No, not at all! It was a perfectly reasonable response to an unknown SPB with a flaming bow and arrow.
Just caught me off guard, that's all. And also put 'Mental Defense' on my list of things to look into![]()
Seriously, though, it's not a problem.
No, not at all! It was a perfectly reasonable response to an unknown SPB with a flaming bow and arrow.
Just caught me off guard, that's all. And also put 'Mental Defense' on my list of things to look into![]()
Seriously, though, it's not a problem.
Cast of Characters:
1. Orion -- (Played by radioKAOS) -- Status: Inactive
2. Archangel Gabriel -- (Played by radioKAOS) -- Status: Active
3. Cluster -- (Played by No Online Name) -- Status: Inactive
4. Blitz -- (Played by Amebushi) -- Status: Active
5. Flicker -- (Played by Micronaut_6) -- Status: Active
6. Master Jedi -- (Played by Kiwi of Doom) -- Status: Inactive
7. Mr.Noir -- (Played by swbaxter) -- Status: Active
8. Prye Archer -- (Played by Prye Archer) -- Status: Active
9. Guardian II -- (Played by TheQuestionMan) -- Status: Inactive
10. ??? -- (Played by Evil Steve) -- Status: Active
11. Windsurfer -- (Played by CrankyBuffalo) -- Status: Active
12. Bengal -- (Played by TheQuestionMan) -- Status: Inactive/Crippled
13. <Space Open for New or Guest Starring Gamers> -- (Played by You) -- Status: Inactive
It is the GM's intent with Players permission to post their Character Stats and Pictures (Or Pics I can use).
Cheers
QM
Last edited by TheQuestionMan; Jan 21st, '06 at 09:50 PM.
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Champions of Vancouver - Episode 20: "On a Wing and a Prayer"
Cast of Characters
Blitz <Active> - Speedster/Martial Artist (Current Team Leader?)
Flicker <Active> - Temporal Nanite Teleporter/Martial Artist w/Nanite Weapons
Gabriel<Active> - Incarnation of the Archangel Gabriel, Patron Saint of Communications.
Mr. Noir <Active> - Absent Mystic Occult Hero
Prye Archer <Active> - Pyrokinetic Winged Archer
Windsurfer <Inactive> - Mutant Wind Manipulator
Antagonists:
VIPER -
Diamondback -
Boa constrictor -
Oculon -
VIPER Dragon Armour Agents -
VIPER Agents - Incapacitated before their arrival.
The Crowns of Krim - Dark Seraph, Bloodstone, & Eclipse.
Location
VIPER Safehouse - Burnaby Condominium
Mount Garibaldi Base
When we last left our heroes... - Key points now and more later.
Scene -1
Flicker continues satellite surveillance of the VIPER Safehouses for 3 days before making his move on "Beaver Cleaver Ville". He sneaks past the Security Systems and searches the Condominium. He finds Porno Mags, Pizza boxes and empty Snake Beer cans every where. It looks more like a frat house than a VIPER Nest.
A Key Pad Security door to the basement leads him to discover loads of dirty VIPER Uniform and Medical laundry machines. He finds drywall dust on the floor by one wall, searches and finds the hidden switch and opens a hidden door to a VIPER Command Center and the body of Walter Green dead on the floor.
Meanwhile Jordan Knight the Broker (aka Blitz) is enjoying a pint with a client and sees Walter Green wander in. His eyes look like he is blind, but he moves smoothly to the bar and sits down too enjoy a pint there and strikes up a conversation about the Canacks with the bartender.
And in Maple Ridge, Richard Bell (aka Prye Archer) is buying gifts to apologize to his girl friend for abandoning her at the nightclub the night before with some success.
Mr. Noir (aka Peter Kinkaid) Is trying to get things back to normal in his mundane life as VIPER had him for 3 months and he is beginning to discover that they took several samples from him.
Back at the Condominium the screens light up and Flicker sees the Reptilian features of Diamondback starring back at him from a dozen screens.
His sibilant and hissing voice seems devoid of emotion. Yet he gloats about bringing Flicker into his trap. Flicker tries to Teleport away and then the lights flicker and die, His Armour vanishes and gas begins pouring through vents in the floor.
Flicker makes a quick exit, by passing the locked Security door, then throwing a table at the glass window only to see it bounce off. He runs up stairs and sees the lights flickering madly outside. He smashes an upstairs window and jumps down and out. He manages to get 2 blocks when roaring thunder booms over head and a VIPER Dragon Jet bombs the safe house into ciders and then comes back and does it again, From the sky above it looks like a giant fiery "V".
There is a ling rolling thunder and it is gone. Flicker's armour returns and he notifies Sergeant Anne Drenan of the RCMP about what he knows, before returning to their base.
When Flicker arrives at the base he is in for a shock. Everywhere he looks he sees double images. One of the base looking solid and another like a photo negative. He sensed vibrations in the Tachyon Field.
Scene - 2
"ALERT - VPD Superhuman Incident" Corner of Drake Street and Hastings, downtown Vancouver. Crowns of Krim seen battling VIPER Agent Teams and Superhumans. Boa constrictor, Diamondback, and Oculon.
The Heroes capture Bloodstone and Eclipse and safeguarding their Crowns with a friend.
VIPER withdraws and takes their unconscious troops with them. Save one dead Agent in Dragon Armour.
Dark Seraph escapes using a portal to hell swearing vengeance.
The Good
It was a grand brawl, I got to mess with the PC's minds (More later), and they capture 2 more Crowns of Krim.
VIPER and the Crowns of Krim did not get a chance to join force (Not that they would have and Dark Seraph mad then "DIVE FOR COVER" several times. Much real-estate was destroyed.
The Bad
The Archangel Gabriel rolled "666" not once, but twice in a row, but used Luck Chits to get out from under (GM sigh in disappointment) (radioKAOS mock threaten to leave. LOL)
The GM may have had a little too much fun describing 2 worlds converging into one.
The Ugly
Nothing really hit me this session as bad (Except radioKAOS's dice rolling ROFLOL!!!)
More later
QM
P.S.: *Chuckles some more about radioKAOS's dice rolling.*
Last edited by TheQuestionMan; Jan 25th, '06 at 11:19 AM.
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Funny part was Markus and I were talking about it on the way to the game... I said "yeah I wanted to be on time for you this time, and not make you wait like last time. Everything went wrong last time, but this time everything in transit went perfectly!"
He replied "let's hope it doesn't affect the game, you kicked some serious butt last game..."
uh huh... and then I roll 666 twice in a row, spent 4 re-rolls on that one action and still didn't hit Dark Seraph!!!
I mean seriously, some mathematician out there tell us what the probability of rolling 666 twice in a row are?
"Hello Mr. Pot? This is Mr. Kettle calling, um, you're black."
"What makes a person so poisonous righteous
That they'd think less of anyone who just disagreed?" - The Gulf War Song, Moxy Fruvous
"People who talk in metaphors oughta shampoo my crotch." Melvin Udall, As Good as it Gets
"People who quote themselves are ludicrous." - Me
In a row it's 1/216 x 1/216 = 1/46656 = .2.1433470507544581618655692729767e-5% chance which unless I miss a digit is .000021433470507544581618655692729767%
KTR - as Sinatra said "try a little tenderness"
Kindness,Tolerance,Respect
Yes, We Can - we can overturn 16-20 years of increasing acrimony; we can change the level of political discourse; whether liberal or conservative, it isn't just that we can, it is that we must
I AM the letter C. Look upon my works, and despair!
So yeah, not very likely, eh? lmaoOriginally Posted by zornwil
Git busy, it's mah Birfday!
"Hello Mr. Pot? This is Mr. Kettle calling, um, you're black."
"What makes a person so poisonous righteous
That they'd think less of anyone who just disagreed?" - The Gulf War Song, Moxy Fruvous
"People who talk in metaphors oughta shampoo my crotch." Melvin Udall, As Good as it Gets
"People who quote themselves are ludicrous." - Me
It was the high point of the game.Originally Posted by radioKAOS
FWIW, I checked; if it were In Nomine, you'd not only have been booted out by the Almighty (first natural 18), but actually become a Demon (Second 18). Good thing we were'nt playing In Nomine, then...
Other things:
My first Champions battle in a good long while. Had a blast, and I was relieved to see that I didn't get smeared. I too learned the value of the Dive for Cover move (AKA He's got an Explosion/Area attack...GET OUTTA THERE!)
Interesting scene at the base; heralding perhaps some sort of...problem, perhaps a Crisis? And on two, perhaps even...multiple or even Infinite worlds?
Personal notes: next time, bring dice. Lots of dice. With the 6's filed off... Managed to get some good XP, might look into getting 1/2 END on my EC. Flying drains you quick...Now that I think of it, I never raised my Force Field, either. Not that it would have helped.
<Saber-Writer> *shrug* I liked Subaru.
<Gullwhacker> I preferred Tea, myself (And in the big final battle, Tea took out three times as many sub-bosses. HAH).
<Saber-Writer> Well, yeah, [Teana] uses magic -guns-. It's harder if you have to run up and punch them
<Gullwhacker> It's also dumber to run up and punch them. =P
<Saber-Writer> Gull? Anime.
<Gullwhacker> ...point.
Discussion on Nanoha StrikerS
Pyre Archer aka Saber-Writer
Archangel
Player: radioKAOS
Val Char Cost
10/30 STR 0
10/30 DEX 0
8/27 CON -4
10 BODY -4
18 INT 8
17 EGO 0
15/30 PRE 5
12/30 COM 1
2/20 PD 0
2/20 ED 0
2/5 SPD 0
4/12 REC 0
16/54 END 0
20/40 STUN 1
6" RUN 0
2" SWIM 0
2"/6" LEAP 0
Characteristics Cost: 7
Cost Power END
Gabriel's Abilities
17 1) Heavenly Intuition II: Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 13-
7 2) Blessed Health: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
5 3) Immortality: Life Support (Longevity: Immortal) 0
4 4) Celestial Form: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
10 5) Heavenly Intuition: Luck 2d6 0
7 6) Celestial Sight: Magesight, Sense 0
0 7) Celestial Sense: Mental Awareness 0
3 8) Heavenly Will: Mental Defense (6 points total) 0
Angel's Heavenly Powers, all slots OIHID (-1/4)
19 1) God's Protection III: Combat Luck (12 PD/12 ED) (24 Active Points); OIHID (-1/4)
11 2) God's Protection I: Physical Damage Reduction, 50% (20 Active Points); STUN Only (-1/2), OIHID (-1/4) 0
11 3) God's Protection II: Energy Damage Reduction, 50% (20 Active Points); STUN Only (-1/2), OIHID (-1/4) 0
23 Flight of the Angel: Multipower, 40-point reserve, (40 Active Points); all slots Restrainable (-1/2), OIHID (-1/4)
2u 1) On the Wings of an Angel: Flight 20" (40 Active Points); Restrainable (-1/2), OIHID (-1/4) 4
1u 2) God's Speed: Flight 5", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (20 Active Points); Restrainable (-1/2), OIHID (-1/4) [Notes: [SPD 5 x 5km =25km/12 secs =125km/min =7500km/hr] [SPD 5 x 500km =2500km/12 secs =12500km/min =750,000km/hr]] 2
48 Domains of the Archangel: Multipower, 60-point reserve, (60 Active Points); all slots OIHID (-1/4)
3u 1) Astral Travel: (Total: 40 Active Cost, 32 Real Cost) Desolidification (affected by Magic, Deific Energies) (40 Active Points); OIHID (-1/4) (Real Cost: 32) 4
5u 2) Psychic Abilities I: Ego Attack 6d6 (Human class of minds) (60 Active Points); OIHID (-1/4) 6
2u 3) The Glory of God: Sight Group Flash 12d6 (60 Active Points); Only vs those with Demonic Origins/SFX (-1), 8 Charges (-1/2), (Max Range 30"; -1/4), OIHID (-1/4) [8]
5u 4) Protection: Force Wall (8 PD/8 ED; 6" long and 6" tall) (60 Active Points); OIHID (-1/4) 6
3u 5) Vengeance: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), OIHID (-1/4) 0
4u 6) Mercy: Healing Simplified Healing 6d6 (60 Active Points); Visible (Shaft of Sunlight, Audible Chorus of Angels, Mental Chorus of Angels; -1/4), OIHID (-1/4) 6
1u 7) The Wrath of God...: +30 PRE (30 Active Points); Offensive Only (-1), Costs Endurance (-1/4), OIHID (-1/4) 3
2u 8) Psychic Abilities II: Telepathy 12d6 (Human class of minds) (60 Active Points); Receive Only (-1/2), Eye Contact Required (-1/2), No Range (-1/2), OIHID (-1/4) 6
Angelic Transformation, all slots OIHID (-1/4)
3 1) Strength of Faith: +2 BODY (4 Active Points); OIHID (-1/4)
7 2) Angelic Beauty: +18 COM (9 Active Points); OIHID (-1/4)
30 3) +19 CON (38 Active Points); OIHID (-1/4)
48 4) In Action how like an Angel...: +20 DEX (60 Active Points); OIHID (-1/4)
2 5) Heavenly Protection II: +2 ED; OIHID (-1/4)
11 6) The Will of God: +7 EGO (14 Active Points); OIHID (-1/4)
2 7) Heavenly Protection I: +2 PD; OIHID (-1/4)
12 8) The Voice of God: +15 PRE (15 Active Points); OIHID (-1/4)
8 9) God's Speed II: +1 SPD (10 Active Points); OIHID (-1/4)
16 10) The Power of God: +20 STR (20 Active Points); OIHID (-1/4) 2
Powers Cost: 332
Cost Skill
Archangel's Skills, all slots OIHID (-1/4)
2 1) Acrobatics 11- (15-) (3 Active Points); OIHID (-1/4)
2 2) Breakfall 11- (15-) (3 Active Points); OIHID (-1/4)
2 3) Navigation 13- (3 Active Points); OIHID (-1/4)
0 Acting 8-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
3 Linguist
2 1) Language: Angellic (fluent conversation; literate) (3 Active Points)
1 2) Language: Aramaic (basic conversation; literate) (2 Active Points)
0 3) Language: English (completely fluent; literate) (4 Active Points)
2 4) Language: Hebrew (fluent conversation; literate) (3 Active Points)
0 Paramedics 8-
0 Persuasion 8-
3 PS: Reverend 13-
3 Scholar
2 1) KS: Arcane And Occult Lore (3 Active Points) 13-
2 2) KS: Christianity (3 Active Points) 13-
2 3) KS: Demonology (3 Active Points) 13-
2 4) KS: Legends And Lore (3 Active Points) 13-
2 5) KS: Superhumans (3 Active Points) 13-
0 6) AK: Vancouver 8-
0 Shadowing 8-
10 +1 Overall
0 Stealth 8-
Skills Cost: 40
Cost Perk
3 Known to those with true Faith or who can sense Deific Energies (A small to medium sized group) 14-, +3/+3d6
3 Known as a new Super in Vancouver (A large group) 8-, +3/+3d6
0 Vehicles & Bases (18pts skimmed for base total [Orion first 15])
Perks Cost: 6
Total Character Cost: 385
Val Disadvantages
15 Social Limitation: Secret ID: Archangel/Gabriel Rosetti (Frequently, Major)
10 Distinctive Features: Archangel (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: The Crowns of Krimm 11- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Must Protect Innocents at all costs (Common, Total)
20 Psychological Limitation: Code Against Killing (Common, Total)
20 Psychological Limitation: Believes he is sanctioned by God (Common, Total)
30 Dependent NPC Group: Holy Rosary Cathedral Staff & Auxillary 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x8 DNPCs)
15 Susceptibility: When on Defiled/Unholy Ground, 3d6 damage per Minute (Uncommon)
Disadvantage Points: 150
Base Points: 200
Experience Required: 35
Total Experience Available: 35
Experience Unspent: 0
Last edited by TheQuestionMan; Jan 26th, '06 at 09:58 PM.
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Blitz
Player: Amabushi
Val Char Cost
15 STR 5
26 DEX 48
23 CON 26
10 BODY 0
13 INT 3
10 EGO 0
10 PRE 0
14 COM 2
10 PD 7
10 ED 5
7 SPD 34
8 REC 0
46 END 0
30 STUN 0
20" RUN 0
2" SWIM 0
3" LEAP 0
Characteristics Cost: 130
Cost Power END
5 Biosteel Uniform: Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-1/2) 0
20 Speedster Powers: Elemental Control, 40-point powers
20 1) Desolidification (affected by Mental & Sonic Powers) (40 Active Points) 4
20 2) Energy Blast 8d6, Autofire (3 shots; +1/4) (50 Active Points); OIF (-1/2) 5
20 3) Flight 16", MegaScale (1" = 1 km; +1/4) (40 Active Points) 4
7 4) Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
21 5) Running +14" (20" total), x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (41 Active Points) 1
8 Helmet Audio/Visual Communication Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) 0
10 Speedster's Grace: Luck 2d6 0
3 Helmet Night Vision Enhancements: Nightvision (5 Active Points); OIF (-1/2) 0
Powers Cost: 134
Cost Martial Arts Maneuver
20 +5 HTH Damage Class(es)
5 Flying Throw: 1/2 Phase, -1 OCV, -2 DCV, Grab Two Limbs; 5d6 +v/5; Target Falls; FMove
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
1 Weapon Element: Clubs
Martial Arts Cost: 34
Cost Skill
0 AK: Vancouver, BC 8-
3 Acrobatics 14-
0 Acting 8-
3 Breakfall 14-
0 Climbing 8-
3 +1 with Martial Maneuvers
0 Concealment 8-
0 Conversation 8-
0 TF: Small Motorized Ground Vehicles
0 Deduction 8-
3 Fast Draw 14-
5 High Society 12-
0 Native Language (idiomatic; Literate) (4 Active Points)
1 Language: Cantonese (basic conversation)
2 Navigation (Land) 12-
0 Paramedics 8-
8 Penalty Skill Levels: +4 vs. Manuver modifiers with a tight group of attacks
0 Persuasion 8-
3 PS: Stock Broker 12-
3 Scholar
2 1) KS: Business Law (3 Active Points) 12-
2 2) KS: International Business (3 Active Points) 12-
2 3) KS: Market Analysis (3 Active Points) 12-
2 4) KS: Stock Brokering/Trading (3 Active Points) 12-
1 5) KS: The Buisness World (2 Active Points) 11-
0 Shadowing 8-
3 Stealth 14-
3 Trading 11-
0 WF: Clubs, Fist-Loads, Thrown Rocks
Skills Cost: 49
Cost Perk
6 Contact: Buisness Community, Organization Contact (x3) (6 Active Points) 11-
5 Money: Well Off
4 Reputation: Speedster Superhero (A large group) 11-, +2/+2d6
Perks Cost: 15
Cost Talent
12 Combat Luck (6 PD/6 ED)
4 Speed Reading (x10)
Talents Cost: 16
Total Character Cost: 378
Val Disadvantages
15 Enraged: When Women Mistreated (Uncommon), go 11-, recover 11-
15 Hunted: Speed Demon 11- (As Pow, Harshly Punish)
20 Hunted: IHA's Project Genocide 11- (Mo Pow, Harshly Punish)
10 Hunted: Law Enforcement Agencies 8- (Mo Pow, NCI, Watching)
10 Psychological Limitation: Fear of Heights (Common, Moderate)
15 Psychological Limitation: Thrillseeker (Common, Strong)
10 Psychological Limitation: Code Against Killing (Common, Moderate)
10 Reputation: Speedster Superhero, 11-
15 Social Limitation: Secret ID: Jordan Knight (Frequently, Major)
20 Vulnerability: 2 x Effect From Drugs and Poisons (Common)
10 Vulnerability: 2 x STUN Gas Attacks (Uncommon)
Disadvantage Points: 150
Base Points: 200
Experience Required: 28
Total Experience Available: 36
Experience Unspent: 8
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Mr. Noir
Player: swbaxter
Val Char Cost
13 STR 3
18 DEX 24
15 CON 10
13 BODY 6
18 INT 8
20 EGO 20
20 PRE 10
10 COM 0
8 PD 5
8 ED 5
5 SPD 22
11 REC 10
30 END 0
28 STUN 0
6" RUN 0
2" SWIM 0
2 1/2" LEAP 0
Characteristics Cost: 123
Cost Power END
3 Detect A Class Of Things 13- (Unusual Group) (5 Active Points); Concentration (0 DCV; -1/2) 0
20 Luck: Devil's Own 4d6 0
20 Mental Defense (24 points total) 0
60 Multipower: Forbiden Magics, 60-point reserve
6u 1) Waking Nightmares: Drain PRE 4d6, Ranged (+1/2) (60 Active Points) 6
6u 2) Gift of Morpheus: Ego Attack 6d6 (60 Active Points) 6
6u 3) Wrath of Morpeus: Energy Blast 9d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points) 2
5u 4) Dark Shackles: Entangle 5d6, 5 DEF (Stops A Given Sense Group Sight Group) (60 Active Points); Cannot Form Barriers (-1/4) 6
2u 5) Noctornal Shroud: Invisibility to Sight Group (20 Active Points); Only in Darkness/Shadows (-1/4) 2
6u 6) Simple Mind Trick: Mind Control 9d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points) 2
3u 7) Shadowstep: Teleportation 10", x8 Noncombat, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Only in Darkness/Shadows (-1/4) 1
Powers Cost: 137
Cost Skill
3 Bribery 13-
3 Bureaucratics 13-
3 Deduction 13-
3 Interrogation 13-
3 Linguist
1 1) Language: Ancient Arimayic (basic conversation; literate) (2 Active Points)
1 2) Language: Ancient Egyption (basic conversation; literate) (2 Active Points)
1 3) Language: Ancient Sumarian (basic conversation; literate) (2 Active Points)
1 4) Language: Aztec (basic conversation; literate) (2 Active Points)
0 5) Language: English (completely fluent; literate) (4 Active Points)
1 6) Language: French (fluent conversation) (2 Active Points)
1 7) Language: German (fluent conversation) (2 Active Points)
2 8) Language: Latin (completely fluent) (3 Active Points)
1 9) Language: Russian (fluent conversation) (2 Active Points)
2 PS: Writer 11-
3 Scholar
1 1) KS: Conspiracy Theory (2 Active Points) 11-
1 2) KS: Magic & Occult (2 Active Points) 11-
1 3) KS: The Mystic World (2 Active Points) 11-
1 4) KS: Vancouver, BC (2 Active Points) 11-
6 +2 with Multipower
Skills Cost: 39
Cost Perk
3 Contact: Eddie Dubrowski, Hell's Angel Prospect (Contact has useful Skills or resources) 11-
3 Contact: Vivienne Delacroix, Rare Books Dealer (Contact has useful Skills or resources) 11-
3 Contact: Herberrt Greeley, Civil Servant (Contact has useful Skills or resources) 11-
1 Contact: Agent Leonidas, Secret Super Soldier (Contact has useful Skills or resources, Contact limited by identity) 8-
Perks Cost: 10
Cost Talent
30 Combat Luck (15 PD/15 ED)
Talents Cost: 30
Total Character Cost: 339
Val Disadvantages
10 Distinictive Feature: Mystic aura, (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 DNPC: Laurel Sipowicz, editor 8- (normal)
20 Psychological Limitation: Code Against Killing (Common, Total)
20 Psychological Limitation: Paranoid Conspiracy Nut (V.Common, Strong)
10 Psychological Limitation: Hatred of Illuminati (Uncommon, Strong)
10 Hunted: Brainstorm 8- (As Pow, Harshly Punish)
20 Hunted: DEMON 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (More pow, NCI, kill/capture)
15 Social Limitation: Secret ID (Peter Kinkaid) (Frequently, Major)
10 Vulnerable: 2 x Effect from light-based magic (Uncommon)
Base Points: 200
Experience Required: 139
Total Experience Available: 0
Experience Unspent: 0
Last edited by TheQuestionMan; Jan 27th, '06 at 10:57 AM.
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Prye Archer
Player: Prye Archer
Val Char Cost
15 STR 5
20 DEX 30
15 CON 10
12 BODY 4
15 INT 5
15 EGO 10
15 PRE 5
16 COM 3
8/20 PD 5
8/20 ED 5
5 SPD 20
8 REC 4
40 END 5
40 STUN 12
6" RUN 0
2" SWIM 0
3" LEAP 0
Characteristics Cost: 123
Cost Power END
3 Ture Sight: Detect A Single Thing 12- (Unusual Group) 0
20 Elemental Fire Powers: Elemental Control, 40-point powers
20 1) Flight 20" (40 Active Points) 4
22 2) Force Field (12 PD/12 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (42 Active Points) 1
5 Luck 1d6 0
60 Elemental Flame : Multipower, 60-point reserve
4u 1) Desolidification (affected by Mental & Cold Powers) (40 Active Points) 4
6u 2) Energy Blast 12d6 (60 Active Points) 6
6u 3) Energy Blast 8d6, Affects Desolidified Any form of Desolidification (+1/2) (60 Active Points) 6
6u 4) Energy Blast 5d6, Area Of Effect (3" Radius; +1), Selective (+1/4) (56 Active Points) 6
6u 5) Sight Group Flash 8d6, Penetrating (+1/2) (60 Active Points) 6
6u 6) Killing Attack - Ranged 4d6 (60 Active Points) 6
3u 7) Hand-To-Hand Attack +6d6, Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) (52 Active Points); Hand-To-Hand Attack (-1/2) 2
7 Instant Change (one set of clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa) (10 Active Points); Limited Target Limited (-1/2) 1
Powers Cost: 174
Cost Skill
0 AK: Burnaby, BC 8-
2 AK: Vancouver, BC 11-
0 Acting 8-
3 Breakfall 13-
0 Climbing 8-
9 +3 with Multipower
2 Computer Programming (Personal Computers) 12-
0 Concealment 8-
3 Conversation 12-
5 Cramming
3 Criminology 12-
0 TF: Small Motorized Ground Vehicles
0 Deduction 8-
3 Linguist
1 1) Language: French (basic conversation)
1 2) Language: Japanese (basic conversation)
1 3) Language: Punjabi (basic conversation)
0 4) Native Language: English (idiomatic; Literate) (4 Active Points)
2 Navigation (Air) 12-
0 Paramedics 8-
0 Persuasion 8-
0 PS: Choice (Everyman Skill) 11-
3 Scholar
1 1) KS: Role Playing Games (2 Active Points) 11-
1 2) KS: The Literary World (2 Active Points) 11-
1 3) KS: The Occult World (2 Active Points) 11-
1 4) KS: The Superhuman World (2 Active Points) 11-
0 Shadowing 8-
0 Stealth 8-
0 WF: Clubs, Fist-Loads, Thrown Rocks
Skills Cost: 42
Cost Perk
1 Reputation: Reclusive Superhero (A large group) 8-, +1/+1d6
3 Computer Link: Library Databases
4 Contact: Librarians (Contact has very useful Skills or resources) 11-
Perks Cost: 8
Cost Talent
3 Bump Of Direction
Talents Cost: 3
Total Character Cost: 350
Val Disadvantages
10 Dependent NPC: Lliyd & Moria Bell, parents 8- (Normal)
15 Dependent NPC: Rita Carter, Girl friend 8- (Normal; Unaware of character's adventuring career/Secret ID)
10 Distinctive Features: Flamming Aura & Wings: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Enraged: When Children Harmed (Uncommon), go 11-, recover 14-
15 Hunted: Archnemesis 11- (As Pow, Harshly Punish)
10 Hunted: Law Enforcement Agencies 8- (Mo Pow, NCI, Watching)
20 Hunted: DEMON 11- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Code Against Killing (Common, Total)
10 Psychological Limitation: Curious about The Mystic World (Common, Moderate)
5 Reputation: Reclusive Superhero, 8-
15 Social Limitation: Secret ID (Frequently, Major)
10 Vulnerability: 2 x Effect Cold Effects (Uncommon)
Disadvantage Points: 150
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Last edited by TheQuestionMan; Jan 31st, '06 at 09:18 PM.
Hero Adaptations, Conversions, & Resources
http://www.herogames.com/forums/showthread.php?t=63848
Hero System 3rd Party Products
http://www.herogames.com/forums/show...Party-Products
WindSurfer
Player: CrankyBuffalo
Val Char Cost
18 STR 8
20 DEX 30
18 CON 16
15 BODY 10
23 INT 13
10 EGO 0
18 PRE 8
17 COM 4
7/24 PD 3
7/25 ED 3
6 SPD 30
8 REC 0
36 END 0
33 STUN 0
6" RUN 0
2" SWIM 0
3 1/2" LEAP 0
Characteristics Cost: 125
Cost Power END
95 Wind Casting: Multipower, 95-point reserve
9m 1) Wind Riding: Flight 15", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (44 Active Points) 1
9m 2) Wind Shield: Force Field (17 PD/18 ED), Reduced Endurance (1/2 END; +1/4) (44 Active Points) 1
2m 3) Wind Walking: Desolidification (affected by Electricity) (40 Active Points); Activation Roll 9- (-1 1/2), Cannot Pass Through Solid Objects (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4) 8
5u 4) Windshear: Energy Blast 10d6 (50 Active Points) 5
4u 5) Straws in the Tornado: Killing Attack - Ranged 2d6, +2 Increased STUN Multiplier (+1/2) (45 Active Points) 4
3u 6) Personal Tornado: Entangle 5d6, 5 DEF (50 Active Points); Activation Roll 14- (-1/2) 5
1u 7) Wind Blast: Energy Blast 6d6, Explosion (+1/4) (37 Active Points); Increased Endurance Cost (x3 END; -1), Activation Roll 14- (-1/2) 12
2u 8) Thunderclap: Hearing Group Flash 6d6, Area Of Effect (8" Radius; +1 1/2) (45 Active Points); Increased Endurance Cost (x2 END; -1/2), No Range (-1/2), Activation Roll 15- (-1/4) 8
4u 9) Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target (45 Active Points) 0
7 Voices on the Wind: Clairsentience (Hearing Group), MegaScale (1" = 10 km; +1/2) (30 Active Points); No Conscious Control (-2), Activation Roll 11- (-1) 3
Powers Cost: 141
Cost Martial Arts Maneuver
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/5, Target Falls
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
Martial Arts Cost: 16
Cost Skill
0 AK: Vancouver, BC 8-
3 Acrobatics 13-
0 Acting 8-
3 Breakfall 13-
3 Climbing 13-
0 Climbing 8-
12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 14-
0 Concealment 8-
0 Conversation 8-
0 TF: Small Motorized Ground Vehicles
0 Deduction 8-
3 Electronics 14-
3 Inventor 14-
0 Native Language (idiomatic; Literate) (4 Active Points)
3 Mechanics 14-
0 Paramedics 8-
0 Persuasion 8-
0 PS: Computer Programmer (Everyman Skill) 11-
0 Shadowing 8-
3 Sleight Of Hand 13-
0 Stealth 8-
10 TF: Common Motorized Ground Vehicles, Hanggliding, Large Wind-Powered Boats, Skateboarding, Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats, Surfing, Windsurfing
1 WF: Blades, Clubs, Thrown Rocks
Skills Cost: 44
Cost Perk
1 Fringe Benefit: Passport
15 Money: Filthy Rich
Perks Cost: 16
Total Character Cost: 342
Val Disadvantages
20 Vulnerability: 2 x STUN Earth-based Attacks (Common)
15 Psychological Limitation: CVK (Common, Strong)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
10 Psychological Limitation: Dislikes people in authority (Common, Moderate)
10 Psychological Limitation: Protective of Innocents (Common, Moderate)
15 Hunted: Agent Group: DM Choice 11- (As Pow, Harshly Punish)
10 Hunted: Supervillain: DM Choice 11- (Mo Pow, Watching)
10 Hunted: Government Group: DM Choice 11- (Mo Pow, Watching)
20 Enraged: takes BODY (Common), go 11-, recover 11-
20 Enraged: friends take BODY (Common), go 11-, recover 11-
5 Distinctive Features: Surfer Talk (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
Disadvantage Points: 150
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Last edited by TheQuestionMan; Jan 31st, '06 at 09:10 PM.
Hero Adaptations, Conversions, & Resources
http://www.herogames.com/forums/showthread.php?t=63848
Hero System 3rd Party Products
http://www.herogames.com/forums/show...Party-Products
Hammer, The Titanium Man
Player: KiwiofDoom
Val Char Cost
45/60 STR 35
23 DEX 39
30 CON 40
20 BODY 20
13 INT 3
11 EGO 2
20 PRE 10
14 COM 2
24/27 PD 15
24/27 ED 18
5 SPD 17
15 REC 0
60 END 0
58 STUN 0
10" RUN 0
2" SWIM 0
30"/15" LEAP 0
Characteristics Cost: 201
Cost Power END
12 Elemental Control: Body of Titanium, 30-point powers, (15 Active Points); all slots Visible (-1/4)
12 1) Damage Resistance (24 PD/24 ED), Hardened (+1/4) (30 Active Points); Visible (-1/4) 0
8 2) Density Increase (800 kg mass, +15 STR, +3 PD/ED, -3" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Always On (-1/2), Visible (-1/4) 0
12 3) Life Support (Eating: Character does not eat; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (30 Active Points); Visible (-1/4) 0
5 Hearing Group Flash Defense (5 points) 0
5 Sight Group Flash Defense (5 points) 0
10 Knockback Resistance -5" 0
5 Lack Of Weakness (-5) for Mental Defense 0
5 Luck 1d6 0
5 Mental Defense (7 points total) 0
5 Power Defense (5 points) 0
8 Running +4" (10" total) 1
11 Reduced Endurance (1/2 END; +1/4) (11 Active Points) applied to STR
Powers Cost: 103
Cost Skill
0 Acting 8-
3 Breakfall 14-
0 Climbing 8-
10 +2 with HTH Combat
2 Computer Programming (Personal Computers) 12-
0 Concealment 8-
0 Conversation 8-
3 Criminology 12-
0 TF: Small Motorized Ground Vehicles
0 Deduction 8-
10 Defense Maneuver I-IV
3 Hoist 12-
0 AK: Home country or region 8-
0 Native Language: English (idiomatic; Literate) (4 Active Points)
1 Language: French (basic conversation)
0 Paramedics 8-
0 Persuasion 8-
3 Power: Brick Tricks 11-
3 Scholar
1 1) KS: The Criminal Underworld (2 Active Points) 11-
1 2) KS: The Law Enforcement Word (2 Active Points) 11-
1 3) KS: The Superhuman World (2 Active Points) 11-
0 PS: Bodyguard (Everyman Skill) 11-
0 Shadowing 8-
3 Stealth 14-
0 WF: Clubs, Fist-Loads, Thrown Rocks
Skills Cost: 44
Cost Perk
2 Reputation: The Titanium Man, Superhero (A large group) 8-, +2/+2d6
Perks Cost: 2
Total Character Cost: 350
Val Disadvantages
15 Distinctive Features: Body of Titanium (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: US Super Soldier Program 8- (Mo Pow, NCI, Capture)
15 Hunted: Archnemesis 11- (As Pow, Harshly Punish)
20 Hunted: VIPER 11- (Mo Pow, Harshly Punish)
10 Physical Limitation: Greatly Reduced Tactile Sense[-2 per] (Frequently, Slightly Impairing)
10 Physical Limitation: Inhuman Physiology (Infrequently, Greatly Impairing)
10 Physical Limitation: Sinks like a stone in water, cant swim or float (Infrequently, Greatly Impairing)
10 Psychological Limitation: Code Against Killing (Common, Moderate)
10 Psychological Limitation: Overconfidance (Common, Moderate)
15 Psychological Limitation: Thrillseeker (Common, Strong)
10 Vulnerability: 1 1/2 x STUN From Sonic Attacks (Common)
5 Vulnerability: 1 1/2 x STUN From Magnetics (Uncommon)
Disadvantage Points: 150
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Last edited by TheQuestionMan; Feb 2nd, '06 at 11:05 AM.
Hero Adaptations, Conversions, & Resources
http://www.herogames.com/forums/showthread.php?t=63848
Hero System 3rd Party Products
http://www.herogames.com/forums/show...Party-Products
I've only browsed quickly at this point, but very nice, thanks for sharing - I like the specific emoticons!
KTR - as Sinatra said "try a little tenderness"
Kindness,Tolerance,Respect
Yes, We Can - we can overturn 16-20 years of increasing acrimony; we can change the level of political discourse; whether liberal or conservative, it isn't just that we can, it is that we must
I AM the letter C. Look upon my works, and despair!
Just a quick note - this one's a PRE drain, not Body. Mister Noir uses Forbidden magic, not the full-blown evil stuffOriginally Posted by TheQuestionMan
.
Edit - looks like his disads didn't make it in, either. Here they are:
15 Secret ID (Peter Kinkaid)
20 Code vs. Killing
20 Psych Lim: Paranoid Conspiracy Nut (V.Common, Strong)
15 DNPC: Laurel Sipowicz, editor (normal) 8-
10 Psych Lim: Hatred of Illuminati (Uncommon, Strong)
20 Hunted: Demon (More powerful, NCI, kill/capture) 8-
20 Hunted: Viper (More pow, NCI, kill/capture) 8-
10 Hunted: Brainstorm (As powerful, kill/capture) 8-
10 DF: Mystic aura, not concealable, special senses
10 Vulnerable to light-based magic (uncommon, 2x stun)
Last edited by swbaxter; Jan 27th, '06 at 10:06 AM.
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