Friday, February 24, 2017

Random - Hero System 6th Edition



Random

Hero System 6th edition is very versatile, but sometimes it is a bit difficult to tell whether or not you have taken the most efficient method of achieving your desired effect. I could have done the emulations as a multipower and I'm not entirely sure that all the sample emulations are, by default, legal but the book does allow for modifying things when it makes thematic sense.
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Characteristics (Values on left, costs on right)

15           STR         5
25           DEX        30
20           CON       10
13           INT         3
13           EGO       3
20           PRE        10
6             OCV       15
7             DCV       20
3             OMCV   0
8             DMCV   15
6             SPD        40
10           PD          8
10           ED           8
10           REC        6
70           END       10
10           BODY     0
38           STUN     9
                Total      190

Powers

Monster Emulations

75 Monster Emulation: 60 pt VPP 40 pt Control Cost
·         Incantations (-1/4)
·         Only to produce powers that mimic movie monster characteristics (-1/2)
·         Change as a half-phase action (+1/2)
·         Can only have three emulations at a time (-1/4) (originally phrased 3 powers, but since some emulations might require linking, rephrased)
·         Skill to change is "Story Magic" based on Pre.
Sample Emulations
§  The Predator is stealthy.
o   (16) Invisibility to sight, Incantations (-1/4)
§  The Xenomorph can climb.
o   (16) Clinging, +30 Str, Incantations (-1/4)
§  Kayako has hair.
o   (3) Prehensile Hair, Extra Limbs, Linked (stretching) (-1/4), Incantations (-1/4)
o   (3) Ghost Hair, Stretching 5m, Only Hair (-1/4), Incantations (-1/4)
o   (13) Gripping Hair: +20 Str, Only with hair (-1/4), Incantations (-1/4)
§  Sadako travels through TVs.
o   (6)TV Creep: Teleport, 10m, only from TV to TV (-3/4), Safe Blind Teleport (+1/4), Incantations
o   (2)TV Creep: Teleport, 2m, Megascale: 1m=1km (+1), only from TV to TV (-3/4), Safe Blind Teleport (+1/4), Incantations (-1/4)
§  Wolfman has claws.
o   (15)Claws: 1d6 Killing Attack, Armor Piercing (+1/4), Incantations (-1/4)
§  Sil looks human.
o   (18)Human Image: Shapeshift, Single Shape: Sight, Hearing, Scent/Taste, 0 End (+1/2), Incantations (-1/4)
§  Dracula becomes mist.
o   (32) Mist Form: Desolidification, Incantations (-1/4)
§  Pumpkinhead will find you.
o   (32)Soul Track: Mind Scan: 6d6, +5 MCV, Incantations (-1/4)
§  Freddy kills in the mind.
o   (32)Dreamscape: Mental Illusions, 8d6, Incantations (-1/4)
o   (12)+5 OMCV, Incantations (-1/4)
§  The Monster is strong.
o   (16) Monstrous Strength: +20 Str, Incantations (-1/4)
§  The Creeper flies.
o   (3)Fleshy Wings: Extra Limbs, Incantations (-1/4)
o   (8)Flight: 10m, Incantations (-1/4)
§  The Creature swims.
o   (3)Gills: Life-Support: Breathe Underwater, Incantations (-1/4)
o   (8)Swimming: +20m (-1/4)
§  The Mummy calls sand.
o   (16)Sand Cloud: Darkness: 3m Radius, Blinds Hearing and Sight, Incantations (-1/4)
§  The Terminator is tough.
o   (24)Damage Reduction: 25% Physical and Energy, Resistant, Incantations (-1/4)

The Hunter's Garden

25 The Hunter’s Garden: Base
·         Size 9
o   Grounds
·         PD/ED 6/6
·         BODY 7
·         Concealment 15- (entry points are usually in dark places)
·         Disguise 12- (hard to find the portal in the darkness)
·         Another Dimension
·         Life Support: Self-Contained Breathing;
·         Dark and Organic:
o   Change Environment: -3 PER to Sight, Hearing and Scent group.
§  Selective (doesn't affect individuals who spend time inside the Garden regularly) (+1/4).
·         Peeking through the Porch:
o   Clairsentience
§  Single Sense (20)
§  Dimensional Sense, Sight into Earth (+10)
§  5 Perception Points (+15)
§  Mobile Perception Points (+5)
§  Obvious Accessible Immobile Focus (-2) (The five fixed door sites in the Garden)
§  Can't shift perspective on a door that has an active opening on Earth. (-1/4)
§  Can only peek out of places fit for placing a door to Earth. (-1/4)
15 Doors to the Garden:
·         Extradimensional Movement:
o   Any physical location on Earth (25)
o   Gate, Area 2m radius (+1/4)
o   5 Charges (+1)
§  Continuing 20 minutes
§  Recoverable
o   Must be placed on Earth in a place appropriate to a monster appearing (-1/2)
o   Can't be placed further than 1km from already placed doors (-1/4)
o   Inobvious, Accessible Focus (-1/2)
o   Extra Time to place 1 Full Phase (-1/2)
o   Extra Endurance x3 (-1)

Static Powers

15 Tough Skin: Resistant Defenses +5 PD/+5 ED
15 Enhanced Motion: +10m Leaping, +10m Running

Sensory Powers

32 Smell Souls: Detect Soul Matter, Sense, 360 Sense, Ranged, Discriminatory, Analyze
5 Nightvision
5 Tracking Scent
5 Discriminatory Scent
2 Enhanced Perception: +2 to Smell Souls
2 Enhanced Perception: +2 to Hearing


Skills

5 Combat Levels: +1 HTH
3 Stealth 14-
3 Shadowing 14-
3 Power Skill: Story Magic 13-

210 Total
400 Grand Total


Complications


20 Hunted: The Master, (More Powerful, NCI, Infrequently)
15 Distinctive Feature: Gains features of current emulations. Without emulations, vaguely inhuman waifish girl, Concealable, Always Noticed and Causes Major Reaction
20 Hunted: The Rules (strange events that make her life more like a horror movie), (Frequently, NCI, Character is Easy to Find, Minor impacts)
20 Psychological Complication: Feral (Very Common, Strong)

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