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  1. Haunted 450pts

    Haunted John Dresden and Karrin Zatana
     
    Val Char Cost Roll Notes
    15 STR 5 12- Lift 200.0kg; 3d6 [1]
    18 DEX 16 13- OCV: 8/DCV: 8
    25 CON 15 14-
    23 INT 13 14- PER Roll 14-
    18 EGO 8 13- ECV: 3 - 3
    20 PRE 10 13- PRE Attack: 4d6
     
    8 OCV 25
    8 DCV 25
    3 OMCV 0
    3 DMCV 0
    4 SPD 20 Phases: 3, 6, 9, 12
     
    2+28 PD 0 Total: 2/30 PD (0/15 rPD)
    2+28 ED 0 Total: 2/30 ED (0/15 rED)
    10 REC 6
    50 END 6
    11 BODY 1
    50 STUN 15 Total Characteristic Cost: 165
     
    Movement: Running: 12m/24m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 10m/20m
     
    Cost Powers END
    24 Haunting :My girlfriend the ghost(Karrin "Spitfire" Zatana: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼)
    2f 1) My girlfriend is bansihde keening your death: Change Environment (-5 to Characteristic Roll or Skill Roll, Long-Lasting 1 Turn, Stunning), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (59 Active Points); Limited Power Power loses less than a fourth of its effectiveness (Vs Pre not Con; -0) 0
    1f 2) My girlfriend's the ghost is breath taking: Change Environment (+2 Wind Levels, -2 Temperature Level Adjustment, Long-Lasting 1 Turn, Suffocation), Area Of Effect (16m Cone; +½) (57 Active Points) 0
    2f 3) My girlfriend the ghost talks with her ghost friends: <i>My girlfriend the ghost talks with her ghost friends:</i> Retrocognitive Clairsentience (Hearing And Sight Groups), Telescopic(vs time): +20 (60 Active Points) 0
    2f 4) My girlfriend the poltergeist: Change Environment (+1 Points of Damage, +1 Wind Levels, +3 Points of Telekinetic STR, -1 Temperature Level Adjustment, Long-Lasting 1 Turn), Area Of Effect (32m Radius; +1) (60 Active Points) 0
    1f 5) My girlfriend the ghost says lights out: Darkness to Sight Group 9m radius, Personal Immunity (+¼) (56 Active Points) 0
    2f 6) My girlfriend the ghost was a cop and a crack shot: RKA 1d6+1, Penetrating (+½), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Selective (+¼), +4 Increased STUN Multiplier (+1) (60 Active Points) 0
     
    14 +4 SPD (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only for ghost girlfriend's actions; -1 ½), Conditional Power Power does not work in Uncommon Circumstances (Not on hollowed ground; -¼)
     
    120 Variable Magic Power Pool, 80 base + 80 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (160 Active Points); all slots Restrainable (-½), Incantations (Complex; -½)
    0 1) Soulfire blast: Blast 7d6, STUN Only (+0), Area Of Effect (4m Radius; +¼), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (79 Active Points) Real Cost: 39 8
    0 2) Napalm for the soul: Blast 4 ½d6, STUN Only (+0), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Reduced Endurance (½ END; +¼), Constant (+½), Uncontrolled (+½), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (80 Active Points) Real Cost: 40 3
    0 3) Hell fire: RKA 3d6-1, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +1 Increased STUN Multiplier (+¼), Penetrating (+½) (80 Active Points) Real Cost: 40 8
    0 4) Stinging hellfire: RKA 2d6, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +5 Increased STUN Multiplier (+1 ¼) (75 Active Points) Real Cost: 37 7
    0 5) Be gone minions of hell: Dispel summoned 9 ½d6, Area Of Effect (32m Cone; +¾), Thin Cone (-¼), Cumulative (456 points; +1 ¼) (78 Active Points) Real Cost: 39 8
    0 6) quick healing: Healing BODY 2 ½d6, Characteristics (+½), Decreased Re-use Duration (1 Turn; +1 ½) (75 Active Points) Real Cost: 37 7
    0 7) Major trama healing: Healing BODY 8d6 (80 Active Points) Real Cost: 40 8
    0 😎 Teleportation 10m, x4 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 10 million km; +2 ¾) (80 Active Points) Real Cost: 40 8
    0 9) Extra-Dimensional Movement (Any Dimension, Any Location), x128 Increased Weight (80 Active Points) Real Cost: 40 8
     
    Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Limited Power Power loses about a fourth of its effectiveness (all effects turn off at dawn; -¼)
    8 1) invisible aura of protection: (Total: 26 Active Cost, 8 Real Cost) +13 PD (Real Cost: 13) plus +13 ED (Real Cost: 13) 0
    13 2) invisible protective wards: Resistant Protection (15 PD/15 ED) (45 Active Points) 0
    3 3) Power Defense (10 points) (10 Active Points) 0
    14 4) Communications with my dead girlfriend the ghost: Danger Sense (general area, any danger, Discriminatory, Function as a Sense, Targeting Sense) (52 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Hallowed ground; -¼) 14-
     
    2 Teleportation: Fixed Location (2 Locations) 0
    Notes: His Base and team base
    10 Teleportation: Floating Fixed Location (3 Locations) (15 Active Points); Unified Power (-¼), Requires A Roll (14- roll; -¼) 0
    8 Personal Pocket Dimension: Custom Power (55 Active Points); Increased Endurance Cost (x6 END; -2 ½), Extra Time (5 Minutes, Only to Activate, -1), Gestures (Requires both hands; Complex; -¾), Incantations (Complex; -½), IIF (-¼), Unified Power (-¼), Limited Power Power loses about a fourth of its effectiveness (Not on Hallowed grounds; -¼) 30
    Notes: 2,048 sq m this makes for a 512x512x4m area
     
    Perks
    5 always knows which horse to pick: Money: Well Off
    3 Anonymity
    2 Fringe Benefit: Private Investigator License
     
    Skills
    0 Pre based skills
    3 1) Acting 13-
    3 2) Bureaucratics 13-
    3 3) Conversation 13-
    3 4) Persuasion 13-
    0 Int based skills
    3 1) Criminology 14-
    3 2) Deduction 14-
    15 3) Kit bashing magic: Inventor 20-
    3 4) Navigation (Dimensional, Land) 14-
    3 5) Security Systems 14-
    0 General based skills
    4 1) PS: Mage: all in practioner of the dark arts 13-
    0 Dex based skills
    3 1) Stealth 13-
    3 2) Streetwise 13-
    0 Everyman skills
    0 1) Climbing 8-
    0 2) Concealment 8-
    0 3) Language: English (completely fluent; literate) (4 Active Points)
    0 4) Paramedics 8-
    0 5) PS: Detective of the Occult 11-
    0 6) Shadowing 8-
    0 7) TF: Everyman Skill, Small Motorized Ground Vehicles
    0 😎 AK: USA 8-
     
    Total Powers & Skill Cost: 285
    Total Cost: 450
     
    450+ Matching Complications
    20 Hunted: Demons,dark gods,elder things and really ancient somethings Infrequently (Mo Pow; NCI; Harshly Punish)
    15 Hunted: US government Frequently (Mo Pow; NCI; Watching)
    15 Psychological Complication: Smart mouth (Common; Strong)
    20 Psychological Complication: Protective of normals (Very Common; Strong)
    5 Rivalry: Professional (other mages; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
     
    Total Complications Points: 450
     
    EQUIPMENT CARRIED
     
    Equipment END
    Haunting :My girlfriend the ghost: Multipower, 60-point reserve, all slots Inherent (+¼*), Reduced Endurance (0 END; +½) (105 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼)
    1) My girlfriend the ghost can use unearthly forces to protect me: Barrier 10 PD/10 ED, 11 BODY (up to 6m long, 2m tall, and ½m thick), Non-Anchored (60 Active Points) 0
    2) My girlfriend the ghost just spoke of your DOOOOOM: Mental Blast 4 ½d6, Alternate Combat Value (uses OCV against DCV; +0), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (56 Active Points) 0
    3) My girlfriend the ghost say I belong to her and you cannot have me: RKA 4d6 (60 Active Points) 0
    4) My girlfriend the ghost's love warms my soul and protects me: Change Environment (+6 Points of Telekinetic STR, +6 Temperature Level Adjustment), Area Of Effect (4m Radius; +¼) (60 Active Points) 0
     
    Our wedding rings tapping energy from the afterlife, all slots Gestures (Complex; -½), Incantations (Complex; -½), IIF (-¼), Limited Power Power loses about a fourth of its effectiveness (Not on Hallowed ground; -¼)
    1) Endurance Reserve (100 END, 10 REC) (33 Active Points) 0
    2) Absorption 10 BODY (energy, to end reserve) (10 Active Points) 0
    3) Absorption 10 BODY (physical, to end reserve) (10 Active Points) 0
    4) Naked Advantage: Endurance may come from personal or reserve (+¼) for up to 80 Active Points (20 Active Points) 2
     
    Fringe Benefit: License to practice a profession, Passport
    Analyze: Magic 14-
    Sleight Of Hand 13-
    Systems Operation 14-
    Teamwork 13-
    Bump Of Direction
    Simulate Death
    Eidetic Memory
    Speed Reading (x100)
    Contortionist 13-
    Inventor magic 23-
    +2/+2d6 Striking Appearance (vs. all characters)
     
    Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Limited Power Power loses about a fourth of its effectiveness (all effects turn off at dawn; -¼)
    1) Improved Mystical Barriers: Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense/10 Flash Defense: Sight Group) (90 Active Points) 0
    2) My Girlfriend the ghost is warning me: Defense Maneuver I-IV (10 Active Points); Limited Power Power loses about a fourth of its effectiveness (not on hallowed grounds; -¼)
    3) I know all tongues: Universal Translator 14- (20 Active Points)
     
    Variable Power Pool, 75 base + 75 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (150 Active Points); all slots Incantations (Complex; -½), Gestures (-¼)
     
    Background/History: John Dresden and Karrin Zatana where in love (took them long enough, everybody else knew it)
    John is a mage PI
    Karrin was a police detective who dealt with "unusual happenings"
    The 2 of them teamed up on many cases
    they also made some deadly enemies
    one day their enemy struck while the 2 of them where in the shower
    Karrin was killed instantly, John was shielded by Karrin's body from the gunfire
    John was able kill the assassin as Karrin died in his arms
     
    Later John after a few missions wonders what unnatural forces seems to be helping and protecting him
    He finds out it is Karrin's spirit
    now the 2 of them still solve mysteries and try to have a relationship
     
    Personality/Motivation: Smart ass to cover his grief
     
    Quote: Damn Wanker
    Haunted mk6.hdc



    4 downloads

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  2. Mammoth

    Is one of the founding members of the Fearsome Five, and became an enemy of the Teen Titans, Superman and the Outsiders.

    45 downloads

    1 comment

    Submitted

  3. Zodiac Conspiracy 6th edition character rebuilds

    A pack of all 12 Zodiac Conspiracy character rebuilds for 6th edition

    174 downloads

    1 comment

    Submitted

  4. Kricket AKA Evelyn Patterson

    Evelyn Patterson has been an ER Medical Doctor for around 5 years. One day when she was on the job a super-fight broke in the hospital. She tried to evacuate everyone she could during the fight. As she was trying to save a child in who was trapped by a steel beam. She was able to get the child loose but not before a huge explosion sent her flying. She ended up landing in the research wing of the medical college next door into the Entomology lab.Where they were experimenting with insect DNA. She knocked into a container of altered cricket DNA and a gene splicing agent. After it splashed all over her infusing with her DNA with insect DNA making her more powerful. With In seconds she was transformed and her whole body burned she could think of nothing but wanting to sleep to get away from the burning. She walked out of the lab somehow made it all the way home were she fell on her bed and slept. When she awoke she felt different her senses were sharper she was faster and stronger then she ever was. She didn't know how strong she was and ended up breaking her bathroom to pieces. After a few days of experimenting she found she could leap 3 storey buildings with great ease and pushing it she could jump around 100 meters but when she hits the ground he has a habit of damaging property. Her strength has become incredibly enhanced and can easily lift 800 pounds with ease and when trying she can lift 25 tons she also found she could manipulate sound waves and see in the dark. She spent weeks testing her powers. Evelyn was forced in using them when her best friend came to visit her and and they went out to dinner. On there way home a man pulled gun on them and threatened them even after giving everything over to the man. The assailant fearing that the two women would describe him to the police and shot at them. Evelyn new heightened allowed her to instinctively feel the path of the shot and get in the way in time to deflect the shots. Before she knew it she broken the gun and knocked the man out by punching him through a wall in plane view of her best friend who freaked out and saw that her friend has power. So Evelyn told her everything that happened her best friends eye lit up and said too her "You know what you have to do now right you have to fight crime and be a superhero." They argued for a few days till Evelyn gave up and told her she would do it and her best friend said "See I knew you would come around and being I knew you would I made you something." Her best friend being tailor for superhumans made her a costume. Even though the costume is a little to form fitting for Evelyn's taste it does help provide her some more protection then her body already does.

    163 downloads

    2 comments

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  5. Low Powered Heroes (250 Pts, 50 Complications)

    A large number of low powered heroes (250 Pts; 50 Complications). I created them as I am starting a new game with a number of players who have never played Hero. If you take a look at them please feel free to let me know what you think about them. I feel that they are rather powerful even for low point characters.

    502 downloads

    1 comment

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  6. Haunted

    Stolen idea from Pizza Man

    Haunted is an urban fantasy mage, who's dead girlfriend watches over him
    comments encouraged
     
    Haunted
     
    Val Char Cost Roll Notes
    15 STR 5 12- Lift 200.0kg; 3d6 [1]
    18 DEX 16 13- OCV: 8/DCV: 8
    25 CON 15 14-
    23 INT 13 14- PER Roll 14-
    18 EGO 8 13- ECV: 3 - 3
    20 PRE 10 13- PRE Attack: 4d6
     
    8 OCV 25
    8 DCV 25
    3 OMCV 0
    3 DMCV 0
    4 SPD 20 Phases: 3, 6, 9, 12
     
    2+23 PD 0 Total: 2/25 PD (0/10 rPD)
    2+23 ED 0 Total: 2/25 ED (0/10 rED)
    10 REC 6
    50 END 6
    11 BODY 1
    46 STUN 13 Total Characteristic Cost: 163
     
    Movement: Running: 12m/24m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 10m/20m
     
    Cost Powers END
    24 Haunting :My girlfriend the ghost: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼)
    2f 1) My girlfriend is bansihde keening your death: Change Environment (-5 to Characteristic Roll or Skill Roll, Long-Lasting 1 Turn, Stunning), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (59 Active Points); Limited Power Power loses less than a fourth of its effectiveness (Vs Pre not Con; -0) 0
    1f 2) My girlfriend the ghost is breath taking: Change Environment (+2 Wind Levels, -2 Temperature Level Adjustment, Long-Lasting 1 Turn, Suffocation), Area Of Effect (16m Cone; +½) (57 Active Points) 0
    2f 3) My girlfriend the ghost talks with her ghost friends: Retrocognitive Clairsentience (Hearing And Sight Groups), Telescopic: +20 (60 Active Points) 0
    2f 4) My girlfriend the poltergeist: Change Environment (+1 Points of Damage, +1 Wind Levels, +3 Points of Telekinetic STR, -1 Temperature Level Adjustment, Long-Lasting 1 Turn), Area Of Effect (32m Radius; +1) (60 Active Points) 0
    1f 5) My girlfriend the ghost says lights out: Darkness to Sight Group 9m radius, Personal Immunity (+¼) (56 Active Points) 0
    2f 6) My girlfriend the ghost was a cop and a crack shot: RKA 1d6+1, Penetrating (+½), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Selective (+¼), +4 Increased STUN Multiplier (+1) (60 Active Points) 0
     
    14 +4 SPD (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only for ghost girlfriend's actions; -1 ½), Conditional Power Power does not work in Uncommon Circumstances (Not on hollowed ground; -¼)
     
    90 Variable Magic Power Pool, 60 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (120 Active Points); all slots Restrainable (-½), Incantations (Complex; -½)
    0 1) Soulfire blast: Blast 5d6, STUN Only (+0), Area Of Effect (4m Radius; +¼), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (56 Active Points) Real Cost: 28 6
    0 2) Napalm for the soul: Blast 3d6+1, STUN Only (+0), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Reduced Endurance (½ END; +¼), Constant (+½), Uncontrolled (+½), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (59 Active Points) Real Cost: 29 2
    0 3) Hell fire: RKA 2d6, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +1 Increased STUN Multiplier (+¼), Penetrating (+½) (60 Active Points) Real Cost: 30 6
    0 4) Stinging hellfire: RKA 2d6, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +3 Increased STUN Multiplier (+¾) (60 Active Points) Real Cost: 30 6
    0 5) Be gone minions of hell: Dispel summoned 6 ½d6, Area Of Effect (32m Cone; +¾), Thin Cone (-¼), Cumulative (624 points; +1 ½) (58 Active Points) Real Cost: 29 6
    0 6) quick healing: Healing BODY 2d6, Characteristics (+½), Decreased Re-use Duration (1 Turn; +1 ½) (60 Active Points) Real Cost: 30 6
    0 7) Major trama healing: Healing BODY 6d6 (60 Active Points) Real Cost: 30 6
    0 😎 Teleportation 10m, x4 Increased Mass, MegaScale (1m = 10,000 km; +2) (60 Active Points) Real Cost: 30 6
     
    Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Limited Power Power loses about a fourth of its effectiveness (all effects turn off at dawn; -¼)
    8 1) invisible aura of protection: (Total: 26 Active Cost, 8 Real Cost) +13 PD (Real Cost: 13) plus +13 ED (Real Cost: 13) 0
    8 2) invisible protective wards: Resistant Protection (10 PD/10 ED) (30 Active Points) 0
    14 3) Communications with my dead girlfriend the ghost: Danger Sense (general area, any danger, Discriminatory, Function as a Sense, Targeting Sense) (52 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Hallowed ground; -¼) 14-
     
    2 Teleportation: Fixed Location (2 Locations) 0
    Notes: His Base and team base
     
    Perks
    5 always knows which horse to pick: Money: Well Off
    3 Anonymity
    10 Vehicles & Bases
     
    Skills
    3 Acting 13-
    3 Bureaucratics 13-
    3 Conversation 13-
    3 Criminology 14-
    3 Deduction 14-
    15 Kit bashing magic: Inventor 20-
    3 Navigation (Dimensional, Land) 14-
    4 PS: Mage: all in practioner of the dark arts 13-
    3 Persuasion 13-
    3 Security Systems 14-
    3 Stealth 13-
    3 Streetwise 13-
    0 Everyman skills
    0 1) Climbing 8-
    0 2) Concealment 8-
    0 3) Language: English (completely fluent; literate) (4 Active Points)
    0 4) Paramedics 8-
    0 5) PS: Detective of the Occult 11-
    0 6) Shadowing 8-
    0 7) TF: Everyman Skill, Small Motorized Ground Vehicles
    0 😎 AK: USA 8-
     
    Total Powers & Skill Cost: 237
    Total Cost: 400
     
    400+ Matching Complications
    15 Hunted: Demons,dark gods,elder things and really ancient somethings Infrequently (Mo Pow; Harshly Punish)
    15 Psychological Complication: Smart mouth (Common; Strong)
    15 Psychological Complication: Hates being ordered around (Common; Strong)
    20 Psychological Complication: Protective of normals (Very Common; Strong)
    5 Rivalry: Professional (other mages; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
    5 Susceptibility: Holy relics 1d6 damage Instant (Uncommon)
     
    Total Complications Points: 400
     
    future stuff w/ exp
     
    Equipment END
    Haunting :My girlfriend the ghost: Multipower, 60-point reserve, all slots Inherent (+¼*), Reduced Endurance (0 END; +½) (105 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼)
    1) My girlfriend the ghost can use unearthly forces to protect me: Barrier 10 PD/10 ED, 11 BODY (up to 6m long, 2m tall, and ½m thick), Non-Anchored (60 Active Points) 0
    2) My girlfriend the ghost just spoke of your DOOOOOM: Mental Blast 4 ½d6, Alternate Combat Value (uses OCV against DCV; +0), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (56 Active Points) 0
    3) My girlfriend the ghost say I belong to her and you cannot have me: RKA 4d6 (60 Active Points) 0
     
    Our wedding rings tapping energy from the afterlife, all slots Gestures (Complex; -½), Incantations (Complex; -½), IIF (-¼), Limited Power Power loses about a fourth of its effectiveness (Not on Hallowed ground; -¼)
    1) Endurance Reserve (100 END, 10 REC) (33 Active Points) 0
    2) Absorption 10 BODY (energy, to end reserve) (10 Active Points) 0
    3) Absorption 10 BODY (physical, to end reserve) (10 Active Points) 0
    4) Naked Advantage: Endurance may come from personal or reserve (+¼) for up to 60 Active Points (15 Active Points) 1
     
    Fringe Benefit: License to practice a profession, Passport
    Analyze: Magic 14-
    Sleight Of Hand 13-
    Systems Operation 14-
    Teamwork 13-
    Bump Of Direction
    Simulate Death
    Eidetic Memory
    Speed Reading (x100)
    Contortionist 13-
    Inventor magic 23-
    +2/+2d6 Striking Appearance (vs. all characters)
     
    Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Limited Power Power loses about a fourth of its effectiveness (all effects turn off at dawn; -¼)
    1) Improved Mystical Barriers: Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense/10 Flash Defense: Sight Group) (90 Active Points) 0
    2) My Girlfriend the ghost is warning me: Defense Maneuver I-IV (10 Active Points); Limited Power Power loses about a fourth of its effectiveness (not on hallowed grounds; -¼)
    3) I know all tongues: Universal Translator 14- (20 Active Points)
     
    Variable Power Pool, 75 base + 75 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (150 Active Points); all slots Incantations (Complex; -½), Gestures (-¼)
     
    Background/History:
     
    Personality/Motivation:
     
    Quote:
     
    Powers/Tactics:
     
    Campaign Use:
     
    Appearance:
     
     

    17 downloads

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  7. Ni'aal Garthan

    The team's token orc, Ni'aal Garthan has the life gift of strength (but don't ask him to do any stealth).  He is a MHI character built on 300 character points, 60 complications, and 100 equipment points.

    22 downloads

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  8. Max Covington

    A security guard turned Monster Hunter, Max Covington is a MHI character built on 300 character points, 60 complications, and 100 equipment points.

    13 downloads

    0 comments

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  9. Jake Olsson

    A  former MCB Agent and US Army Ranger who serves as a  Team Leader with MHI, Bruce Rollins is a MHI character built on 300 character points, 60 complications, and 100 equipment points.

    17 downloads

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  10. Gabrielle Blanchard

    A sorority girl cursed by fey magic turned Monster Hunter, Gabrielle Blanchard is a MHI character built on 300 character points, 60 complications, and 100 equipment points.

    25 downloads

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  11. Tatiana Kovalenko

    An  mail-order bride from Ukraine with mafia connections (and Bruce Rollins' wife), Tatiana Kovalenko is a MHI character built on 300 character points, 60 complications, and 100 equipment points.

    20 downloads

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  12. Bruce Rollins

    An Elvis-impersonator turned Monster Hunter, Bruce Rollins is a MHI character built on 300 character points, 60 complications, and 100 equipment points.

    20 downloads

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    Submitted

  13. 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

    97 downloads

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    Updated

  14. Clark Kent 6E 400

    My take on a modern 'beginning hero' version of Superman for 6e - (Heavily Influenced by the 80's Byrne reboot & DCAU versions). Recently updated VPP HA slots to incorporate correct 6e rules for AOE Accurate and damage adding. Also added new HTH Reflection, Self Only Barrier, Desolidification (as Invulnerability) and Entangle slots.
     
    For my favorite 6e export see:
    http://www.herocentral.net/get/files/premium/Clark+Kent+6e+400.HTML
     
    Here are two exports created by killershrike that shows the bio section option from within HD:
    http://www.herocentral.net/get/files/premium/Clark+Kent+6e+400+KS.HTML
    http://www.herocentral.net/get/files/premium/Clark+Kent+6e+400+KS2.HTML
     
    Here is another export with click to hide features in a very functional but plain black & white format:
    http://www.herocentral.net/get/files/premium/Clark+Kent+6e+400+BN.HTML
    Export previews no longer working due to HeroCentral being down for the count:
    http://www.herogames.com/forums/topic/91292-herocentral-gone/?do=findComment&comment=2453010
     
    For this and other 400 point 6e JLA members see my forum thread:
    http://www.herogames.com/forums/index.php?/topic/86936-beginning-versions-of-the-justice-league-for-6e-on-400-points/?hl=%2Bbeginning+%2Bversions+%2Bjustice+%2Bleague+%2Bpoints
     
    last edited 2/17/15
    corrected spelling mistakes and added 4th export example.

    864 downloads

    6 comments

    Updated

  15. 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

    74 downloads

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  16. 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

    124 downloads

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    Updated

  17. Mary Calkins

    In 1882, Calkins entered into Smith College as a sophomore. She studied for the year, but in 1883 with the death of her sister she took the year off from college and studied on her own. She then returned to Smith College in 1884 to graduate with a concentration in classics and philosophy.
    Upon graduation, Calkins and her family took a sixteen month trip to Europe. When she returned to Massachusetts, her father set up an interview with the President of Wellesley College, an all women's college, for a tutoring job. She worked as a teacher in the Greek department for three years until a professor in the Psychology department took notice of Calkins' excellent teaching and offered her a teaching position, as long as she studied psychology for a year prior to teaching. Mary accepted the position and began to look for places to expand her knowledge of psychology.
    There were not many options for women at the time looking for a place to study and graduate with a degree in psychology. Calkins decided to take classes at Harvard Annex, taught by Josiah Royce. Royce influenced Calkins to take regular classes through Harvard, taught by William James, w/ males as her peers. The president of Harvard, Charles William Eliot, was opposed to this idea; a woman learning in the same room as a man. With pressure from James and Royce, along with a petition from Mary's father, Eliot finally gave in and allowed Calkins to study in the regular classes, w/ the stipulation that she was not to be a registered student. The next few years, Calkins continued to excel in the field of psychology, working on more graduate work.
    On her work with James: I began the serious study of psychology with William James. Most unhappily for them and most fortunately for me the other members of his seminary in psychology dropped away in the early weeks of the fall; and James and I were left not, as in Garfield's vision of Mark Hopkins and himself, at either end of a log but quite literally at either side of a library fire. The Principles of Psychology was warm from the press; and my absorbed study of those brilliant, erudite, and provocative volumes, as interpreted by their writer, was my introduction to psychology. What I gained from the written page, and even more from tete-a-tete discussion was, it seems to me as I look back upon it, beyond all else, a vivid sense of the concreteness of psychology and of the immediate reality of "finite individual minds" with their "thoughts and feelings. James's vituperation of the "psychologist's fallacy" -- the "confusion of his own standpoint with that of the mental fact about which he is making his report" -- results directly from this view of introspection as immediate experience and not mere inference from experience. From introspection he derives the materials for psychology. "Introspective observation," he expressly asserts, "is what we have to rely on first and foremost and always...."

    57 downloads

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  18. Captain America 648pts

    Captain America is the steward and defender of the best ideals of man. He's goody-goody without bugging you about it.

    243 downloads

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  19. Wolverine 600pts

    Howlett's past is mostly unknown, but during World War II he participated in military airdrops with Captain America. Decades later, he was abducted and experimented upon by a covert government unit, who bonded unbreakable adamantium to his skeleton and implanted three claws in each arm. Initially designated Weapon X (later the name of the entire unit), Howlett was renamed both "Logan" and "Wolverine." Weapon X held him for at least a decade. Supposedly programmed to kill any human he saw, he proved his humanity was intact by saving Nick Fury's life in the Middle East. He grew to hate his captors and also his fellow prisoner, Sabretooth.

    235 downloads

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  20. Jean Gray 450pts

    The younger daughter of history professor John Grey and his wife Elaine, Jean Grey was 10 years old when her mutant telepathic powers first manifested after experiencing the emotions of a dying friend. Her parents took her to be treated by Professor Charles Xavier. While Xavier treated Jean he also used her to fine tune his Cerebro machine. When Xavier introduced young Jean to the astral plane a part of her mind manifested as a Phoenix raptor and touched the mind of Scott Summers in the orphanage. Later, Xavier erected psychic shields in Jean’s mind to prevent her from using her telepathic powers until she was mature enough to control them. Eventually, using her telekinetic powers, Jean was a founding member of Xavier’s team of mutant trainees the X-Men as Marvel Girl. Upon a mission in outer space Jean was noticed by the Phoenix Force which took note of her unlimited potential. At this moment Jean had a vision of becoming the Phoenix but the vision faded from her memory as it ended. She soon fell in love with fellow student Scott Summers, and later would develop a strong attraction towards one of the team’s new recruits, the feral Wolverine.

    199 downloads

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  21. Cyclops 556pts

    A mutant, Cyclops produces a powerful beam with great destructive power from his eyes referred to as an "optic blast". In uniform, he wears a unique ruby quartz battle visor with a lens which runs from eye-to-eye giving him a one-eyed appearance, hence the codename "Cyclops."
    Scott is the first X-Man recruited by Charles Xavier and as one of the original five X-Men, Cyclops has had a large presence in X-Men-related comics since their inception. He has also been featured in almost every adaptation of the team in other media. In practically every incarnation of the character, he has almost always been shown to be not only Charles Xavier's most loyal student, but also the one who most believes in his dream of mutant and human equality.
     
    Xavier is known to view Scott as one of his most, if not the most prized pupil. The relationship is not mentor to protege but akin to that of a father to son. Xavier hand picked Scott to lead his X-Men and to carry on his ideals. From time to time Scott's loyalty to Xavier has cost him dearly. He has remained by Xavier's side and eventually moved out of Xavier's shadow as the singular leader of the X-Men.

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  22. Colossus 349pts

    Colossus can transform his body tissue into an organic, steel-like substance that grants him superhuman strength and a high degree of imperviousness to injury. His armored form can withstand ballistic penetration as well as temperature extremes from 70º above absolute zero (-390º F) to approximately 9000º F. Colossus cannot become partially or selectively armored; his body is either entirely converted, or not at all. Even his eyes become steel-like.
     
    Through an act of will, Colossus can transform virtually instantaneously into his armored state, and can remain in that form for an as yet undetermined amount of time. Once in his armored form, Colossus remains so until he consciously wills himself back to normal. If he is rendered unconscious, however, he spontaneously reverts to his normal form. In his armored state, Colossus retains his normal human mobility, though his endurance and speed are enhanced. He does not need to breathe while transformed, but it is believed that he could not survive for long in a vacuum.

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  23. Beast 585pts

    When first introduced, the Beast — a mutant — possesses ape-like superhuman physical strength and agility and oversized hands and feet, though he otherwise appears to be a normal human being. Throughout his history, the Beast undergoes progressive transformations to his physiognomy, permanently gaining increasingly animalistic physical characteristics. These include blue fur, feline facial features, pointed ears, fangs, and claws. His physical power increases to even greater levels, as do his senses.
     
    Despite his savage appearance, he is a brilliant man of the arts and sciences; he is a world authority on biochemistry and genetics, the X-Men's medical doctor, and the science and mathematics instructor at the Xavier Institute (the X-Men's headquarters and school for young mutants). He is also a mutant political activist. Fighting his bestial instincts and fears of social rejection, the Beast dedicates his physical and mental gifts to the creation of a better world for man and mutant. He also has a witty sense of humor.

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  24. Thor 664pts

    Thor is a somewhat vain, extremely confident, god-like Asgardian protector of Midgard (aka Earth).

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  25. Spiderwoman 603pts

    Jessica has been a double agent for some time, working both for Hydra and for S.H.I.E.L.D., hence her loyalties are somewhat in flux at times. Currently she is working with the unsanctioned Avengers for now to see how things pan out. If a better offer comes along she may take it.
     
    She is not a leader of others in any sense of the word, as she normally only has to watch after herself, hence she sometimes has words for those that can't take care of themselves. Of course when she needs aid, she often pops off with a "I was dealing with it", to cover her shortcomings.

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