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.
Back to Random's Story

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)

Back to Random's Story

No comments:

Post a Comment

Daggerheart Analysis

  Daggerheart - What I've Seen So Far Template-Based Character Builds This will be familiar to players of D&D, Pathfinder 2e...

Popular Posts