Red Queen rarely works with other villains - they tend to try and betray or control her. She uses agents and invests in them. Some of her Agents have Metahuman level enhancements or gear, and a few have natural powers. They are all quite loyal. Her background is a mystery to even me at the moment. I'm hedging towards a time elemental taken possession of a woman. Not sure from what era she's from. I think the Future. Appearance: Yuliana is a red-haired russian beauty with silver eyes and a fair complexion. She dresses impeccably if a little racy in most situations. The Red Queen gear is high-tech composit scale male that is metallic crimson. She has darker or lighter red accents. A breast plate, shoulder plates, guantlets, and boots are also metallic red but a lighter shade than her base armor. She has a loin cloth of white with red designs, and a crown of silver with red stones. She wears no mask and no one knows who she is anyway.
  12. Oberon Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 17 DEX 14 12- OCV: 8/DCV: 7 20 CON 10 13- 20 INT 10 13- PER Roll 13- 18 EGO 8 13- ECV: 6 - 6 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 7 DCV 20 6 OMCV 9 6 DMCV 9 4 SPD 20 Phases: 3, 6, 9, 12 8 PD 6 Total: 8 PD (0 rPD) 8 ED 6 Total: 8 ED (0 rED) 10 REC 6 40 END 4 15 BODY 5 40 STUN 10 Total Characteristic Cost: 182 Movement: Running: 14m/28m Flight: 24m/48m Leaping: 4m/8m Swimming: 5m/10m Cost Powers END 36 Micro Combat: Multipower, 45-point reserve, (45 Active Points); all slots Unified Power (Shrinking Powers; -¼) 2f 1) Internal Agony: Blast 6d6, Penetrating (+½) (45 Active Points); Only When Desolidfied Inside Target (-1), No Knockback (-¼), Unified Power (Shrinking Powers; -¼) 4 1f 2) Miniaturization Point Defense: Deflection (20 Active Points); Only Versus Physical Projectiles (-¼), Unified Power (Shrinking Powers; -¼) 2 8 Radio Implant: Radio Perception/Transmission (Radio Group) (10 Active Points); Restrainable (-¼) 0 Athletic 2 1) Running +2m (14m total) 1 1 2) Swimming +1m (5m total) 1 Shrinking Powers, all slots Unified Power (Shrinking Powers; -¼) 16 1) Microflight: Flight 24m (24 Active Points); Linked (To Shrinking; -¼), Unified Power (Shrinking Powers; -¼) 2 19 2) Miniature size: Shrinking (0.1156 m tall, 0.0208 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +24m KB) (24 Active Points); Unified Power (Shrinking Powers; -¼) 2 6 3) Skilled Deflection: +4 OCV with Deflection (8 Active Points); Unified Power (Shrinking Powers; -¼) Son of Gair 4 1) Life Support (Longevity: 1600 Years) 0 5 2) Luck 1d6 0 Hwarang-Do Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Choke -2 +0 Grab One Limb; 2d6 NND 4 Finger Strike -1 +1 2d6 NND 4 Hand Strike/Elbow Strike/Snap Kick +0 +2 6d6 Strike 5 Joint Break -1 -2 Grab One Limb; HKA 2 ½d6 , Disable 3 Joint Lock +0 -1 Grab One Limb; 10 STR for holding on 5 Kick -2 +1 8d6 Strike 5 Throw -2 +0 HKA 2 ½d6 , Target Falls 1 Weapon Element: Blades 1 Weapon Element: Clubs 1 Weapon Element: Polearms 1 Weapon Element: Staffs Talents 5 Lightning Reflexes (+5 DEX to act first with All Actions) 3 Lightsleep 3 Rugged Good Looks: +1/+1d6 Striking Appearance (vs. all characters) Skills 3 Breakfall 12- 3 Bugging 13- 3 Computer Programming 13- 3 Deduction 13- 3 Defense Maneuver I 3 Demolitions 13- 3 Electronics 13- 3 Inventor 13- 3 Lockpicking 12- 3 Mechanics 13- 3 Paramedics 13- 3 Scholar 1 1) KS: Hwarang-Do (2 Active Points) 11- 1 2) KS: Korean Healing (2 Active Points) 11- 2 3) KS: The Academic World (3 Active Points) 13- 1 4) KS: The Fey Court (2 Active Points) 11- 3 Scientist 2 1) SS: Biochemistry 13- (3 Active Points) 2 2) SS: Biology 13- (3 Active Points) 2 3) SS: Biophysics 13- (3 Active Points) 1 4) SS: Chemistry 11- (2 Active Points) 1 5) SS: Mathematics 11- (2 Active Points) 2 6) SS: Microbiology 13- (3 Active Points) 1 7) SS: Physics 11- (2 Active Points) 3 Security Systems 13- 3 Stealth 12- 5 WF: Beam Weapons, Common Melee Weapons, Staffs 3 Weaponsmith 13- Total Powers & Skill Cost: 218 Total Cost: 400 400+ Matching Complications 10 Hunted: Clan Gair Frequently (Mo Pow; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find; Watching) 20 Hunted: Rogues Gallery Frequently (As Pow; NCI; Harshly Punish) 15 Psychological Complication: Devoted to Brìghde (Common; Strong) 20 Psychological Complication: Easy-going Champion of Justice (Common; Total) 5 Susceptibility: Cold Iron 1d6 damage Instant (Uncommon) Total Complications Points: 400 Background/History: Glen O'Brien was all about living life to the fullest. Before he'd attended college at the age of 22, he's already spent seven years exploring the world with his parents, studying martial arts in South Korea and computers in Japan. Glenn took after his father's family nad was a big boy, in body and in mind. He finally focused on Biochemistry when he went to University. That he would be a hero was certain, he'd red the books, dreamed the dreams. Glenn developed his "Hornet" identity slowly, beginning in his youth when he first came up with the idea. Creating the gear and the abilities took time, but not too much. Though he didn't know it at the time, the catastrophic failure of his first solo mission would be the best thing that ever happened to him. He'd tried to stop a robbery by self-proclaimed wizards at the National War Museum of Scottland, they were after a sword they thought had great power. Hornet thought they were mad. If it was truely a artifact of great power someone would have known right? He leapt in to do the hero thing and was blown off the Earth by a jumpy summoner. Wherever he was, it wasn't Edinburgh. For almost three days he wandered aimlessly, there was edible plants a plenty and he'd hunted before. On the fourth day, he found a lake and decided he needed to bathe. And it was at this moment of submerged, naked vulnerability that he met Brìghde. Well, met may be a strong term. Was spied upon. For a moment, their eyes locked and poor Glen forgot the world. She was the most beautiful thing he'd ever seen. Then it all came back to him and he panicked - assumed his Hornet size and flew away. It was the dating version of fight or flight and he would have kicked himself later on if she hadn't sprouted wings and given chase. This chase began a series of adventures that culminated in marriage, return to Earthrealm and a move the the States to scratch the one last itch he'd had. Brìghde was determined to join her husband in his hapless pursuit of justice and so the Hornet retired only to be replaced by Oberon. Personality/Motivation: Glen is rough, ready for a laugh, and happily married. Oberon is one half Doc Savage and one half Peter Venkman with a dash of Hank Pym thrown in. He's clever and charming and lovably annoying. He's also a champion of the meek and protector of those who can't protect themselves. He loves the bizarre nature of being a costumed hero. (He hates the nickname his mom has for him "Bren-Glen") Quote: Powers/Tactics: Dr. O'Brien gave himself his powers, planning on an insect themed career but now has changed his wasp wings for fey and his gold and black costume for silver and purple. Campaign Use: Appearance: Tall and rugged with broad shoulders and chest, Glen keeps his hair trimmed close and sports the circle beard. He tends to dress like an off duty lumberjack and constantly changes cranial accessories, either in a mad attempt to be the hipsterest person ever or a personal satire on the movement. No one knows. Oberon's uniform is a silvery material that looks like finely wrought chain mail with royal purple gloves, half mask, boots, and loin cloth. He werars a gold belt. When he shrinks he grows butterfly style wings. Author's Notes: Yeah I finished this one a bit quickly...he has no resistant defenses and precious little defenses at all. I'll need to fix that.
  13. Titania Val Char Cost Roll Notes 10+60 STR 0 11- / 23- Lift 100.0kg/409.6tons; 2d6/14d6 20 DEX 20 13- OCV: 7/DCV: 7 35 CON 5 16- 20 INT 10 13- PER Roll 14- 12 EGO 2 11- ECV: 4 - 4 20+20 PRE 10 13- / 17- PRE Attack: 4d6/8d6 7 OCV 20 7 DCV 20 4 OMCV 3 4 DMCV 3 4 SPD 20 Phases: 3, 6, 9, 12 10+12 PD 8 Total: 10/22 PD (10 rPD) 10+12 ED 8 Total: 10/22 ED (10 rED) 10 REC 6 60 END 8 15+12 BODY 5 50+24 STUN 15 Total Characteristic Cost: 163 Movement: Running: 12m/60m/24m/120m Flight: 20m/40m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 120 Gigantic Size: Growth (+60 STR, +20 CON, +20 PRE, +12 PD, +12 ED, +12 BODY, +24 STUN, +15m Reach, +48m Running, -24m KB, hands/feet are Area Of Effect (2m Radius) attacks, 50,001-400,000 kg, +8 to OCV to hit, +8 to PER Rolls to perceive character, 17-32m tall, 9-16m wide), Costs Endurance Only To Activate (+¼) (150 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼) 12 Growth Stats 0 1) +60 STR (Custom Adder) 0 2) +20 CON (Custom Adder) 0 3) +20 PRE (Custom Adder) 0 4) +12 PD (Custom Adder) 0 5) +12 ED (Custom Adder) 0 6) +12 BODY (Custom Adder) 0 7) +24 STUN (Custom Adder) 0 8) Running +48m (12m/60m total), Custom Adder 10 Fey Mind: Mental Defense (10 points total) 0 10 Fey Physiology: Power Defense (10 points) 0 17 Fey Flight: Flight 20m, Position Shift (25 Active Points); Lockout (Can't use when Growth is Active; -½), Leaves A Trail (-0) 2 5 Fey Toughness: Resistant (+½) (5 Active Points) applied to PD 5 Fey Toughness: Resistant (+½) (5 Active Points) applied to ED 3 Keen Senses: +1 PER with all Sense Groups 0 11 Fey Physiology: Life Support (Eating: Character only has to eat once per week; Longevity: Immortal; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0 Talents 6 Fey Allure: +2/+2d6 Striking Appearance (vs. all characters) 3 Lightsleep 3 Absolute Time Sense Skills 5 AK: Lands of Legend 15- 7 Animal Handler 15- (19-) 3 High Society 13- (17-) 3 Oratory 13- (17-) 3 Paramedics 13- 3 Persuasion 13- (17-) 3 Riding 13- 3 Scholar 1 1) KS: Fey Court (2 Active Points) 11- 4 2) KS: Flora And Fauna (5 Active Points) 15- 1 3) KS: Herbalism And Healing-Lore (2 Active Points) 11- 3 Survival 13- 3 Tracking 13- 2 WF: Common Melee Weapons Total Powers & Skill Cost: 237 Total Cost: 400 400+ Matching Complications 10 Distinctive Features: Fey Attributes and Attraction (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Rogues Gallery Frequently (As Pow; NCI; Harshly Punish) 10 Psychological Complication: Capricious and Hedonistic (Common; Moderate) 15 Psychological Complication: Totally Devoted to "Oberon" (Common; Strong) 5 Susceptibility: Cold Iron 1d6 damage Instant (Uncommon) 5 Susceptibility: Cold Iron 1d6 damage Instant (Uncommon) 10 Vulnerability: 2 x STUN Cold Iron (Uncommon) Total Complications Points: 400 Background/History: There was the delightful way the mortal had reacted to her presence. That was the first thing that Brìghde fell for. The man, tall and ruggedly handsome for a mortal, had been bathing in the loch when she spied him. He made an adorable chirping sound as he went to cover himself. Then he seemed to disappear but she caught sight of him again...flying away as a tiny fey. Perhaps he was a wizard? The daughter of Clan Gair gave chase, giggling as she went. When the tiny man tried to escape by flying higher, she simply followed him into the air. There was the manner of his speech, but with time and fey magic all things are possible. It took him mere weeks to realize he'd been caught. It took Brìghde a month to realize that she had been just as insnared. ​Destiny, it seemed had brought Glen O'Brein and the daughter of Clan Gair together. They had a marvelous time in one another's company; defeating a witch, rescuing her siblings, and eventually recovering the lost crown of her father's father. It was for the last bit that Glen was given her hand in marriage and took it gladly. Brìghde followed him back to Earthrealm and used her birthright of Giant-Size to aid him in protecting his homeland. It was his idea for them to take the names Oberon and Titania, she accepted but only after seeing a performance of the play. Personality/Motivation: As one would expect from a Fey, Titania is prone to (thanfkully benign) whimsy and flights of fancy. She is used to being taken care of and the world of a selfless superheroine is new to her - but she's trying. Right now it's fun - even when she's in danger - and she gets to be with Glen which is the most important thing to her. She's frightfully protective of her husband. Quote: Powers/Tactics: Get Big, smack down. Campaign Use: Appearance: Even at her normal size, Titania is imposing, broad shoulders but hauntingly beautiful elfin features with large eyes the color of silver. Her hair is dark blue and straight, crashng down like waves when she moves violently. She conceals her fey features when she wants to be indescreet. And favors form-fitting, "Exciting" clothing. As Titania she wears a white leather uniform with gold buckles and accents, blue gloves, boots, and belt.
  14. Invicta Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 13 DEX 6 12- OCV: 7/DCV: 6 30 CON 20 15- 13 INT 3 12- PER Roll 16- 11 EGO 1 11- ECV: 3 - 3 18 PRE 8 13- PRE Attack: 3 ½d6 7 OCV 20 6 DCV 15 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 26 PD 24 Total: 26 PD (26 rPD) 25 ED 23 Total: 25 ED (25 rED) 15 REC 11 60 END 8 15 BODY 5 60 STUN 20 Total Characteristic Cost: 234 Movement: Running: 12m/24m Flight: 30m/60m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 12 Sharp: +4 PER with all Sense Groups 0 12 Superhuman Speed!: Lightning Reflexes (+12 DEX to act first with All Actions) 44 Flight 30m, Position Shift, Usable as running (+¼) (44 Active Points) 4 Kinda Invincible 13 1) Bracing: Knockback Resistance -20m (20 Active Points); Costs Endurance (-½) 2 13 2) Stubborn Invulnerability: Damage Negation (-2 DCs Physical, -2 DCs Energy) (20 Active Points); Nonpersistent (-¼), Only Works Against Attacks she can sense (-¼) 0 12 3) Superhuman Physiology: Life Support (Extended Breathing: 1 END per Turn; Longevity: 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0 12 4) Toughness: Resistant (+½) (12 Active Points) applied to ED 13 5) Toughness: Resistant (+½) (13 Active Points) applied to PD Perks 3 Well-Connected 1 1) Blogger!: Contact: Heroic Times Website (Contact limited by identity) (2 Active Points) 12- 1 2) Freelance Journalist: Contact: Local Newspaper (Contact limited by identity, Good relationship with Contact) (2 Active Points) 11- 1 3) Police Commissioner: Contact: Police Commissioner John Richardson (Contact has access to major institutions, Contact limited by identity) (2 Active Points) 11- 1 Fringe Benefit: Press Pass Talents 6 Easy on the Eyes: +2/+2d6 Striking Appearance (vs. all characters) Skills 3 Conversation 13- 3 PS: Reporter 12- 2 PS: Research 11- 3 Paramedics 12- 3 Scholar 1 1) KS: Metahuman History (2 Active Points) 11- 1 2) KS: Soccer, International (2 Active Points) 11- 1 3) KS: The Metahuman World (2 Active Points) 11- 1 4) KS: What's Going On In The City (2 Active Points) 11- 1 5) KS: Who's Who In The City (2 Active Points) 11- 3 Streetwise 13- Total Powers & Skill Cost: 166 Total Cost: 400 400+ Matching Complications 15 Psychological Limitation: Annoyingly Curious; Often Sticks Her Nose In Where It Doesn't Belong (Common; Strong) 15 Social Complication: Secret Identity Frequently, Major 20 Psychological Complication: True Hero's Code (Common; Total) 10 Vulnerability: 1 ½ x Effect Magic (Common) 20 Vulnerability: 2 x BODY Magic (Common) Total Complications Points: 400 Background/History: Though she doesn't know it, Gabby was born in another dimension; one where the rules of reality were different. The alternate Earth began to collapse as their reality was shattered by the extra-dimensional menace known as the Gatecrasher. In a last ditch effort to save their infant daughter, she was warded magically and sent to an alternate world where she'd be safe. The infant was found in the "wilds" of northwest Washington, by a couple of graphic designers. The child was turned over to the authorities but the young couple kept tabs, they began the process of adoption as soon as they were given the go ahead. An inquisative (nosey) child, Gabby was the delight of her parents' eyes, and proved to be an excellent big sister to her brother Gordon as she grew. The wards that had protected her changed her physiology enough that she grew fantastically strong and tough later even being able to fly. Taking her cue from many others in similar situations, she took on a heroic mantle when she felt she was old enough to help. Personality/Motivation: Gabby is defined by two things, her innate goodness, and her curiosity. In short, she wants to know what's wrong and how she can help. This occasionally manifests itself in a mothering attitude that upsets people who are not children. She is also rather private, which her friends are quick to point out as being "majorly hypocritical."' Quote: Powers/Tactics: A fairly standard Paragon, First Hero Archetype, or FISS (Flight, Invulnerable, Strength, Speed) depending on your preference, Invicta's powers stem from the wards placed on her as a child. Her strength, speed, senses, and flight are "unusual" byproducts of the superhuman endurance and magical protections. Curiously enough, he wards are weaker against true magic. Perhaps it's the different realities clashing. As a side effect of her powers, when she wishes to be unnoticed (ie in her secret ID) she usually is. Campaign Use: Decided I needed a Northwest team. Went 400pt. JLI Influenced. Appearance: Gabrielle Gardner is a tall, atheletic woman in her mid twenties with long brown hair and brown eyes. She dresses in tasteful business causal fashions, wears hiptster glasses and keeps her hair wrangled at all times. As Invicta. she's a tad more glamorous, her hair is free and she draws more attention to herself in her red, white, blue and gold costume. The costume is a white one piece with red boots, gloves, and cape, a blue chevron-esque field from her neck and shoulders to her stirnum and then a gold star on her chest.
  15. I'm going to start posting some characters in here that I'm thinking about offering for people to try as prebuilt guys to learn Champions with in a game I hope to run at the local friendly neighborhood gaming store through a "meetup group" in town. They play tons of board games, but not so many RPGs and I think with the comic movies and such I might be able to get some new RPG players out of it. My problem is that I am almost 50 and their average age is like 20, so I think they see me as an old man and dull, out of touch, like dad or something. So I'm not sure how effectively I'll be able to connect with them. At any rate, here's my proposed bunch of offerings. Instead of the usual full character sheet I'm going to upload the HDC file and a picture of the stripped down simplified character sheet I created based on ones by others, particularly The Ebil Bunneh. I have a sheet of character summaries I'm going to hand out for people to look at as the character sheets are passed around, so I'll be posting the summaries from that as well. The sheet gives difficulty of play ranked with 1-3 stars, with super simple brick guys as 1 star and more complicated characters with 3 stars. All are meant to be pretty easy to step into. If anyone has any ideas, criticisms, suggestions, or thoughts, please share them. First up, Anna Venger, Supergirl analog. Difficulty: ** This adventurous crime fighting superheroine by day is an interior designer who works the finest buildings and homes in the city. She is particularly protective of women, and uses her great strength, invulnerability, and ability to fly to fight for justice. Hated and hunted by the supernatural villain group called DEMON, Anna Venger is also vulnerable to damage from gold. In fact, being bound by gold makes her progressively weaker. Anna Venger.hdc
  16. OK...So I'm in the early stages of a low fantasy Fantasy HERO campaign. My group consists of me and 5 players. My players are accustomed to playing mainly d20 systems, particularly D&D and Pathfinder. They also tend to min-max everything in those systems. Nobody in my group, including myself, has much experience with HERO system. To avoid them completely min-maxing the characters and so that the characters have some background (as opposed to being nothing more than a collection of combat statistics), we tried something different this time around. We spent our first couple of sessions using the FATE system's campaign and character creation process. The end result was this: The campaign is going to be centered around fighting "organized crime" in a city state set in a vaguely early iron age / very early medieval time period. Additionally, there's the looming threat of war with a neighboring city state. The setting is low magic -- magic exists, but it is very rare, time-consuming, and complicated -- you're not going to see anyone hurling fireballs or lightning bolts every few seconds in combat. I'd like to run a fairly "gritty" campaign where the PCs don't completely outclass everything they face. For example, we did some play-testing of my first draft of the characters (with only 4 of 5 characters) and they faced four City Guards (from the back of the Fantasy HERO 6E book) armed with spears, swords, shields, and chainmail. It was a tough fight, but the City Guards eventually won when they managed to knock out the toughest of the PCs and the rest of the group decided to surrender (it was just play-testing and it was toward the end of the evening)...And this is the type of feel I want to have. I don't want the PCs to look at an equal number of city guards and assume it's going to be a cake-walk. I want the threat of defeat to be real. Next we developed the character concepts and some background material. Anyone not familiar with FATE's character creation process, you start by coming up with you character concept and one "aspect" that complicates his life. Then you write a short story (a paragraph or two) from his background that demonstrates some of his abilities. Based upon that story, you define another "aspect" of the character. "Aspects" should generally be double-edged swords: helpful in some situations, problematic in others. Then, you hand your back-story off to another player, who then writes their character into your backstory...and in so doing, they define an aspect of their character, while you do the same on someone else's. The idea is to create in-character ties to the other player's characters and create an interesting background that helps define the character you want to play. You do two rounds of writing your character into someone else's background. Next, you identify skills and abilities that your character should have and at what level (one at "great", two at "good", three at "fair", and four at "average"). You also define three "stunts" (think special maneuvers/traits) that your character will use from time to time. I then took this information and attempted to build HERO characters from them. Here are the basic campaign guidelines we're working with: Characters are being built on 125 total points (75 base points + up to 50 points from complications). Normal characteristic maximums are in effect (normal max = 20) Speeds will normally range from 2-3, max in campaign = 4 Combat Values will be in the 2-6 range (average around 4) Damage classes will be in the 2-8 range (average 4-5) Skill rolls will generally be in the 8- to 12- range Defenses/rDefenses will be in the range of 4-8 / 0-6r with expected average being around 6 / 2-3r I'm still on the fence about whether or not Combat Luck will stack with armor. Part of the reason I'm posting this is I'm not particularly happy with the builds I've put together...most of them are simply too vanilla and don't show much in the way of creativity on my part. Some of this stems from a lack of experience with the system; but one of my objectives in trying to run HERO with this group is to explore and demonstrate it's flexibility and adaptability...and with these initial builds, I feel like I've fallen well short of my own expectations and haven't done much to demonstrate the capabilities of the system. Any advice and suggestions on how to improve these characters will be appreciated. So, here's how I'm going to approach this: for each player, I'm going to give a brief player personality assessment based upon at least 3 years of gaming with the player on a weekly basis. Then I'm going to present their character concept. I'll also attach the PDF (HERO Designer export) for the character I created based upon what the players indicated they wanted for their characters. Due to the points budget, I wasn't able to build everything that was requested for every character. "Player1" -- This player is one of the better role-players in the group. He's one of the few actually willing to put effort into developing background material. He's one of the few I don't have to worry too much about going all munchkin on me with his character. He wants to player a character who is a member of an elite group of sword masters. These sword masters don't have official law-enforcement powers, but generally their presence helps to keep the peace. In addition to peacekeeping, they provide combat training to members of the guard. The organization only allows ten people to hold the title of "sword master" at one time. To become a swordmaster, you must either defeat a current swordmaster in a duel (not necessarily to the death), or you can compete to fill the slot of a retiring swordmaster. Skills: Great: Sword; Good: Defensive fighting, Courtly; Fair: Weaponsmith, Acrobatics, Persuasion; Average: History, Dancing, Seduction, Law. Stunts: Disarm, Subdual / KO (club weapon [sword]) "Player2" -- This player is the least experienced player in our group. He's bright, but somewhat awkward. He's relatively good with numbers, with a strong tendency toward unbalancing characters. To his credit, he tries to roleplay, but his attempts tend to be somewhat ham-handed and overly-simplistic. He also tends to have an unrealistic expectation about the effectiveness of certain skills and abilities...For example, if he made his skill roll "by enough", he'd expect to be successful at using a Persuasion skill to convince a dragon to simply walk away from its treasure hoard ("Hey, I made the roll!"). This player also can't handle adversity. If something doesn't go his way, he tends to throw a bit of tantrum and turn all sulky. He's one of the many rules lawyers in the group. He also has to be the center of attention...When I'm running a scene which his character is not involved in, he routinely interrupts and tries to come up with some excuse -- no matter how far fetched -- to introduce his character to the scene...And the leaps of intuition he tries to make (most of which tend to be wrong) using player knowledge instead of character knowledge are simply...astounding... This player basically wants to play a bard. My initial challenge with the character backstory and concept is that I really have nothing that I can use to motivate him to fight organized crime...yet. What makes it harder is that if I try to motivate the character by inflicting some sort of adversity caused by organized criminals, I run the risk of the aforementioned tantrum. His concept (basically the "face" of the group) is fine. But he expects skills to basically have the same effect as some form of limited mind-control powers. He originally indicated that his character would have NO (zip, zero, nada) combat capabilities, but I refused to go that route, because I know my group...There's going to be combat, and a fair amount of it...and I don't want one of my players sitting on the sidelines bored (and complaining), when I can avoid it. Skills: Great: Performance; Good: Persuasion, Subterfuge; Fair: History, KS: Music, PS: Bard; Average: Dagger, Perception, Craft - Instrument, Diplomacy Stunts: Feint, Distract "Player3" -- Player 3 is one of the more experienced players in the group; however, he tends to not be fully engaged in the game, often playing games on his laptop or smart phone. Like the rest of the group, he tends to min-max characters, though not to the extent of the others. He's very rational and tactical, and role plays very well when you can get him engaged. He also likes to explore unusual concepts but tends to focus strictly on advantageous abilities / powers -- and once he has them, he'll go out of his way to use them. This player's character concept is a streetwise cat burglar. I'm faced with a second character who currently has no reason to go against organized crime; so, once again, I have to build an in-game story just to get the character involved with the main story. Skills: Great: Burglary; Good: Streetwise, Acrobatics; Fair: non-lethal combat, Perception, Evasion; Average: fencing stolen goods, fast-talking (player didn't provide the other two skills, nor did he provide any "stunts"). "Player4" -- Player4 does not engage in role-playing. While not exactly a power gamer, he pretty much prefers to play fighter types and mainly enjoys combat. This player openly dislikes HERO because "there's too much math." This player's character concept is basically a ranger who makes a living as a guide / caravan guard and generally doesn't like or trust other people, but can't not help someone truly in need. Skills: Great: Bow; Good: Tracking, Stalking; Fair: Land Navigation, Skinning, Haggling; Average: Longsword, DCV/DEF, KS: Wilderness, Cooking. Stunts: none provided by player. "Player5" -- Player5 is another decent role-player, but he also has strong tendencies to min-max characters and almost always focuses on enhancing combat abilities above everything else. He does OK at developing character backgrounds, though generally, he tends to try to use background creation simply to justify over-the-top combat capabilities. This player's character concept is basically a streetwise urban tough (brawler) who can dish out a fair amount of damage, but can generally absorb a ton of punishment (think Marv from the movie "Sin City"). His current occupation is as an "enforcer" / "collector" for an organized crime family (though he's trying to get out of the business). Skills: Great: Toughness; Good: Brawling, Seduction; Fair: Streetwise, Athletics, Perception; Average: Haggling, Subterfuge, Strength, Romance Stunts: Roll with Punch, Uppercut, "Bedroom eyes" Note, the attached character sheets are basically the 2nd or 3rd revisions of these characters. After play-testing two combats (since my group tends to be combat-centric), some adjustments were made that didn't necessarily match the original character concepts. So, since I'm asking for help improving the characters, here are some of the things I'm struggling with along with my own critiques of the builds: Base OCV/DCV vs. Combat Skill Levels. Most of the builds in the books tend to favor base OCV / DCV instead of skill levels. I tend to think of CSLs as combat training; but, because they're cheaper and more flexible, I had a tendency to load characters up with CSLs even when they don't have any real combat training. I also probably over-used martial arts in the character builds. Player1's character is woefully under-powered for a swordmaster. That could be entirely the result of the points budget, but I think I should be able to get more capabilities for my budget than I did. Player2's "mood music" ability needs some adjustment. What I was after was the ability of the character to alter the mood of groups of people through his music / performance (given time to perform). This isn't any ability that would be used during combat, but might be used just prior to "gin up" the troops. It originally started as an idea to increase a listeners presence, only for purposes of resisting fear effects / presence attacks; but given the ability of music to affect a range of emotions and take a person from laughter to tears, I wanted to make it more general...Maybe I should build it as multiple abilities, rather than trying to lump it all into one...not sure. Other than this one ability, the character is pretty plain and ...well...boring. Player3's character is OK...just a bit "vanilla". I'd like to spice the character up a bit. Player4's character is also OK, though the player feels that 4DC RKA is under-powered. I'm willing to make adjustments, but I don't want every fight to be a foregone conclusion. He's also pretty vanilla. Player5's character seems over-powered for the campaign so far (and is the reason I'm considering ruling that Combat Luck doesn't stack with armor). In spite of this, the character is pretty "vanilla" as well. Player1.pdf Player2.pdf Player3.pdf Player4.pdf Player5.pdf
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