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Lord Mhoram
Jul 22nd, '06, 05:42 PM
I'm in the process of revamping and reorginzing all my old character files. I'm also planning to update every character I've ever played to 5th with Hero Designer. So as I get them done, I'll post them - hopefully they can be useful to people.

This time up is Ballistic, a character played for a long time - one note - a houserule we have is that anything can go into an EC, as long as the "drain one drain a bunch" SFX limit is adheared to.

Appearance: The Ballistic suit has silvery enameled plates over a padded black bodysuit. The electronics are within the plates. The helm is a framed reflective faceplate, surrounded by the same enamel. The enamel has a slight blue cast, and the padded body suit has blue highlights and trim. He also wears a black and gray cape, with blue trim.

Brian is a well built late thirties man, who keeps in shape. He has brown hair (kept short) and green eyes. He has a mustache. Brian himself is 6'2" and is a well built 195 pounds. In the suit he stands 6'8" and weighs somewhat more.

Personality: Brian has always had the prejudices of a street cop. He hates drugs and organized crime. He feels the need to use minimum force (most of the time) and to protect the innocent. His biggest problem is his temper. When on the force he had a tendency to 'go ballistic' on suspects that pushed him to much, or on the real street slime.
While he 'is' a street cop, he doesn't feel the need to do his crimefighting there. He will if there is a problem he can help with, but he will also fly into conflict with Dr. Destroyer or Firestorm. To him they are all scum that need to be brought in.

He feels the police to and adequate job, and does not EVER disparage their work. Because of this attitude he tends towards higher profile villains, rather than street crime. He feels he should deal with what the police aren't geared towards dealing with. His attitude towards police include things like Until and the Galactic Patrol.

Brian used to feel guilty about being something of a nascent egghead (as he put it), after he learned his magic, but after his sojourne in space he has come to grips with who and how he is.

Quote:"Youve never seen magic and technology work together. Too bad for you. You won't see it long now.. " *POW*

Background: Brian McCabe grew up a troubled youth in the inner city. He was 'saved' by an old school cop. He got into boxing (low end professional) but quit when his refusal to take steroids and other "performance" drugs kept him from having any real chance to go anywhere.

He enrolled in police academy out of high school. He graduated near the top of his class. He joined the force and was a beat cop for years. He took specialized training to join SWAT and qualified. He soon after joined a gang task force. Then all hell broke loose. A paranormal gang leader (in the first wave of paranormality) with telepathic abilities "played" with a number of cops. A major scandal ensued. Brian was investigating the gang, realized what was happening and confronted the kid, who then tried to get into Brian's head. Brian shot him. twice. Chest and head.

Brian had been a bit of a "trouble" cop, having had some disciplinary actions taken for extreme force (he was know for his temper and his 'Dirty-harry-esq" solutions to problems. Shooting this seemingly defenseless 15 year old was the final "excessive use of force". He was forced to retire.

In his dealings with high tech crimes, Brian had made friends with Dr.Sung a rich electronics industrialist. When Brian retired Dr. Sung hired Brian as his head of security, and personal security consultant. He also proposed an alliance- Dr. Sung had developed plans for a battle suit. He and Brian spent 2 years building and testing it. Brian uses the suit with Dr. Sung's Technical help, to be a superhero - Ballistic.

Brain spent a good deal of time as a standard crime fighting Superhero until the EVENT happened. It turned him into a magician. At least someone with the power of one. He learned magic to keep this power from causing problems to the world around him. His normal pragmatic solution.

The only problem was, he found he really enjoyed doing the stuff. He liked being a mage. He had never in his life learned for learning's sake. The classes he took in space and the time spent learning his suite of spells (as well as the changes to his mind made by the Event) left him quite a changed man; he finds himself wanted to be an egghead. This is attitude has make him uncomfortable sometimes. He feels, at times, as if he's betraying his "do the right thing" pragmatic past. He sometimes feels that this change in outlook trivializes his previous lifestyle. Brian became a memeber of Watchtower and lived a life of classic superheroing for years. He started having a relationship with a lady on the SFPD, and created a superagency (Ordinance).

Thence came the war. The subterrans invaded the surface, as did Atlantis, the Malvans attacked from space, and Tyrronon attacked. Brian with his magical teachers went to deal with Tyrannon. When he returned, the war was over. Ordinance was dead to the last man fighting the Malvans, and an Atlantian attack on SF killed his fiance'. Brian had had enough, he fled into space to clear his mind. He flew to the lesser Magellanic clouds and back. He went a little crazy while he was gone, but he did get his mind strait. He understood his magic better, and gained some new technology for his suit during his trip.

Powers/Tactics: The suit give him incredible defensive capacity, among the highest in existence. It also enhances almost all of his physical capacities; he is much stronger, faster and more resistant to damage in the suit. It also has an onboard routine that can translate an language, and gives him the ability to fly.

His suite of spells make for a frightening array of offensive options. He can call lightning, fire and storms. He can slow someone else down, and tie them up. He also has a number of spells that attack 'mystic' defenses, which puts him at a major advantage when fighting the kind of villains he fought before his change in outlook. He also has a vast array of spells, he focuses on combat / damage spells but can do just about anything.

He will generally use his spells at range, closing with a move through, and then using spells to enhance his strength and defenses and going toe to toe. He is also becoming enamored or fighting invisibly or in a darkness field. The tactical advantages he finds useful.

His "force field electronics" that he picked up on his trip to the clouds give him amazing motive capability, and can be tooled to help in other situations.

Campaign Use: Brian can be used in a number of different ways. He is the archtypical supersuit, and has a great deal of scientific knowledge. He is one of the more accomplished mages on the planet (or off) and could be used in that capacity. His background and attiude in law enforcement can bring him into contact with other characters in that regard. He has travelled extensively in space, and some in alternate dimensions, so his knowledge of those places could be of use.

Lord Mhoram
Jul 22nd, '06, 05:43 PM
Ballistic - Brian McCabe

VAL CHA Cost Total Roll Notes
20 STR 10 20/60 13- / 21- HTH Damage 4d6/12d6 END [2/6]
18 DEX 24 18/26 13- / 14- OCV 6/9 DCV 6/9
18 CON 16 18/33 13- / 16-
15 BODY 10 15/25 12- / 14-
18 INT 8 18 13- PER Roll 13-
18 EGO 16 18 13- ECV: 6
20 PRE 10 20 13- PRE Attack: 4d6
12 COM 1 12 11-
32 PD 4 32/40 32/40 PD (23 rPD)
37 ED 4 37/40 37/40 ED (23 rED)
4 SPD 12 4/7 Phases: 3, 6, 9, 12/2, 4, 6, 7, 9, 11, 12
10 REC 4 10/25
40 END 2 40/80
40 STUN 6 40/80
7 RUN 2 7" END [1]
2 SWIM 0 2" END [1]
4 LEAP 0 4"/12" 4"/12" forward, 2"/6" upward

CHA Cost: 129

Cost POWERS
- END=
<i>Biofeedback systems</i>, all slots Only In Heroic Identity (-1/4) - END=
32 1) +40 STR - END=4
14 2) +8 DEX; No Figured Characteristics (-1/2) - END=
24 3) +15 CON - END=
16 4) +10 BODY - END=
24 5) +3 SPD - END=
2 6) +3 PD - END=
2 7) +3 ED - END=
6 8) +4 REC - END=
4 9) +10 END - END=
2 10) +2 STUN - END=
Miscellaneous Suit systems, all slots OIHID (-1/4) - END=
19 1) Enameled Plates: Armor (8 PD/8 ED) - END=0
7 2) Impact Padding: +15 PD; Only vs own MB, MT, KB or some throws Very Limited Type of Attack (-1) - END=
13 3) Helmet - Psi Baffeling: Mental Damage Reduction, 50%; Not Vs Damage (-1) - END=0
12 4) Helmet Anti-Psi Plating: 10 Mental Armor - END=0
- END=
12 Electronics Systems: Elemental Control, 30-point powers, all slots Only In Heroic Identity (-1/4) - END=
14 1) Electrostatic enhancement field: Damage Resistance (5 PD/5 ED) plus Hardened on All PD and ED (11 Active Points) plus Hardened on Armor plus +3 PD plus +8 ED - END=0
12 2) Diffusion Fileld - Kinetic: Physical Damage Reduction, Resistant, 50% - END=0
12 3) Difusion Field - Energetic: Energy Damage Reduction, Resistant, 50% - END=0
8 4) Inertial Dampeners: Knockback Resistance -18"; Limited Power Variable Effect 3d6 (ie add 3d6 to KB rolled) (-1 1/2) - END=0
10 5) Inertial Field and Thrusters: Flight 15"; Limited Power No Push (-1/4) - END=3
12 6) Electrosealed System: Life Support (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) - END=0
12 7) Sensory Compensators: Hearing Group Flash Defense (10 points) (10 Active Points) plus Sight Group Flash Defense (15 points) (15 Active Points) plus Radio Group Flash Defense (5 points) (5 Active Points) - END=0
10 8) Onboard Radio & Scanner: High Range Radio Perception (Radio Group), Discriminatory, Analyze, Sense (24 Active Points); Sense Affected As Another Sense (-1/4) plus Transmit with Hearing Group and Single Sense (7 Active Points); Sense Affected As Another Sense (-1/4) - END=0
11 9) Spacial Detection: Spatial Awareness (Unusual Group), Increased Arc of Perception, Range; Sense Affected As Another Sense (Sight) (-1/4) - END=0
10 10) Heads Up Display: +2 PER with All Sense Groups (6 Active Points) plus +3 with All Combat (24 Active Points); Limited Power Must all be allocated to same thing (-1/4) - END=0
10 11) Universal Translator: Universal Translator 23-; Limited Power Spoken Only (-1/4) - END=
12 12) Onboard minicomputer: +3 With all Int based skills (database) (15 Active Points) plus Absolute Range Sense (3 Active Points) plus Absolute Time Sense (3 Active Points) plus Bump Of Direction (3 Active Points) plus Eidetic Memory (5 Active Points) plus Lightning Calculator (3 Active Points) - END=0
- END=
30 Subneutronic Adjustable Force Fields: Multipower, 60-point reserve, all slots Extra Time - To Switch Slots (1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power, Character May Take No Other Actions, -3/4), Only In Heroic Identity (-1/4) - END=
3u 1) Standard Mode: FF (10 PD/10 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2) plus FF (8 Mental Defense/8 Power Defense), Reduced Endurance (0 END; +1/2) - END=0
2u 2) Jet Mode - Frictionless Flightfield(30 Km/Second): Flight 5", No Turn mode (+1/4), Megascale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (20 Active Points) plus Megascale on Sight (12 Active Points); Limited Power Only for seeing where going on flight (-1/2) plus Megascale on Spacial Awareness (16 Active Points); Limited Power Only for seeing what is going on in flight (-1/2) - END=2
2u 3) Astronaut mode - Warp Field: Faster-Than-Light Travel (1 LY/Minute) (60 Light Years/hour) - END=0
2u 4) Galactic Traveller mode - Hyperspace: Teleportation 5", Megascale (100 Light years per inch) (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4); Hyperspace jumps take one hour (-1), Limited Power Requires a successful Hyperspace navigation check (-1/4) - END=5
- END=
10 Permanent Spells - Mystic Defence: Power Defense (18 points) (Force Field added in (10 Normally)) - END=0
6 Permanent Spell - Personal Enhancement: LS (Eating: Character does not eat; Sleeping: Character does not sleep) - END=0
10 Will Training: +10 EGO; Limited Power Defensive Only (-1) - END=
4 Phychic Training: Mental Defense (28 points total) (Defensive Ego, Armor & FF Added in (10 Normally)) - END=0
- END=
128 Spell Suite (infinite slot Multipower): VPP, 80 base + 48 control cost, Cosmic (+2); No more active than reserve (-1), Limited Special Effect- Magic; and no summoning, no personal enhancements Common SFX (-1/2) - END=

POWERS Cost: 519

Cost MARTIAL ARTS
<i>Martial Arts</i>
5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 30 STR / 70 STR for holding on; FMove
5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 4d6 / 12d6 +v/5; Target Falls; FMove
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 / 16d6 Strike
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 4d6 / 12d6 Strike
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR / 70 STR for holding on
4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 8d6 / 16d6 Crush, Must Follow Grab
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR / 75 STR vs. Grabs

MARTIAL ARTS Cost: 31

Cost SKILLS
6 +3 Flight Turn Mode
15 +3 With OCV
10 Navigation (Air, Astral, Dimensional, Hyperspace, Land, Marine, Space) 14-
3 Persuasion 13-
3 Deduction 13-
3 High Society 13-
3 Concealment 13-
3 Streetwise 13-
3 Criminology 13-
3 Bureaucratics 13-
3 Paramedics 13-
3 Analyze: Magic 13-
3 Power: Magic 13-
3 Electronics 13-
3 Mechanics 13-
3 Jack of All Trades
3 1) PS: Detective 14-
3 2) PS: Policeman 14-
3 Scholar
3 1) KS: Agencies 14-
2 2) KS: Criminal Law and Procedure 13-
2 3) KS: Forms and Styles of Magic 13-
2 4) KS: Galactic Cultures/Planets 13-
2 5) KS: Galactic Powers/Supers 13-
2 6) KS: General Magical Theory 13-
1 7) KS: Law Enforcement World 11-
2 8) KS: Magic 13-
2 9) KS: Occult World 13-
2 10) KS: Other Dimensions 13-
3 11) KS: Supers 14-
2 12) KS: Thaumaturgy 13-
3 Scientist
2 1) SS: Astronomy 13-
2 2) SS: Criminal Psychology 13-
2 3) SS: Cybernetics 13-
2 4) SS: Field Pysics 13-
2 5) SS: Physics 13-
2 6) SS: Subnuetronic Force Fields 13-

SKILLS Cost: 119


Cost TALENTS
4 Environmental Movement (Zero G)

TALENTS Cost: 4
Value DISADVANTAGES
20 Normal Characteristic Maxima
5 Social Limitation: Public Identity Occasionally (8-), Minor
25 Hunted: VIPER 11- (Frequently), More Powerful, NCI, Harshly Punish
10 Hunted: Archnemesis 8- (Occasionally), As Powerful, Harshly Punish
15 Psychological Limitation: Code Vs Kiling Common, Strong
15 Reputation: Supermage, Almost Always (14-)
10 Psychological Limitation: Curiosity Common, Moderate
5 Psychological Limitation: Respects Law Enforcement Uncommon, Moderate
15 Psychological Limitation: Protective Of Innocents Common, Strong
5 Psychological Limitation: Uncommon, Moderate
10 Enraged: Pushed to Limits Uncommon, go 8-, recover 11-
15 Enraged: Abuse of Innocence / Innocents Uncommon, go 11-, recover 11-

DISADVANTAGES Points: 150

Base Pts: 350
Exp Required: 302
Total Exp Available: 302
Exp Unspent: 0
Total Character Cost: 802

Lord Mhoram
Jul 22nd, '06, 05:47 PM
Note that aside from the "Blessings of Prometheus" Ballsitic can cast no spell that enhance his personal abilities - no aids, no bonuses to characteristics and such. This is because he was found to be way to powerful when he could dump his entire pool into extra STR, for example. Internally, he travelled the planes to get the spirit of his fiance back, and resurected, and Prometheus helped him. That was the price of his help. And Ignore the bold marks in the code - they are there for formatting on the HTML.




Cost POWERS
<b>Sun Magic</b> - END=
77 Sun Bolt: (Total: 77 Active Cost, 77 Real Cost) Energy Blast 5d6, Attack Versus Limited Defense (Sight Flash D; +1 1/2) (62 Active Points) (Real Cost: 62) plus Sight Group Flash 3d6 (Real Cost: 15) - END=7
75 Sunlight: Change Environment 32" radius, Persistent (+1/2), Uncontrolled (+1/2), 0 End to maintain. Full end to cast (+1/2) (75 Active Points) - END=7
80 Flare: Sight Group Flash 8d6, Area Of Effect (4" Radius; +1) (80 Active Points) - END=8
50 Healing Rays: Healing 2 1/2d6, All Powers Simultaneously (+2) (75 Active Points); Others Only (-1/2) - END=7
<b>Moon Magic</b> - END=
75 Spell Waning: Dispel vs. Largest Magic 20d6, One At A Time (+1/4) (75 Active Points) - END=7
75 Spell Waxing: Aid Magic 6d6, One Power At A Time (+1/4) (75 Active Points) - END=0
70 Wax and Wane: Transfer 2 1/2d6 (Magic to Pool reserve), One Power At A Time (+1/4), Ranged (+1/2) (70 Active Points) - END=7
72 Moon Mirage: Sight and Hearing Groups Images x16 Radius (+1), +/-7 to PER Roll (72 Active Points) - END=7
<b>Mercury Magic</b> - END=
80 Leap Of Mercury: Teleportation 30", No Relative Velocity, Position Shift, x4 Noncombat - END=8
80 Wings of Mercury: Flight 5", Improved Noncombat Movement (x32768) - END=8
75 Forced Leap of Mercury: Flight 15", Ranged (+1/2), Usable As Attack (+1) (75 Active Points) - END=7
75 Free Thinking: Clairsentience (Hearing And Sight Groups), x64 Range (11840"), Reduced Endurance (Half END; +1/4) (75 Active Points) - END=3
<b>Venus Magic<b> - END=
56 Spread Peace: Mind Control 7d6, Telepathic (+1/4), Area Of Effect Nonselective Target (4" Radius; +3/4) (70 Active Points); Only to stop anger / violence (-1/4) - END=7
53 Emotion Control: Mind Control 16d6 (80 Active Points); Emotions only (-1/2) - END=8
79 Suggestion: Mind Control 10 1/2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Zero Phase Action to reset, Trigger can expire (it has a time limit); +1/2) (79 Active Points) - END=8
<b>Mars Magic</b> - END=
80 Flame Sword: Killing Attack - Hand-To-Hand 2 1/2d6 (5d6 w/STR), Reduced Endurance (Half END; +1/4), +1 STUN Multiplier (+1/4), Armor Piercing (+1/2) (80 Active Points) - END=3
80 Flame Blast: Killing Attack - Ranged 5d6+1 - END=8
63 War's Fury: Mind Control 12 1/2d6, Telepathic (+1/4) (79 Active Points); Set Effect - Go Berserk/Enraged (-1/4) - END=8
<b>Jupiter Magic</b> - END=
80 Lightning: Energy Blast 16d6 - END=8
76 Storm of Jove: Telekinesis (17 STR), Reduced Endurance (Half END; +1/4), Personal Immunity (+1/4), Area Of Effect (16" Radius; +1 1/2) (76 Active Points) - END=3
64 Confession: Mind Control 16d6 (80 Active Points); Set Effect- Tell the Truth (-1/4) - END=8
80 Calm Tempest: Change Environment - No Winds / Storm 128" radius (128" Any Area; +0), Varying Effect Limited Group (+1/2), Conforming (+1/2) (80 Active Points) - END=8
<b>Saturn Magic</b> - END=
80 Leaden Bond: Entangle 6d6, 10 DEF - END=8
79 Weight of Time: Drain Speed 5d6+1, Ranged (+1/2) (79 Active Points) - END=8
80 Weariness of Age: Suppress Endurance 8d6, Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2) (80 Active Points) - END=0
75 Leaden Limbs: Drain 3d6, Ranged (+1/2), Dex, Speed, Movement (4 at a time) (+1) (75 Active Points) - END=7
<b>Uranus Magic</b> - END=
78 Detections: Detect Magic 24- (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception, Microscopic (x10): x10, Perceive into any dimension, Range, Rapid (x10): x10, Sense, Targeting Sense, Telescopic (+10): +10, Tracking - END=0
53 Animate Machine: Telekinesis (46 STR), Fine Manipulation (79 Active Points); Only Works On Limited Types Of Objects Machines (-1/2) - END=8
<b>Neptune Magic</b> - END=
62 Induce Sleep: Drain Stun 1d6+1, Uncontrolled (+1/2), 0 end, full end to cast (+1/2), No Normal Defense- LS sleep, hrd Power D, non living (Standard; +1), Continuous (+1), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (78 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=8
40 Gas Form: Desolidification (affected by Anything that can affect gases) - END=4
29 Child of the Sea: (Total: 29 Active Cost, 29 Real Cost) Life Support (Expanded Breathing- Water; Safe in High Pressure) (Real Cost: 6) plus Swimming 13" (Improved Noncombat Movement (x8)) (Real Cost: 23) - END=2
80 Pressure of the Deep: Energy Blast 8d6, No Normal Defense- LS Pressure, Density Increase, hrd power D (Standard; +1) (80 Active Points) - END=8
<b>Pluto Magic</b> - END=
75 Disintigrate: Killing Attack - Ranged 1 1/2d6, No Normal Defense- LS Radiation, Hrd Power D (Standard; +1), Does BODY (+1) (75 Active Points) - END=7
72 Outer Void: Darkness to Sight, Smell/Taste, Touch and Hearing Groups and Detect- Magic 3" radius, Personal Immunity (+1/4), Reduced Endurance (Half END; +1/4) (72 Active Points) - END=3
53 Open Depth: Tunneling 7" through 22 DEF material (80 Active Points); Down Only (-1/2) - END=8
79 Taste of the Underworld: Drain Stun 5d6+1, Ranged (+1/2) (79 Active Points) - END=8
<b>The Eleven Lights of Luathon</b> - END=
75 Luathon 1: Change Environment - Light 128" radius (128" Any Area; +0), Long-Lasting 1 Hour, Reduced Endurance (0 END; +1/2) (75 Active Points) - END=0
80 Luathon 2: Sight Group Flash 16d6 - END=8
74 Luathon 3: Sight Group Images - Lightshow x4 Radius (+1/2), +/-9 to PER Roll, Reduced Endurance (0 END; +1/2) (74 Active Points) - END=0
10 Luathon 4: N-Ray Perception (stopped by magical Darkness) (Sight Group), Sense Affected As Another Sense- sight (+0) - END=0
40 Luathon 5: Detect Invisibility A Single Thing 19- (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception, Range, Targeting Sense - END=0
80 Luathon 6: Suppress Invisibility 16d6 - END=8
80 Luathon 7: Energy Blast 6d6+1, Attack Versus Limited Defense (Flash D- Sight; +1 1/2) (80 Active Points) - END=8
79 Luathon 8: Energy Blast 10 1/2d6, Area Of Effect (One Hex; +1/2) (79 Active Points) - END=8
80 Luathon 9: Dispel Darkness 26 1/2d6 - END=8
53 Luathon 10: Mind Control 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); Extra Time (Full Phase, -1/2) - END=8
75 Luathon 11: Killing Attack - Ranged 3d6+1, Penetrating (+1/2) (75 Active Points) - END=7
<b>Shields of Dimitrios</b> - END=
80 SoD 1: Force Field (16 PD/16 ED/16 Mental Defense/16 Power Defense), Reduced Endurance (Half END; +1/4) (80 Active Points) - END=3
76 SoD2: Force Field (11 PD/11 ED/6 Mental Defense/6 Power Defense), Reduced Endurance (Half END; +1/4), Invisible Power Effects (Fully Invisible; +1) (76 Active Points) - END=3
78 SoD3: Force Field (16 PD/16 ED/10 Mental Defense/10 Power Defense), Usable By Other (+1/4), Reduced Endurance (Half END; +1/4) (78 Active Points) - END=3
80 SoD4: Force Wall (6 PD/6 ED/5 Mental Defense/5 Power Defense/5 Flash Defense: Hearing Group/5 Flash Defense: Sight Group) - END=8
79 SoD5: FW (18 PD), Reduced Endurance (1/2 END; +1/4), Transparent to ED Attacks (+1/2) - END=3
<b>Bountiful Bindings of Blyyat the Beneficient</b> - END=
80 Bindings 1: Entangle 8d6, 8 DEF - END=8
80 Bindings 2: Entangle 6d6, 10 DEF - END=8
80 Bindings 3: Entangle 3d6, 5 DEF, Invisible Power Effects (Fully Invisible; +1) (80 Active Points) - END=8
80 Bindings 4: Entangle 2d6, 4 DEF (Stops A Given Sense Group Sight Group), Backlash (+1/2), Takes No Damage From Attacks All Attacks (+1/2) (80 Active Points) - END=8
80 Bindings 5: Entangle 3d6, 5 DEF, Backlash (+1/2), Takes No Damage From Attacks All Attacks (+1/2) (80 Active Points) - END=8
<b>Auras of Elan</b> - END=
63 Aura 1: Telekinesis (42 STR), Reduced Endurance (Half END; +1/4) (79 Active Points); Affects Whole Object (-1/4) - END=3
78 Aura 2: Telekinesis (35 STR), Fine Manipulation, Reduced Endurance (Half END; +1/4) (78 Active Points) - END=3
79 Aura 3: Telekinesis (30 STR), Reduced Endurance (Half END; +1/4), Indirect (Any origin, always fired away from attacker; +1/2) (79 Active Points) - END=3
75 Aura 4: Telekinesis (20 STR), Area Of Effect (6" Radius; +1 1/4), Selective Target (+1/4) (75 Active Points) - END=7
<b>Cerulean Strikes</b> - END=
80 Cerulean Spear: Ego Attack 8d6 - END=8
79 Cerulean Spray: Ego Attack 6d6+1, Area Of Effect Nonselective Target (One Hex; +1/4) (79 Active Points) - END=8
<b>Sorcerer's Stars</b> - END=
80 Stars 1: Energy Blast 16d6 - END=8
79 Stars 2: Energy Blast 10 1/2d6, Armor Piercing (+1/2) (79 Active Points) - END=8
80 Stars 3: Energy Blast 6d6+1, Attack Versus Limited Defense (Power D; +1 1/2) (80 Active Points) - END=8
<b>Deflecting Disks</b> - END=
40 Disks 1: (Total: 40 Active Cost, 40 Real Cost) Missile Deflection (Any Ranged Attack) (Real Cost: 20) plus +10 to Roll (Real Cost: 20) - END=0
40 Disks 2: (Total: 40 Active Cost, 40 Real Cost) Magic Deflection (Any Ranged Attack) (Real Cost: 20) plus +10 to Roll (Real Cost: 20) - END=0
40 Disks 3: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points) - END=0
40 Disks 4: Magic Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points) - END=0
50 Disks 5: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target - END=0
50 Disks 6: Magic Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target - END=0
<b>Haloes of Huland</b> - END=
60 Halo 1: Energy Damage Reduction, Resistant, 75% - END=0
60 Halo 2: Physical Damage Reduction, Resistant, 75% - END=0
60 Halo 3: Mental Damage Reduction, Resistant, 75% - END=0
60 Halo 4: (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30) - END=0
<b>Fuzonic Flames</b> - END=
80 Flame 1: Killing Attack - Ranged 5d6+1 - END=8
75 Flame 2: Killing Attack - Ranged 3d6+1, Area Of Effect (One Hex; +1/2) (75 Active Points) - END=7
75 Flame 3: Killing Attack - Ranged 3d6+1, Penetrating (+1/2) (75 Active Points) - END=7
80 Flame 4: Killing Attack - Ranged 2 1/2d6, Penetrating (+1/2), Area Of Effect (One Hex; +1/2) (80 Active Points) - END=8
<b>Astral Forms</b> - END=
75 Astral Eye: Clairsentience (Sight Group), x64 Range (9600"), Reduced Endurance (0 END; +1/2) (75 Active Points) - END=0
75 Astral Eye: Clairsentience (Sight Group), x64 Range (9600"), Reduced Endurance (0 END; +1/2) (75 Active Points) - END=0
50 Astral Form: Clairsentience (Hearing And Sight Groups), x16 Range (3600"), Reduced Endurance (0 END; +1/2) (75 Active Points); Blackout (-1/2) - END=0
<b>Blessings of the Gods</b> - END=
72 Blessings of Prometheus: +5 STR plus +5 DEX plus +5 CON plus +5 BODY plus +5 INT plus +5 EGO plus +5 PRE plus +5 COM plus +1 PD plus +1 ED plus +2 REC plus +10 END plus +10 STUN plus +1 Overall - END=1
20 Lesser Blessing of Herecles: (Total: 20 Active Cost, 20 Real Cost) +8 PD, Hardened (+1/4) (10 Active Points) (Real Cost: 10) plus +8 ED, Hardened (+1/4) (10 Active Points) (Real Cost: 10) - END=0
80 Blessing of Herecles: (Total: 80 Active Cost, 80 Real Cost) +32 PD, Hardened (+1/4) (40 Active Points) (Real Cost: 40) plus +32 ED, Hardened (+1/4) (40 Active Points) (Real Cost: 40) - END=0
75 Blessing of Eros: (Total: 75 Active Cost, 75 Real Cost) Perk: "Endurance" (5 Active Points) (Real Cost: 5) plus Minor Transform 0 1/2d6 (Increased Sensation), Partial Transform (+1/2), Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 2 people at once; +1/2), Damage Shield (Offensive; +3/4) (16 Active Points) (Real Cost: 16) plus +18 With tight group (as appropriate) (Real Cost: 54) - END=0
80 The Blessings of a Night In Valhalla: Healing Simplified 8d6 - END=8
<B>Bindings of Bathus</B> - END=
80 First Binding: Mind Control 16d6 - END=8
79 Second Binding: Mind Control 12 1/2d6, Telepathic (+1/4) - END=8
69 Third Binding: Entangle 2d6, 3 DEF, Takes No Damage From Attacks Limited Group (+1/4), Works Against EGO not STR (+1/2), BOECV (Mental Defense applies; +1) - END=7
78 Fourth Binding: Telekinesis (26 STR), BOECV (Standard Defenses apply; +1) - END=8
<b> Sapphron Spheres <b> - END=
79 Sphere One: Sight Group Flash 10 1/2d6, Area Of Effect (One Hex; +1/2) - END=8
75 Sphere Two: EB 5d6, Area Of Effect (One Hex; +1/2), AVLD (Sight Flash; +1 1/2) - END=7
21 Sphere Three (Witchlight): Sight Group Images 1" radius, +/-6 to PER Rolls, Reduced Endurance (0 END; +1/2); Limited Power Only to Create Light (-1) - END=0
<b>Scintilating Suns of Saravane<b> - END=
80 Suns one: Sight Group Flash 8d6, BOECV (Mental Defense applies; +1) - END=8
75 Suns Two: Sight Group Flash 5d6, BOECV (Mental Defense applies; +1), Area Of Effect (5" Radius; +1) - END=7
<b>The Lightnings of Larethian<b> - END=
75 Lucent Lightning: RKA 3d6+1, Armor Piercing (+1/2) - END=7
80 Livid Lightning: RKA 3d6 plus Sight Group Flash 7d6 - END=7
53 Lethal Lightning: RKA 5d6+1; Increased Endurance Cost (x2 END; -1/2) - END=16
75 Labyrinth Lightning: RKA 3d6+1, Explosion (+1/2) - END=7
<b>Teng Wei's Translocation<b> - END=
62 First Translocation: Teleportation 25", Reduced Endurance (1/2 END; +1/4) - END=2
60 Second Translocation: Teleportation 20", x4 Increased Mass, x8 Noncombat - END=6
75 Third Translocation: Teleportation 25", MegaScale (1" = 10 km; +1/2) - END=7
<b>Vipers of Vorkill (Improved Control)<b> - END=
79 First Viper: Dispel Magic 21d6, One Magic Power at a time (Limited Group of SFX; +1/4) - END=8
79 Second Viper: Drain Magic 4 1/2d6, One Magic Power at a time (Limited Group of SFX; +1/4), Ranged (+1/2) - END=8
79 Third Viper: Suppress Magic 10 1/2d6, One Magic Power at a Time (Limited Group of SFX; +1/4), Reduced Endurance (1/2 END; +1/4) - END=3
- END=
<b>Single Spells</b> - END=
- END=
80 <b>Frightful Flames of Tyrannnon </B>: Killing Attack - Ranged 1d6+1, Based On EGO Combat Value (Mental Defense; applies; +1), Does BODY (+1), Continuous (+1) (80 Active Points) - END=8
32 <b>Hammer of the Underworld</b>: Hand-To-Hand Attack +16d6 (80 Active Points); Hand-To-Hand Attack (-1/2), Goes against defenses seperately (-1/2), Beam (-1/4), Limited Power Must use STR and HA at full power (-1/4) - END=8
53 <b>Bonds of Bathus</b>: Entangle 4d6, 8 DEF (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Sight Group); Cannot Form Barriers (-1/4), Susceptible Lights of Luathon (-1/4) - END=8

Lord Mhoram
Jul 22nd, '06, 05:49 PM
And lastly - the picture. This is basically the first picture I drew for him, based on an older edition of Champs character outline. I found it a few years ago, scanned it, and it came out pretty well. I'm not much of an artist, but it gets the character idea across. He added the cape when he got his magical abilities - he felt it was part of the "mages look".
http://home.comcast.net/~lordmho/bl/BallisticLarge.jpg

OddHat
Jul 22nd, '06, 08:03 PM
Another interesting character. Thanks for sharing him. :)

Lord Mhoram
Jul 22nd, '06, 08:14 PM
Another interesting character. Thanks for sharing him. :)

Thanks for appreciating him. :)

Enforcer84
Jul 22nd, '06, 08:17 PM
Nice write up and an intriguing person behind the mask.

Lord Mhoram
Jul 22nd, '06, 08:27 PM
Nice write up and an intriguing person behind the mask.

Yeah, he'd been fallow for a while, because I couldn't find a hook for him and then in responding to the WWYCD thread, I realized he is in a deep state of fugue from the loss of the superagency he built up and his fiancee'. Then I got interested in playing him again. :) He's interesting in that with his tech he can fly around the galaxy and with his magic he can travel dimensions - so he can go just about anywhere.

He started out as an excop who wore the suit. Which was cool - in my adventure history, every time I wrote up a summation of the adventure I added a "Suit design considerations" that he turned in to the guy who made it. I played him 75 expereince like that or so... and I was getting a bit bored, and the PDF of the Ultimate Supermage came out. And I decided I wanted to play a supermage, but I didn't really want to stop playing Ballistic, so we had a major life changing event, and he became a wild talent (that then had to get trained). Mechanically I switched his "techobabble attack" multipower into a spell multipower. :)

He's been fun to play over the years.

Metaphysician
Sep 12th, '06, 11:37 AM
While I am not usually overfond of ECs, especially rulebreaking ones, I think this time, it actually fits. Mainly because it actually makes *sense* that an Adjustment that targeted tech/electronics would work on it.

Nice.