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  1. Against the Black Tide NPC: Valaldómion (Sample Human Mutant)

    Sample character as NPC for Fantasy Campaign based on Monster Hunter International rules

    22 downloads

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  2. Against the Black Tide NPC: Laerilla (Sample Human Normal w Corruptive)

    Sample character as NPC for Fantasy Campaign based on Monster Hunter International rules

    23 downloads

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  3. Silk Detective and her Dragon multiform 400pts 6th ed

    Detective/ Scientist/Gunslinger and her multiform a Dragon
    Silk just by herself
     
    Silk Detective
     
     
     

    575]Val Char Cost Roll Notes
    575] 15 STR 5 12- Lift 200.0kg; 3d6 [1]
    575] 18 DEX 16 13- OCV: 8/DCV: 7
    575] 25 CON 15 14-
    575] 18 INT 8 13- PER Roll 13-
    575] 13 EGO 3 12- ECV: 1 - 3
    575] 13 PRE 3 12- PRE Attack: 2 ½d6  

    575] 8 OCV 25
    575] 7 DCV 20
    575] 1 OMCV -6
    575] 3 DMCV 0
    575] 4 SPD 20 Phases: 3, 6, 9, 12  

    575]2+23 PD 0 Total: 2/25 PD (0/15 rPD)
    575]2+23 ED 0 Total: 2/25 ED (0/15 rED)
    575] 10 REC 6
    575] 20 END 0
    575] 10 BODY 0
    575] 40 STUN 10 Total Characteristic Cost: 123  
    Movement: Running: 12m/24m
    Leaping: 2m/4m
    Swimming: 2m/4m
    Teleportation: 45m/90m
    Tunneling: 12m/24m
     
     

    Cost Powers END
    Aquired knowledge(,alien,super tech), all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Unified Power (-¼), Only In Alternate Identity (-¼)
    24 1) Force field: Resistant Protection (15 PD/15 ED) (Protect Carried Items) (55 Active Points) 0
    11 2) Force Field: (Total: 28 Active Cost, 11 Real Cost) +8 PD (Real Cost: 8) plus +8 ED (Real Cost: 8) plus +7 Mental Defense (7 points total) (7 Active Points) (Real Cost: 3) plus Power Defense (5 points) (5 Active Points) (Real Cost: 2) 0
    7 3) LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (17 Active Points) 0  
     

    51 Custom M1911a1 .45 Pistols w/ child safe interlocks: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots Restrainable (-½), Unified Power (-¼)
    3f 1) Mercy rounds single target Neural suppessor: Mental Blast 6d6, Alternate Combat Value (uses OCV against DCV; +0) (60 Active Points) 0
    2f 2) Mercy Rounds Cone Neural suppessor: Mental Blast 3d6+1, Area Of Effect Nonselective (64m Cone; +¾) (58 Active Points); No Range (-½), Extra Time (Full Phase, -½) 0
    2f 3) Force field jacketed shape charge rounds: Killing Attack - Ranged 1d6, Affects Desolidified Any form of Desolidification (+½), Penetrating (x2; +1), Area Of Effect (64m Radius; +1 ¼), Selective (+¼) (60 Active Points); No Range (-½), Extra Time (Full Phase, -½) 0
    3f 4) Depleted Uranium ammo: RKA 4d6 (60 Active Points) 0
    3f 5) Blasting holes in walls: Tunneling 12m through 24 PD material (60 Active Points) 0  

    34 Gloves and belt extra dimensional manipulation equipment: Multipower, 60-point reserve, (60 Active Points); all slots IIF (-¼), 8 clips of 4 Charges (-¼), Gestures (-¼)
    4f 1) Combat porting 1: Teleportation 45m, No Relative Velocity, Position Shift (60 Active Points) 0
    4f 2) Short ranged Non-combat teleporting: Teleportation 9m, No Relative Velocity, x16 Noncombat, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (59 Active Points) 0
    4f 3) Global teleporting: Teleportation 10m, No Relative Velocity, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾) (60 Active Points) 0  

    Gloves and belt extra dimensional manipulation equipment, all slots IIF (-¼), Gestures (-¼), 8 clips of 4 Charges (-¼)
    8 1) Teleportation: Floating Fixed Location (3 Locations) (15 Active Points) 0
    9 2) Extra dimensional space: Custom Power (35 Active Points); Increased Endurance Cost (x3 END; -1), Extra Time (Extra Phase, -¾), Costs Endurance (-½) 9
    Notes: area 64 cubic meters 4x8x2h
    3 Basic Strike +1 +0 10d6 Strike
    4 Martial Escape +0 +0 55 STR vs. Grabs
    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
    20 +5 HTH Damage Class(es)  

    Talents
    20 Universal Scientist 13-  

    Skills
    2 WF: Small Arms
    10 TF: Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Ground Vehicles, Large Planes, Small Military Ships, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
    0 Everyman skills
    0 1) AK: USA 8-
    0 2) Acting 8-
    0 3) Climbing 8-
    0 4) Conversation 8-
    0 5) PS: Archeologist 11-
    0 6) Language: English (idiomatic; Everyman, literate)
    0 7) Paramedics 8-
    0 8) Persuasion 8-
    0 9) Shadowing 8-
    0 10) TF: Everyman, Small Motorized Ground Vehicles
    0 Normal skills
    3 Analyze: Tech 13-
    3 Combat Driving 13-
    3 Combat Piloting 13-
    3 Stealth 13-
    3 Computer Programming 13-
    3 Concealment 13-
    3 Criminology 13-
    3 Deduction 13-
    3 Electronics 13-
    3 Super Tech: Inventor 13-
    3 Mechanics 13-
    3 Navigation 13-
    3 Systems Operation 13-
    2 Weaponsmith (Firearms) 13-
    3 Her Pistols: +1 with a small group of attacks  
    Total Powers & Skill Cost: 277
    Total Cost: 400
     
     

    400+ Matching Complications
    15 Enraged: If refered to as a mad scientist (Uncommon), go 11-, recover 11-
    15 Hunted: SUSHI Infrequently (Mo Pow; Harshly Punish)
    15 Hunted: Nazis Infrequently (Mo Pow; Harshly Punish)
    15 Psychological Complication: Hates Nazis (Common; Strong)
    15 Psychological Complication: Loves to discover stuff and explore (Common; Strong)  

    Total Complications Points: 400  
    EQUIPMENT CARRIED
     
     
    Equipment END
     
     
    Background/History: Curiosity has nearly killed her many a time and she just keeps proving Nietzsche right "That which does not kill us makes us stronger"
     
    Child of an explorer who always got into trouble
    And a knack for figuring stuff out
     
    Personality/Motivation: thrill seeker and explorer
     
    Quote: let me have a look at that
    you get it to work by doing pushing this button
    this is one of those "man was never suppose to know kind of things"good thing I'm a woman
     
    Powers/Tactics: Gunslinger
    Martial artist
    Teleporter
     
    Campaign Use: Detective
    Scientist
     
    Appearance: late 20's

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  4. Ghost Cat

    Demi Brick MA
     
    Ghost Cat
     
     
     

    Val Char Cost Roll Notes
    45 STR 5 18- Lift 12.8tons; 9d6 [1]
    18 DEX 16 13- OCV: 8/DCV: 8
    25 CON 15 14-
    18 INT 8 13- PER Roll 13-
    10 EGO 0 11- ECV: 1 - 1
    13 PRE 3 12- PRE Attack: 2 ½d6
    8 OCV 25
    8 DCV 25
    1 OMCV -6
    1 DMCV -6
    6 SPD 40 Phases: 2, 4, 6, 8, 10, 12
    25 PD 0 Total: 25 PD (10 rPD)
    25 ED 0 Total: 25 ED (10 rED)
    15 REC 11
    50 END 6
    10 BODY 0
    50 STUN 15 Total Characteristic Cost: 157 Movement: Running: 40m/65m/160m/260m
    Flight: 18m/144m
    Leaping: 50m/104m/100m/208m
    Swimming: 4m/8m
     
     

    Cost Powers END
    34 Nanite and genetic construct manipulation: Multipower, 43-point reserve, (43 Active Points); all slots Unified Power (-¼)
    2f 1) Fur Ball Cat fight: Area Of Effect (4m Radius; engaging all targets in an 4m radius; +¼), Selective (+¼) for up to 50 Active Points of Fast Strike +2 OCV 8DCs,Legsweep +2 OCV -1 DCV,9DCs,Takeaway 50 Str, Variable Special Effects (Limited Group of SFX; Martial maneuvers; +¼) (31 Active Points); Restrainable (-½) 3
    3f 2) Running +25m (40m/65m total), x4 Noncombat, Reduced Endurance (½ END; +¼) (40 Active Points) 1
    3f 3) Leaping +54m (50m/104m forward, 25m/52m upward) (Accurate), Reduced Endurance (½ END; +¼) (40 Active Points) 1
    3f 4) Desolidification (affected by area effects) (40 Active Points) 4
    3f 5) Shape Shift (Sight, Touch and Hearing Groups, limited group of shapes), Imitation, Costs END Only To Change Shape (+¼) (41 Active Points) 3  

    Nanite ,alien tech enhancements, all slots Unified Power (-¼)
    4 1) Sharp claws and knows to use them: Killing Attack - Hand-To-Hand 1 point (3d6+1 w/STR) (5 Active Points) 1
    Notes: 4d6-1 HKA with fast strike
    24 2) Resistant Protection (10 PD/10 ED) (30 Active Points) 0
    20 3) (Total: 26 Active Cost, 20 Real Cost) +13 PD (Real Cost: 13) plus +13 ED (Real Cost: 13) 0
    11 4) Infrared Perception (Sight Group), Discriminatory, Partially Penetrative, Tracking (20 Active Points); Lockout (-½) 0
    Notes: Normal Vision locks out -- cannot see usual details, read, see pictures or images, etc.
    36 5) +30 STR, Reduced Endurance (0 END; +½) (45 Active Points)
    4 6) Power Defense (5 points) (5 Active Points) 0
    4 7) Mental Defense (5 points total) (5 Active Points) 0
    13 8) Regeneration (1 BODY per Turn) (16 Active Points) 0
    8 9) Clinging (normal STR) (10 Active Points) 0
    25 10) Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 400 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) (31 Active Points) 0  
     

    4 Fast Strike +2 +0 11d6 Strike
    3 Legsweep +2 -1 10d6 Strike, Target Falls
    4 Martial Escape +0 +0 60 STR vs. Grabs
    1 Weapon Element: Claws  

    Talents
    6 +2/+2d6 Striking Appearance (vs. all characters)  

    Skills
    0 Pre based skills may add +2 for Striking Appearence
    3 Charm 12-
    5 Acting 13-
    0 Dex based
    3 1) Breakfall 13-
    3 2) Stealth 13-
    0 Int based
    3 1) Concealment 13-
    3 2) Deduction 13-
    3 3) Mimicry 13-
    2 4) Navigation (Land) 13-
    3 5) Security Systems 13-
    0 Everyman skills
    0 1) Climbing 8-
    0 2) Conversation 8-
    0 3) AK: USA 8-
    0 4) Criminology (Custom Adder) 10-
    Notes: Carry over memories from Silk Detective
    0 5) Language: English (idiomatic; literate) (5 Active Points)
    0 6) Paramedics 8-
    0 7) Persuasion 8-
    0 8) Shadowing 8-
    0 9) TF: Custom Adder, Small Motorized Ground Vehicles  
    Total Powers & Skill Cost: 243
    Total Cost: 400
     
     

    400+ Matching Complications
    5 Distinctive Features: Mystically Active / Nanotech Infused (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
    10 Hunted: Tech Villians Infrequently (As Pow; Numerous/Various; Capture / Study)
    20 Hunted: CIA Frequently (Mo Pow; NCI; PC's ID Known to Watcher; Watching)
    0 Hunted: Guardian Program Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching; Custom Adder)
    10 Psychological Complication: Aversion to Killing (Common; Moderate)
    10 Social Complication: Emotionally Detached Frequently, Minor
    Notes: Because her memories are not <i>actually</i> her own, there is a slight, subtle, but distinct detachment between what happens and how Ghost Cat reacts. She does not usually <i>react</i> incorrectly, but there's often a slight hesitation between action and reaction that would not be there in a 'normal' human. As she gets older and claims more experience, this will be able to be bought off -- but because of it, people tend to be just a <i>touch</i> uneasy around her.
    10 Psychological Complication: Striving to Be More Human (Common; Moderate)
    Notes: Because she <b>is</b> still learning how to be 'herself', Ghost Cat can sometimes be manipulated by suggesting to her that 'real humans react X way'. This has the potential to lead her into trouble, but it isn't likely to lead her into BAD trouble ...
    10 Physical Complication: Affected as both Human and Machine re: Mental Powers (Infrequently; Slightly Impairing)
    Notes: Due to the fact that she is not just human but also highly infused with nanobots, Ghost Cat can be affected by mental powers that target either humans (her brain), or machines (her nanobots, which then control her brain).  

    Total Complications Points: 400  
     
    Background/History: Maggie May is a human genetic,nanite and alien tech construct done by the original Silk Detective just after WW2 with technology SD captured from the Nazis and others
    Maggie was created as a decoy so the real SD could retire
    The basis of Maggie is DNA from SD along with the Ubermensh project the Nazis had been working on during the war
     
    SD found that she did not need to use Maggie,but she did want a child
    so she arranged for Maggie's paper work with the OSS(now the CIA)
    Maggie appears as a 22 yr old woman
    she has all of SD's memories but knows they are false but they give her a working template to grow on
     
    Now with the sudden disappearance of SD the CIA has suggested that GC join the(insert group name here) to complete her training and be part of a bigger picture
     
    Personality/Motivation: wants to do the right thing
     
    Quote: shush
     
    Powers/Tactics: Demi brick
    Stealth
    Detective
     
    Campaign Use:
     
    Appearance: appears to be 22 but is 2 yrs old
    36d-24-36

    99 downloads

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  5. Precision 400pts 6th ed

    Martial Artist w/telekinetic and telepathic abilities
    Ranged through manifesting a telekinetic cloak
     
     
    Precision
     
     

    Val Char Cost Roll Notes
    30 STR 5 15- Lift 1600.0kg; 6d6 [1]
    18 DEX 16 13- OCV: 9/DCV: 9
    25 CON 15 14-
    18 INT 8 13- PER Roll 13-
    13 EGO 3 12- ECV: 1 - 3
    18 PRE 8 13- PRE Attack: 3 ½d6  

    9 OCV 30
    9 DCV 30
    1 OMCV -6
    3 DMCV 0
    5 SPD 30 Phases: 3, 5, 8, 10, 12  

    8+12 PD 6 Total: 8/20 PD (0/12 rPD)
    8+12 ED 6 Total: 8/20 ED (0/12 rED)
    10 REC 6
    50 END 6
    10 BODY 0
    50 STUN 15 Total Characteristic Cost: 178  
    Movement: Running: 12m/24m
    Flight: 43m/172m
    Leaping: 4m/8m
    Swimming: 4m/8m
     

    Cost Powers END
    Telepathic and telekinetic enhacement of his body, all slots Unified Power (-¼)
    18 1) Telekinetic enhancement: +15 STR, Reduced Endurance (0 END; +½) (22 Active Points)
    32 2) Telekinetic Radar : Detect A Class Of Things Objects 14- (Touch Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Partially Penetrative, Targeting, Telescopic: +5, Transmit (41 Active Points) 0
    29 3) Telekinetic shielding: Resistant Protection (12 PD/12 ED) (36 Active Points) 0
    8 4) Telepathic Shielding: Mental Defense (10 points total) (10 Active Points) 0
    8 5) Telekinetic shielding: Power Defense (10 points) (10 Active Points) 0
    13 6) Sub conscience telekinetic repair: Regeneration (1 BODY per Turn) (16 Active Points) 0
    8 7) Clinging (normal STR) (10 Active Points) 0
    8 8) Telepathic Awareness: Defense Maneuver I-IV (10 Active Points)

    48 Telekinetic Cloak Manifestation : Multipower, 60-point reserve, (60 Active Points); all slots Unified Power (-¼)
    4v 1) Cloak stretching abilities: Stretching 30m, x2 body dimension, Reduced Endurance (½ END; +¼) (44 Active Points); Limited Power Power loses about a fourth of its effectiveness (no fine manipulation; -¼), Limited Body Parts (arms only; -¼), No Velocity Damage (-¼) 1
    1f 2) Hardening the corners(30m range): HKA 1d6 (3d6 w/STR) (15 Active Points) 1
    Notes: 4d6 HKA when adding in martial arts
    5f 3) Puffer fish spikes attack: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Reduced Endurance (½ END; +¼), Penetrating (+½), Area Of Effect (30m Radius; +1), Selective (+¼) (60 Active Points) 2
    3f 4) Shocking Pufferfish Attack: HKA 1d6+1 (2d6 w/STR), +2 Increased STUN Multiplier (+½), Area Of Effect (30m Radius; +1), Selective (+¼) (55 Active Points); Limited Power Power loses about a third of its effectiveness (Does no body; -½) 5
    3f 5) Mental Puffer fish attack: Blast 3 ½d6, Attack Versus Alternate Defense (ED; Vs Menbtal Def; +1), Area Of Effect (30m Radius; +1), Selective (+¼) (58 Active Points); No Range (-½) 6
    4f 6) Mental spike: Blast 4d6+1, Armor Piercing (+¼), No Range Modifier (+½), Attack Versus Alternate Defense (ED; Mental Def; +1) (60 Active Points); Limited Range (30m; -¼) 6
    5f 7) Telekinetic: Flight 43m, x4 Noncombat, Reduced Endurance (½ END; +¼) (60 Active Points) 2
    Notes: 143 mph at spd 5 114.67 at spd 4

    Equipment
    5 1) Armored Costume : Resistant Protection (6 PD/6 ED) (18 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Does not stack w/ other resistant def; -1 ½), Only In Alternate Identity (-¼), Perceivable (-¼), Requires A Roll (14- roll; -¼) 0
    13 2) Armored Costume: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½) 0
    Precision MA
    Maneuver OCV DCV Notes
    1 Weapon Element: Default Element(empty hand), Whips(cloak)
    2 Weapon Element: Blades, Clubs
    4 Fast Strike +2 +0 12d6 Strike
    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
    3 Legsweep +2 -1 11d6 Strike, Target Falls
    4 Martial Escape +0 +0 65 STR vs. Grabs
    3 Martial Throw +0 +1 10d6 +v/10, Target Falls
    5 Takeaway +0 +0 Grab Weapon, 60 STR to take weapon away
    16 +4 HTH Damage Class(es)  

    Talents
    0 Precision Talents
    3 1) just a little handsome: +1/+1d6 Striking Appearance (vs. all characters)  

    Skills
    0 Precision Skills
    3 1) Acrobatics 13-
    3 2) Acting 13-
    3 3) Breakfall 13-
    3 4) Climbing 13-
    3 5) Charm 13-
    3 6) Combat Driving 13-
    3 7) Combat Piloting 13-
    3 8) Conversation 13-
    3 9) Deduction 13-
    3 10) Disguise 13-
    3 11) Electronics 13-
    3 12) Inventor 13-
    3 13) Mechanics 13-
    3 14) Navigation 13-
    3 15) Power 11-
    3 16) Shadowing 13-
    3 17) Stealth 13-
    3 18) Streetwise 13-
    10 19) TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Planes, Parachuting, Basic, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
    4 20) WF: Common Melee Weapons, Small Arms
    0 everyman skills
    0 AK: California USA (Custom Adder) 11-
    0 KS: Stunt Gags (Custom Adder) 11-
    0 PS: Stuntman 11-
    0 Language: English (idiomatic; Everyman, literate)
    0 Persuasion 8-  
    Total Powers & Skill Cost: 329
    Total Cost: 507
     

    500+ Matching Complications
    0 Precision Complications
    30 1) Hunted: Men in Black Very Frequently (Mo Pow; NCI; Harshly Punish)
    10 2) Hunted: Eden Institute Frequently (Mo Pow; Watching)
    15 3) Psychological Complication: Not a murder but will kill to protect (Common; Strong)
    15 4) Psychological Complication: Loves playing it flashy swashbuckler type (Common; Strong)
    Notes: This Disadvantage is most appropriate for male characters. This character feels that an exciting and adventuresome life is the only life to live. The character regularly trades jibes with friends, but accepts no insult from strangers. He lives to sweep women off their feet (and does so with style, of course) with poetry and flowers. The character will accept any challenge, no matter what the odds. He fights aggressively and confidently. In order to avoid acting in this manner, the character must make an Ego Roll. This Disadvantage works well with Fearless and Showoff.
    15 5) Psychological Complication: Fearless (Common; Strong)
    Notes: Such a character risks himself without a thought to his own survival. He takes no consideration of the odds against him, or what might happen to him if he fails. He simply does what he does with no fear. Such a character wouldn't hesitate to enter a burning building, or skydive off of a skyscraper, or go toe to toe with a foe when he knew he was outmatched. At the Strong level, the character must make an Ego Roll in order to consider the potential danger. At Total commitment the character is completely oblivious to danger in all but the most dire of situations, and even in those he must make an Ego Roll.
    10 6) Rivalry: Professional, Men in Black, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
    5 7) Rivalry: Professional (other swashbuckler types), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
    7 Experience Points  

    Total Complications Points: 507  
    EQUIPMENT CARRIED
     
     
    Equipment END
    Vehicles x8 200pt base
    Mimicry 13-
    Persuasion 13-
    Concealment 13-
    +2/+2d6 Striking Appearance (vs. all characters)
     
    Background/History: Robert Mitchell is a stuntman
     
    Since finding out he has super powers( he landed badly and broke his ankle only to find it mostly healed by the time the stunt crew got to him )
    Robert has been secretly testing out what he can do,and taking riskier stunts
     
    The most visible effect is his ability to manifest a cloak and mask(too many Zorro ,Scarlet Pimpernel,Errol Flynn movies)that moves and stretches itself at Robert's beck and call
     
    doing many different effect including flight
     
    Stretching cloak as far as 30m
     
    forming various types of spikes some lethal some not
     
    Personality/Motivation: Swashbuckler daredevil type
     
    Quote: Watch this
     
    Powers/Tactics:
     
    Campaign Use: hand to hand to med range combatant
    stealth

    92 downloads

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  6. Wraith 400pts 6th ed

    Gravity based Brick using a spooky motif
     
    WRAITH
     
    Val Char Cost Roll Notes
    15+45 STR 5 12- / 21- Lift 200.0kg/102.4tons; 3d6/12d6 [1]
    18 DEX 16 13- OCV: 3/9/DCV: 3/6
    10+15 CON 0 11- / 14-
    18 INT 8 13- PER Roll 13-
    12 EGO 2 11- ECV: 1 - 1
    13 PRE 3 12- PRE Attack: 2 ½d6
     
    3+6 OCV 0
    3+3 DCV 0
    1 OMCV -6
    1 DMCV -6
    2+2 SPD 0 Phases: 6, 12/3, 6, 9, 12
     
    20 PD 0 Total: 20 PD (15 rPD)
    20 ED 0 Total: 20 ED (15 rED)
    4+11 REC 0
    20+30 END 0
    11 BODY 1
    20+30 STUN 0 Total Characteristic Cost: 23
     
    Movement: Running: 12m/24m
    Flight: 53m/106m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 5m/10m
    Tunneling: 6m/12m
     
    Cost Powers END
    Mutation:Graviton energy form, all slots OIAID (-¼), Unified Power (-¼)
    53 1) Flight 53m, Costs Endurance Only To Activate (+¼), Usable [As Second Mode Of Movement] (Underwater; +¼) (79 Active Points) 7
    45 2) +45 STR, Reduced Endurance (0 END; +½) (67 Active Points); Unified Power (-¼)
    20 3) +6 OCV (30 Active Points)
    10 4) +3 DCV (15 Active Points)
    10 5) +15 CON (15 Active Points)
    13 6) +2 SPD (20 Active Points)
    7 7) +11 REC (11 Active Points)
    10 8) +30 STUN (15 Active Points)
    4 9) +30 END (6 Active Points)
    29 10) Gravitic perception: Detect A Large Class Of Things 13- (Touch Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Partially Penetrative, Range, Targeting, Telescopic: +6 (43 Active Points) 0
    13 11) Knockback Resistance -20m (20 Active Points) 0
    7 12) Teleportation: Floating Fixed Location (2 Locations) (10 Active Points) 0
     
    Muation:Graviton energy form, all slots Unified Power (-¼), Perceivable (-¼), Only In Alternate Identity (-¼)
    19 1) LS (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; 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) (34 Active Points) 0
    26 2) Resistant Protection (15 PD/15 ED) (45 Active Points) 0
    2 3) +3 PD (3 Active Points)
    2 4) +3 ED (3 Active Points)
    5 5) Power Defense (9 points) (9 Active Points) 0
     
    40 Multipower, 60-point reserve, (60 Active Points); all slots Unified Power (-¼), Only In Alternate Identity (-¼)
    4f 1) Gravtic crush: Drain BODY 6d6 (60 Active Points) 6
    4f 2) Warping the EM spectrum: Invisibility to Sight, Radio and Hearing Groups , No Fringe, Reduced Endurance (0 END; +½) (60 Active Points) 0
    4f 3) Gravitic warping of time and space: Teleportation 5m, No Relative Velocity, x2 Increased Mass, MegaScale (1m = 10,000 km; +2) (60 Active Points) 6
    4f 4) Tunneling 6m through 21 PD material, Costs Endurance Only To Activate (+¼) (60 Active Points) 5
    3f 5) Gravity field: Area Of Effect (16m Radius; +¾), Selective (+¼) for up to 48 Active Points of Strength (48 Active Points) 5
     
     
    Perks
    5 Money: Well Off
     
    Talents
    6 +2/+2d6 Striking Appearance (vs. all characters)
     
    Skills
     
    3 Concealment 13-
    3 Criminology 13-
    3 Deduction 13-
    3 Forensic Medicine 13-
    5 Horror writer: PS 14-
    3 Navigation 13-
    3 Scholar
    1 1) All the worlds monster of myth,legend of earth: KS (2 Active Points) 11-
    1 2) Criminal Law and Procedures: KS (2 Active Points) 11-
    1 3) Criminal Underworld: KS (2 Active Points) 11-
    1 4) Current Events: KS (2 Active Points) 11-
    1 5) Law Enforcement World: KS (2 Active Points) 11-
    1 6) Literature (Horror fiction): KS (2 Active Points) 11-
    3 Streetwise 12-
    0 Everyman skills
    0 1) Conversation 8-
    0 2) Language: English (idiomatic; literate) (5 Active Points)
    0 3) Climbing 8-
    0 4) AK: USA 8-
    0 5) Paramedics 8-
    0 6) Persuasion 8-
    0 7) Comic artist: PS (Custom Adder) 11-
    0 8) TF: Custom Adder, Small Motorized Ground Vehicles
     
    Total Powers & Skill Cost: 377
    Total Cost: 400
     
    400+ Matching Complications
    15 Dependent NPC: Editor Infrequently (Incompetent; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
    20 Enraged: if normals are endangered (Common), go 11-, recover 11-
    10 Psychological Complication: Code vs killing (Common; Moderate)
    10 Psychological Complication: Loves playing up the spooky motif (Common; Moderate)
    10 Psychological Complication: hates dealing with incompetence (Uncommon; Strong)
    5 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
    5 Distinctive Features mental energy attraction: detectable by mental sense (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
     
    Total Complications Points: 400
     
    Background/History: Rena is a ,but has only had her powers for a year though she is in her late 20's
    she has had good success writing horror/action books(3 books since she started at 25)
    she has taken the past year to learn and develop her powers and the Wraith persona
    she has yet to make an appearance in public
    Before her writing career took of Rena worked as a Crime scene Investigator
     
    Personality/Motivation: thrill seeker
    a way to expand her writings
    develope a new character to write about
     
    Quote: she is generally silent
     
    Powers/Tactics: Str 55:just pretty much brick tactics
    Flight:flys upright and strides when moving
    She becomes an semi solid energy being when powered up
    N-ray perception:mass detection based on touch(and can easily id targets by it)
    Speed:she is using gravity to warp time/space(slowing everything vs her)
    Teleportation:using gravity to warp 2 points in space
    Drain:she is creating an intense gravity field to crush her target into a singlularity(think of a sub going past crush depth)
    Tunneling:just a movement version of Drain
    Knockback resistance:using gravity to lock her in place
    Invisibility:expanding and refining of her skin tight field to include her clothing
     
    Campaign Use: Flying Brick
    Transport
     
    Appearance: 34c-22-35
    she looks like a set of animated clothing(nobody looks to be in the clothing but they look as if being worn)
    when in her energy form she looks like a very strong heat shimmer(a very bad invisiblity fringe effect visible beyong 2m)
    see picture

    84 downloads

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  7. Blip 6th ed 400p pts w/ VPP

    Teleporting MA
     
     
    Blip
     
     

    Val Char Cost Roll Notes
    25 STR 15 14- Lift 800.0kg; 5d6 [2]
    18 DEX 16 13- OCV: 9/DCV: 10
    25 CON 15 14-
    18 INT 8 13- PER Roll 13-
    10 EGO 0 11- ECV: 1 - 1
    10 PRE 0 11- PRE Attack: 2d6
    9 OCV 30
    10 DCV 35
    1 OMCV -6
    1 DMCV -6
    4 SPD 20 Phases: 3, 6, 9, 12
    22 PD 0 Total: 22 PD (12 rPD)
    22 ED 0 Total: 22 ED (12 rED)
    10 REC 6
    45 END 5
    12 BODY 2
    45 STUN 13 Total Characteristic Cost: 153 Movement: Running: 12m/24m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 121m/242m
    Tunneling: 10m/20m
     
     
     

    Cost Powers END
    Mutant Teleportation powers, all slots Unified Power (-¼)
    29 1) Teleport redirection field: Resistant Protection (12 PD/12 ED) (36 Active Points) 0
    12 2) Teleportation redirection field: (Total: 16 Active Cost, 12 Real Cost) +8 PD (Real Cost: 8) plus +8 ED (Real Cost: 8) 0
    12 3) Teleport redirection field: Power Defense (15 points) (15 Active Points) 0
    2 4) Instinct : Absolute Range Sense (3 Active Points)
    16 5) Teleportation: Floating Fixed Location (4 Locations) (20 Active Points) 0
    2 6) Teleportation: Fixed Location (3 Locations) (3 Active Points) 0  

    Equipment
    2 1) Double Wakizashai: HKA 1 point (2d6 w/STR) (5 Active Points); OAF (-1) 1
    Notes: 3d6 hka w/ Basic Strike / Blades sheath into the other's blades handle forming a 15" wooden rod of Red Heart wood//Both blades are offset from center w/ full tangs// Blades are 7" with a 7 ½" handle
    8 2) Polarizing contacts: Sight Group Flash Defense (12 points) (12 Active Points); IAF (-½) 0  

    100 Teleport,, Gates and Portals: Variable Power Pool (Teleport ,gates and portals), 60 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (150 Active Points); Limited Special Effect Uncommon SFX (-1), Unified Power (-¼)
    0 1) Portal viewing 0.0Default: Penetrative with Sight Group (15 Active Points) Real Cost: 15 0
    0 2) Portal viewing lensing effect 0.1Default: +6 versus Range Modifier for Sight Group (9 Active Points) Real Cost: 9 0
    0 3) Portal see and hear: Clairsentience (Sight And Hearing Groups), Analyze, Discriminatory, Telescopic: +12, Transmit, Reduced Endurance (½ END; +¼) (60 Active Points) Real Cost: 60 2
    0 4) Combat Default 0.2: Teleportation 36m (36 Active Points) Real Cost: 36 4
    0 5) Combat 1 : Teleportation 35m, Position Shift, Reduced Endurance (½ END; +¼), Safe Blind Teleport (+¼) (60 Active Points) Real Cost: 60 2
    0 6) Combat 2 saving yourself: Teleportation 23m, No Relative Velocity, Position Shift, Safe Aquatic Teleport, x2 Increased Mass, Safe Blind Teleport (+¼) (60 Active Points) Real Cost: 60 6
    0 7) Combat 3: Teleportation 60m (60 Active Points) Real Cost: 60 6
    0 8) Short to mid-range non-combat teleporting: Teleportation 5m, x2 Increased Mass, x256 Noncombat, Safe Blind Teleport (+¼) (56 Active Points) Real Cost: 56 6
    0 9) Combat Escape 1.0: Teleportation 25m, Position Shift, Safe Blind Teleport (+¼), Reduced Endurance (½ END; +¼), Armor Piercing (x2; +½) (60 Active Points) Real Cost: 60 2
    0 10) Non-Conbat Escape 1.0: Teleportation 9m, x16 Noncombat, x4 Increased Mass, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (59 Active Points) Real Cost: 59 6
    0 11) Short range gate: Teleportation 12m, x8 Noncombat, Safe Blind Teleport (+¼), Constant (+½), Usable Simultaneously (up to 8 people at once; +1) (60 Active Points) Real Cost: 60 6
    0 12) Long range porting: Teleportation 5m, No Relative Velocity, x2 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾) (60 Active Points) Real Cost: 60 6
    0 13) Long range gate: Teleportation 10m, Costs Endurance Only To Activate (+¼), Safe Blind Teleport (+¼), Constant (+½), Armor Piercing (x2; +½), Usable Simultaneously (up to 32 people at once; +1 ½), MegaScale (1m = 1,000 km; +1 ¾) (57 Active Points) Real Cost: 57 5
    0 14) Slow explosion(2 objects in the same place at the same time): Hearing Group Flash 10d6, Does Knockback (+¼), Area Of Effect (8m Radius Explosion; +¼), Double Knockback (+½) (60 Active Points) Real Cost: 60 6
    0 15) Portal Punch: Stretching 40m, Does Not Cross Intervening Space (+¼), Reduced Endurance (½ END; +¼) (60 Active Points) Real Cost: 60 2
    0 16) Can opener: Drain PD 4d6, Armor Piercing (+¼), Reduced Endurance (½ END; +¼) (60 Active Points); Limited Power Power loses about half of its effectiveness (Drain only last 1 segment the returns to normal value; -1), No Range (-½), Linked (Double Wakizashai; -¼) Real Cost: 22 2
    0 17) Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight (60 Active Points) Real Cost: 60 6
    0 18) Tunneling 10m through 25 PD material (60 Active Points) Real Cost: 60 6
    0 19) Removing it from this dimension: Killing Attack - Hand-To-Hand 3d6 (4d6+1 w/STR), Area Of Effect (8m Cone; +¼) (56 Active Points) Real Cost: 56 6
    0 20) Portal to her private pocket dimension 12 levels 4m tall x 22.6m x 22.6m 512m square: Custom Power (60 Active Points) Real Cost: 60 0  

    3 Basic Strike +1 +0 11d6 Strike
    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
    3 Legsweep +2 -1 10d6 Strike, Target Falls
    5 Takeaway +0 +0 Grab Weapon, 55 STR to take weapon away
    16 +4 HTH Damage Class(es)
    2 Weapon Element : Blades, Empty Hand,Portal attacks  

    Talents
    6 +2/+2d6 Striking Appearance (vs. all characters)  

    Skills
    3 Breakfall 13-
    3 Climbing 13-
    3 Conversation 11-
    3 Deduction 13-
    3 Disguise 13-
    2 Navigation (Land) 13-
    3 Security Systems 13-
    3 Stealth 13-
    0 Everyman skills
    0 1) Concealment 8-
    0 2) AK: USA 8-
    0 3) Language: English (idiomatic; literate) (5 Active Points)
    0 4) Persuasion 8-
    0 5) PS: Stunt Actor (Custom Adder) 11-
    1 6) TF: Custom Adder, Small Motorized Ground Vehicles  
    Total Powers & Skill Cost: 248
    Total Cost: 400
     
     
     

    400+ Matching Complications
    10 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    10 Distinctive Features: Looker (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10 Enraged: Innocents harmed (Common), go 8-, recover 14-
    15 Hunted: Mutant Haters Infrequently (Mo Pow; Harshly Punish)
    15 Psychological Complication: Protective of innocents (Common; Strong)
    15 Psychological Complication: Code vs killing (Common; Strong)  

    Total Complications Points: 400  
    EQUIPMENT CARRIED
     
     
    Equipment END
    Equipment
    1) Video recorder hiddin in N-space seeing and hearing what Blips sees and hears: Eidetic Memory (5 Active Points); Unified Power (-¼), IIF (-¼)
    Skills
    1) Acting 11-
    2) Bribery 11-
    3) Charm 11-
    4) Contortionist 13-
    5) Conversation 11-
    6) Criminology 13-
    7) Deduction 13-
    8) High Society 11-
    9) Navigation (Air, Dimensional, Land, Marine, Space, Temporal) 13-
    10) Tracking 13-
    Stats
    1) possitive thinking: +10 EGO
    2) Self confidence: +13 PRE
    Powers and training
    1) Mental Defense (12 points total) 0
    2) Combat Sense (Sense) (17 Active Points); Unified Power (-¼) 13-
    3) Instict: Defense Maneuver I-IV (10 Active Points); Unified Power (-¼)
     
    Background/History: the simple version might be that her parents got killed standing up to a gang or triad, and they are the moral fiber in her life
    it may also be where powers first appeared
    as the bullets struck her parents, her power kicked in an protected her from them(figure 9mm and 12 ga 3d6ka reduced penatration)
    Her only thought was to get away to her favorite place the roof of their home/business
    While down below the gang/triad saw Blip disappear,they decided to firebomb the place and leave
     
    the killers are not caught for 5yrs,by then Karrin has been moved to live with an uncle,a Master Sargent in the U.S.Army
    Life goes well for Karrin,she masters her powers,learns to defend herself and enjoy most of her teenage years
    Then just before she turns 20, her parents killers are caught and Karrin is asked to ID them
     
    Before she and her uncle can leave to return to her home town ,others in the gang/triad ambush Blip and her uncle killing him
    Blip looses it and cripples the new killers
    Later she goes and Id's her parents killers and they are convicted getting LWoP
    Word later gets to Blip that she and the gang/triad are at war
    Blip just says "Bring it on Scum"
     
    Karrin spent 5yrs with her uncle karrin knew one day she would have to take up defending the weak
    So she spent her time learning how to defend herself and takedown bad guys
     
    Personality/Motivation: generally happy ,till innocents get hurt ,then watch out
     
    Quote: Bring it on scum
     
    Powers/Tactics: Martial Artist
    agent stomper
    terrain changer
    Long range trannsport
     
    Campaign Use: Scout
    Commando
     
    Appearance: early 20's
    Amer-Asian ancestory
    34c-23-35

    108 downloads

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  8. Iron Man Mark 06 (836pts)

    Iron Man Mark 06 from Iron Man 2 and Avengers

    333 downloads

    1 comment

    Submitted

  9. Iron Man Mark 01 (477pts)

    Marvel Cinematic Universe, Iron Man Mark 01 Armor

    143 downloads

    0 comments

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  10. Fighting Bunny

    NPC for "New World Order Academy":
     
    Michiko has never formally studied or trained in martial arts, but spontaneously exhibited an innate, natural ability which has no natural explanation!
     
    Michiko likes to act like "the baby' (when she's not acting like a rabbit), and adores rabbits and baby animals, most of all baby rabbits!
     
    "SO SOFT!"
     
    Michiko tends to fight defensively, hoarding her limited END until she sees a clear opening. She tends to stay very aware of all potential opponents and doesn't generally get "tunnel" vision in a fight.
     
    Trap. Seriously, there could not be a more innocuous seeming juggernaught of hand to hand punishment for a mean spirited criminal to take hostage to their peril! Michiko does tend to wear down quickly in any kind of sustained fighting, and one hit of even glancing strength tends to put her down for the count.
     
    Michiko is an adorable little girl with Asian features, dark hair, and big, chocolate brown eyes who is prone to giggle and hop around.

    38 downloads

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  11. Mind Hunter

    BACKGROUND
    Adelle Drum is from a well to do family and was a brilliant medical student when her little sister was abducted. After two years during which she finished her medical degree and began her internship to be a pediatrician, her sister's body was discovered when a serial killer was caught and revealed the body's location along with those of 30 other children.
     
    Adelle applied to the FBI and got assigned to the division which profiles and hunts serial killers, though she also frequently helped out with 'stranger abductions' in child kidnapping situations. Truth to tell, she'd always known about her mental powers but had kept them to herself until her sister's fate was discovered.
     
    In the FBI, she continued to hide her mental powers, but used them surreptitiously to solve crimes as quickly as possible. Even with her powers, she could not single handedly stop all the predators or save all the innocents. And then there were the ones she couldn't prove were guilty. Knowing for a fact that they were going to commit further crimes, that they were in fact already planning their next crimes with the benefit of learning from the errors that had drawn suspicion on them this time, she began stalking the ones that 'got away' and using mental, psychic surgery to change their personalities and memories so that they would never commit a crime again.
     
    But this came with a cost. For each memory she removed became hers as if she'd committed the crimes, for a time. And each twisted belief or need she undid became a craving within her for a time. Though she could resist acting on these perversions within her mind, and they all faded away gradually as her mind 'healed' from each experience, they each took a toll and as she pushed herself to do more and more and allowed herself less and less time to recover between 'surgeries', she finally cracked.
     
    'Mental breakdown' was the diagnosis, and the end of her career in the FBI. For a time, while still bedridden, she wrote books, dictating them in an effort to create a greater public awareness of the dangers among them. The predators who blended in, just waiting to single out a vulnerable innocent as their prey. Ironically, she became very successful and respected as an author, and her books added to her inherited wealth.
     
    Eventually, though she practiced as a physician and psychiatrist and helped people in other ways, she could not stay on the sidelines no longer and she sought out a position, any position, which would allow her to hunt criminals again. By finally revealing her super powers, though not admitting that she'd had them all along, she was able to become a '"Sanctioned Superhero".
     
     
    PERSONALITY
    Adelle feels tremendously guilty about having hidden her mental powers, irrationally (she knows) feeling that if she had revealed them sooner, she could have saved her sister or at least some few more of all the victims that she failed. She never revels in success, only berating herself for each perceived failure. And driving herself harder.
     
    Her decision to finally 'come out of the closet' as a telepath is a kind of pennance and self punishment as much as it is a strategy to continue the fight. No law enforcement agency would take her after the mental breakdown which ended her FBI career. Fortunately, "Super Heroes" are not held to quite as high a mental standard.
     
     
    POWERS/TACTICS
    Adelle is physically capable of surviving an encounter with most normal humans, but knows she is very vulnerable to others with super powers. She knows she needs to be with a group, a solid group that can work together and trust one another in order to survive an encounter with superhuman villians.
     
    Her most effective strategy is to stay out of direct encounters and pick out useful information from a villian's brain or locate a villian's hiding place in preparation for a group assault.
     
    Her most effective combat power is her ability to create a 'mental fugue' in a person's mind. Their thoughts repeat over and over in a cycle rendering them unable to move until they can muster the mental strength to break out. She can do this either to a single target, or more instictively, in a wide radius around her which affects all human adult minds around whether in her line of sight or not.
     
     
    CAMPAIGN_USE
    Primarily a support character in combat, capable of temporarily immobilizing opponents or crowds of minions or innocents for crowd control and providing immediate, battle field medical care. Out of combat she's an investigator and may be able to open investigative doors due to her background and skills and perks.
     
    The GM can limit her ability to make long lasting if not permanent changes to other characters' memories or Pschological Disadvantages to any degree, even making them only an interesting part of her background. In practice, to do either "Psionic" or "Psychic" surgery, she would have to spend hours with the unconscious subject, first using her Telepathy to plumb the depths or the subjects memories and or psyche and then applying one or both Transformation powers as many times as necessariy to overcome the subject's EGO (x2 EGO from cumulative transformation effects are required).
     
    As an unintended consequence, Mind Hunter can never use her Telepathy to memory or subconcious level on a subject after a successful mental surgery or else she will undo the effects of the surgery!

    79 downloads

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  12. TK character

    A different take on a Telekinetic

    98 downloads

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  13. Gemini

    My first 400pt character for champions, he is missing a 15pt complication and has 7pts to spend. I took a follower over duplication because inherant duplication takes the active points over the power limit for the intended campaign. Would love your opinion.

    63 downloads

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  14. Champion

    Johnny Nash was well known as the ultimate competitor, willing to do anything to prepare himself for competition. No one trained harder. Then, after winning the final Championship match of the 1999 'Ultimate Fighting Championship' held in St. Louis, Missouri, an act of heroism ended his career in competitive sports. The same night that he'd won the championship, Johnny partied until the early morning hours, and finally found himself walking back to his hotel, alone. He'd outlasted all of his entourage, leaving them at various bars around town or putting them in cabs back to the hotel during the night.
     
    It was then that he saw some 'bad guys', running out of a bank, alarms blaring behind them. Without thinking, a little drunk, he went after them. He was able to disarm one and then put down another before they could act at all! Then they activated some sort of teleport belts, and were gone. One of them had disappeared right out of Johnny's best 'sleeper hold'! Immediately Johnny's body ached and itched all over, and tingled. Then it glowed.
     
    Suddenly cold stone sober, Johnny turned around and tried to run, anywhere! Instead he disappeared and in a flash of light appeared across the street! Somehow the experience had caused dormant super powers to activate within Johnny's body! He managed to stumble back to the hotel and fell into his bed, instantly asleep.
     
    His life as 'Johnny Nash' came to an end the morning after his much celebrated victory. He woke up thinking he'd fallen out of the bed and slept on the floor, until he heard the pigeons and felt the breeze. He was on the roof! And when he wondered how to get back down to his roof, suddenly he was there! He was one of 'them'. A mutie. As a 'nat' he'd hated the muties, for their abilities which put his hard won conditioning and training to shame. Now he was one. What if he wasn't allowed to fight anymore!?
     
    It turned out to be worse then he'd thought. Not only was Johnny barred from competitive fighting in the future, but his many enemies within the sports commission got his previous honors declared 'void', by saying that he'd been a mutant all along, and had therefore had had an unknown and unfair advantage.
     
    Johnny was crushed, and went into an emotional hole, checking out on life and losing what money and friends he had left after the sudden end of his career. Over the years he lost himself in the bottle, and anyone who thought of him at all, even in passing, figured he was dead in the gutter somewhere. Ironically his mutant physiology carried him through seven years of hard living.
     
    And eventually, it got caught up with all that damage and neglect had done to Johnny, and even got ahead a bit. Johnny found to his dismay that he could no longer stay drunk for more then a few minutes, and that was if he drank hard and fast!
     
    That day his apartment building was robbed. A whacked out speed-head broke into the next door apartment, expecting no one to be in. The woman screamed, and Johnny simply 'ported over, and easily took down the burgler despite his gun. It felt good. And the incident got Johnny thinking. Maybe he could be a different kind of Champion, using his 'freak' powers to help people. Maybe he could hear cheers again. Now, a year later, Johnny has been fighting crime on his own, and has managed to irritate if not seriously hamper 'the forces of evil'. He is now looking for some public redemption, wanting to graduate up from being a minor, solo super hero to being a part of something larger.
     
    As his mutant physiology has seemingly 'kicked into high gear', Johnny has found that even when he walks around without being 'powered up', no one recognizes him. His voice is no longer roughened by hard living. His broken nose isn't broken any longer. And all his scars are gone, at least on the surface. In fact, much to his disgust, he looks like a punk kid of no more then eighteen! All this worked out to the good in his opinion, once mutants got real unpopular.
     
    Now, when he is 'being a big damn hero!', an aura of phase energy obscures his features and distorts his voice. But even when he's just walking around, he is completely unrecognizable to anyone looking for the failed disgraced former champion. He goes by the same name, but if pressed claims to be his illegitimate son with the same name, and loudly declares his disdain--ironically sincere--for mutants, and his complete lack of knowledge as to the whereabouts of his father.

    56 downloads

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  15. Beast- Camel Spider

    For the Modern Bestiary I present the horrid Camel Spider.

    54 downloads

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  16. Alonso Peretti

    Sample character for a little different kind of Monster Hunter International game on www.herocentral.net
     
    http://www.herocentr...paignId=1202992
     
    At 29 years of age, Al is a highly trained professional software engineer who inexplicably finds himself unable to keep--or lately get--a job. He is completely oblivious to his utter lack of personal hygene standards or work ethic, and believes his unwillingness to buy into the "Big Business Conspiracy" to make bad code ubiquitous is to blame.
     
    Al consoles himself by working, sporadically on his own software for a "killer game" that will make him rich and "show them all"...when he isn't gaming. Al finds all the commercial computer games too "flawed", so mostly plays with local gamers in face to face role playing and table top strategy games, though he is prone to side-tracking even these sessions to "fix the rules".
     
    Al prides himself on having "high standards" and won't even take on a project, personal or professional, unless it's going to be "done right". He tends to ask a lot of questions up front, and then lose interest when the time comes to actually do the work. He plays in other peoples' games, constantly talking about "improvements" he will make when he runs his own game, but never quite gets around to doing his own games.
     
    Al will put a lot of energy--relatively--into testing game systems and their assumptions, and has acquired basic familiarities with clubs, handguns and "home-made weapons" in the course of proving game system assumptions "wrong".
     
    Quote: "No, see that's not right. Everybody always gets that wrong."
     
    Al is a big guy, both in height and (moreso) in weight. He doesn't shave or get haircuts often, and doesn't seem to shower or change clothes very much either. He looks younger than his years due to his "baby fat", and always has a serious expression.
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Face to face role-playing gamers become involved in events way beyond their experience and competency level when they encounter real-life monsters and learn they can get paid for killing them, which is the only way for them to survive the encounters anyway!
     
    Low powered, Hero System 6th edition as described in the licensed, "Monster Hunter International" rule and setting book.
     
    NOTE: CHARACTERS MAY DIE! "Low Powered" means teamwork will be essential, and just getting unlucky could result in a "party wipe out", so please don't play if having a character die would traumatize you irreparably.
     
    Character Creation: Starting characters to be built on fifteen character(15) points, total. All fifteen character points (15) must be matched by Complications.
     
    I. Things not allowed (or not included) in the MHI rulebook: Combat Luck, Missile Deflection, etc.
     
    II. Things imposed as Campaign "House Rules":
     
    Characteristics are Base 8 and Max 13 with x2 cost per point over 13; CV's base 3 with x2 cost over 4; Speed base 2 with x2 cost over 2; PD & ED base 2 w x2 cost over 3; Talents and Perks and Skills x2 cost after first 3 points.
     
    Characters are unemployed and geeks (pick an area of specialization: board games (includes strategy games), card games (includes deck based, i.e. "Magic" ™), comic books, computer games, movies (Action, Fantasy, Horror, SciFi, etc), Role Playing games, video games, etc).
     
    Player characters must be human with no magic spells or previous knowledge about the real world of monsters and magic
     
    Campaign disadvantages that all characters must take for no points:
     
    Wealth: poor
    Social Limitation: negative 3d6/-3 modifier to PRE-based rolls (special effect can vary from geek to geek)
    Distinctive Features: Geek Clique (Easily Concealed; Noticed and Recognizable)
    Hunted: Geek Clique character belongs to 11- (As Pow, NCI, Watching)
    Rivalry: Geek Clique character belongs to 11- (As Pow, NCI, Watching)
     
    Additionally, each character must have a Complication that keeps them from being on the actual, MHI team, something that either got them "washed out" of training or kept them from being invited at all, either Physical or Psychological or something else we collaborate on (it can be a "mystery complication" that the PC isn't aware of too).
     
    Each character needs to have an area of "Geek specialization" which represents a useless area of expertise. Examples: "Civil War Re-enactment", "Superheroes", "Star Wars", "Prime Numbers", etc.
     
    Characters will get six (6) free points of Knowledge Skills in this area of expertise, but they must be useless and impractical.

    44 downloads

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  17. Pulp Hero - Giant Ant

    A giant ant from the Atomic Robo comic book. Could also be from the movie Them!

    61 downloads

    0 comments

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  18. World of Darkness - Wraith Shadow

    Created to go along with the World of Darkness - Wraith package deal.

    59 downloads

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  19. Kisho Miyazaki - Pyrokinetic - Psi World

    Kisho Miyazaki - Pyrokinetic -- EDIT
    HERO System Fifth Edition
    Genre: Dark Champions Template: Custom
    Last Updated: Friday, February 15, 2008
    Base Points: 50
    Disad Points: 55
    Experience: 0
    Contract killer with the ability burn people up from the inside with his mind. An NPC for my Psi World campaign. Uses a custom character template from this site in the Template section which has Mental Speed and Mental Defense as standard characteristics.
     
    You need the export template to be able to see the new custom characteristics on the exported character sheet:
     
    http://www.herogames.com/forums/index.php?/files/download/42-mentalist-campaign/

    40 downloads

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  20. Durriken Lovel - Precog - Psi World

    Durriken Lovel - Precog -- EDIT
    HERO System Fifth Edition
    Genre: Dark Champions Template: Custom
    Last Updated: Friday, February 15, 2008
    Base Points: 50
    Disad Points: 55
    Experience: 0
    A member of the idle rich with the ability to influence probability. An NPC for my Psi World campaign. Uses a custom character template from this site in the Template section which has Mental Speed and Mental Defense as standard characteristics.
     
     
    You need the export template to be able to see the new custom characteristics on the exported character sheet:
     
    http://www.herogames.com/forums/index.php?/files/download/42-mentalist-campaign/

    34 downloads

    0 comments

    Updated

  21. Michael Willis - Null Psi - Psi World

    Michael Willis - Null Psi -- EDIT
    HERO System Fifth Edition
    Genre: Dark Champions Template: Custom
    Last Updated: Friday, February 15, 2008
    Base Points: 50
    Disad Points: 55
    Experience: 0
    Bodyguard for hire with the ability to extend mental shields to others. An NPC for my Psi World campaign. Uses a custom character template from this site in the Template section which has Mental Speed and Mental Defense as standard characteristics.
     
    You need the export template to be able to see the new custom characteristics on the exported character sheet:
     
    http://www.herogames.com/forums/index.php?/files/download/42-mentalist-campaign/

    33 downloads

    0 comments

    Updated

  22. Enrichetta 'Mama' Cassiani - Psi World

    Enrichetta 'Mama' Cassiani -- EDIT
    HERO System Fifth Edition
    Genre: Dark Champions Template: Custom
    Last Updated: Friday, February 15, 2008
    Base Points: 0
    Disad Points: 55
    Experience: 0
    Government employed foster parent with the ability to locate and mentally track her wards. An NPC for my Psi World campaign. Uses a custom npc template from this site in the Template section which has Mental Speed and Mental Defense as standard characteristics.
     
     
    You need the export template to be able to see the new custom characteristics on the exported character sheet:
     
    http://www.herogames.com/forums/index.php?/files/download/42-mentalist-campaign/

    35 downloads

    0 comments

    Updated

  23. Jovan Durkovitch - Cyberkinetic - Psi World

    Jovan Durkovitch - Cyberkinetic -- EDIT
    HERO System Fifth Edition
    Genre: Dark Champions Template: Custom
    Last Updated: Friday, February 15, 2008
    Base Points: 50
    Disad Points: 55
    Experience: 0
    Petty thief with the ability to deceive electronic sensors. An NPC for my Psi World campaign. Uses a custom character template from this site in the Template section which has Mental Speed and Mental Defense as standard characteristics.
     
     
    You need the export template to be able to see the new custom characteristics on the exported character sheet:
     
    http://www.herogames.com/forums/index.php?/files/download/42-mentalist-campaign/

    42 downloads

    0 comments

    Updated

  24. Morgoth

    A collosal figure striding across a glacier of fire and ice, destroying all around him for a hundred thousand meters.

    64 downloads

    0 comments

    Updated

  25. William James

    James spent almost his entire academic career at Harvard. He was appointed instructor in physiology for the spring 1873 term, instructor in anatomy and physiology in 1873, assistant professor of psychology in 1876, assistant professor of philosophy in 1881, full professor in 1885, endowed chair in psychology in 1889, return to philosophy in 1897, and emeritus professor of philosophy in 1907.
    James studied medicine, physiology, and biology, and began to teach in those subjects, but was drawn to the scientific study of the human mind at a time when psychology was constituting itself as a science. James's acquaintance with the work of figures like Hermann Helmholtz in Germany and Pierre Janet in France facilitated his introduction of courses in scientific psychology at Harvard University. He taught his first experimental psychology course at Harvard in the 1875-1876 academic year.
    During his Harvard years, James joined in philosophical discussions with Charles Peirce, Oliver Wendell Holmes, and Chauncey Wright that evolved into a lively group informally known as The Metaphysical Club in 1872. Louis Menand speculates that the Club provided a foundation for American intellectual thought for decades to come. It was during this time he also had the pleasure of teaching a young Theodore Roosevelt.
    James is one of the two namesakes of the James-Lange theory of emotion, which he formulated independently of Carl Lange in the 1880s. The theory holds that emotion is the mind's perception of physiological conditions that result from some stimulus. In James's oft-cited example; it is not that we see a bear, fear it, and run. We see a bear and run, consequently we fear the bear. Our mind's perception of the higher adrenaline level, heartbeat, etc., is the emotion.

    69 downloads

    0 comments

    Submitted


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