Intergalactic bounty hunter and adventurer
Pulsar
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Intergalactic bounty hunter and adventurer
Pulsar
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Now this one I really like, alas more widely scattered rep before you![]()
"Are you seeing what I am seeing? Because, I am seeing apes with blasters riding pterodons!" Plastic Man
Momenta
(Details and story behind the spoiler for space.)
Spoiler:
"Science is a way of thinking much more than it is a body of knowledge."
- Carl Sagan
Another version of Momenta:
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"Science is a way of thinking much more than it is a body of knowledge."
- Carl Sagan
a renegade mutant in Belize; a flying brick; former mercenary employed by Professor M
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" One who brings
A mind not to be changed by place or time;
The mind is its own place and in itself
Can make a heaven of hell, a hell of heaven."
John Milton, Paradise Lost
Zardoz is a LIE!!!
"HULK NO LIKE CLOWNS!"
"Worst case of ninjavitis I've ever seen." Doctor Cuspid
Check Out My Drawings on Photobucket
Quote: "Crime doesn't stand a chance when they get a whiff of me."
La Mofeta
Zardoz is a LIE!!!
"HULK NO LIKE CLOWNS!"
"Worst case of ninjavitis I've ever seen." Doctor Cuspid
Check Out My Drawings on Photobucket
The Awesome Android
"Are you seeing what I am seeing? Because, I am seeing apes with blasters riding pterodons!" Plastic Man
This is PowerGlide, a PC of mine from my early teens. Generated in the Old Marvel Superheroes game he was a wonderful collage of powers and abilities thrown together as only a random hero generator could.
With abilities that benchmarked at a strength roughly equal to the Beast, agility just slightly less than Spider-man, a constitution of near-God levels, and a mastery of fighting that placed him as Captain Americas equal. Moreover, his powers of Adaptation, meant that he rapid adjusted to new situations and grew more powerful as time went on. His wings came from being dropped from an airplane to his doom and are only one of the many adaptations he developed.
His side ability to generate kinetic thrust (hence "Power" in PowerGlide) enabled him to overtake military jets, and perform powerstunts like hurl his knives and other small objects at supersonic velocity. This was all way before Gambit was even sketched out natch.
He also has regeneration that works amazingly fast, for those that know it was rated at Unearthly, and meant that he was almost unkillable, and very difficult to put down for very long. His first outing was to find a subdue the Abomination. He lost...barely...Abby knocked him back about a 1/2 mile and leaped away. Still surviving *many* turns with an Unearthly 100 STR opponent cements your reputation.
I gotta do a HERO verison of him soon.
"Are you seeing what I am seeing? Because, I am seeing apes with blasters riding pterodons!" Plastic Man
Continuing the Lost characters
Here's Desmond Hume
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Turnabout
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PowerGlide's very rough character sheet. Remember this is a conversion of a very powerful, and very experienced hero from a game system with the possibility of very high capabilities w/o thought to cost. So he has a vast number of MA maneuvers and new abilities gained through mastery of relatively cheap power stunts .
PowerGlide
Player:
Val Char Cost
35 STR 25
29 DEX 57
30 CON 40
30 BODY 40
18 INT 8
18 EGO 16
25 PRE 15
20 COM 5
20/26 PD 13
20/23 ED 14
6 SPD 21
13 REC 0
60 END 0
65 STUN 2
11" RUN 10
7" SWIM 5
8" LEAP 1
Characteristics Cost: 272
Cost Power
56 Adaptation: Variable Power Pool, 30 base + 26 control cost, all slots No Skill Roll Required (+1), Can Apply (Remove) Adders (+1) (75 Active Points); all slots Character Has No Choice Regarding How Powers Change (Only to create defenses versus attacks or overcome hostile situations; -1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4)
Adaptations
17 1) Feathered Wings: Flight 10", x4 Noncombat (25 Active Points); Restrainable (-1/2)
10 2) Active Defenses: Lack Of Weakness (-10) for Mental Defense
10 3) Active Defense: Power Defense (10 points)
10 4) Infrared Perception (Sight Group), Discriminatory
15 5) Radar (Radio Group)
8 6) Ultrasonic Perception (Hearing Group), Discriminatory
20 Unearthly regeneration: Elemental Control, 40-point powers
38 1) Regeneration: Healing 10 BODY, Can Heal Limbs (105 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4)
21 2) Life Support (Eating: Character only has to eat once per week; Expanded Breathing; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) (41 Active Points) [Notes: Underwater and High Altitude Breathing]
35 Kinetic Boosting: Elemental Control, 70-point powers
29 1) Thrown Weapon Boosting: Aid 10d6 (standard effect: 30 points) (100 Active Points); Limited Power Power loses about half of its effectiveness (AID only lasts for one attack; -1), Limited Special Effect Very Common SFX (Nonpowered attacks only; -1/4)
17 2) Aid Flight 5d6 (standard effect: 15 points) (50 Active Points); Limited Power Power loses about half of its effectiveness (AID only lasts one phase; -1)
35 3) Local Burst: Energy Blast 10d6, Personal Immunity (+1/4), Explosion (+1/2) (87 Active Points); No Range (-1/2)
59 4) PowerGlide: Flight 25", x64 Noncombat, Reduced Endurance (1/2 END; +1/4) (94 Active Points)
27 5) Blast Shielding: Force Field (20 PD/20 ED) (Protect Carried Items), Ranged (+1/2) (75 Active Points); Instant (-1/2)
22 Adamantium alloy fighting knives: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1)
1u 1) Pommel Punch: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
2u 2) Knife Slash: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Armor Piercing (+1/2) (45 Active Points); OAF (-1)
2u 3) Knife Throw: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); OAF (-1), Range Based On Strength (-1/4)
8 Balistic Cloth Armor: Armor (6 PD/3 ED), Hardened (+1/4) (17 Active Points); OIF (-1/2), Activation Roll 14- (Does not cover head; -1/2)
8 SHIELD Communicator: High Range Radio Perception (Radio Group), Concealed (-4 with High Range Radio Perception PER Rolls) (16 Active Points); OAF ("credit card"; -1)
Powers Cost: 450
Cost Martial Arts Maneuver
Master of All Known Fighting Arts
16 1) +4 HTH Damage Class(es)
8 2) Weapon Element: Blades, Chain & Rope Weapons, Clubs, Fist-Loads, Karate Weapons, Staffs, Three-Section Staff, Thrown Knives, Axes, and Darts
4 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND
4 4) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 13d6 Strike, Must Follow Block
4 5) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 13d6 Strike
5 6) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 7) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 65 STR for holding on; FMove
3 8) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 11d6 +v/5 Strike; You Fall, Target Falls; FMove
5 9) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2 1/2d6 , Disable
4 10) Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 8d6
3 11) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 65 STR for holding on
4 12) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike
3 13) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 11d6 +v/5, Target Falls
4 14) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND
5 15) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 11d6 +v/5; FMove
5 16) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 65 STR to take weapon away
3 17) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 11d6 Strike; Target Falls
4 18) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 65 STR
4 19) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6
4 20) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 21) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 65 STR to Disarm
4 22) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 23) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 70 STR vs. Grabs
Knife Fighting
16 1) +4 Ranged Damage Class(es)
5 2) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike +4 DC , +1 Segment
5 3) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +6 DC to Disarm
4 4) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +8 DC
5 5) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +4 DC +v/5, Target Falls
Martial Arts Cost: 144
Cost Skill
Skills you pick up over time
3 1) Contortionist 15-
3 2) Paramedics 13-
3 3) Stealth 15-
Experienced
7 1) Power: Kinetic Thrust 15-
3 2) Power: Adaptation 15-
Ultimate Warrior
3 1) Acrobatics 15-
7 2) Analyze: Combat 15-
3 3) Breakfall 15-
20 4) +4 with HTH Combat
5 5) Defense Maneuver I-II
5 6) KS: Martial Arts World 15-
6 7) Penalty Skill Levels: +3 vs. Throwing modifiers with a tight group of attacks
5 8) Rapid Attack (HTH)
12 9) WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Energy Weapons, Small Arms, Flying Claw/Guillotine, Three-Section Staff
3 Linguist
2 1) Language: Arabic (fluent conversation; literate) (3 Active Points)
3 2) Language: Japanese (completely fluent; literate) (4 Active Points)
2 3) Language: Mandarin (fluent conversation; literate) (3 Active Points)
1 4) Language: Russian (basic conversation)
3 5) Language: Spanish (completely fluent; literate) (4 Active Points)
SHIELD Training
3 1) Criminology 13-
3 2) Demolitions 13-
3 3) Electronics 13-
3 4) Interrogation 14-
4 5) KS: A.I.M. 14-
4 6) KS: Criminal Organizations 14-
3 7) Security Systems 13-
3 8) Tactics 13-
3 9) Teamwork 15-
3 Traveler
5 1) AK: Los Angeles (6 Active Points) 16-
4 2) AK: West Coast of North America (5 Active Points) 15-
2 3) CuK: S.H.I.E.L.D. procedures (3 Active Points) 13-
16 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 13-
Skills Cost: 158
Cost Perk
15 Fringe Benefit: Black Belt, Federal/National Police Powers, Security Clearance, SHIELD Agent
5 Money: Well Off
4 Reputation (A small to medium sized group) 14-, +4/+4d6
4 Reputation (A large group) 11-, +2/+2d6
Perks Cost: 28
Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
12 Combat Luck (6 PD/6 ED)
4 Double Jointed
17 Danger Sense (self only, in combat, Function as a Sense) 13-
3 Perfect Pitch
3 Simulate Death
Talents Cost: 42
Total Character Cost: 1094
Pts. Disadvantage
25 Hunted: AIM 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: Rogues Gallery 11- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: SHIELD 14- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Social Limitation: Public ID (Frequently, Major)
10 Rivalry: Professional (Red Tiger), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
Disadvantage Points: 85
Base Points: 500
Experience Required: 509
Total Experience Available: 509
Experience Unspent: 0
Last edited by The Hawk God; Mar 22nd, '09 at 08:12 AM.
"Are you seeing what I am seeing? Because, I am seeing apes with blasters riding pterodons!" Plastic Man
The Hawk God,I hate to point this out,but Aid being an 0 END power,isn't supposed to be put into Elemental Controls.Wouldn't two Succors,both bought to 0 END,be a better representation of the character?
Furthermore,you can't have a 50 point Power (the second Aid) in a EC with a 35 point base.
~~~~~~~~~~~~~Tin Foil~~~~~~~~~~~~~
Add tin foil to your sig to stop the Orbital Mind Control Lasers of:
The Conspiracy to Eliminate All Cost Breaks!
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