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Enforcer84

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Originally posted by Morningstar70

Shrike, I love the Nightwing figure you put in your Hype writeup.

 

You make him yourself? :D

Killer Shrike is too macho to play with Dress-up Ken Dolls!!!!!

 

 

heh...sorry; my alter ego kicked in.

 

Nah, I found it on this dudes web site:

 

http://www.projectcustom.com/customorder/cofull/cofullfigs/

 

check out crobin.htm

 

It almost makes Robin look kewl. ;)

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Last Template Test (I hope) This is one of my player's characters; dont blame me for mispellings in the bg ;) --

Rook

aka FortressSean Sullivan

Val Char Cost
15/55 STR 5
14 DEX 12
20 CON 20
15 BODY 10
10 INT 0
17 EGO 14
10 PRE 0
10 COM 0
4/20 PD 1
4/16 ED 0
4 SPD 16
10 REC 6
36 END -2
40 STUN 7
6" RUN 0
2" SWIM 0
3"/11" LEAP 0
Characteristics Cost: 89
attachment.php?s=&postid=63070

Cost Power END
55 Force Field Powers: Elemental Control, 110-point powers
57 1) Force Limbs: (Total: 160 Active Cost, 79 Real Cost) Extra Limbs , Invisible Power Effects (Fully Invisible; +1) (10 Active Points) (Real Cost: 10) plus Stretching 6", Reduced Endurance 0 END (+1/2) (45 Active Points); No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Range Modifier Applies (-1/4), Limited Body Parts (Extra Limbs Only) (-1/4) (Real Cost: 22) plus Clinging (normal STR) (10 Active Points); Only with Extra Limbs Power loses about a third of its effectiveness (-1/2) (Real Cost: 7) plus +40 STR, Reduced Endurance 0 END (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (95 Active Points); Only with Extra Limbs (-1/2), No Figured Characteristics (-1/2) (Modifiers affect Base Characteristic) (Real Cost: 40)
37 2) Force Screen: Force Field (16 PD/12 ED/2 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Reduced Endurance 0 END (+1/2), Invisible Power Effects (Fully Invisible; +1) (110 Active Points); Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Delayed Phase (-1/4)
10 3) Force Dome: Force Wall (18 PD/14 ED; 5" long and 1" tall), Hardened (+1/4) (110 Active Points); 1 Continuing Charges lasting 1 Turn each (-2), Concentration 0 DCV, Must Concentrate throughout use of Constant Power (-1 1/4), Character is totally unaware of nearby events (-1/4), Self Only (-1/2), Restricted Shape (-1/4)
24 4) Force Slide: Leaping 53" (Accurate, Position Shift), Combat Acceleration/Deceleration (+1/4), Reduced Endurance 0 END (+1/2) (110 Active Points); Forward Movement Only (-1), No STR (-1/4)
Extended Force Screens, all slots: Affected by adjustments tgting EC pool Power loses about a fourth of its effectiveness (-1/4)
72 1) Latent Screen: (Total: 90 Active Cost, 72 Real Cost) Physical Damage Reduction, Resistant, 75% (Real Cost: 60) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)
5 2) Enviro Screen: Life Support , Extended Breathing, Longevity: 200 Years, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat (8 Active Points); Linked to Force Screen (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
8 3) Mind Screen: +12 Mental Defense (15 points total) (12 Active Points); Linked to Force Screen (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
7 4) Body Screen: Power Defense (10 points) (10 Active Points); Linked to Force Screen (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
5 5) Self-Traction Regeneration: Healing 1 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 5 Minutes (-1 3/4), Self Only (-1/2), Piercing and Slashing Damage Only Common SFX (-1/2) [Notes: No Healing Max (see FREd p. 120). Subconsciously seals and stabilizes wounds.]
Unrelated Abilities
2 1) Sharp Eyes: Enhanced Perception (+1 to PER Rolls for Single Sense Group)
Powers Cost: 282

Cost Martial Arts Maneuver
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove
5 Sacrifice Grab: 1/2 Phase, +2 OCV, -2 DCV, Grab 5 Limbs, Lasting Restriction
Martial Arts Cost: 13

Cost Skill
10 +2 with HTH Combat
Everyman Skills
0 1) Climbing 8-
0 2) Concealment 8-
0 3) Conversation 8-
0 4) Deduction 8-
0 5) Interrogation 8-
0 6) Paramedics 8-
0 7) Shadowing 8-
0 8) Stealth 8-
0 9) Streetwise 8-
0 10) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
Skills Cost: 10

Cost Perk
3 Anonymity (5 Active Points); Cannot use most bio-identification forms, Side effect occurs automatically when power is used. (-1/2)
Perks Cost: 3

Val Disadvantages
10 Paranormal: Not Concealable, Extreme Reaction, Detectable Only By Unusual Senses, Not Distinctive In Some Cultures
15 Fearless, Will risk himself without another thought: Very Common, Moderate
15 Determined to atone for his past: Common, Strong
15 Protective of innocents: Very Common, Moderate
10 Ghostly Palor, as if never been in the sunlight: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
10 Hunted: 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence
5 Money: Poor
25 Enraged: Innocent Killed/Seriously Harmed in front of him Uncommon, go 11-, recover 11-, Berserk
20 Normal Characteristic Maxima
Disadvantage Points: 125
Cost Summary:Base Points:250Disadvantage Points: 125Experience Required: 22Total Experience Available: 24Total Character Cost: 397Height: 5' 8"Hair: Dark BrownWeight: 170 lbsEyes: GreenAppearance: Relatively innocuous looking and non-descript. Doesnt wear a costume; typically dressed in off-the-shelf jeans, t-shirt and sometimes a jacket.Personality: Sean's personality is still very much that New York tough guy personality that a kid needs when growing up in the streets of New York. He's friendly in a gruff sorta way but being nice to people he doesn't know or trust is still new to him and he finds he has to work at it. Sean's motivation though is to do as much good as he possibly can before God or the Devil has decided he's done enough and ends his time here on Earth. Sean isn't interested in saving everybody and everything or even the world for that matter. Sean is more interested in helping people who he feels don't really have a protector.Quote:"The wages of sin haveta be payed... heres another payment!!!"Background: Sean Sullivan was born to Rory and Catherine Sullivan. Catherine died giving birth to Sean's little brother Joseph. Rory was left to raise the two boys on his own and did so as best as he was able. Catherine's death affected Sean profoundly, the full extent of which would not be felt until Sean got older. Sean was only 9 yrs old when his mother died and he cried as any child would at losing his mother. That was the last time Sean ever cried though, from that moment on he refused to let anything hurt him emotionally ever again so he would never have to feel that pain again.

Rory was a man of influence in the Irish mob. Over the years as he watched his boys grow up he saw in Sean much of himself and had decided early on that when Sean was old enough he would show him the ropes. When Sean hit puberty his body under went the normal changes of growing up and at the same time revealed Sean to be a mutant. Sean had been subconsciously distancing himself from the real world since his mother's death. When he was 13 yrs old his dad was out on buisiness; Sean and Joseph were home alone. The boys found one of their dad's guns and being boys they started playing with it. Sean's power was discovered when Joseph accidentally fired the gun while it was pointed at Sean. Only the bullet didn't kill Sean as it should have, it didn't even hurt him because Sean and Joseph discovered an invisible force field protecting Sean.

They immediately told their dad as soon as he walked in the door what had happened and he was just as surprised the boys were. Not knowing exactly how this was possible and not really caring Rory made the boys swear to never ever tell another soul about Sean's newfound power. As the years passed Sean tried to discover everything he could do with this new found ability.

When Sean turned 16 Rory began taking him along on jobs. Rory saw in Sean a potential to rise in the ranks of the mob, live a better life, and give Joseph the chance to go to college and really make something of himself. On Sean's first time out everyone called him "The Rookie" or just "Rookie" and the name stayed with him. As predicted Sean skyrocketed through the rank and files of the mob and became an elite trouble-shooter and fixer for the mob. Among the underworld as Sean and his abilities became well known, his nick-name changed from "The Rookie" to the "The Rook" or just "Rook" which Sean liked better then his original one, and his future was secured. He was respected by his peers, the upper echelons, and feared by his rivals.

When Sean turned 27 Joseph was 18 and graduated from high school and was accepted to the college he wanted. Rory threw a big party for his "college boy" and life could not have been better for the Sullivans. Unfortunately for the Sullivans life can also be cruel. Vincent Tolintine; one of Sean's enemies decided that this party was the perfect place to catch Sean unawares and settle up an old score for good. Vinnie and a few of his friends hit the party fast and hard and in the ensuing blood bath Sean lost the only two people left in the world that he loved. Rory and Joseph were both killed in the hit and Sean snapped. He went on a murderous hunt for the ones responsible and he took any steps needed to track them down. He killed anyone who stood between him and Vinnie that tried to stop him.

The family warned Sean that his determination to get vengeance was going to start a war with many other powerful families. They tried getting Sean to agree to settling for just Vinnie but Sean would have none of it. He wanted all those responsible dead and he wouldn't settle for anything less. Sean failed to heed the warnings of his superiors. After it was all said and done Sean was approached by the Don and told he was no longer welcomed in the family or the neighborhood. Out of respect for the Sullivan?s' years of loyalty to the family, the Don allowed Sean to stay until after the funeral services.

Rory and Joseph's funerals were held soon after. While Sean stood there watching the caskets be lowered into the ground and listening to the Priest's benediction Sean questioned why God would take his brother and leave him to live. Sean's never believed he or his old man were going to heaven but his baby brother was a different story all together. If ever there was someone who should have lived a long and happy life it was Joseph. Sean needed answers to these questions and so after the funeral he confronted the priest with them. Father O'Malley did his best to console Sean and tried to explain the will of God.

Father O'Malley talked of how the wages of sin must be paid before we leave this mortal coil and that perhaps God had need of Sean and his gift. When Sean asked Father O'Malley if everyone was capable of redemption the Father merely smiled and said "As long as you are truly penitent when asking for forgiveness my son and always do your best and care for your fellow man then God's mercy and love knows no bounds". The Father struck a cord inside Sean, from that moment on Sean was changed man. As Sean turned to leave Father O'Malley gave Sean one last piece of advice in following God's will... "Do unto others my son". Sean smiled as he looked the Father in the eye and said "I always have Father". The next day Sean said what few good byes he had to make and left town.

Sean arrived in MIllenium city only recently and unsure of what to do next he looked up a friend of Father O'Malley. Father Mulcahey was very much like Father O'Malley in many ways and Sean took to him right away. Father Mulcahey helped Sean find a place to live and a job at a HOME DEPOT store. Sean has no idea how he is supposed to redeem himself in the eyes of God. When he asked Father Mulcahey about it the Father only said that Sean would have to work that out with God on his own.

So Sean has decided to become Millenium city's latest hero of the people. He plans to protect those who can't protect themselves, help out whenever, however, and where he can... as long as he doesn't have to wear one of those costumes the other heroes seem to like wearing. So far Sean hasn't really tested himself against another "superbeing" of any kind. His list of heroic deeds includes freeing some people trapped in a wrecked car, rescuing a handful of people from a burning apartment, and retrieving one little girl's cat from a tree (yeah that crap really does happen).

Sean doesn't consider these to be acts of heroism, just what anyone would do in his place if they were able. The other people in his neighborhood don't seem to agree with Sean. He's noticed he is getting a different kind of respect now than the kind he was used to. Sean now spends his free time patrolling the neighborhood looking for trouble. He has stopped a number of break-ins, harassed a few of the local drug dealers by packaging them up for the cops and then making an anonymous 911 call. He knows he'll never stop it all or clean up the city completely but he'll do what he can.

Powers/Tactics: Sean's mutant power is most likely psionic based on the current data. Sean probably possesses the potential to develop other "common psionic powers" as well. Sean's force field was his first power to manifest. This was likely due to the emotional and mental distancing Sean placed on himself after his mother died. Because of this Sean created a psychic barrier around himself that might literally seperate him from the rest of reality. This force field gives Sean some protection if not outright immunity to most attacks.Campaign Use: 
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Originally posted by Citizen Keen

Doesn't seem to be a challenge posted, so I'll throw one down:

 

Powersuit-enhanced psychic.

 

Hi. [smiles]

 

Name: Jessica Well

Alias: Behemoth

 

5/60 STR (-5) (28)

11/27 DEX (03) (24)

12/25 CON (04) (07)

10/12 BOD (00) (02)

27 INT (17)

10 EGO (00)

15/25 PRE (05) (07)

12 COM (01)

3 PD (02)

3 ED (01)

3/6 SPD (09) (20)

4 REC (02)

25 END (01)

20/60 STN (01) (27)

Chracteristic cost: 156 * All secondary numbers are bought as doesn't effect figured characteristics and OIF: Armor (where appropriate)

 

-POWERS-

07 [9 feet in height] Knockback Resistance -5; OIF: Armor (-

1/2)

54 Armor: +27 PD/ +27 ED; OIF: Armor

07 [Radio Systems] Radio Perception/Transmissionl OIF: Armor

03 [Helmet Light] Sight group images 1" radius; OIF: Armor, No

range (-1/2), Only Light (-1).

12 [Power Pack system] Endurance Reserve: 50 END, 10 REC;

IIF: Power Pack

42 Multipower: Enhanced Psi Abilities; [40 points reserve] Last 30 points bought

with IIF: Armor (-1/4), MP can draw from personal END or END reserve (+1/4).

m-6 [Empathic] Telepathy: 10d; Empathy (-1/2)

u-4 [Empathic Attack] Ego Attack: 5d

m-6 [Empathic Manipulation] Mind Control: 8d; Telepathic

(-1/4), Emotions only (-1/2)

17 [Mental shields] Mental Defense 17 points; Last 10 points is bought with IIF: Armor.

Powers Cost: 158

 

-SKILLS-

3 Computer Programming 14-

3 Deduction 14-

3 Electronics 14-

3 Inventor 14-

3 Mechanics 14-

3 System Operations 14-

3 KS: Behemoth's Systems [iNT] 14-

3 PS: Battlesuit system designer 14-

3 AK: San Diego 14-

3 KS: Known Battle Suit Models 14-

2 KS: Known Battle Suit Inventors 11-

4 +3 CV with Psi abilities; IIF: Armor (-1/4), Only to Attack

(-1/4)

Skills Cost: 36 points

 

-DISADVANTAGES-

20 Physical Limitation: 3 ft tall or 9 ft tall depending on whether Jessica's out or in the Battlesuit (all the time, greatly).

05 Physical Limitation: Heavy Sleeper (infrequently, slight)

10 Distinctive Features: Mutant; Not Concealable, Always Noticed, Only with Unusual senses (detect).

15 Psychological Limitation: Overconfident; Very Common, Strong.

15 Psychological Limitation: Still in love with her Ex-husband; Common, Strong.

15 Social Limitation: Secretly Empathic (frequently, major)

15 Social Limitation: Public Identity (frequntly, major)

10 Reputation: Brilliant Battlesuit Designer 14-, Small group.

10 Rivalry: Ex-husbands new wife; Romantic, Rival is significantly more powerful, seek to outdo, Rival is unaware

20 Susceptibility: Strong Magnetic fields; 3d6 DEX drain every turn, Uncommon. (poor shielding)

15 Susceptibility: Strong Electrical fields; 2d6 STR drain every turn, Uncommon. (poor shielding)

Disadvantages: 150

Base Points: 200

Total: 350 points.

 

History: Jessica Well's parents were always proud of her. They refered to her constantly as their little 'smarty pants'. Well, she was, Jessica's IQ was quite high, and by the age of 10, she'd done everything needed to be done in the academic circle. She graduated college with degrees in

advanced robotics, electronics, and a host of others. She began to work for a leading technologies firm, making battlesuits, taking government contracts. She was their golden child, and they treated her as such. Eight years later, she met 'Paul Hutchkin', an up and comer.

 

He was certainly bright but no genius, a fact which Paul could never seen to shake all the while they dated and were engaged. Two months before the wedding, Paul called off the engagement. He said he couldn't live in Jessica's massive shadow anymore, and their was the height difference, which Jessica knew was complete garbage. Paul had been somewhat taken a back by her height of 3 ft 4 inches before, but he'd gotten used to it. She tried to stay friends with Paul, and he was mostly agreeable, but Jessica never completely moved on, and Paul knew it. When Paul met one of the more 'brilliant' system techs in 'G' sector, he helped her get the recognition she needed by the higher ups, and soon Paul and Meridith was working together on the battlesuit system that had been Jessica and Paul's project. Jessica took work in another sector of the company, she could no longer stand to be around Merideth. She hated her.

 

Well, she knew it wasn't her fault, and she didn't want to 'hate' her..but at times she did. Since she was twelve, Jessica had developed low level empathic abilities. So, when she could feel the love from Paul to Merideth, that she had once been able to feel towards her, it hurt a bit worse than most. One day, while at work, Jessica was contacted by a man that identified himself as 'The Benefactor'. He brought to light that some of the more 'advanced' designs, supposedly

going to Primus, were, in fact, being shunted to VIPER. The Benefactor offered her a deal, work for him as an agent and disrupt these plans going to VIPER, and she could have free reign to develop whatever types of Battlesuit systems she wished.

 

Jessica accepted, but remained at her job, feeding information to the 'Benefactor', and slowly developing the 'Behemoth' battlesuit, to combat the people she was working against should it become necessary. Jessica rather suspected it would become so. It was during this time that she began to use her empathic abilities more and more, and eventually her first field test of the Behemoth went well, but Jessica wanted an edge, something to surprise her opponents. She began to install artifical psionic energy stimulators into the Behemoth's systems. Though a lot

of hard work she found the stimulators could 'boost' her natural but low level empathic abilities to a level far greater than before.

 

So, now, when Jessica slips into Behemoth, she batters her opponents physically and mentally, which is mostly VIPER field agents. Jessica's slowly learning to enjoy her work. Though she still will likely never get 'over' Paul. Jessica keeps her new 'job' a secret even from him.

 

Powers: Jessica Wells is a mutant with hyper intelligence and Low level Empathic abilities. A side effect of her mutation is she stopped growing at about 3 foot, 5 inches, and will never be any taller than that. Her empathic abilities allow her to read emotions sometimes, and send out a tiny 'blast' of emotion to stun an opponent with effort. She can also sometimes...influence the emotions of others. These powers are all amplified to a practical level while inside Behemoth.

 

Behemoth has super human strength, and tough armor. Jessica constantly redesigns it on paper. It has no 'weapon' systems to speak of. Jessica sits within Behemoth's chest cavity and operates the suits from a neural feedback harness.

 

Behemoth appears to be a humanoid battle suit, just over 9 feet in height. The head has a cyclops eye in the center that acts as the video relay.

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Precognitive, Street level Martial Artist/Detective

 

the Fever

 

Player:

 

Val Char Cost
15 STR 5
20 DEX 30
23 CON 26
18 BODY 16
15 INT 5
15 EGO 10
30 PRE 20
8 COM -1
8 PD 5
5 ED 0
6 SPD 30
10 REC 4
40 END -3
45 STUN 7
7" RUN22" SWIM03" LEAP0Characteristics Cost: 156

 

Cost Power END
30 Elemental Curse "Unto the Thousand'th generation": Clairsentience (Sight Group; Additional Sense Group: Hearing Group, Additional Sense Group: Smell/Taste Group, Additional Sense: Normal Touch, Analyze, Discriminatory, Increased Arc of Perception: 360-Degree, Microscopic (x100), Precognition, Rapid (x1), Telescopic (+5), Tracking, x32 Range) (121 Active Points); Precognition/Retrocognition Only (-1), Limited Power (Only to see "Fire/Flame" events/things; -1), Increased Endurance Cost (3x END; -1) 36
Powers Cost: 30

 

Cost Martial Arts Maneuver
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +5d6 Strike, Must Follow Block
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND
4 Charge: 1/2 Phase, +0 OCV, -2 DCV, STR +5d6 +v/5 Strike, FMove
4 Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +7d6 Crush, Must Follow Grab
5 Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6, Disable
4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6
12 +3 HTH Damage Class(es)
Martial Arts Cost: 42

 

Cost Skill
1 Climbing 8-
1 Conversation 8-
1 Shadowing 8-
1 Stealth 8-
3 Analyze: Singing Talents: Analyze: Style 12-
15 Brute Force Infighting: +5 with any three maneuvers or a tight group of attacks
17 +10 with DCV (50 Active Points); Limited Power (Useable only once per Oppenent, vrs. first attack roll Only; -2)
5 Private Investigator: PS 14-
2 Accountant: PS 11-
9 Deduction 15-
9 Criminology 15-
7 Concealment 14-
5 Interrogation 16-
3 Bribery 15-
9 Forgery (Documents, Machine/Vehicle Parts, Paper Money, Vehicle License Plates) 14-
3 Lockpicking 13-
3 Security Systems 12-
3 Bugging 12-
3 Scholar
5 1) Crime: Arson: KS (6 Active Points) 15-
3 2) Crime: Racketeering: KS (4 Active Points) 13-
1 3) Crime: Smuggling: KS (2 Active Points) 11-
Skills Cost: 109

 

Cost Perk
5 Propeitor & Owner: Bar / Blues Club "the Pipe Dream": Vehicles & Bases (27 Base, 25 Disad)
3 Club Acesss: Never waits in Lines, no search : Custom Perk
2 Fringe Benefit: Private Investigator License
Perks Cost: 10

 

Cost Talent
1 Bump Of Direction (3 Active Points); Limited Power (Only to Location of Precognition; -1)
2 Eidetic Memory (5 Active Points); Limited Power (Only for Precognition power; -1)
Talents Cost: 3

 

 

Total Character Cost: 350

 

Val Disadvantages
15 Psychological Limitation: (Common; Strong)
15 Psychological Limitation: (Common; Strong)
10 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: 11- (As Pow; Watching; Extensive Non-Combat Influence)
5 Hunted: 11- (Less Pow; Harshly Punish; Limited Geographical Area)
5 Vulnerability: Mental Illusions (Uncommon)
5 Unluck: 1d6
10 Physical Limitation: Freezes when confronted by Magic (Infrequently; Greatly Impairing)

Disadvantage Points: 75

 

Base Points: 200

Experience Required: 75

Total Experience Available: 75

Experience Unspent: 0

 

 

Next Challenge: Hyper Intelligent Construct, Matter shaping powers

 

Ahh..nuts. None of the Disads came out & I used the HTML - HeroBoards template

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Originally posted by Killer Shrike

What does the Elemental Curse do? Also, what are the values for the PsyLims, Hunteds, and Distinctive Features?

 

Wasz'up Killer S

It is the power Clairsentience, For the power origin I had imagined that the Family line A long time ago faced a Fire Elemental. just before dispatching it The Elemental cursed the family line to be tortured by visions of the element at work.

 

The values, I am guessing you want the descriptions are in the HDc, having trouble getting them to print - any ideas, are on the hdc

 

Enforcer:

can't wait to see what you coome up with

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Originally posted by lensman

Wasz'up Killer S

It is the power Clairsentience, For the power origin I had imagined that the Family line A long time ago faced a Fire Elemental. just before dispatching it The Elemental cursed the family line to be tortured by visions of the element at work.

 

Im still not getting it. Do you mean that he can see fires everywhere? At 36 END per use? :confused: :confused:

 

 

Originally posted by lensman

The values, I am guessing you want the descriptions are in the HDc, having trouble getting them to print - any ideas, are on the hdc

Ill take a look at it now that Im home (and have access to HD), but in HD if you put the explanation in the "description" slot it should display.

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Originally posted by Killer Shrike

Im still not getting it. Do you mean that he can see fires everywhere? At 36 END per use? :confused: :confused:

 

 

 

Ill take a look at it now that Im home (and have access to HD), but in HD if you put the explanation in the "description" slot it should display.

 

Well use if his Clair is very tiring.

His first Psych lim is Hunts Fire / Flame useing villians

 

useing HD v 1.31

I will go back to my copy and see if the descriptions are there. I know you will suggest I go 1.43, but I need to know how to transport the update by floppy medium, my only option, by multiple disk. As the .jar eclipses 1.4 m disk storage

Any help would be great.

 

As the power lets him try, it jumps around to the most powerful "event / thing" because those are easiest to see.

 

If I were GMing the power while the character might get clues of who, what, where; the When and How are elements that all the detecting and action come from.

 

 

I thought that a very powerful but hhighly limiyed power would be better for game play/

Visions the character might get may use the Microscopic to detect chemical trace combustion or use tghe the detect / analyze to rule out all use of materials, leading the character to thin k spsionic or mystic motis.

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Apply No Conscious Control for the sort of effect you are talking about, and perhaps remove the END cost for a Side Effect instead so the player doesnt feel like he's getting bush whacked whenever the power activates.

 

As for Updating, do you mean to imply that the computer that you have HD installed on is not connected to the Internet, and you have to download the updates on a seperate computer and then copy them over to the computer with HD on it?

 

 

Hmmm. well, other than the obvious suggestions like a) get the other computer on the Internet B) get a CD burner c) get some kind of larger temporary media storage like ZIP disks or flash cards, I dont know what to tell you.

 

Used to there was an option with Zip files to span multiple disks, but honestly its been so many years now since I last even heard of someone having to use that ability that I cant recall the whys and wherefores......we're talking at least 9 years or more

 

As a matter of fact it may have been a DOS feature, not zip.

 

Anyone?

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Answering the Challenge...PhaedriadePlayer: NPC Heroic Construct

Val Char Cost
50 STR 20
15 DEX 15
30 CON 40
30 BODY 40
15 INT 5
18 EGO 16
20 PRE 10
14 COM 2
10/28 PD 0
10/28 ED 0
5 SPD 25
16 REC 0
70 END 5
70 STUN 0
6" RUN02" SWIM010" LEAP0Characteristics Cost: 178
Cost Power END
180 Matter Manipulation: Multipower, 180-point reserve
5u 1) Air to Gass I (Knockout Gas): Energy Blast 4d6 (vs. ED), No Normal Defense Standard (+1), Area Of Effect (4" Radius; +1) (60 Active Points); Does not work in High Winds or Rain Power does not work in Uncommon Circumstances (-1/4) [Notes: Defense is Life Support [self-Contained Breathing]] 6
5u 2) Air to Gas II (Poisonous Gas): Killing Attack - Ranged 1d6 (vs. ED), No Normal Defense Standard (+1), Does BODY (+1), Area Of Effect (5" Radius; +1) (60 Active Points); Does not work in High Winds or Rain Power does not work in Uncommon Circumstances (-1/4) [Notes: Defense is Life Support [self-Contained Breathing]] 6
6u 3) Animate Objects: Summon 150-point animated object (x8 Number Of Beings), Expanded Class of Beings Limited Group (+1/2), Amicable Slavishly Devoted (+1) (112 Active Points); Summoned Being Must Inhabit Locale (-1/2), Costs Endurance (To Maintain) (-1/4) 11
6u 4) Color Alteration: Transform 9d6: Object/being to differently colored objtect/being (Cosmetic), Improved Target Group (+1/4) (56 Active Points) 6
9u 5) Disintigrate Matter: Killing Attack - Ranged 4d6 (vs. ED), Does BODY (+1), No Normal Defense Standard (+1) (180 Active Points); Inorganic Matter Only Power does not work in Very Common Circumstances (-1) [Notes: Defense is Forcefield vs ED] 18
7u 6) Matter Control: Telekinesis (40 STR), Fine Manipulation (70 Active Points) 7
6u 7) Matter Lance: Energy Blast 8d6 (vs. ED), Indirect Any origin, any direction (+3/4) (70 Active Points); Limited Range (30") (-1/4) 7
6u 8) Personal Matter Manipulation: Teleportation 25", No Relative Velocity, Position Shift (65 Active Points) 6
9u 9) Transmutation: Transform 3d6: Anything to anything else (Major), Improved Target Group (+1) (90 Active Points) 9
1u 10) Clothes Horse: Transform 2d6 (Cosmetic), Improved Target Group: Any type of Clothing (+1/4) (12 Active Points); Limited Target: Characters own clothes Limited (-1/2), No Range (-1/2) 1
Body of Metal
43 1) Body of Metal: Armor (18 PD/18 ED) (54 Active Points); Visible (-1/4)
20 2) Body of Metal: +20 STR 2
4 3) Body of Metal: +4 ED
8 4) Body of Metal: Knockback Resistance -4"
36 5) Body of Metal: Life Support , Eating: Character only has to eat once per year, Immunity: All terrestrial diseases and biowarfare agents, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per year
37 Self Levitation: Flight 10", Position Shift, x4 Noncombat, Usable Underwater (+1/4) (37 Active Points) 4
75 Self Manipulation: Naked Modifier (Strength 50), Variable Advantage (+3/4 Advantages +1 1/2) (75 Active Points) 7
Powers Cost: 463
Cost Skill
10 +2 with Matter Manipulation Multipower
5 +1 with HTH Combat
24 +3 with All Combat
3 Conversation 13-
3 Cryptography 12-
3 Deduction 12-
2 Forgery 12-
3 KS: American Culture (INT-based) 12-
2 KS: History 11-
3 KS: Philosophy (INT-based) 12-
4 Language: Greek (idiomatic)
4 Language: Latin (idiomatic)
3 Mechanics 12-
3 Paramedics 12-
3 SS: Alchemy (INT-based) 12-
3 SS: Chemistry (INT-based) 12-
3 Teamwork 12-
Skills Cost: 81
Cost Talent
3 Bump Of Direction
5 Eidetic Memory
3 Perfect Pitch
20 Universal Translator 12-
Talents Cost: 31
Val Disadvantages
15 Distinctive Features: Metallic man in cloak & trunks (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: DEMON 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Hunted: Zoran the Artificier 8- (Mo Pow; Harshly Punish)
15 Hunted: Mechanon 8- (Mo Pow; Harshly Punish)
10 Physical Limitation: Heavy (660lbs) (Infrequently; Greatly Impairing)
20 Psychological Limitation: Code vs Killing (Common; Total)
15 Psychological Limitation: Seeks to understand humanity (Common; Strong)
15 Psychological Limitation: guiless, cannot tell a lie (Uncommon; Total)
15 Social Limitation: Public Identity (Alchemetal) (Frequently; Major)
10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)
5 Vulnerability: 1 1/2 x Effect Magnetic Attacks (Uncommon)
5 Vulnerability: 1 1/2 x BODY Magnetic Attacks (Uncommon)
Disadvantage Points: 160

Base Points: 300Experience Required: 293Total Experience Available: 293Experience Unspent: 0Total Character Cost: 753

Height: 6' 6" Hair: Silver
Weight: 660 lbs Eyes: Glossy metallic green
Appearance: Originally, He looked like an unfinished stone statue in a blood red cloak. Now he looks like a gleaming golden human male with silver hair, green eyes, a deep blue cloak, white trunks, boots and gloves. He also has an uncanny resemblance to an idealized version of the morbane whose soul sliver possessed him in the first place.Personality: Phaedriade is a kind and generous artificail man. He has grown alot in the five years of his existance. He still yearns to understand the motivations an machinations of man but feels he has found his place in the world. Quote:I fear that your intentions, Mechanon, do not coincide with my instincts. This confrontation will lead to violence if you do not leave.Background: The sentient construct known as Pheadriade (Shining One) began "his" (he has chosen the male gender as that was the gender of the human who bonded him)existance over five years ago as a powerful achemical artifact known as the Philosopher's Stone. A DEMON morbane who had managed to unearth the stone during an extensive campaign accidentally shunted his "good side" into the stone in an attempt to bring himself to greater heights of dark glory; and possibly as a vessal for one of the elder gods he worshipped. The ritual went badly, the stone recieved a bit of his soul, his body did not become a vessal for an elder god, but instead was used by a violent demonic force. Insane with pain and hatred, the former morbane slew his entire cell and embarked on a rampage in the nearby "company" town of Darrensburgh, OR (fictional town folks).

The nacent soul of the stone slowly began to cause it to take a vague human form. Wrapping itself in one of the cloaks of a fallen morbane; the knewly 'born' construct left the base. Due to an overwhemling sense of purpose, the construct confronted and destroyed the demon. After the battle it took off in search of a new purpose. Over time it began to develope a personae, and as he began to take shape psychologically he began to take shape physically. Once a rough hewn stone humanoid the constrcut has metamorphasized towards a shining, handsome metallic man. He has changed his name a few times; but when he joined the Defenders, the local team in the northwest, he chose Phaedriade.

Powers/Tactics: His ability to manipulate matter is Phaedriade's most potent ability. However, he tries to avoid wanton destruction and his abilities tend towards the altering or destroying of matter. He often plays the part of a brick, then uses his abilities to repair the damage done when the combat is over.

Campaign Use: A "Data" wannabe with great powers. He is quite potent and the potential to disrupt campaigns with his abilities is there. He will not use his abilities to kill, as a matter of fact his limtation (only vs Nonorganic Matter) on his Distinigration ability is mostly psychological, not any limitation on the power itself. If copied or mimmicked it might not have that limitation. If he is too powerful for your campaign drop the Disintigration to 2d6 and cap the Multipower at 90 points. if he's not tough enough, raise the MP to 250 ppints, his Strength to 60 and the Variable Advantage as well. Check out the UNTIL SUPERPOWERS DATABASE for more Matter Manipulation Abilities.(oops, forgot, that was ver 1.0)next challenge:Cosmic Powered Alien Princess (or Prince) on the run.
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