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TheQuestionMan

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  1. Adamas (Mutant Brick w/Body of Stone/Adamant) - A redeemed juvenile delinquent. 
  2. Blindside (Mutant Martial Artist, Speedster, w/Invisibility) - A former Sidekick. 
  3. Riot (Mutant Brick, Duplicator, & Martial Artist) - A legacy superhero. 
  4. Sunburst (Powered Armor Brick, Flyer, & Blaster (Solarkinetic)) - A reformed criminal with a stolen Alien Battlesuit. 
  5. Star Marshal (Powered Armor (Uniform), Weapon Specialist (Star Staff), & Star Guardian Super Agent) - Kidnapped by Aliens, rescued by the Star Guard, & recruited by the Star Guard. 
  6. Knock Off (Gadgeteer, Inventor, & Weapon Specialist) - A former UNTIL Technical Support Agent. 
  7. Shard (Mystic Mage, Multiform; Air Form, Earth Form, Fire Form, Water Form, & Spirit Form) - An apprentice of The Trismegistus Council. (Using Elemental Gems & Soul Gem).  
  8. Spatha (Mutant/Mystic Blood Warrior) - Kidnapped by Affrighter (his Uncle) as a child, raised, & trained as a Bodyguard.  
  9. Spirit Warrior (Mystic Desold, Partial Phase, and Solid Phase) -  
  10. Skin Walker (Mutate Werewolf) - A former US Marshal & Bounty Hunter. 
  11. Stalwart (Mutant Brick, Lawyer, Private Investigator, & Public Relations) - 
  12. Knightstick (Powered Armor, Weapon Specialist (Nightstick), & Martial Artist) - A former Cop using captured Supervillain Weapons. 
  13. Street Angel (Mutant Blaster (Photokinetic), Martial Artist, & Healing) - A legacy hero (Son of Tandy "Dagger" Bowen) 
  14. Kid Avenger (Mutate Brick, Martial Artist, & Weapon Specialist) - A teen champion legacy hero (A second generation cyberline PRIMUS Silver Avenger) 
  15. Compactor II/Whitestar (Mutant Brick w/ Linked Density Increase & Shrinking) - A former Thief/Cat Burglar. 
  16. Ricochet (Powered Armor (Light), Weapon Specialist (Pistols/Blasters), & Martial Artist (Gun Fu)) - ? 
  17. Cougar (Mutant Martial Artist & Social Engineer) - 
  18. Cougar II (Mutate Human/Mountain Lion Hybrid) - 
  19. Cuddles (Mystic Cat Familiar & Were Cat) - 
  20. Gryphon (Powered Armor (Winged) & Speedster) - A Golden Hunter of Malva Battlesuit.  
  21. Gargoyle (Mystic Brick w/Body of Stone & Wings) - A teen champion. 

 

HDC Files & Backgrounds to follow. 

 

 

QM

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  • 3 weeks later...

Blindside 6E, Revised 

 

Blindside
 
Player: TheQuestionMan
 
Val Char Cost
20 STR 10
23 DEX 26
20 CON 10
15 BODY 5
23 INT 13
10 EGO 0
25 PRE 15
 
 
10/20 PD 8
10/20 ED 8
6 SPD 40
10 REC 6
40 END 4
40 STUN 10
 
60m RUN 8
4m SWIM 0
4m LEAP 0
Characteristics Cost: 213
 
Cost Power
Armored Costume, all slots OIF (-1/2)
3 1)  Audio Dampening: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
3 2)  Flare Compensation: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
3 3)  Low Light Lenses: Nightvision (5 Active Points); OIF (-1/2)
20 4)  Body Armor: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2)
Speedster Tricks, all slots Unified Power (-1/4)
6 1)  Running Up Buildings: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), Must Make at Least a Half-Move Each Phase (-1/4), Unified Power (-1/4)
4 2)  Swift Observation: +4 PER with Sight Group (8 Active Points); Costs Endurance (-1/2), Unified Power (-1/4)
11 3)  Quicker Than the Eye: Invisibility to Sight Group  (20 Active Points); Linked to Movement Power (-1/2), Unified Power (-1/4)
6 4)  Rapid Healing: Regeneration (1 BODY per Hour) (8 Active Points); Unified Power (-1/4)
3 5)  Quick Change: Cosmetic Transform 1d6 (any set of clothing into one costume), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target the clothes currently worn by character (-1/2), Unified Power (-1/4)
40 Speedster Powers: Multipower, 40-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (50 Active Points); all slots Unified Power (-1/4)
2f 1)  Clean Up Your Room!: Change Environment (clean things and perform similar tasks) (+1 Points of Telekinetic STR, Long-Lasting (see text) Permanent), Area Of Effect (16m Radius; +3/4) (37 Active Points); No Range (-1/2), Must Pass Through Intervening Space (-1/4), Unified Power (-1/4)
3f 2)  High-Velocity Phasing: Desolidification  (affected by sonic, vibration and sonic based attacks) (40 Active Points); Unified Power (-1/4)
1f 3)  Let's Wrap This Up: Entangle 4d6, 4 PD/4 ED (40 Active Points); OIF (materials of opportunity; -1/2), No Range (-1/2), Extra Time (Full Phase, at least a Full Phase, and often longer, depending on how long it takes to get the materials; -1/2), Defense Depends on Materials Used (-1/2), Unified Power (-1/4)
2f 4)  Hostage Rescue: Teleportation 10m, Position Shift, Limited Range (10m; +1/4), Usable As Attack (defense is Teleportation Powers or Power Defense; +1 1/4) (37 Active Points); Must Pass Through Intervening Space (-1/4), Unified Power (-1/4)
3f 5)  Super-Running: Running +40m (60m total) (40 Active Points); Unified Power (-1/4)
3f 6)  Over-Drive Running: Running 20m, MegaScale (1m = 1 km; +1) (40 Active Points); Unified Power (-1/4)
Powers Cost: 113
 
Cost Martial Arts Maneuver
Combat Training
4 1)  Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike
4 2)  Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3)  Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm
4 4)  Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 5)  Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
3 6)  Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls
8 7)  +2 HTH Damage Class(es)
1 8)  Weapon Element:  Clubs
Martial Arts Cost: 31
 
Cost Skill
3 Acrobatics 14-
0 Acting 8-
1 AK: Campaign City (Everyman Skill) 14-
3 Breakfall 14-
3 Charm 14-
3 Climbing 14-
3 Concealment 14-
0 Conversation 8-
3 Deduction 14-
3 Interrogation 14-
1 KS: The Criminal Underworld (Everyman Skill) 14-
0 Language:  English (completely fluent; literate) (4 Active Points)
0 Paramedics 8-
3 Persuasion 14-
1 PS: Ex-Gangster (Everyman Skill) 14-
3 Shadowing 14-
3 Stealth 14-
3 Streetwise 14-
3 Tactics 14-
3 Teamwork 14-
0 TF:  Small Motorized Ground Vehicles
1 WF:  Clubs, Fist-Loads, Handguns, Thrown Rocks, Unarmed Combat
Skills Cost: 43
 
 
 
Total Character Cost: 400
 
Pts. Disadvantage
10 Distinctive Features:  Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
10 Hunted:  Thunderbolt Infrequently (As Pow; Harshly Punish)
15 Hunted:  VIPER Infrequently (Mo Pow; Harshly Punish)
10 Psychological Complication:  Code vs Murder (Uncommon; Strong)
15 Psychological Complication:  Thrillseeker (Common; Strong)
15 Social Complication:  Secret ID (Ken Otomo) Frequently, Major
Disadvantage Points: 75
Base Points: 400
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
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Background/History: <<<Coming Soon>>>. 

 

Distant relation to The Protector's member Ace (To Serve and Protect).

 

Combines Martial Arts, Invisibility, and Speedster Powers. 

 

A former member of the San Francisco Yakuza.

 

Redeemed by the vigilant mentalist Mastermind (Enemies of San Angelo).

 

Power/Tactics: 

Mutant Psionic w/Speed Powers 

 

Martial Arts training 

 

Criminal career

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Spatha 5E, Revised

 
Player: Eddie
 
Val Char Cost
20 STR 10
23 DEX 39
20 CON 20
18 BODY 16
23 INT 13
11 EGO 2
25 PRE 15
18 COM 4
 
10/20 PD 6
10/20 ED 6
5 SPD 17
10 REC 4
40 END 0
40 STUN 2
 
10" RUN 8
2" SWIM 0
4" LEAP 0
Characteristics Cost: 162
 
Cost Power
Blood Powers
10 1)  Blood Toughness: Damage Resistance (10 PD/10 ED)
5 2)  Blood Calls to Blood: Detect Members of the Blood 14- (Unusual Group), Increased Arc Of Perception (360 Degrees), Sense (10 Active Points); Limited Power Blood Only (-1)
20 3)  Blessing of Azor: Force Field (10 PD/10 ED)
5 4)  Vision of the Blood: N-Ray Perception (Sight Group) (10 Active Points); Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2)
1 5)  Blood of Azor: Life Support  (Longevity: 200 Years)
40 Blood Powers: Multipower, 40-point reserve
2u 1)  Energy Sword Blunt: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), No Knockback (-1/4)
2u 2)  Energy Sword Edge: HKA 1d6+1 (2 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); No Knockback (-1/4)
2u 3)  Energy Sword Flare: Sight Group Flash 6d6, Personal Immunity (+1/4) (37 Active Points); No Range (-1/2)
2u 4)  Energy Sword Illumination: Sight Group Images x8" Radius (+3/4), +4 to PER Roll (38 Active Points); Only To Create Light (-1)
1u 5)  Aura of Azor: +25 PRE (25 Active Points); Only To Make Presence Attacks (-1/2), Costs Endurance (-1/2)
4u 6)  Energy Veil: Invisibility to Sight, Mental and Mystic Groups , Reduced Endurance (1/2 END; +1/4) (37 Active Points)
4u 7)  Healing Energy : Healing BODY 3d6+1, Can Heal Limbs (38 Active Points)
4u 8)  Combat: Teleportation 20" (40 Active Points)
4u 9)  Non-Combat: Teleportation 10", x8 Noncombat, Safe Blind Teleport (+1/4) (37 Active Points)
3u 10) Hostage Rescue: Teleportation 10", Position Shift, Limited Range (10m; +1/4), Usable As Attack (defense is Teleportation Powers or Power Defense; +1 1/4) (37 Active Points); Must Pass Through Intervening Space (-1/4)
Powers Cost: 109
 
Cost Martial Arts Maneuver
Blood Combat Training
4 1)  Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
4 2)  Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3)  Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm
4 4)  Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 5)  Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on
3 6)  Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
1 7)  Weapon Element:  Hand To Hand, PSI Blade
Martial Arts Cost: 23
 
Cost Skill
3 Acrobatics 14-
0 Acting 8-
1 AK: Campaign City (Everyman Skills) 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 14-
0 Conversation 8-
3 Deduction 14-
3 High Society 14-
3 Interrogation 14-
1 Language:  Ean (basic conversation)
0 Language:  English (idiomatic; literate) (5 Active Points)
0 Paramedics 8-
3 Persuasion 14-
1 PS: Bodyguard (Everyman Skill) 14-
3 Scholar
1 1)  KS: Criminal Law & Procedure (2 Active Points) 11-
1 2)  KS: Ean & the Blood Folklore (2 Active Points) 11-
2 3)  KS: The Criminal Underworld (3 Active Points) 14-
1 4)  KS: The Law Enforcement World (2 Active Points) 11-
0 5)  KS: The Superhuman World (Everyman Skill) 11-
3 Seduction (Charm) 14-
3 Shadowing 14-
3 Stealth 14-
3 Streetwise 14-
3 Tactics 14-
3 Teamwork 14-
0 TF:  Common Motorized Ground Vehicles, Everyman Skill
0 WF:  Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat
Skills Cost: 53
 
 
 
Total Character Cost: 347
 
Pts. Disadvantage
10 Distinctive Features:  Mystic Aura & Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15 Enraged:  When Inncents Harmed (Take BODY) (Uncommon), go 11-, recover 11-
15 Hunted:  Affrighter 11- (As Pow; Harshly Punish)
15 Hunted:  The Blackguard (Bloodletters) 8- (Mo Pow; Harshly Punish)
15 Psychological Limitation:  Code vs Murder (Common; Strong)
5 Psychological Limitation:  Fear of Insanity (Uncommon; Moderate)
15 Psychological Limitation:  Noble Oblige (Common; Strong)
15 Psychological Limitation:  Thrillseeker (Common; Strong)
10 Reputation:  Reformed Supervillain, 11-
15 Social Limitation:  Secret ID (Frequently; Major)
10 Vulnerability:  2 x Effect Energy Drains (Uncommon)
10 Vulnerability:  2 x STUN Energy Killing Attacks (Uncommon)
Disadvantage Points: 150
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
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  • 2 weeks later...

Street Angel

DagR "Dag" Bowen
 
VAL CHA Cost Roll Notes
20 STR 10 13- HTH Damage 4d6  END [2]
23 DEX 26 14-
20 CON 10 13-
23 INT 13 14- PER Roll 14-
10 EGO 0 11-
25 PRE 15 14- PRE Attack: 5d6
8 OCV 25
8 DCV 25
0 OMCV -9
6 DMCV 9
5 SPD 30 Phases:  3, 5, 8, 10, 12
10 PD 8 10/20 PD (0/10 rPD)
10 ED 8 10/20 ED (0/10 rED)
10 REC 6
40 END 4
15 BODY 5
40 STUN 10
 
Movement Cost Meters Notes
RUNNING 8 20m/40m END [2]
SWIMMING 0 4m/8m END [1]
LEAPING 0 20m 20m forward, 10m upward
 
 
 
 
 
Characteristics Total: 203
 
Cost Powers
Living Light Physiology, all slots Unified Power (Light Powers) (-1/4) - END=
8 1)  Enhanced Stamina: +10 REC (10 Active Points); Unified Power (Light Powers) (-1/4) - END=
6 2)  Enhanced Endurance: +40 END (8 Active Points); Unified Power (Light Powers) (-1/4) - END=
4 3)  Light Enhanced: Nightvision (5 Active Points); Unified Power (Light Powers) (-1/4) - END=0
8 4)  Bright Eyes: Sight Group Flash Defense (10 points) (10 Active Points); Unified Power (Light Powers) (-1/4) - END=0
24 5)  Photonic Shield: Resistant Protection (10 PD/10 ED) (30 Active Points); Unified Power (Light Powers) (-1/4) - END=0
 - END=
32 Living Light Manipulation: Multipower, 40-point reserve,  (40 Active Points); all slots Unified Power (Light Powers) (-1/4) - END=
3f 1)  Bolt: Energy Blast 8d6 (40 Active Points); Unified Power (Light Powers) (-1/4) - END=4
3f 2)  Blast: Killing Attack - Ranged 3d6-1 (40 Active Points); Unified Power (Light Powers) (-1/4) - END=4
3f 3)  Flare: Sight Group Flash 8d6 (40 Active Points); Unified Power (Light Powers) (-1/4) - END=4
2f 4)  Create Light: Sight Group Images, +4 to PER Roll, Reduced Endurance (1/2 END; +1/4), Area Of Effect (8m Radius; +1/2) (38 Active Points); Only To Create Light (-1), Unified Power (Light Powers) (-1/4) - END=1
2f 5)  Blinding Light: Darkness to Sight Group 6m radius, Personal Immunity (+1/4) (37 Active Points); No Range (-1/2), Unified Power (Light Powers) (-1/4) - END=4
3f 6)  Body of Light: Desolidification  (40 Active Points); Unified Power (Light Powers) (-1/4) - END=4
2f 7)  Lightbending: Invisibility to Sight Group , No Fringe (30 Active Points); Unified Power (Light Powers) (-1/4) - END=3
3f 8)  Healing: Healing BODY 3d6+1, Can Heal Limbs (38 Active Points); Unified Power (Light Powers) (-1/4) - END=4
2f 9)  Restoration: Aid  END & STUN 4d6, Expanded Effect (x2 Characteristics) (+1/2) (36 Active Points); Only Restores to Starting Values (-1/2), Unified Power (Light Powers) (-1/4) - END=4
3f 10) Detoxification: Major Transform 4d6 (Sick Person Into Well Person) (40 Active Points); Unified Power (Light Powers) (-1/4) - END=4
 - END=
Intensive Training - END=
4 1)  Parkour Expert: Clinging (normal STR) (10 Active Points); Not on Smooth Surfaces (-1/2), Costs Endurance (-1/2), Cannot Resist Knockback (-1/4) - END=1
8 2)  Parkour Expert: Leaping +16m (20m forward, 10m upward) - END=1
 
Powers Total: 120
 
Cost Martial Arts
Jeet Kun Do
4 1)  Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2)  Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll
4 3)  Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 4)  Joint Lock/Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on
5 5)  Kick:  1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
4 6)  Punch:  1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
3 7)  Throw:  1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls
 
Martial Arts Total: 27
 
Cost Skills
3 Acrobatics 14-
0 Acting 8-
3 AK: Campaign City 14-
3 Breakfall 14-
3 Charm 14-
3 Climbing 14-
3 Concealment 14-
0 Conversation 8-
3 Deduction 14-
3 Interrogation 14-
3 KS: The Criminal Underworld 14-
2 KS: The Law Enforcement World 11-
2 KS: The Superhuman World (Everyman Skill) 14-
0 Language:  English (completely fluent; literate) (4 Active Points)
0 Paramedics 8-
3 Persuasion 14-
1 PS: Dancer (Everyman Skill) 14-
0 Shadowing 8-
3 Stealth 14-
3 Streetwise 14-
3 Tactics 14-
3 Teamwork 14-
0 TF:  Everyman Skill, Small Motorized Ground Vehicles
0 WF:  Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat
 
Skills Total: 47
 
 
Cost Talents
3 +1/+1d6 Striking Appearance (vs. all characters)
 
Talents Total: 3
 
Value Complications
0 Dependent NPC:  Tandy Bowen (Depowered) Infrequently (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills)
10 Distinctive Features:  Mystic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15 Psychological Complication:  Code vs Murder (Uncommon; Total)
5 Hunted:  Shadow of Fear Infrequently (As Pow; Mildly Punish)
10 Psychological Complication:  Distrust of Authority Figures (Common; Moderate)
15 Psychological Complication:  Protective of the Innocent (Common; Strong)
15 Social Complication:  Secret Identity Frequently, Major
5 Vulnerability:  1 1/2 x Effect Darkness Powers (Uncommon)
 
Complications Points: 75
 
Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400
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