9.12.2012

Episode 003 - The Finer Points Of Heroism

Reach back into the utility belt for a discussion on Hero Points. Just be careful not to cut yourself on a throwing star.

Highlights include:

- Old man Kyle shakes fist, demands young, New 52 Green Arrow "Get off [his] lawn!"
- Minor audio issues.
- A very heartfelt confession and reconciliation.

Listen now!

Or download the episode directly by right-clicking here and selecting "Save As".

3 comments:

  1. What I would really like is a solo campaign (episodes in a short story arc) for the second portion for the podcast. To demonstrate some of the flow of the game (rules in use, skill use, experience use, hero points).

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  2. Anonymous04:11

    So have you given thought about trying to generate a character or two from the gm tool kit and give examples using your own characters whether past or present even from earlier editions to compare how differently you now create character backgrounds from before?
    And have you given thought about say creating a PL5 character?
    For example;
    Construct (89pts PL6)
    Abilities:
    Str 4, Sta -, Agl 0, Dex 1, Fgt 3, Int 2, Awe 0, Pre 1 = 12pts
    Advantages:
    Power Attack = 1pt
    Skills:
    Deception (3) +4, Perception (2) +2, Stealth (3) +3, Technology (4) +6 = 6pts
    Powers:
    Almost Human: Immunity 5 (Emotion effects) = 5pts
    Damage Resistance: Impervious Protection 4 = 8pts
    Repeating Built-in Hand Guns: Ranged Multi-attack Damage 3, Accurate 2 = 11pts
    Unliving: Immunity 38 (Aging, Critical Hits, Fortitude effects and Sensory Affliction effects) = 38pts
    Unnatural Toughness: Enhanced Defences 4 (Dodge 3, Parry 1); Impervious Protection 2 = 8pts
    Offence:
    Initative +0
    Close, Unarmed +3, Damage 4
    Repeating Hand Guns +5 (-1 per target), Damage 3
    Defences:
    Dodge (0) +3, Parry (0) +4, Fortitude Immune, Toughness (0) +6, Will (0) +0 = 0pts
    Complication:
    Motivation-Acceptance: Seeks to be able to interact with humanity without problems.
    Weakness: Any damage will immediately reveal it isn't exactly human and unlike regular humans it needs to make repairs to restore itself something not as readily available as admitting themself into a hospital.

    How's that?

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    Replies
    1. Anonymous13:41

      Here's some more examples!

      Battle Suit PL 5
      ABILITIES: Strength: 6/0, Stamina: 0, Agility: 1, Dexterity: 1, Fighting: 4/2, Intellect: 2, Awareness: 1, Presence: 0= 14pts

      Powers:
      Battle Suit: 57pts, Removable (-12pts) = 45pts
      Armour: Impervious Protection 5 = 10pts
      Boot Jets: Flight 4 (32mph) = 8pts
      Communication System: Radio Communication 1 = 4pts
      Life Support Systems: Immunity 10 (Life Support) = 10pts
      Sensors: Senses 6 (Accurate Radio extended (Radar), Direction Sense, Distance Sense) = 6pts
      Servo Motors: Enhanced Strength 6 = 12pts
      *Force Beams: Ranged Damage 6 = 1pt
      Tactical Computer: Enhanced Fighting 2, Enhanced Traits 1 (Dodge 1), Enhanced Advantage 1 (Ranged Attack 1) = 5pts

      Advantages: Improvised Tools, Inventor, Ranged Attack 1, Second Chance (Technology checks) = 4pts

      Skills: Expertise/ (Select between Business, Engineering or Science) (3) +5, Insight (2) +3, Perception (1) +2, Persuasion (2) +2 and Technology (4) +6 = 6pts

      Offence:
      Initiative: +1
      Force Beam +3, Ranged Damage 6
      Unarmed +4, Close Damage 6

      Defence: Dodge (1) +3/+2, Parry (0) +4/+2, Fortitude (3) +3, Toughness (0) +5/+0, Will (2) +3 = 6pts

      Construct PL5
      ABILITIES: Strength: 5, Stamina: -, Agility: 2, Dexterity: 1, Fighting: 5, Intellect: 2, Awareness: 1, Presence: 0 = 22pts

      POWERS:
      Armoured Body: Impervious Protection 4 = 8pts
      Unliving: Immunity 30 (Fortitude effects) = 30pts

      ADVANTAGES: Eidetic Memory, Ranged Attack 2 = 3pts

      SKILLS: Investigation (1) +3, Perception (2) +3, Persuasion (2) +2, Technology (2) +5 and Vehicles (1) +2 = 4pts

      OFFENCE
      Initiative +2
      Ranged +3, Damage 5
      Unarmed +5, Close Damage 5

      DEFENCE: Dodge (3) +5, Parry (0) +5, Fortitude Immune, Toughness (0) +4, Will (4) +5 = 7pts

      CRIMEFIGHTER PL5
      ABILITIES: Strength 1, Stamina 2, Agility 3, Dexterity 3, Fighting 6, Intellect 2, Awareness 2, Presence 2 = 42pts

      EQUIPMENT:
      Commlink = 1pt
      Costume: Protection 2 = 2pt
      Grapple Gun: Movement 1 (Swinging) =2pts
      Utility Belt: 6pt+ 2pt AE
      *Smoke Pellets: Cloud Area Concealment 2 (Visual) = 6pts
      *Sleep Gas Pellets: Ranged Cloud Area Affliction 2 (Resisted by Fortitude; Daze, Stun, Asleep) = 1pt
      *Boomerang: Strength-based Ranged Damage 3 = 1pt
      Headquarters:- Size: Medium, Toughness: 8, Features: Communications, Computer, Concealed, Fire Prevention System, Garage, Gym, Infirmary, Living Space, Power System and Security System = 12pts

      ADVANTAGES: Defensive Roll 1, Equipment 5 (Commlink, Costume, Headquarters, Utility Belt), Uncanny Dodge = 7pts

      SKILLS: Acrobatics (3) +6, Athletics (3) +4, Close Combat/Unarmed (1) +7, Deception (3) +5, Expertise/ Streetwise (2) +4, Insight (3) +5, Intimidation (4) +6, Investigation (4) +6, Perception (3) +5, Ranged Combat/Throwing (3) +6, Sleight of Hand (2) +5, Stealth (4) +7, Technology (1) +3 and Vehicles (2) +5 = 19pts

      OFFENCE
      Initiative +3
      Boomerang +6, Damage 4
      Unarmed +7, Close Damage 1

      DEFENCE: Dodge (3) +6, Parry (0) +6, Fortitude (1) +3, Toughness (0) +5/+4, Will (3) +5 = 7pts

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