Truth, Justice and Brownies if you got 'em (Superheroes, MHR)

Started by Guancyto, December 26, 2015, 06:47:54 PM

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wander

I'd say Ace is a little OP Kunoichi... Two Power-Sets with five d12s and five d10s... It's a little much IMO. The Sentry basically had all d10s in his datafile and Ace may be powerful enough to fight Galactus or Thanos as she is presently, who both have similar powerlevels to Ace.

Depends on what our friendly GM wants to do though, how weak or powerful they want the characters... It'd be hard to make anything that's a challenge for Ace though, without liberal use of her Venusite weakness.

Kunoichi

That is roughly the level of power that I was aiming for with her, though I will admit that I was hoping her Sidekick Syndrome limit would help balance things out a little more.  Would adding on an extra weakness or two help, or would I be better off lowering some of those d12s to d10s and some of the d10s to d8s?

Guancyto

I would greatly appreciate lowering some of the numbers. I mean, you'd probably still be Superman in this equation even with reduced dice. Give you something to grow into, you know?

I also worry that it would make a villain with psychic powers just downright too effective, because of how ridiculously hard it would be to stop you if you got turned.

Keep... hmm, keep your stamina as a d12 for reasons. Superman was always the tank.

ReijiTabibito

Had a character I used for an MHR game some time ago, and I always thought needed tweaking (plus the game didn't last that long).  Got space for another?  (Also may or may not be trying to learn how to upgrade from Player to GM in terms of skills for this system.)

Kunoichi

Quote from: Guancyto on January 03, 2016, 01:12:08 PM
I would greatly appreciate lowering some of the numbers. I mean, you'd probably still be Superman in this equation even with reduced dice. Give you something to grow into, you know?

I also worry that it would make a villain with psychic powers just downright too effective, because of how ridiculously hard it would be to stop you if you got turned.

Keep... hmm, keep your stamina as a d12 for reasons. Superman was always the tank.

I was going for more of a 'Silver Age Kryptonian' feel to the character, so could I keep the Flight at d12, as well?  Being able to fly to other planets under my own power and not having to worry about breathing in space are both definitely a necessity for getting the right feel for Ace.

And then, let's see...  Gamma Laser Eyebeams can be lowered to a d8 and Radiation Resistance to a d10 (meaning that I have to shut off my Flight if I want to use Radiation Boost to improve one of the other powers in that set), and then for the Venusian Physiology power set, I can change Superhuman Speed d10 to Enhanced Leaping d8, lower the Reflexes to another d8, and that should cover it, for the most part.

As one last question, considering that the official datafiles for both Hercules and Thor let them both have Godlike Strength and Godlike Stamina as part of the same powerset, would I be able to keep my Strength at d12 as well, or would that still be a bit too much?

Guancyto

You could, I guess the onus would be on you to not use your powers for evil. I wasn't really going for a Silver age powerlevel, but it would be sort of funny to have a character who would be straightforwardly the most powerful if she could stop getting tied up all the time. (Definitely do keep spaceflight though, I mean, how often are you going to fight space invasions ha ha *shoves alien invader plans under a mat*)

And I guess Venusite has a reason to not exactly common but not impossible to obtain (as compared to Kryptonite, which has absolutely no gorram reason to be on earth at all but you know, who's counting)

Quote from: ReijiTabibito on January 03, 2016, 01:22:29 PM
Had a character I used for an MHR game some time ago, and I always thought needed tweaking (plus the game didn't last that long).  Got space for another?  (Also may or may not be trying to learn how to upgrade from Player to GM in terms of skills for this system.)
Haven't closed recruitment yet, by all means pitch something.

Kunoichi

Quote from: Guancyto on January 03, 2016, 02:02:47 PM
You could, I guess the onus would be on you to not use your powers for evil. I wasn't really going for a Silver age powerlevel, but it would be sort of funny to have a character who would be straightforwardly the most powerful if she could stop getting tied up all the time. (Definitely do keep spaceflight though, I mean, how often are you going to fight space invasions ha ha *shoves alien invader plans under a mat*)

That's pretty much exactly the sort of situations I was going for with this character, yes. ^^ Getting tied up is also the sort of complication that would place narrative restrictions on how I can use my super-strength, and I'm also now thinking it would be appropriate to add in a limit that prevents me from using my strength to remove those sorts of complications, so hopefully that will help keep me from being too overpowered compared to everyone else.

Quote
And I guess Venusite has a reason to not exactly common but not impossible to obtain (as compared to Kryptonite, which has absolutely no gorram reason to be on earth at all but you know, who's counting)

I think they usually toss in some sort of justification about a lot of it getting swept up in the wake of baby Kal-El's rocket and dragged along to Earth or something along those lines, but in Ace's case, I'd imagine that any villain with access to appropriate mystical resources could summon up some Venusite by getting an issue of a Captain Paragon comic and performing a similar ritual to the one that brought Ace to life.  You could probably give a few villains origins like Ace's, too, or even have a 'Movie Wizard' character who specializes in fiction-based magic, now that I think about it.

Edit: Though, one area that I could use some help in is coming up with some good Milestones for Ace.  I'm thinking one would involve her status as a fictional character brought to life, and the other might involve the fact that she's bringing Silver Age sensibilities into a more modern world, but the specifics on how to work those up as Milestones is eluding me. ^^;

ReijiTabibito

Quote from: Guancyto on January 03, 2016, 02:02:47 PM
Haven't closed recruitment yet, by all means pitch something.

Alright.  Here's the character I made a long, long time ago.

Quote from: ReijiTabibito on July 12, 2012, 01:01:30 PM


Darclight
Origin: Alien Battle Armor

Affiliations
Solo d8
Buddy d10
Team d6


Distinctions
Defender of Life Everywhere
Former Stormwatch Operative
Brought You All Together For A Purpose


Alien Battle Armor Armor
Enhanced Durability d8, Enhanced Speed d8, Enhanced Strength d8, Superhuman Reflexes d10, Superhuman Senses d10, Superhuman Stamina d10

SFX: Super Strength: Add 1d6 to the Doom Pool to reroll a dice pool involving a Battle Armor Armor power.

SFX: From the Darkforce Itself: Spend 1 PP to recover your Physical stress and step back your Physical trauma by -1.

SFX: The Mind Screams as Much as the Body: Add d6 and step up effect die by +1 when using Battle Armor powers to inflict Physical stress.

Limit: Darkforce Overload: Gain 1 PP to step up stress or complications caused by Darkforce energy by +1 step.

Limit: The Armor Takes As Much As It Gives: Shut down any Darkforce Armor power and gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.

Darkforce Control
Darkforce Blast d8, Darkforce Weapons d8, Invisibility d10, Subsonic Flight d8, Superhuman Durability d10, Wall Crawling d10

SFX: Energy Absorption: On a successful reaction against an energy attack, step up one of your Darkforce Control powers by +1 step for one roll.  Spend 1PP to gain the benefit on an unsuccessful reaction.

SFX: The Shield Is All I Need: When using Superhuman Durability in your dice pool, redirect Emotional Stress to Physical Stress at no cost.

SFX: You. ARE.  NOTHING!: On a reaction against a Physical Stress action attack, inflict Mental Stress with your effect die at no PP cost or spend a PP to step it up by +1.

Limit: A Power Beyond Comprehension: Shut down a Darkforce Control power to gain 1 PP; recover by spending 1 PP or during a Transition Scene.

Specialties:
Combat Master
Cosmic Expert
Covert Expert
Medical Expert
Science Expert

Milestones

Foe of the Deathmarks
1 xp: You declare a Watcher Character as either an agent or an enemy of the Deathmarks.
3 xp: When you inflict trauma on a Deathmark, or take trauma from one.
10 xp: You destroy Varkolak, Lord of the Deathmarks, or conclude that they are gone at last and thus give up the chase.

I already applied a couple of tweaks that I had in mind for his character (primarily to his Specialties and SFX), but he'll have quite a few more, as he was made for a game in the vein of Garth Ennis' The Authority, which followed a series called Stormwatch, and because at the time I had little idea what the hell I was doing.

I've also got an idea for an original character based on a game called Azure Striker Gunvolt, but I figured that maybe I could do them both up and then see which one would fit better into the schema of things?

wander

You can consolidate the Darkforce Blast and Darkforce Weapons into one single d8, they're both attack powers, you can only pick one power from each power-set per turn and they're both rated d8, so make them one die.

Also, one thing I noticed which is kinda game-breaking; Your second Power-Set has a sfx that can move emotional stress (which isn't usually common to gain, btw) to physical stress for no extra cost. Now that's a pretty cool sfx, however when combo'd with your First Power-Set's 'From the Darkforce itself' sfx, you can spend 1PP to remove Physical stress entirely...

I'd probably remove the emotional stress sfx, as tbh the First-Power set's sfx is basically a reskin of 'Healing Factor', which is fine as a sfx (Wolverine has the exact same thing, for example).

Lastly, how would you feel with your Shutdown Limits going to shutting down the whole Power-Set until you recover it, rather than a single power from them? I think it gives you a bit more risk, but also I think personally it'd be a bit more balancing and you're not short on Power dice anyway.

Though all in all, quite a good character there. :)




As a link to the last bit there... Having one Power-set a time is fine... Lots of characters only have one. ^^

ReijiTabibito

Quote from: wander on January 03, 2016, 06:56:49 PM
You can consolidate the Darkforce Blast and Darkforce Weapons into one single d8, they're both attack powers, you can only pick one power from each power-set per turn and they're both rated d8, so make them one die.

I could.  But then I would lose the ability to spend a PP and include both in a roll - you can spend PP to use more than one Power from a Set in a given roll.  But I'll take your suggestion under advisement - what would I title it, though?

Quote from: wander on January 03, 2016, 06:56:49 PM
Also, one thing I noticed which is kinda game-breaking; Your second Power-Set has a sfx that can move emotional stress (which isn't usually common to gain, btw) to physical stress for no extra cost. Now that's a pretty cool sfx, however when combo'd with your First Power-Set's 'From the Darkforce itself' sfx, you can spend 1PP to remove Physical stress entirely...

I'd probably remove the emotional stress sfx, as tbh the First-Power set's sfx is basically a reskin of 'Healing Factor', which is fine as a sfx (Wolverine has the exact same thing, for example).

Yeah.  Darclight needs a lot of work.  You might also note that somehow, I've got Durability powers in both sets.  I'm planning on doing a lot of reworking for Darclight.  He'll have two power sets - one will represent the Armor itself, the other will represent control the armor has over an element - I'm thinking Cold, though I have a couple of backup options - that is unique to that particular armor class (the idea being the suit is the last of a specific production line of alien armors that were produced for war against the Deathmarks noted in the profile).

Quote from: wander on January 03, 2016, 06:56:49 PM
Lastly, how would you feel with your Shutdown Limits going to shutting down the whole Power-Set until you recover it, rather than a single power from them? I think it gives you a bit more risk, but also I think personally it'd be a bit more balancing and you're not short on Power dice anyway.

That will depend on how the new power sets land out.

Quote from: wander on January 03, 2016, 06:56:49 PM
Though all in all, quite a good character there. :)

He'll be a lot better when he's done.  Care to help me with him?

wander

QuoteI could.  But then I would lose the ability to spend a PP and include both in a roll - you can spend PP to use more than one Power from a Set in a given roll.  But I'll take your suggestion under advisement - what would I title it, though?

Well now let's talk about that. Having two Attack Powers is kinda like having two of the same of other Powers in a Set, if you want extra dice, use an sfx instead. You're considering the attack to be boosted when using it here, that kind of thing is better represented by an sfx. Also, try not to think on how many dice you can get your character, think more on the narrative... What can your character do and can't do...

Everyone, remember you're playing as part of a team... It's okay not being able to be the awesomest at something, as someone else in the team can specialise with that.

Anyway, if you needed a name 'Darkforce weapons' is fine, as that can include both ranged or melee attacks. Your narrative says whether you fire a ranged attack or use a melee attack, with the d8 representing whichever way it's used.

Now if you wanted to have two dice because you want to target two different opponents, one with each attack... That's better represented with the Area Effect sfx, which is all about attacking more than one target in a round.

PM me if you need more specific help, otherwise the character is pretty good. :)

TheFourthShade

Yeah I might have overdone it a bit with mine.  I've come from playing up and comers so I'm not used to using such big numbers.

Kunoichi

Alright, posting up my edited character sheet now.  I added two extra SFX onto Venusian Physiology and added an extra line onto the Sidekick Syndrome limit to reflect that I can't just bust out of any bonds that I'm being held in, so hopefully this will be an easier character to work with.



(moved to page 5)

Premier

It sounds a lot like a variant of FATE, where it’s all about tying in what you’re doing to your character. A D6 for using your ray gun and a D10 for explaining he power of Science with an extra D8 for your “Victory through Superior Firepower” descriptor.

Which I like, because FATE with a little bit more mechanical support sounds pretty great. 

wander

Much better character there Kunoichi! I really like Ace btw, from the moment I spotted her, now she's much more balanced and better for a team. :)

Also, Premier;

Yeah, it is a lot like FATE though I like MHR more as you don't end up with so many post-its filled with Aspects and characters take damage and can get KO'd way easier! xD
Also yeah, it is basically a game where you make a narrative of your action and then see which dice fit best and roll 'em... Like in FATE too you can also roll to create Aspects to give you a helpful additional die, like an inventor character maybe jury-rigged something in their downtime before the action scene and can bring it with them to the conflict. :)

Oh and here's a full Skill List for everyone to looksy through if still making their characters. These are rated either d8 or d10. d8 is gifted with that skill, d10 is pretty much full-on mastery, so try not to take too many of these.;

Spoiler: Click to Show/Hide
Acrobatic
Business
Combat
Cosmic (as in knowledge of aliens, planets etc)
Covert
Crime
Medical
Menace
Mystic
Psych (psychology and face skills)
Science
Tech
Vehicle

ReijiTabibito

Speaking of FATE, that reminds me of something I was doing for my new character (as opposed to Darclight, who is still being overhauled).  One of the key concepts of the character I have is that he's got...well, his carried weapon is basically one part gun and one part tagging device, so that his real offensive power can be directed to where the tag is.  In FATE, that would basically be Creating an Advantage followed up by a direct Attack action, using the Aspect created to gain a boost.

Is there a way to do that in Heroic?

Kunoichi

That sounds like either creating an Asset or placing a Complication on your target, possibly also with an appropriate special effect and/or limit added on to whatever power set includes the character's 'real offensive power'.

What sort of offensive options did you have in mind for the character to have?

Quote from: wander on January 04, 2016, 09:06:57 AM
Much better character there Kunoichi! I really like Ace btw, from the moment I spotted her, now she's much more balanced and better for a team. :)

Good to know. ^^

ReijiTabibito

Well, the gear-based power set I had in mind would carry a small attack power - d6, maybe d8 at the best.  The main one would come from their internal powerset - something like Cap's Super Soldier Program or Iron Fist's Heart of Shou-Lao powersets.  That set would include an Elemental Blast power, plus maybe another power or two with offensive applications.

Kunoichi

That sounds like you'd roll to create a 'Targeting Lock' asset, in that case.  And your gun could have an appropriate SFX to help out with that.  Something like, say...

SFX: Lock-On Targeting. Add a d6 and step up your effect die by +1 when using [Power Set] to create Targeting Lock assets.

Edit: And now that I think about it, maybe your internal powerset could have a Limit stating that it can only be used when you have a Targeting Lock asset built up?

ShadowFox89

Call me Shadow
My A/A

Kunoichi

You can use mine if you'd like:

[b]Name:[/b]
[hr]
[b]Affiliations:[/b]
Solo
Buddy
Team
[hr]
[b]Distinctions:[/b]

[hr]
[b]Power Sets:[/b]
[b]POWER SET[/b]
-
SFX: [i]SFX Name.[/i]
Limit: [i]Limit Name.[/i]
[hr]
[b]Specialties:[/b]

[hr]
[b]Milestones:[/b]


ReijiTabibito

Quote from: Kunoichi on January 04, 2016, 03:52:20 PM
That sounds like you'd roll to create a 'Targeting Lock' asset, in that case.  And your gun could have an appropriate SFX to help out with that.  Something like, say...

SFX: Lock-On Targeting. Add a d6 and step up your effect die by +1 when using [Power Set] to create Targeting Lock assets.

Edit: And now that I think about it, maybe your internal powerset could have a Limit stating that it can only be used when you have a Targeting Lock asset built up?

That sounds about right.  The Limit would need some adjustment, though.  The internal powerset includes an elemental attack power, plus a few more minor (d8) enhancement powers.  Plus, in the game, you can actually use the major offensive power - the Flashfield - without a tag/lock.  It's just not as efficient as firing with one.

ShadowFox89

Work in progress
Spoiler: Click to Show/Hide
Name: Whitney "Big Boom" Stone


Affiliations:
Solo         D8
Buddy      D10
Team      D6


Distinctions:
Genetically Modified to have certain Dog-Like Traits
Collateral Damage Girl
When in Doubt, Explosions


Power Sets:
Explosive Personality
Big Blast D10
Boom-Shield D8
-
SFX: Area Attack Target multiple opponents. For each additional target, add d6 and keep +1 effect die.
SFX: Unleashed Step up Big Blast for one action. If the action is unsuccessful, add a die to the doom pool equal to the die normally rolled for Big Blast.
SFX: Immunity Spend 1pp to ignore physical stress or trauma caused by blast or beam attacks.
Limit: Lose Control Earn 1pp and turn any power from Explosive Personality into a complication. Recover power by activating an opportunity or during a transition scene.
Limit: Lab Rat Earn 1pp when affected by any milestone or tech related to altered humans.
-
Dog-Girl



Specialties:



Milestones:
Spoiler: Click to Show/Hide
Call me Shadow
My A/A

Kunoichi

'Collateral Damage Girl' seems like it might also work pretty well as a Milestone, if you need any help coming up with those.  You might be able to work in some other Distinction based on your character's past or occupation if you decide to go for that.

On your power set, Blast Wave might work better as a SFX of some sort, rather than a separate power trait.

wander

Alot to catch up on here, so I'll have a proper read through and add more tomorrow, though the tracking device is used on the Spiderman datafile in the Basic Game book... I'll look it up and see how fitting it'd be for inclusion into your datafile, Reiji.

To everyone else, have a nice night for now and I'll be back proper in a whole bunch of hours. :)