My own little vault with no locking mechanism.![]()
My own little vault with no locking mechanism.![]()
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So you're talkin' about a thermonuclear explosion and Adiós, Muchachos =
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COSMO_KNITE - Josiah Providence
COSMO_KNITE - Josiah ProvidenceCode:VAL CHA Cost Total Roll Notes 23 STR 13 23 14- HTH Damage 4 1/2d6 END [2] 18 DEX 24 18 13- OCV 6 DCV 6 33 CON 46 33 16- 12 BODY 4 12 11- 12 INT 2 12 11- PER Roll 14- 33 EGO 46 33 16- ECV: 11 33 PRE 23 33 16- PRE Attack: 6 1/2d6 13 COM 2 13 12- 16 PD 3 16 16 PD (8 rPD) 16 ED 1 16 16 ED (8 rED) 4 SPD 12 4 Phases: 3, 6, 9, 12 12 REC 0 12 65 END 0 65 41 STUN 0 41 7 RUN 2 7" END [1] 15 SWIM 8 15" END [2] 5 LEAP 0 4 1/2" 4 1/2" forward, 2" upward CHA Cost: 185 Cost POWERS 12 LIVE_SUIT : Elemental Control, 24-point powers - END= 8 1) Living Suit - Star Knight Knock-Off: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) - END= 4 2) Instant Change (re-Arrangement of Living Suit): Cosmetic Transform 4d6 (standard effect: 12 points) (Armor into Armor, When KOed), Variable Special Effects (Limited Group of SFX; +1/4) (25 Active Points); Requires An INT Roll (Disguise; -1), OIF (-1/2), No Range (-1/2), Limited Target ([Limited]; -1/2) - END=2 8 3) Clinging (66 STR) (24 Active Points); OIF (-1/2) - END= 112 4) (Total: 199 Active Cost, 119 Real Cost) Mind Control 18d6 ( Human, Alien, Animal and Additional Class of Minds classes of minds) (100 Active Points); OIF (Living Suit has a Psionic Shunt; -1/2) (Real Cost: 67) plus Desolidification (affected by mental or magic), Reduced Endurance (0 END; +1/2) (60 Active Points); Linked (???; Linked to Mind Control; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) (Real Cost: 34) plus Clinging (41 STR), Affects Physical World (x1 Active Points; +1/4) (20 Active Points); Only for Clinging to Jacked Body Power loses about half of its effectiveness (-1), Linked (Body-Jacking - Riding Within; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) (Real Cost: 7) plus Mind Link , Any Bodyjacked Target and Additional Class of Minds classes of minds, One Specific Mind, Affects Real World (x1 Active Points; +1/4) (19 Active Points); Linked (Body-Jacking - Merging; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) (Real Cost: 11) - END=10 16 5) Gliding: Gliding 13", Position Shift, x8 Noncombat (28 Active Points) - END= 29 6) Killing Attack - Hand-To-Hand 3d6 (4d6 w/STR), +1 STUN Multiplier (+1/4) (56 Active Points); No Knockback (-1/4), Extra Time (Extra Segment, Only to Activate Constant or Persistent Power, -1/4) - END=6 13 7) Life Support (Eating: Character only has to eat once per week; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; 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 only has to sleep 8 hours per week) (32 Active Points); OIF (-1/2) - END= - END= 9 +3 PER with all Sense Groups - END= 10 Discriminatory Sense with Smell/Taste Group - END= 4 Mental Defense (11 points total) - END= 8 Swimming +5" (15" total) (Improved Noncombat Movement (x4)) (10 Active Points); Turn Mode (-1/4) - END=1 10 Earpieces: Active Sonar (Hearing Group) (15 Active Points); IIF Expendable (Difficult to obtain new Focus; -1/2) - END= - END= 22 Vibro Gun: Energy Blast 12d6 (60 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), 8 Charges (-1/2), Beam (-1/4), No Knockback (-1/4) - END= 4 Earpieces: Hearing Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) - END= 3 Helmet: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END= 10 Earpieces: High Range Radio Perception (Radio Group) (12 Active Points); IIF (-1/4) - END= POWERS Cost: 282 Cost SKILLS 3 Acting 16- 3 Bureaucratics 16- 1 Computer Programming 8- 1 TF: Small Planes 3 Conversation 16- 5 Cramming 3 Criminology 11- 3 High Society 16- 3 Interrogation 16- 2 KS 11- 1 Language: French (Basic Conversation) 3 Systems Operation 11- 1 Streetwise 8- 9 +3 with any three related Skills [Notes: Law, Politics, and Oratory] 2 PS: Lawyer 11- 3 Persuasion 16- 3 Oratory 16- 3 Tracking 11- SKILLS Cost: 52 Cost PERKS 5 Contacts: Senior Members (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources) (11 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points -1) 15- 14 Fringe Benefits: Federal/National Police Powers, License to Kill, License to practice a profession 3 Reputation (A small to medium sized group) 8-, +3/+3d6 1 Vehicles - sky-van 1 Bases - league central PERKS Cost: 24 Cost TALENTS 2 Environmental Movement (aquatic) TALENTS Cost: 2 Value DISADVANTAGES 15 Accidental Change: armor goes black-n-white gothic look: knocked out Very Frequently (14-), Uncommon 10 Distinctive Features: green hair & green eyes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: shooting Common, go 11-, recover 11- 10 Hunted: alien armor builders 8- (Occasionally), As Powerful, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish 15 Psychological Limitation: braggart (Common, Strong) 15 Psychological Limitation: wants to be earth's star knight (Common, Strong) 15 Reputation: berzerk cowboy , fallen hero, Frequently (11-), Extreme 15 Social Limitation: public ID (Frequently, Major) 10 Susceptibility: faith items and holy relics, 2d6 damage Instant Uncommon 10 Vulnerability: 2x Effect faith weapons and holy attacks Uncommon DISADVANTAGES Points: 135 Base Pts: 350 - Exp Required: 60 - Total Exp Available: 60 - Exp Unspent: 0 Total Character Cost: 545
PERSONALITY/MOTIVATION: driven, show off, seeks approbation
wants to be a superhero desperately
QUOTE: stand back fools
POWERS/TACTICS: almost allhis powers come from foci
tries possession, or dropping foes from great height
APPEARANCE: Humanoid Male. Has a bunch of armor and equipment to simulate the powers he used to have.
Armor is changeable, malleable, and is a living synthezoid. It consumes sweat and wastes from the wearer to function.
CAMPAIGN USE: wants to be team leader
Last edited by Egyptoid; Jun 3rd, '08 at 07:53 PM. Reason: not arrogant enough
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So you're talkin' about a thermonuclear explosion and Adiós, Muchachos =
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oh hey... just had to wait a minute
going to store these on the HeroDesigner site eventually?
patience, youngling! you posted 2 seconds after I did !
I suppose I could put them in the HD files area.
Mainly this is for anyone who cares (0.75 people, total)
about the names behind my entries in the WWYCD threads.
=========================================
did you get Cheez Whiz for me boy ?!?
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So you're talkin' about a thermonuclear explosion and Adiós, Muchachos =
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WHITE KNITE - Cosmic Policeman
WHITE KNITE - Cosmic PolicemanCode:VAL CHA Cost Total Roll Notes 14 STR 4 14 12- HTH Damage 2 1/2d6 END [1] 19 DEX 27 19 13- OCV 6 DCV 6 33 CON 46 33 16- 11 BODY 2 11 11- 22 INT 12 22 13- PER Roll 13- 22 EGO 24 22 13- ECV: 7 31 PRE 21 31 15- PRE Attack: 6d6 12 COM 1 12 11- 8 PD 5 8/18 8/18 PD (0/10 rPD) 8 ED 1 8/18 8/18 ED (0/10 rED) 5 SPD 21 5 Phases: 3, 5, 8, 10, 12 10 REC 0 10 66 END 0 66 35 STUN 0 35 7 RUN 2 7" END [1] 3 SWIM 1 3" END [1] 4 LEAP 1 3 1/2" 3 1/2" forward, 1 1/2" upward CHA Cost: 168 Cost POWERS 70 KNIGHT POWERS: Variable Power Pool (Magic Pool), 60 base + 10 control cost, (90 Active Points); Limited Class Of Powers Available Very Limited (-1); all slots Limited Effect not versus dark force, darkness powers, perfectly black objects (-1/4), Only In Heroic Identity (-1/4), Gestures (-1/4), Visible (-1/4) - END= 5 Mental Defense (15 points total) (11 Active Points); Ablative BODY or STUN (-1) - END= 5 Power Defense (5 points) - END= 7 empathy single emotions: Telepathy 3d6 ( Human class of minds) (15 Active Points); Empathy Single Emotion (-1) - END=1 10 knight suit powers: Elemental Control, 30-point powers, (15 Active Points); all slots OIF (Focus : Space Suit; -1/2) - END= 10 1) Armor (10 PD/10 ED) (30 Active Points); OIF (Focus : Space Suit; -1/2) - END= 10 2) Life Support (Eating: Character only has to eat once per year; Immunity: Neuro Toxins; Immunity: Nerve Gases; Longevity: 200 Years; 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 only has to sleep 8 hours per year) (30 Active Points); OIF (Focus : Space Suit; -1/2) - END= 10 3) OIF face mask: Spatial Awareness (Unusual Group), +1 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic (+1 versus Range Modifier) (29 Active Points); OIF (Focus : Space Suit; -1/2) - END= 10 4) Gliding 15", x16 Noncombat (30 Active Points); OIF (Focus : Space Suit; -1/2) - END= POWERS Cost: 137 Cost SKILLS 3 Computer Programming 13- 3 Criminology 13- 3 Deduction 13- 3 Forensic Medicine 13- 2 AK 11- 2 KS 11- 9 Power: will power my lad 14- 2 Language (basic conversation; literate) 2 PS 11- 3 Paramedics 13- 2 Navigation 13- 2 PS 11- 3 Teamwork 13- 2 TF: Science Fiction & Space Vehicles 3 Systems Operation 13- 3 Streetwise 15- 2 SS 11- 3 Security Systems 13- 6 +2 with any three related Skills SKILLS Cost: 58 Cost PERKS 16 Fringe Benefit: Galactic Computernet Access Card, International Police Powers, Knight, Membership, Security Clearance 1 Vehicles & Bases 1 Contact 8- PERKS Cost: 18 Cost TALENTS 1 Absolute Time Sense (3 Active Points); OAF (-1) 1 Bump Of Direction (3 Active Points); OAF (-1) 2 Eidetic Memory (5 Active Points); OAF (-1) TALENTS Cost: 4 Value DISADVANTAGES 5 Distinctive Features: uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Vulnerability: 2 x STUN not versus dark force, darkness powers, perfectly black objects (Uncommon) 10 Susceptibility: not versus dark force, darkness powers, perfectly black objects , 2d6 damage Instant (Uncommon) 5 Hunted: charnax special forces 8- (Less Pow, Harshly Punish) 10 Hunted: galaxo the fallen 8- (As Pow, Harshly Punish) 5 Hunted: proximo & mon-serratte 8- (Less Pow, Harshly Punish) 5 Rivalry: Professional (UN space patrol; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Reputation: good guy, 8- 5 Reputation: galactic space cop, 8- 5 Psychological Limitation: heterosexual, conservative, pro-life, pro-church, gun-toting, right-winger (Uncommon, Moderate) 5 Psychological Limitation: code versus killing, courts will give death penalty (Uncommon, Moderate) 15 Social Limitation: public ID : Jonah S. Providence (Frequently, Major) 5 Social Limitation: no fraternization with certain types, on call from UN space forces, patrol times (Occasionally, Minor) 10 Social Limitation: subject to orders from the Source Crystal (Occasionally, Major) DISADVANTAGES Points: 100 Base Pts: 250 - Exp Required: 35 - Total Exp Available: 36 - Exp Unspent: 1 Total Character Cost: 385
PERSONALITY/MOTIVATION: upholding the good
QUOTE: stand fast, prepare to be boarded
POWERS/TACTICS: swiss army knife
CAMPAIGN USE: space cop
APPEARANCE: grinning typical square jawed galoot
Last edited by Egyptoid; May 8th, '06 at 11:21 AM. Reason: noogies & wedgies
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So you're talkin' about a thermonuclear explosion and Adiós, Muchachos =
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Oh hey, now that's a good idea.Originally Posted by Egyptoid
*tosses a can of Cheese Whiz to Egyptoid*Originally Posted by Egyptoid
Cosmo Knight's armor has true chameleonic properties.
He keeps it in the form on the left, which is the traditional aqua green of the Star Knight corps (think Green Lanterns)
However the white form on the right is the default pattern of the armor as worn by its alien inventors. Armor reverts to the basic colors when user is unconscious.
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So you're talkin' about a thermonuclear explosion and Adiós, Muchachos =
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You must spread some Reputation around before giving it to Egyptoid again.
'nuff said.
TRI patron of 'The Underdog, Hopeless Romantics, and Wanderers'
http://www.deviantart.com/deviation/24425577/, avatar used with permission of the creator, please visit.
Please visit the below, two hero game worlds, I am part of.
http://games.groups.yahoo.com/group/...ders_Universe/
http://games.groups.yahoo.com/group/stellarknights/
I got 'im.Originally Posted by TheRavenIs
Originally Posted by ghost-angel
good yours is worth more than mine.
![]()
TRI patron of 'The Underdog, Hopeless Romantics, and Wanderers'
http://www.deviantart.com/deviation/24425577/, avatar used with permission of the creator, please visit.
Please visit the below, two hero game worlds, I am part of.
http://games.groups.yahoo.com/group/...ders_Universe/
http://games.groups.yahoo.com/group/stellarknights/
Good Grief, thanks for the input guys...![]()
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So you're talkin' about a thermonuclear explosion and Adiós, Muchachos =
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My rep is worth nothing at all...yet.
Hopscotch
I grew up a Marvel Zombie, and my Best friend a hardcore DC fan.
Whenever he would point out the stupid characters in my comics like Turner D. Century,
I could shut him up with three little words.
"Matter Eater Lad"
SANN-DORR the MYSTIC
Character Name: Sann-dorr the MysticCode:CHARACTERISTICS Val Char Base Points Total Roll Notes 13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1] 23 DEX 10 39 23 14- OCV 8 DCV 8 28 CON 10 36 28 15- 11 BODY 10 2 11 11- 15 INT 10 5 15 12- PER Roll 12- 26 EGO 10 32 26 14- ECV: 9 25 PRE 10 15 25 14- PRE Attack: 5d6 11 COM 10 1 11 11- 7 PD 3 4 7/14 7/14 PD (0/7 rPD) 7 ED 6 1 7/14 7/14 ED (0/7 rED) 5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12 9 REC 9 0 9 56 END 56 0 56 40 STUN 32 8 40 6" Running 6 0 6" 2" Swimming 2 0 5" 2" Leaping 3 0 2 1/2" 163 Total Characteristics Points DISADVANTAGES Cost Disadvantage 5 Social Limitation: Pariah (Occasionally, Minor) 10 Hunted by Various Old Russkies, Cthulians, and other rebel Atlanteans: 8- (Less Pow, NCI, Harshly Punish) 10 Hunted: Enemies of Neptune City 8- (As Pow, Harshly Punish) 10 Distinctive Features: shadows and dust follow me all my days (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Reputation: weirdo, 8- (Extreme) 10 Rivalry: Professional and Romantic (Mentallia Witches Society; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Susceptibility: spells, incantations, prayers, ceremonies, spoken in Latin or Greek, 2d6 damage Instant (Uncommon) 15 Dependent NPC: Zodiac the Familiar 11- (Normal) 15 Enraged: if counterspelled (Uncommon), go 11-, recover 11- 15 Psychological Limitation, sorta of a C V K: If you arent thinking things through, youre not a Hero. Unintended consequences loom everywhere (Common, Strong) 20 Dependence: Daily Meditation Time; if not - Powers Gain 14- Activation Roll (Difficult To Obtain, Addiction) 20 Hunted: Soulless Necrania from Dimension Zero 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) SKILLS Cost Name 3 Deduction 13- (5 Active Points); Extra Time (Full Phase, -1/2), Team Skill (2 people; -1/4) 3 Tactics 12- 0 Acting 8- 0 CK: Neptune City 8- 0 Climbing 8- 3 Concealment 12- 3 Conversation 14- 2 KS: Magic, Mysticism, Dimensional 11- 3 Language: Latin, Sanskrit, Necronomian: Old Atlantean, Russian, English, Greek, (fluent conversation; literate) 3 Lipreading 12- 0 Native Language: Atlantean (idiomatic; Literate) (4 Active Points) 2 Navigation (Marine) 12- 0 Paramedics 8- 2 SS: Metallurgy, Geology, Etc. 11- 0 Shadowing 8- 1 Streetwise 14- (3 Active Points); Extra Time (1 Minute, -1 1/2) 3 Stealth 14- 2 Survival (Marine) 12- 0 TF: Small Motorized Ground Vehicles , Ships and Boats 30 Total Skills Cost PERKS Cost Name 5 Money: Well Off 3 Computer Link 1 Cell Phone 7 Follower (20 Active Points); Independent (-2) 1 Contact (Contact limited by identity) 11- 2 Follower (10 Active Points); Extra Time (20 Minutes, -2 1/2), Independent (-2) 19 Total Perks Cost TALENTS Cost Name 3 Simulate Death 7 Magesight, Discriminatory, Perceive into a single other dimension(15 Active Points); Extra Time (Extra Segment, Character May Take No Other Actions, -3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)POWERS Cost Power END 14 Force: Armor (7 PD/7 ED) (21 Active Points); Gestures (-1/4), Incantations (-1/4) 0 8 Mental Defense (13 points total) 0 8 Life Support (Extended Breathing: 1 END per 20 Minutes;Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold) 08 Swimming +3" (5" total) (x4 Noncombat) 1 8 Magical: Power Defense (8 points) 0 5 Nightvision 0 44 Spell Slots: Multipower, 66-point reserve, (66 Active Points); Requires A Skill Roll (-1/2) 2m 1) Extensive Allies amongst the Poltergeists: Luck 5d6 (25 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect affects both character and recipient of Power's benefits; practical jokes and petty thievery; -1), 2 3u 2) Major Transform 4d6+1 (Metal, Earth, or Stone Objects into Earth, Stone, or Metal ,Undone by my death, counterspells, leap year day, or the fountain at Angkor Wat) (65 Active Points); OIF (any wand, amulet, talisman, or certain of my elixirs.; -1/2), Can Be Missile Deflected (-1/4), Gestures (-1/4)6 3u 3) Entangle 6d6, 6 DEF (60 Active Points); OAF (water; -1),Can Be Missile Deflected (-1/4)6 2u 4) Astral Movement (Related Group of Dimensions, Any Location),x2 Increased Weight (40 Active Points); Requires An INT Roll (-3/4), Side Effects (Side Effect affects both character and recipient of Power's benefits; dimensional rifts, dim. intrusions, 10 plagues of egypt; -3/4)4 7u 5) Suppress Mystic, Elemental, Metallic Magical 7 1/2d6, any [special effect] powerone at a time (+1/4), Variable Special Effects (Limited Group of SFX; +1/4), Reduced Endurance (1/2 END; +1/4) (66 Active Points) 37u 6) Dust Walk: Invisibility to Sight, Mental, Radio, Smell/Taste, Hearing andTouch Groups, Spatial Awareness and Detect , Reduced Endurance (1/2 END; +1/4) (66 Active Points)2 5u 7) Flinging Shrapnel into the Cracks in Your Mind: Killing Attack -Ranged 1d6, +4 Increased STUN Multiplier (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (52 Active Points)5 7u 8) Telekinesis (22 STR), Affects Porous, Fine Manipulation,Affects Desolidified One Special Effect of Desolidification (+1/4) (66 Active Points)7 6u 9) Teleportation 18", x4 Noncombat, Armor Piercing (+1/2) (61 Active Points)
Alternate Identities: Sandor Sann, the Atlantean Man
Player Name: ELD
APPEARANCE
Hair Color: Dust
Eye Color: Oxide
Height: 2.00 m
Weight: 100.00 kg
Description:
Dark Cloak, he fights crime ! _ Pointed Ears, Webbed Fingers and Toes
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BACKGROUND
Atlantean Anti-Hero, appeared in WW2
- and sided with the Russians temporarily in the 4Os,
- - - then went away to Dimension Zero for most of the 5Os,
- - - fought crime in the North Atlantic during the 6Os,
- - - then fell into the Planes of Kholadan during the 7Os,
- - - then fought crime world-wide in the 8Os,
- - - then whisked away to the Zone Magionic for the duration of the 9Os,
- - - and now fights crime in Neptune City.
ROLE
Utility Character, not a fighter per se. _ set up others for the killing blow _
We Need To Make Some Ape, Gorilla Warriors as Card-board Heroes for Chuck
PERSONALITY/MOTIVATION
Tries to be wise, tries to see the future, tries to weigh consequences, _
tries to fight crime with an eye to stopping global chaos. _
If you do not master your Powers, your Powers will be your master.
SANN-DOR
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So you're talkin' about a thermonuclear explosion and Adiós, Muchachos =
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These are some interesting characters. Thanks for sharing.
Give a man a match and he'll be warm for a moment. Set a man on fire and he'll be warm for the rest of his life.
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