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hour man

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cosmic77
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hour man

Post by cosmic77 »

i am looking for a hourman build i am thinking of boost w charges
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MrJupiter
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Post by MrJupiter »

Can you provide a little more information? Is this some kind of time manipulating character you are looking for a build on?
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BASHMAN
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Post by BASHMAN »

I think it's referencing "Hour Man" a DC golden age character who was part of the original Justice Society of America. His powers were the result of a potion he'd drink that would last exactly 1 hour.
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cosmic77
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Post by cosmic77 »

im sorry, i wasnt clear i did indeed mean the dc hourman.i have found that his powers and greenlanterns are the hardest powers. my thoughtis brawn and agility boost linked with charges that are used 1 per panel
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MrJupiter
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Post by MrJupiter »

Wow! Found some info on the character on Wikipedia. Hourman is a real cool idea with interesting development over his stories. From needing the Miraclo pill to eventually using a black lantern which emitted a light that activated the residual traces of the Miraclo within his body to activate his powers.

For the original character model, I'd go with linking Boost-Brawn with Armor: probably at a minimum of level 2. Put a Situational limit on this requiring the character to take a Miraclo pill to activate.

I'm not quite sure how to interpret the "speed enhancements" mentioned in the wiki entry. I'm guessing that Hourman doesn't quite become like the Flash; but it could be Super Speed at levels 3 or 5. He'd definitely be able to deal with multiple foes at this increased rate of speed and run two or three times faster than someone else of the same Agility for two out of three pages. To bring the cost of this power down, and make it fit within the concept of the character, I’d add a Situational limitation onto it so that this power can only be activated if the character has already activated his Boost-Armor linked power (i.e. taken his Miraclo pill).

The night vision and underwater breathing mentioned in the power description might just be expressions of using a Hero Die to power stunt abilities or outright power purchases.

Thanks for bringing Hourman to my attention, cosmic77. I really like this hero’s concept.
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Post by MrJupiter »

cosmic77 wrote:...my thoughtis brawn and agility boost linked with charges that are used 1 per panel
Sorry, I missed answering this part. Yes, I agree that Charges would be a great limit for this power. The vague thinking I’ve developed from various posts on the BASH forum is that powers like Boost or Armor, that are set up with some form of activation requirement, would generally last for the duration of the scene (unless further limited with some other kind of time limiting factor). Because of that, I’d use the per-day method of determining the number of Charges for the power.

Technically, since this limitation measures a power’s level and not its point cost, this power could be used 6 or 7 times a day (depending upon whether your Brawn Boost + Armor, or Brawn Boost + Agility linked power was level 2 or 3). This would work great, as few BASH games have more 4 or 5 scenes per issue/game session.
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Post by BASHMAN »

I'd build him with the stats and powers he ought to have when his Miraclo powers are turned "on". So probably Brawn 3 Agility 3, Super Speed 3, Super Running 1

I'd give him the "Normal" disadvantage for when the Miraclo Powers are turned "off" (essentially every other hour).

I'd also give him a "Source of Powers" weakness that he needs Miraclo to use his powers, and that they expire after 1 hour.
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MrJupiter
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Post by MrJupiter »

BASHMAN wrote:I'd build him with the stats and powers he ought to have when his Miraclo powers are turned "on". So probably Brawn 3 Agility 3, Super Speed 3, Super Running 1

I'd give him the "Normal" disadvantage for when the Miraclo Powers are turned "off" (essentially every other hour).

I'd also give him a "Source of Powers" weakness that he needs Miraclo to use his powers, and that they expire after 1 hour.
That's a great idea and, again, much simplier. I really like the idea of reskinning the Negating Weakness to "Source of Powers" (basically altering the 24 hour period to 1 hour).
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cosmic77
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Post by cosmic77 »

very interesting. one of the things with the comics was that he would run out of time. i remember his comics being like the series 24. and each panel or page would be counting down. im trying to makeg a justice society lite 25 pts. ive got a wildcat. im working on a starman and a kid arrow. will try and post my builds
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Post by kevperrine »

cosmic77 wrote:very interesting. one of the things with the comics was that he would run out of time. i remember his comics being like the series 24. and each panel or page would be counting down. im trying to makeg a justice society lite 25 pts. ive got a wildcat. im working on a starman and a kid arrow. will try and post my builds
This is especially neat for me to see, as I've just begun a new BASH! campaign telling the story of YOUNG JUSTICE "season 3" which will have many DC characters and for player characters CAN include nearly any DC hero "re-imagined" for the YJ show style.
Makes me want to make an Hourman sidekick!
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cosmic77
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Post by cosmic77 »

1st build rough draft
ted grant
"the black cat"
brawn 2 agility 2 mind 1
powers
weighted gloves special attack no range 1 pt
armor 1pt costume
super speed 3 pts
martial arts 3 pts fast tough defensive
swift strike 2 pts
attack weak point 2 pts
weapons technique hth 1 pt
skills athletics,stealth,commerce
advantages contacts,dumbuck
dis advantage old,normal

ted grant was light heavywieght champion but he couldnt stop his sister form being killed. he fought the leading contender and took the money and ran. spent tenyears immerseing himself in the martial arts. returned home bought agym trained mma fighters
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