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Package Deals

Oppsummering: 
The following package deals are included as inspiration and a time saving aid for character creation. They are guidelines only, and you are free to change and modify them to better fit your character.

Super-vehicle:

A standard two seated (size 3) super car costs 15 points. It has SPD 4, DEX 18, PD/ED 5, and a max speed of 168km/h (35 meters per segment). Each additional point spent can have one of the following benefits:

  • +2.5 DEX (3 the first time, 2 the second and so on)
  • +2 PD and ED (+3 for bikes)
  • +0.5 SPD (2 character points for one point of SPD)
  • +12 meters per segment (adding 56 to the max speed) (only +8 for bikes and choppers)

Furthermore, the following modifications can be bought:

  • Super-bike (size 2): A bike that can fit one or two people (but provides no armor for them), and is more maneuverable than a car (no turn mode): 1 point
  • Super-sedan (size 4): A bigger car that seats 5 and has a stronger engine: 1 point
  • Super-van (size 5): An even bigger car that seats 8 plus a lot of gear: 2 points
  • Helicopter (or hover jet, etc.): The vehicle flies with extreme maneuverability rather than driving (no turn mode, no stall speed): 2 points (only 1 point for a size 2 aircraft)
  • Forward Mounted Blaster Cannon (Blast 8d6, 16 charges): 3 points
    • option: Hidden Cannon: +1 point
    • option: turret (fire in any direction): +1 point
    • option: Mega cannon (Blast 10d6, 4 charges): -1 point
    • option: Machine gun (Blast 6d6, AF5, 64 charges): +1 point
    • option: Additional cannon: +1 point to double the number of cannons
  • Stealth systems: Vehicle can become invisible for an hour at the time: 3 points
  • Ram/plough: for diving through things (HtH +5d6, +6 PD/ED (front only)): 3 points
  • Spiky tires: for extra grip, and the ability to drive on walls/ceilings: 2 points
  • Amphibious: works in and under water: 1 point (+1 point if movement speed has been increased)
  • Jump thrusters: The car can jump 50m when it needs to (leaping 50m, 8 charges): 1 point

"bullet-proof"

The character is virtually immune against normal guns and rifles.
Bullet proof: Resistant Defenses: 12 rPD/12 rED. Cost: 36 points
Option: Not even slowed down by bullets.
Add: Bullet proof II: PD +16, ED +16 (For a total of 18 normal defenses and 12 restistant defenses). Additional cost: +32 points
Option: Not against anything but bullets.
Remove the ED, add "Only vs. firearms (-1/2)". Cost: 12 points (24 if combined with Bullet proof II)

UNTIL Sanctioned Hero

The hero is working for the United Nations Tribunal on International Law (UNTIL), an international law enforcement agency tasked with protecting the world from Supervillians. Such heroes have the benefit of having police powers and some ability to call for backup when things go south. On the other hand, there certain down sides to the arrangement: The Hero's secret identity, weaknesses and powers have to be shared with UNTIL, and they have the right to call on his help as much as he has the right to call on theirs.

5Fringe Benefit: International Police Powers
1Fringe Benefit: Passport
2Fringe Benefit: Membership: Superhero Liason Project (SLP) Member
3Criminology (INT roll)
2KS: International Law And Law Enforcement 11-
2KS: UNTIL 11-
2KS: The United Nations 11-
2KS: World Supervillains 11-
2KS: World Politics 11-
2PS: UNTIL Agent 11-
7Wrist Radio: Radio Perception/Transmission (Radio Group); Obvious Inaccessible Focus (-1/2)
-10 Hunted: UNTIL (Infrequently, More Powerful, Non Combat Influence, Watching)

Total Cost Of Package Abilities And Equipment: 30 points
Total Value Of Package Disadvantages: 10 points

Vigilante

On the other side of the spectrum from an UNTIL Sanctioned Hero, vigilantes are heroes who, for some reason, find themselves on the wrong side of the law. Maybe they kill villains just a bit too often, have a habit of causing heavy property damage or have a past as a criminal.

2KS: UNTIL 11- or KS: Criminal World 11-
-9PR Score sold back to 4
-15Hunted: UNTIL (Infrequently, More Powerful, Non-combat Influence, Imprison)

Total Cost Of Package Abilities And Equipment: -7 points
Total Value Of Package Disadvantages: 15 points

Wings

The Hero has some kind of wings on his/her back.
Flight 20m, restrainable (-1/2). Cost: 13
Option: Fast wings.
Flight 30m, restrainable (-1/2). Cost: 20
Option: the ability to throw people and things back with the force of air from your wings:
Telekinesis, STR 20, Area of Effect (8m cone; +1/4), No Range (-1/2), Only To Shove People And Throw Objects Directly Away From The Character (-1). Cost: +15 points.

Reshaper

The ability to recreate the world around you by calling on an element. For example the Druid’s ability to make trees grow into desired shapes, or a stone elemental drawing rocks into a bridge. The standard version here is for a material with 3 PD/ED. 6E2-172 has a nice list of the defenses of various materials.

30Elemental shaper: Multipower, 30-point reserve.
3fTrap in Element: Entangle 3d6, 3 PD/3 ED (30 Active Points).
2fTransform Element: Major Transform 2d6 (Element into another form or shape of the same element), Improved Results Group (Any form and shape of the Element; +1/2) (30 Active Points); Limited Target (only choosen element; -1/2).
3fWall of Element: Barrier 3 PD/3 ED, 3 BODY (up to 5m long, 2m tall, and 1/2m thick), Opaque Sight Group (30 Active Points).

Total Cost: 38 points
Option: Call Element: The character can call the element forth from basically nothing.
Call Element: Major Transform 3d6 (Nothing into Element) (30 Active Points). Cost: 3f.

Genius

The hero is really, really smart.

15INT +15
3Scientist (buys Science Skills for 1 less)
4SS (Science Skill): Character's Main Field. (INT Roll + 2)
3SS: Relevant Sub Field (INT Roll + 1)
2SS: Additional Semi-Relevant Sub Field (INT Roll)
½SS: Other Field 1: 8-
½SS: Other Field 2: 8-

Total Cost: 28 points.
Option: The hero is more practically minded than most:

5Inventor (INT Roll + 1)
9Three of the following on an INT Roll: Computer Programming, Deduction, Demolitions, Electronics, Mechanics, Weaponsmith.

Option: The hero tends to have the right tool for the job lying around.
VPP: Gadget Pool. 30 Pool, 30 Control Cost. All Powers Must have at least -1/2 worth of the Focus Limitation (-1/2), Can Only Be Changed In A Laboratory (-1/2). Cost: 37 Points.

Instant Change

The character can change from street clothing to his super costume with a snap of his fingers, the push of a button or a single word.
Cosmetic Transform 2d6 (street clothing to super heroic costume, heals back with another use of this power), limited target (clothing, -1), activation (gestures, incantations or focus, depending on special effects; -1/4). Total cost: 3 points

Energy Blaster

While Energy Projectors vary extremely in powers, element, appearance and style, there are a number of attacks that are relatively common. A generalized build for elemental attack powers is presented below. The Activation Limitation could be anything, but is most commonly Focus, Gestures or Incantations.

42Elemental Attacks: 52 point Multipower, Activation Limitation (-1/4).
3fStandard Blast: Blast 8d6, Activation Limitation (-1/4).
4fLight Blast: Blast 7d6, Zero END Cost (+1/2), Activation Limitation (-1/4).
2fHeavy Blast: Blast 10d6, Limitation (Players choice of x3 END cost, 4 charges, Activation Roll and Side Effects, or Limited Power; -1), Activation Limitation (-1/4).
3fSpread Blast: Blast 6d6, Area of Effect (Players choice of 8m radius or 16m cone; +1/2), Activation Limitation (-1/4).
3fLethal Blast: Ranged Killing Attack 2 ½ d6, Activation Limitation (-1/4).
3fPiercing Blast: Blast 7d6, Armor Piercing (+1/4), Activation Limitation (-1/4).

Total Cost: 60 points.

Backgrounds and secret identities

Most Earthly heroes have some kind of life outside of fighting crime. Here are the most common ones:

Super Rich Playboy:

15Filthy rich
5Fancy Mansion
3High Society (PRE roll)
-15Social Complication: Public Identity, Frequently, Major. (Being famously rich makes you an obvious target for criminals, and means you probably have a bunch of enemies)

Reporter:

3Choose one: Professional Skill: Reporter (PRE roll), PS: Photographer (INT roll) or PS: Editor (INT roll)
3Choose one: Charm (PRE roll), Conversation (PRE roll) or Criminology (INT roll)
2Computer Link: News Paper Archives (including never printed articles)
1Fringe Benefit: Press Pass
-10Choose one: Hunted: Fellow Reporter Who Suspects you of hiding something (less powerful, infrequently, easy to find, Mildly Punish), Dependent NPC: Fellow Reporter (Normal, Infrequently) or Rivalry: With Star Reporter (Professional, Superior Position, Seeks to Outdo)

Student:

3Choose one: Knowledge Skill: Favorite Subject (INT roll) or Science Skill: Favorite Subject (INT roll)
5Cramming
3Choose one: Bureaucratics (PRE roll), High Society (PRE roll) or Streetwise (PRE roll)

Lawyer:

1Fringe Benefit: Licenced Lawyer
3Professional Skill: Lawyer (PRE roll)
3Knowledge Skill: [Choose one county or state]'s Laws (INT roll)
2Knowledge Skill: Speciality field 11-
3Choose one: Oratory (PRE roll), Bureaucratics (PRE roll) or Conversation (PRE roll)
-10Choose one: Hunted: Co-worker Who Suspects you of hiding something (less powerful, infrequently, easy to find, Mildly Punish), Hunted: Past Client or Other Criminal (less powerful, infrequently, Harshly Punish) or Rivalry: With Star Lawyer (Professional, Superior Position, Seeks to Outdo)

Scientist:

3Skill Enhancer: Scientist
3Science Skill: [Main Field of Study] (INT+1 roll)
2Science Skill: [First Secondary Field] (INT roll)
1Science Skill: [Second Secondary Field] 11-
3Select one: Mechanics (INT roll), Electronics (INT roll), Inventor (INT roll) or Bureaucratics (PRE roll).
Tore
Avlogget
Medlem siden: 05/01/2008
Bullet-Proof

Correct me if I'm wrong, men vil ikke bullet-proof koste 32 poeng ettersom man starter med 2 i både PD og ED?

10 for å få PD opp til 12, +10 for å få ED opp til 12, +12 for å gjøre begge resistant.

 

Bullet-Proof 2:

Vil ikke dette gå langt over kampanjestartmaks (15r)?

Magnus Ulstein
Avlogget
Medlem siden: 17/01/2010
Re: Bullet-Proof

Resistant Protection (6E1 275) ble brukt til å bygge Bullet Proof. Som vanlig i HERO System finnes det mange måter å lage ting på, men disse 12rPD/12rED kommer altså i tillegg til de 2 av hver man starter med.

Bullet Proof 2 er ikke resistant, så kommer ikke over 15 grensen, men klarer allikevel å snike seg over standard grensen for totale Defenses (med de 2 man starter med). Teksten over har blitt endret for å gjøre dette mer klart.