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Uthanar

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Uthanar last won the day on January 19 2015

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  1. Uthanar

    Uthanar Character Builds

    I agree with the Speed 5. I tried him as the Speed 4, but it just did not seem to sit right with me. I think he works well as a 5 and could see him at the 6, which is where I initially built him. But I agree that for me to see what they do in the comics against the other characters, the Speed increase is needed for characters such as this. Also, one of my groups favorite aspects about Champions, Shadowrun, and a few other games is that some characters get more actions. It provides a very different way to differentiate one character from another that many games do nothing to provide.
  2. Uthanar

    Uthanar Character Builds

    Colossus Piotr Nikolaievitch Rasputin Characteristics 20 STR (Cost 10; Roll 13- / 21-; HTH Damage 4d6/12d6; END [2/4]) 9 DEX (Cost -2; Roll 11-) 20 CON (Cost 10; Roll 13- / 15-) 9 INT (Cost -1; Roll 11-; PER Roll 11-) 13 EGO (Cost 3; Roll 12-) 15 PRE (Cost 5; Roll 12- / 15-; PRE Attack: 3d6 / 6d6) 6 OCV (Cost 15) 5 DCV (Cost 10) 3 OMCV (Cost 0) 3 DMCV (Cost 0) 4 SPD (Cost 20; Phases: 3, 6, 9, 12) 7 PD (Cost 5; 7/45 PD; 0/38 rPD) 5 ED (Cost 3; 5/43 ED; 0/38 rED) 15 REC (Cost 11) 50 END (Cost 6) 15 BODY (Cost 5) 50 STUN (Cost 15) Movement Running 8m/16m or 16m/24m (Cost -4; END [1/3]) Swimming 2m/4m (Cost -1; END [1]) Leaping 4m (Cost 0; 4m forward, 2m upward) Characteristics Total: 110 Powers Organic Steel Metamorphosis 33 1) +40 STR, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Linked (Resistant Protection; -1/2) - END=2 7 2) +10 CON (10 Active Points); Linked (Resistant Protection; -1/2) – END= 0 10 3) +15 PRE (15 Active Points); Linked (Resistant Protection; -1/2) – END= 0 3 4) +20 END (4 Active Points); Linked (Resistant Protection; -1/2) – END= 0 3 5) +5 REC (5 Active Points); Linked (Resistant Protection; -1/2) – END= 0 3 6) +5 BODY (5 Active Points); Linked (Resistant Protection; -1/2) – END= 0 7 7) +20 STUN (10 Active Points); Linked (Resistant Protection; -1/2) – END= 0 8 8) Knockback Resistance -12m (12 Active Points); Linked (Resistant Protection; -1/2) - END=0 24 9) Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing), Inherent (+1/4) (36 Active Points); Linked (Resistant Protection; -1/2) [Notes: Colossus doesn't breathe like this, but they don't think he can support himself in a vacuum. So that would be one limitation on his Life Support, but a fairly minor one for most of the X-Men adventures. ] - END=0 10 10) Physical Damage Reduction, 50% (20 Active Points); Collision Resistance (-1/2), Linked (Resistant Protection; -1/2) [Notes: Colossus just jumps out of planes and impacts the ground. In Mutants and Masterminds I built it as an immunity, in this I just figured that I would give him Damage Reduction from Collisions. It would work on Move By, Move Through, and things of that nature also (both ends of it). The 50% reduction, high defenses to start, and a good pool of Stun to work through should allow him to do whatever he feels he wants to do without any fear of getting to hurt in this regard. ] - END=0 97 11) Resistant Protection (27 PD/27 ED), Impenetrable (+1/4), Hardened (+1/4) (121 Active Points); Perceivable (-1/4) - END=0 3 12) Running +8m (8m/16m total) (8 Active Points); Increased Endurance Cost (x2 END; -1/2), Linked (Resistant Protection; -1/2), no Noncombat movement (-1/4) - END=2 5 Superhero Briefs: Resistant Protection (5 PD/5 ED) (15 Active Points); Requires A Roll (10- roll; Must be made each Phase/use; -1 1/4), OIF (-1/2) - END=0 5 Trained by Professor X: Mental Defense (5 points total) - END=0 Powers Total: 218 Martial Arts 4 Bearhug I: 1/2 Phase, +0 OCV, +0 DCV, 8d6 / 16d6 Crush, Must Follow Grab 4 Deadly Smash: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 / HKA 5d6 +1 4 Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab Two Limbs, 10 STR for holding on 4 Punch: 1/2 Phase, +2 OCV, +0 DCV, 6d6 / 14d6 Strike 4 Toughness: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Total: 20 Skills 4 +2 PSLs to offset non-Aerodynamic Penalty when Throwing 4 +2 CSLs Fastball Special 3 Breakfall 11- 3 Climbing 11- 3 Hoist 11- 2 KS: College Educated 11- 0 Language: Russian (idiomatic) (4 Active Points) 3 Language: English (completely fluent) 3 Power: Brick Tricks 12- 2 PS: Artist 11- 2 PS: Farmer 11- 5 Teamwork 12- Skills Total: 34 Talents 12 Heroic Luck: Combat Luck (6 PD/6 ED) 6 +2/+2d6 YUMMY!: Striking Appearance (vs. all characters) Talents Total: 18 Complications 20 Code Against Killing: Psychological Complication (Common; Total) 15 Code of X: Psychological Complication: (Common; Strong) 20 Familial Bonds: Dependent NPC Frequently (Incompetent) [Notes: Colossus is haunted by the lives that have been lost. His family is a specific burden that he has to deal with, and in many story lines he goes through changes due to the death, life, redeath, rebirth, resurrection, death again, deaging, safety, and care of his family. While this is technically a group of individuals, they only really are relevent one story at a time and the parents were never developed separately is my memory of them. ] 10 Huge and Buff: Distinctive Features (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15 Metallic Body: Physical Complication (Infrequently; Greatly Impairing) 10 Mutant: Distinctive Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 25 Mutant Hating Groups: Hunted Frequently (Mo Pow; NCI; Harshly Punish) 15 Professor X: Hunted Frequently (Mo Pow; NCI; Watching) 15 Secret Identity: Social Complication Frequently, Major 20 Too Much Killing/Violence: Enraged (Uncommon), go 14-, recover 11- [Notes: Mindless violence drives Colossus to...MINDLESS VIOLENCE! It might not be a pretty cycle, and it is going to be one that eats up his Code Against Killing afterwards, but this powerhouse just reaches out and kills people at times when things have pushed him too far. While Proteus was a planned move, Riptide was more of a spur of the moment kind of thing. Colossus even fully intended to continue going in slaughtering the Marauders but made his recovery check. Watch out for the gentle giant! ] Complications Points: 150 Colossus is one of the hearts of the new X-Men. To me growing up it was all about the friendship between Nightcrawler, Colossus, and Wolverine. While I loved Banshee's power set and always wanted to see more on him, these characters and their interaction is what made the book what I wanted to keep reading. Colossus is a major powerhouse who is defined by the transformation that he undergoes. Even without his powers on, he should not be a slouch in a lot of fights. I dropped his Dex and Int to 9, because he always seems slow, both mentally and physically. Cyclops used to own him regularly in combat because Colossus was so convinced of how his power would see him through the day. It isn't enough to drop him in any significant way, but does represent that he is a little behind where starting heroes are on those stats. Reading the information that I could find on him, they say things like how he can take a tank shell to the chest without problem. I made him really tough individual, and think that his physical defenses should show him through most fights that he gets into. He picked up Toughness so that he can try to block for other people when the time comes, though they have to be within a certain range of him. The big drawback on the Russkie is that he is big and slow. In a battle where the fight is highly mobile he is going to be limited to throwing things at his enemies. It is a problem that characters like him, the Thing, and a few others have. Hulk can get where he wants to go with his incredible leaping, but Colossus is stuck where he is most of the time. I increased his movement speed a bit with some points when he is armored up, but that is only going to help him so much. Speaking of throwing things...I buffed up his ability to perform the Fastball Special since he is the character that started the whole trend, or at least he and Wolverine are the team that gave it a name. It was always a signature move and when it happened, you knew something awesome was in the works. Especially in UXM #142, that was a fastball special to remember! His OCV and DCV lag behind. The DCV is not that important for his defenses, and the OCV is made up for with his standard Martial Maneuver of "Punch" which gives him 2 more points. If he gets to melee with you, and you are not the Blob, Juggernaut, or similar then you are going to be in trouble. His weaknesses are primarily not exploitable by enemies in a straight up fight, but Magneto can easily use him as a wrecking ball (and has) against the rest of the team. The complications that he has lean towards his big heart, and how it tears him up for those he cares about to be hurt. Colossus.hdc
  3. Uthanar

    Uthanar Character Builds

    With his Flying Dodge, doesn't he get out of those without a problem?
  4. Uthanar

    Uthanar Character Builds

    Glad that you liked her! I hope to be able to keep posting things up here. Will see how my school schedule allows for that.
  5. Uthanar

    Uthanar Character Builds

    Polaris Lorna Dane Characteristics 11 STR (Cost 1; Roll 11-; HTH Damage 2d6; END [1]) 11 DEX (Cost 2; Roll 11-) 18 CON (Cost 8; Roll 13-) 15 INT (Cost 5; Roll 12-; PER Roll 12-) 15 EGO (Cost 5; Roll 12-) 15 PRE (Cost 5; Roll 12-; PRE Attack: 3d6) 6 OCV (Cost 15) 6 DCV (Cost 15) 3 OMCV (Cost 0) 3 DMCV (Cost 0) 4 SPD (Cost 20; Phases: 3, 6, 9, 12) 6 PD (Cost 4; 6/26 PD; 0/20 rPD) 4 ED (Cost 2; 4/30 ED; 0/26 rED) 15 REC (Cost 11) 50 END (Cost 6) 10 BODY (Cost 0) 40 STUN (Cost 10) Movement Running 8m/16m (Cost -4; END [1]) Swimming 2m/4m (Cost -1; END [1]) Leaping 4m (Cost 0; 4m forward, 2m upward) Flight 12m/96m Characteristics & Movement Total: 104 Powers 54 Electromagnetic Sight: Detect Magnetic and Electrical Energy 13- (Mental Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Penetrative, Targeting, Telescopic: +6 - END=0 7 Magnetic Bubble: Resistant Protection (3 PD/5 ED), Impenetrable (+1/4) (15 Active Points); Costs Endurance (-1/2), Perceivable (-1/4), Unified Power (Magnetic Fields; -1/4) - END=1 26 Magnetic Force Riding: Flight 12m, x8 Noncombat, Usable Simultaneously (up to 4 people at once; +1/2), Grantor pays the END whenever the power is used, Recipient must be within Limited Range of the Grantor for power to be granted, Recipient must remain close to Grantor, Grantor can take back power at any time (33 Active Points); Unified Power (Magnetic Fields; -1/4) - END=3 8 Standard Superhero Costume: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) - END=0 5 Trained by Professor X: Mental Defense (5 points total) - END=0 29 Magnetic Fields: Multipower, 36-point reserve, (36 Active Points); all slots Unified Power (Magnetic Fields; -1/4) - END= 3f 1) Intense Magnetic Field: Change Environment (Create Intense Magnetic Field) (-4 to Radio Group PER Rolls, Long-Lasting 5 Minutes), Area Of Effect (32m Radius; +1) (36 Active Points); Unified Power (Magnetic Fields; -1/4) - END=4 2f 2) Magnetic Empowerment: Absorption 10 BODY (energy, Magnetism), Magnetic Powers (+1/2), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Increased Maximum (x4 points) (+1/2), Absorption As A Defense (Resistant; +1) (35 Active Points); Costs Half Endurance (-1/4), Unified Power (Magnetic Fields; -1/4) - END=1 2f 3) Magnetic Shields: Resistant Protection (6 PD/10 ED), Usable Simultaneously (up to 4 people at once; +1/4), Grantor pays the END whenever the power is used, Recipient must remain within Line of Sight of Grantor, Impenetrable (+1/4) (36 Active Points); Costs Half Endurance (-1/4), Unified Power (Magnetic Fields; -1/4) - END=2 82 Magnetism: Multipower, 82-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (102 Active Points); all slots Unified Power (Magnetism; -1/4) - END= 3f 1) Magnetic Blast: (Total: 40 Active Cost, 32 Real Cost) Blast 8d6 (40 Active Points); Unified Power (Magnetism; -1/4) (Real Cost: 32) - END=2 4f 2) Magnetic Reversal: Reflection (78 Active Points' worth), Any Target (+1/2) (78 Active Points); Only Works Against Metallic Physical Projectiles (-1/2), Unified Power (Magnetism; -1/4) - END=4 4f 3) Magnetic Shredder: Killing Attack - Ranged 3 1/2d6, Armor Piercing (x2; +1/2) (82 Active Points); Only vs Metal or Metal Protected Targets (-1), Unified Power (Magnetism; -1/4) - END=4 3f 4) Magnetic Storm: Blast 9d6, Area Of Effect (4m Radius; +1/4) (56 Active Points); OIF (small metallic objects of opportunity) (-1/2), Unified Power (Magnetism; -1/4) - END=3 4f 5) Magnetokinesis: Telekinesis (45 STR), Fine Manipulation (79 Active Points); Only Works on Metallic Objects (-1/2), Unified Power (Magnetism; -1/4) - END=4 3f 6) Metallic Wrap-Up: Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (sufficient amount of metallic objects of opportunity within 20m of target; -1/2), Unified Power (Magnetism; -1/4) - END=3 6f 7) Shape Metal: Major Transform 8d6 (Metals to Metals, Reshaping) (80 Active Points); Unified Power (Magnetism; -1/4) - END=4 Powers Total: 245 Skills 10 +2 CSLs with Magnetism 3 Breakfall 11- 3 KS: College Educated 12- 3 PS: Scientist 12- 5 Science Skill: Geology 14- 3 Tactics 12- 7 Teamwork 13- Skills Total: 34 Talents 3 Bump Of Direction 12 Heroic Luck: Combat Luck (6 PD/6 ED) 2 Lightning Reflexes (+6 DEX to act first with Magnetism) Talents Total: 17 Complications 20 Code Against Killing: Psychological Complication (Common; Total) 15 Code of X: Psychological Complication: (Common; Strong) 10 Green Hair: Distinctive Features (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Insecure: Psychological Complication (Common; Moderate) [Notes: Lorna has been insecure about a number of things over the years. Her body image, her powers, her boyfriend...the list goes on. ] 5 Magneto: Hunted Infrequently (Mo Pow; Watching) 10 Mutant: Distinctive Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 25 Mutant Hating Groups: Hunted Frequently (Mo Pow; NCI; Harshly Punish) 15 Professor X: Hunted Frequently (Mo Pow; NCI; Watching) 15 Secret Identity: Social Complication Frequently, Major 5 Susceptible Mind: 1 1/2 x Effect Vulnerability to Mind Control (Uncommon) [Notes: A long time victim of Malice...and the Shadow King...seems like she just gets dominated a bit. So seemed like she was Vulnerable to it. ] 5 Wolfsbane [or other major female character]: Romantic, Rivalry, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry Complications Points: 135 Polaris.hdc
  6. Uthanar

    Uthanar Character Builds

    Professor X Charles Xavier Characteristics 10 STR (Cost 0; Roll 11-; HTH Damage 2d6; END [1]) 10 DEX (Cost 0; Roll 11-) 15 CON (Cost 5; Roll 12-) 18 INT (Cost 8; Roll 13-; PER Roll 13-) 30 EGO (Cost 20; Roll 15-) 20 PRE (Cost 10; Roll 13-; PRE Attack: 4d6) 3 OCV (Cost 0) 4 DCV (Cost 5) 9 OMCV (Cost 18) 9 DMCV (Cost 18) 2 SPD (Cost 0; Phases: 6, 12/3, 6, 9, 12) 4 PD (Cost 2; 4/10 PD; 0/6 rPD) 4 ED (Cost 2; 4/10 ED; 0/6 rED) 12 REC (Cost 8) 50 END (Cost 6) 10 BODY (Cost 0) 30 STUN (Cost 5) Movement Running 8m/32m (Cost -12; END [1]) Swimming 4m/8m (Cost 0; END [1]) Characteristics & Movement Total: 93 Powers 51 Detect Minds, Mutants, & Mental Powers: Detect Minds, Mental Powers and Mutants 15- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Penetrative, Sense, Targeting, Telescopic: +4 - END=0 6 Hover Chair: Running +8m (8m total), x4 Noncombat (13 Active Points); OAF (-1) - END=1 13 Mental Bastion: Power Defense (20 points) (20 Active Points); Only Works Against Mental/Psionic Powers (-1/2) - END=0 25 Mental Shields: (Total: 25 Active Cost, 25 Real Cost) +10 Mental Defense (20 points total) (Real Cost: 10) plus Resistant Protection (10 Mental Defense) (Real Cost: 15) - END=0 13 Speed of Thought: +2 SPD (20 Active Points); Mental Actions Only (-1/2) 160 Variable Power Pool, 100 base + 70 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (205 Active Points); Psionics Only (-1/2); all slots Unified Power (Psionics; -1/4) 0 1) Astral Form: Desolidification , Projection (+0) (40 Active Points); Feedback (-1), Physical Body Left Behind (-1/2), Must Return To Physical Body (24 Hours; -1/2), Unified Power (Psionics; -1/4) Real Cost: 12 - END=4 0 2) Mental Control: Mind Control 14d6 (70 Active Points); Unified Power (Psionics; -1/4) Real Cost: 56 - END=7 0 3) Mental Link: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Unified Power (Psionics; -1/4) Real Cost: 28 - END=0 0 4) Mental Paralysis: Entangle 3d6, 3 PD/3 ED, Alternate Combat Value (uses OMCV against DMCV; +1/4), Works Against EGO, Not STR (+1/4), Takes No Damage From Physical Attacks (see 6E1 p217; +3/4) (67 Active Points); Mental Defense Adds To EGO (-1/2), Unified Power (Psionics; -1/4) Real Cost: 38 - END=7 0 5) Mind Scan: Mind Scan 14d6 (70 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Unified Power (Psionics; -1/4) Real Cost: 31 - END=7 0 6) Psionic Blast: Mental Blast 7d6 (70 Active Points); Unified Power (Psionics; -1/4) Real Cost: 56 - END=7 0 7) Psionic Insight: +2 Overall (24 Active Points); Psionic (-1/2), Costs Half Endurance (-1/4), Unified Power (Psionics; -1/4) Real Cost: 12 - END=1 0 8) Psionic Invisibility: Invisibility to Sight, Hearing and Mental Groups , No Fringe (40 Active Points); Only Works Against Sentient Persons Character Is Aware Of (-1/2), Unified Power (Psionics; -1/4) Real Cost: 23 - END=4 0 9) Psionic Surgery: Major Transform 4d6 (alter, remove, or add memories or Psychological Complications,, normally [or through repeated applications of this power, character’s choice at purchase]), Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +1/4), Works Against EGO, Not BODY (+1/4) (60 Active Points); Limited Target (mental "objects" in the minds of sentient beings; -1/2), Unified Power (Psionics; -1/4) Real Cost: 34 - END=6 0 10) Thought Projection: Telepathy 14d6 (70 Active Points); Unified Power (Psionics; -1/4) Real Cost: 56 - END=7 Powers Total: 268 Skills 10 +10 CSLs with Mind Scan 3 Bureaucratics 13- 3 Conversation 13- 3 Deduction 13- 3 Electronics 13- 3 High Society 13- 5 Instructor (Intellect Skill 9+INT/5) 14- 3 Interrogation 13- 3 Inventor 13- 8 KS: Mutation 18- 4 KS: History 14- 4 KS: Philosophy 14- 8 KS: Psionics 18- 3 Mechanics 13- 3 Oratory 13- 5 Persuasion 14- 3 PS: Soldier 13- 3 Research (Intellect Skill 9+INT/5) 13- 3 Science Skill: Life Sciences 13- 4 Science Skill: Genetics 14- 3 Survival 13- 3 Tactics 13- 3 Teamwork 11- Skills Total: 93 Perks 15 Filthy Rich: Money 6 World Renowned Expert on Mutation: Positive Reputation (A large group) 14-, +2/+2d6 Perks Total: 21 Talents 12 Combat Luck (6 PD/6 ED) 13 Universal Translator 13- (20 Active Points); Psionic (-1/2) Talents Total: 25 Complications 5 Bald: Distinctive Features (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Code of X: Psychological Complication: (Common; Total) 15 Magneto: Hunted Frequently (As Pow; Harshly Punish) 5 Magneto: Professional, Rivalry, Rival is As Powerful, Seek to Convince Rival, Rival Aware of Rivalry 10 Mutant: Distinctive Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 30 Paralyzed from the Waist Down: Physical Complication (All the Time; Greatly Impairing) 15 Secret Identity: Social Complication Frequently, Major 10 Wheel Chair: Distinctive Features (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) Complications Points: 110 Professor Xavier, one of the premier minds of the Marvel Universe. I really tried to squeeze him into a 400 point jacket and when I saw how that looked early on just decided it was not worth it. So I bumped him up to 500 and called it good. In Telepathy he should be able to make mince meat out of Marvel Girl, but that is the way it is supposed to be. I brought his Psionics down from a 20- (Best ever) because I felt that Shadow King is more knowledgeable about those things in a lot of ways. However, in those ranges it is really just quibbling over small bits on how good individual people are. It was similar with his knowledge of mutation, I felt that Apocalypse would have a better understanding of that. His Strength might seem high the way that I rate things (I consider 'normal Strength' to be under 10) but he works out a lot to keep himself in shape, but he just works what he can. There are a lot of old scenes from the 80s of him in the Danger Room doing PT with Lilandra. I mean, I don't think that Charles is having his students load him into his chair every morning and into bed at night. Nor do I think he has bathroom assistance...then again in that awesome chair he got in the 90s maybe he doesn't need to get out to use the bathroom anymore. His flaws are mostly the same, but his dedication to the Dream of X is Total, rather than the Strong. The truth is that he is willing to do some bad things to keep his dream alive. In the old days he even messed with normal humans minds all the time to make them forget the X-Men. It is funny to go back and read those books and compare them against the attitude that he had later in the books where mind wipes should not be done. Professor X.hdc
  7. Uthanar

    Uthanar Character Builds

    Havok Alexander "Alex" Summers Characteristics 13 STR (Cost 3; Roll 12-; HTH Damage 2 1/2d6; END [1]) 13 DEX (Cost 6; Roll 12-) 20 CON (Cost 10; Roll 13-) 13 INT (Cost 3; Roll 12-; PER Roll 12-) 15 EGO (Cost 5; Roll 12-) 15 PRE (Cost 5; Roll 12-; PRE Attack: 3d6) 7 OCV (Cost 20) 6 DCV (Cost 15) 3 OMCV (Cost 0) 3 DMCV (Cost 0) 4 SPD (Cost 20; Phases: 3, 6, 9, 12) 8 PD (Cost 6; 8/19 PD; 0/11 rPD) 5 ED (Cost 3; 5/16 ED; 0/11 rED) 15 REC (Cost 11) 50 END (Cost 6) 13 BODY (Cost 3) 42 STUN (Cost 11) Movement Running 8m/16m (Cost -4; END [1]) Swimming 2m/4m (Cost -1; END [1]) Leaping 0 4m (Cost 0; 4m forward, 2m upward) Characteristics & Movement Total: 122 Powers 14 Cosmic Absorption: Absorption 12 BODY (energy), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Variable Effect Plasma Generation (+1/2), Absorption As A Defense (Resistant; +1) (36 Active Points); Cosmic or Plasma Energy Only (-1), Side Effects (Make EGO Roll -1 per 2 DCs After Absorbing or Plasma Explosion) (-1/2) - END=0 4 Heat & Radiation Immunity: Life Support (Safe in High Radiation; Safe in Intense Heat) - END=0 8 Standard Superhero Costume: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) - END=0 5 Trained by Professor X: Mental Defense (5 points total) - END=0 125 Plasma Generation: Multipower, 104-point reserve, all slots Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4) (156 Active Points); all slots Unified Power (Plasma Generation; -1/4) 2f 1) Burning Bright: Sight Group Flash 7d6, Area Of Effect (16m Radius; +3/4) (61 Active Points); Side Effects (Trigger Plasma Explosion, Pay END from Stun) (-1), No Range (-1/2), OIF (-1/2), Requires A Roll (EGO roll, -1 per 20 Active Points modifier; -1/4), Unified Power (Plasma Generation; -1/4) - END=3 5f 2) Directed Plasma: (Total: 97 Active Cost, 47 Real Cost) Change Environment (Stunning) (30 Active Points); OIF (-1/2), Unified Power (Plasma Generation; -1/4) (Real Cost: 17) plus Killing Attack - Ranged 3d6, Armor Piercing (x2; +1/2) (67 Active Points); Restrainable (-1/2), OIF (-1/2), Unified Power (Plasma Generation; -1/4) (Real Cost: 30) - END=4 2f 3) Fly In The Amber: Entangle 4d6, 6 PD/6 ED, Area Of Effect (1m Radius; +1/4) (62 Active Points); Restrainable (-1/2), OIF (-1/2), Only Affects Targets On The Ground (-1/4), Unified Power (Plasma Generation; -1/4) - END=3 6f 4) Plasma Explosion: (Total: 104 Active Cost, 59 Real Cost) Killing Attack - Ranged 3d6, Full Power (+0), Area Of Effect (4m Radius; +1/4), Armor Piercing (+1/4) (67 Active Points); No Range (-1/2), Unified Power (Plasma Generation; -1/4) (Real Cost: 38) plus Change Environment (Stunning), Area Of Effect (4m Radius; +1/4) (37 Active Points); No Range (-1/2), Unified Power (Plasma Generation; -1/4) (Real Cost: 21) - END=5 4f 5) Plasma Wave: (Total: 104 Active Cost, 40 Real Cost) Change Environment (Stunning), Area Of Effect (16m Line; +1/4) (37 Active Points); No Range (-1/2), OIF (-1/2), Unified Power (Plasma Generation; -1/4) (Real Cost: 16) plus Killing Attack - Ranged 3d6, Full Power (+0), Area Of Effect (16m Line; +1/4), Armor Piercing (+1/4) (67 Active Points); No Range (-1/2), Restrainable (-1/2), OIF (-1/2), Unified Power (Plasma Generation; -1/4) (Real Cost: 24) - END=5 Powers Total: 175 Martial Arts 3 Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/10, Target Falls 4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 28 STR vs. Grabs 4 Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Total: 11 Skills 10 +2 CSLs with Plasma Generation 4 +4 RSLs with Directed Plasma 5 Breakfall 13- 2 Bureaucratics 10- 5 Climbing 13- 3 Deduction 12- 4 KS: College Educated 13- 3 Mechanics 12- 3 Navigation 12- 3 Oratory 12- 2 PS: Scientist 11- 5 Science Skill: Geology 14- 5 Science Skill: Geophysics 14- 3 Shadowing 12- 3 Stealth 12- 3 Survival 12- 7 Tactics 14- 7 Teamwork 14- Skills Total: 77 Talents 12 Heroic Luck: Combat Luck (6 PD/6 ED) 3 Lightning Reflexes (+9 DEX to act first with Plasma Generation) Talents Total: 15 Complications 20 Code Against Killing: Psychological Complication (Common; Total) 15 Code of X: Psychological Complication: (Common; Strong) 15 Cyclops: Professional and Romantic, Rivalry, Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 10 Mutant: Distinctive Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 25 Mutant Hating Groups: Hunted Frequently (Mo Pow; NCI; Harshly Punish) 15 Professor X: Hunted Frequently (Mo Pow; NCI; Watching) 15 Secret Identity: Social Complication Frequently, Major Complications Points: 115 Havok, he is a real danger. I know that in the comics he was far more hesitant to use his powers than Cyclops was. The danger was that he was an absolute danger to anyone who he used them on. So I really tried to pump up the danger that he has in combat. However, I kept him with Killing Attacks which means he should be really hesitant to use his powers. Because of the danger of using his powers I gave him some real OOMPH in what they had. That was why I added the Stunning attack. I initially was thinking of just adding some damage for purposes of only determining whether the target was stunned. When I brought that up, I was told that it might be better to use the Change Environment. He is a lot like Cyclops, but more dangerous in the power that he has but a lot less Skilled in a number of ways. Havok v4 Spd 4.hdc
  8. Uthanar

    Uthanar Character Builds

    I remember liking the VPP approach that you did with characters on your Justice League. But we tried similar at the table and it did not turn out as well as I hoped. I know I am very hesitant to use VPPs on a lot of characters, but I think that is just from years seeing the STOP sign over them and having nobody to really teach me how to play the game. I looked at VPPs on some of the characters, but did not like them as much as the MPP which is where I generally lean myself.
  9. Uthanar

    Uthanar Character Builds

    Wow, thanks! I hope that Iceman and the Speed 5 characters were also good to see.
  10. Uthanar

    Uthanar Character Builds

    Marvel Girl Jean Grey, Phoenix Characteristics 10 STR (Cost 0; Roll 11-; HTH Damage 2d6; END [1]) 10 DEX (Cost 0; Roll 11-) 15 CON (Cost 5; Roll 12-) 10 INT (Cost 0; Roll 11-; PER Roll 11-) 20 EGO (Cost 10; Roll 13-) 18 PRE (Cost 8; Roll 13-; PRE Attack: 3 1/2d6) 5 OCV (Cost 10) 5 DCV (Cost 10) 7 OMCV (Cost 12) 7 DMCV (Cost 12) 4 SPD (Cost 20; Phases: 3, 6, 9, 12) 5 PD (Cost 3; 5/21 PD; 0/16 rPD) 5 ED (Cost 3; 5/19 ED; 0/14 rED) 15 REC (Cost 11) 50 END (Cost 6) 10 BODY (Cost 0) 38 STUN (Cost 9) Movement Running 8m/16m (Cost -4; END [1]) Swimming 2m/4m (Cost -1; END [1]) Leaping 4m (Cost 0; 4m forward, 2m upward) Flight 20m/40m Characteristics Total: 114 Powers 27 Detect Minds: Detect Minds 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting - END=0 5 Empathic Link: Mind Link , Scott Summers class of minds, One Specific Mind, Psychic Bond (10 Active Points); Powerful Emotions and Feelings Only (-1) - END=0 5 Mental Eye: Mental Awareness - END=0 15 Psionic Defenses: Mental Defense (15 points total) - END=0 8 Standard Superhero Costume: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) - END=0 7 Telekinetic Bubble: Resistant Protection (5 PD/3 ED), Impenetrable (+1/4) (15 Active Points); Costs Endurance (-1/2), Perceivable (-1/4), Unified Power (Telekinesis; -1/4) - END=1 17 Telepathic Hearing: Detect Surface Thoughts 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense - END=0 56 Telekinesis: Multipower, 70-point reserve, (70 Active Points); all slots Unified Power (Telekinesis; -1/4) - END= 5f 1) Force Bolts: Blast 4d6, Alternate Combat Value (uses OMCV against DCV; +0), Attack Versus Alternate Defense (rPD defined as a Force Field or PD Barrier that surrounds the target; All Or Nothing; +1), Does BODY (+1) (60 Active Points); Unified Power (Telekinesis; -1/4) - END=6 4f 2) Force Explosion: Blast 7d6, Area Of Effect (16m Radius Explosion; +1/4), Personal Immunity (+1/4), Double Knockback (+1/2) (70 Active Points); No Range (-1/2), Unified Power (Telekinesis; -1/4) - END=7 2f 3) Telekinetic Flight: Flight 20m, Usable Simultaneously (up to 4 people at once; +1/2), Grantor pays the END whenever the power is used, Grantor controls the power totally, Recipient must remain close to Grantor (30 Active Points); Unified Power (Psionic Powers; -1/4) - END=3 6f 4) Lockdown: Entangle 4d6, 4 PD/4 ED, Reduced Endurance (1/2 END; +1/4), Constant (+1/2) (70 Active Points); Unified Power (Telekinesis; -1/4) - END=3 2f 5) Telekinetic Shields: Resistant Protection (11 PD/7 ED), Usable Simultaneously (up to 4 people at once; +1/4), Grantor pays the END whenever the power is used, Recipient must remain within Line of Sight of Grantor, Impenetrable (+1/4) (40 Active Points); Costs Half Endurance (-1/4), Perceivable (-1/4), Unified Power (Telekinesis; -1/4) - END=2 5f 6) TK: Telekinesis (30 STR), Fine Manipulation, Alternate Combat Value (uses OMCV against DCV; +0), Reduced Endurance (1/2 END; +1/4) (69 Active Points); Unified Power (Telekinesis; -1/4) - END=2 40 Telepathy: Multipower, 50-point reserve, (50 Active Points); all slots Unified Power (Psionics; -1/4) - END= 4f 1) Mental Scanning: Mind Scan 10d6 (50 Active Points); Unified Power (Psionics; -1/4) - END=5 4f 2) Psionic Assault: Mental Blast 4d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Unified Power (Psionics; -1/4) - END=2 1f 3) Psionic Screening: Invisibility to Mental Group , Usable Simultaneously (up to 4 people at once; +1/2), Grantor can take back power at any time, Grantor pays the END whenever the power is used, Recipient must remain within Line of Sight of Grantor (15 Active Points); Unified Power (Psionic Powers; -1/4) - END=1 1f 4) Psionic Shields: Mental Defense, Usable Simultaneously (up to 4 people at once; +1/2), Grantor pays the END whenever the power is used, Grantor controls the power totally, Recipient must remain close to Grantor (15 Active Points); Costs Endurance (-1/2), Unified Power (Psionic Powers; -1/4) - END=1 4f 5) Telepathy: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Unified Power (Psionics; -1/4) - END=2 Powers Total: 218 Skills 12 +2 with Mental Powers 10 +5 with Mental Scanning 3 Breakfall 11- 3 Charm 13- 3 Conversation 13- 3 KS: College Educated 12- 3 Oratory 13- 3 Persuasion 13- 3 PS: Model 13- 2 PS: Pilot 11- 3 Teamwork 12- Skills Total: 50 Talents 6 +2/+2d6 Stunning Beauty: Striking Appearance (vs. all characters) 12 Heroic Luck: Combat Luck (6 PD/6 ED) Talents Total: 18 Complications 20 Code Against Killing: Psychological Complication (Common; Total) 15 Code of X: Psychological Complication: (Common; Strong) 25 Devotion to Scott Summers: Psychological Complication (Very Common; Total) 10 Mutant: Distinctive Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 25 Mutant Hating Groups: Hunted Frequently (Mo Pow; NCI; Harshly Punish) 15 My Own Woman: Psychological Complication (Common; Strong) [Notes: Jean Grey has been many things and sometimes she has to fight to just be herself. ] 15 Professor X: Hunted Frequently (Mo Pow; NCI; Watching) 15 Secret Identity: Social Complication Frequently, Major Complications Points: 140 Jean Grey using both Telepathy and Telekinesis in two pretty good MPPs. She has a lot of utility, and some serious bang with her powers. She can fly the group around but was never used for long distances unlike Polaris (except X-Men #3), so the speed is not that fast for her. She can throw up shields around the group, which is something she frequently did. The points spread on her fairly well. There wasn't a need to stretch to get to 400, and I didn't feel the need to cute much back either. So it worked out fairly well for her. Putting her up finishes off the original X-Men. Which makes me happy to get them all posted up. Marvel Girl.hdc
  11. Uthanar

    Side Effect on MPP Access

    Re: Side Effect on MPP Access @ Escafarc - To perhaps better illustrate what I am saying let me give an example. Let us say that someone has to sacrifice a virgin once a day to gain access to their MPP. However, once that virgin has been sacrificed within the past 24 hours they are able to use the individual slots in the MPP freely. @ Both - Thanks for the answers.
  12. A MPP that requires the character to do a specific action during the previous 24 hours to have the ability to use any of the slots within it applies the limitation to the MPP and not the slots or both the MPP and the slots. My understanding of it (however wrong it is) would be that the Limitation goes onto the MPP but does not affect the slots. Just want to see if I have that right. I am working it in as a Side Effect that Always Occurs when an Action is Taken and linking that action to access for the MPP. Thanks for help as always. Merry Christmas!
  13. Uthanar

    Pranking Speedster with Seizures

    Re: Pranking Speedster with Seizures Was talking to the player about his character and he had some more thoughts on things. He was thinking that his character was able to see into the future. Whenever he starts zoning out because he is bored he starts to see into the future, but he can't control the when of what is going on. As time passes he begins to see things going faster and faster, kinda like life is in fast forward and he has no control over it. If things start going too fast is when his seizures kick in. I'm thinking that this might be more of a side effect than a real power a lot of the time. It can be a real pain to deal with future sight, but can be a fun tool too. However, he was thinking that his speed and requirement of having a plan comes from the fact that when he sees into the future he can snap back to the present and make use of the information that he saw. So the player seems to be going in a more temporal thought for the character. We are figuring a NCC Precognition for his character would be a good representation of the power, with some limits on it. Figured I would post an update and do some work on it from there. Thanks for the replies I have gotten so far. Happy gaming. Uthanar
  14. Uthanar

    Pranking Speedster with Seizures

    The following is post about a character in development as a PC for a game that I am running. As I am the most knowledgeable person about the Hero system I'm in charge of getting characters from creative thought and onto a character sheet, which seems pretty cool to me since I would rather have my players worrying about the creative aspects of their characters than about the minutia of the system ATM. I would love any insight or advise that people would like to share on how to represent these characters properly, because while I understand the system decently, I know that I am merely a fly among giants here. Ideas on the system and on the character itself are welcome, I will pass along thoughts about characters to the respective player to see if they would like to incorporate things into their character or not. My campaign group did their first session yesterday for the Champions game that we are starting. Some basic information about the game can be found in this other thread that I started about it http://www.herogames.com/forums/show...75#post1892375. The first session that we did was systemless, I had people sit down at the table and think about a teenager that they would like to play, and asked them to get a good image of the teen in their minds to start with. Then I told them that it would be in the Marvelverse and their characters would be burgeoning mutants, and that they were welcome to change the teenager image that they had in their mind if they wanted to. The group worked on the character ideas that we had of the individual members, and wrote down things that are important to the characters. We didn't bother going to the Hero System rules to actually make the characters, but instead just had the idea of what each of the characters would be good at. The game is taking place at the beginning of the 80s. The campaign is starting as these people are just starting to manifest their mutant powers and have very little control over them comparatively. I have not set a specific point allotment for each of the characters yet, as I'm trying to figure out what points are needed to truly represent the character as they are. I'm hoping to get help with anything that I might need help with from the clever and wonderful folks on the boards. The player's thoughts for the character are that he has lived on the border of a ghetto area and a decent suburban neighborhood, the kind of place that parents live in to get their kids into the right school district. Josue is a Hispanic American brought up in Southern California by a hard working mother, and a drunk of a father. He has learned to use humor to cope with the world around him, and is just going through puberty at this time. Since childhood Josue has had problems with seizures, and while they are becoming less frequent as he grows older, they are also growing more severe. Josue is looking to have some speed based powers, and can move fast at times. While he didn't think that his character would be anywhere near the speed of the young kid in the Incredibles movie, he did think that some of the pranks would be appropriate for him. I don't remember the movie that well ATM (should probably Flix it again), but maybe those reading it will be helped by the reference. ATM we are thinking that his speed isn't kicking in unless he has some sort of plan formulated on how to use it (based on discussion with the player). But once he does figure out a plan of action he is able to kick in at high speeds. This would need a bit more of a system representation, Activation roll when having a plan is something that I thought of, but not sure if other folks might have other ideas. As the Speed isn't always on I was wondering if it should run as Characteristics with the problem, or as an Aid that can only be activated when having a plan. The Aid gives the benefit that he doesn't really know how fast he does get to go before coming up with his course of action. Josue as a prankster is able to put a few things together into a crazy working system. In the first game for instance he was at the mall and wanted to trip a popular kid into the fountain. He waited until he saw a jock come down the escalator and then leaped into action (his speed increasing without him really thinking about it, or noticing it). He ran to the bottom of the escalator and tied some fishing line, picked up the "Wet Floor" sign so there was no warning, and slide a garbage can into the path of his victim. The end result was the jock getting off the escalator and stumbling over the fishing line, into the wet floor, sliding across the floor, hitting the garbage can to make him trip, and finally into the fountain. He looked at it like a Rube Goldberg machine kind of thing, or the ridiculous MacGyver stories ("MacGyver can take this pinecone, silly string, and duct tape and make a bomb"). For this I have been trying to figure out a way to put it together. I came up with some complex ideas on a VPP, but I think that the Luck Power might be a better representation of this. At this point we aren't certain if doing this has anything to do with his power or not, or if he is just able to put this stuff together to amuse himself. These things won't advance past simple things like this because we also have a character who is very big into the mechanical/electrical (and later biological/molecular) manipulation. The player had two other thoughts on his character's power suite. One of them was that he would have some sort of Telekinesis. I think this is because of his desire to be a prankster, and TK seems like a pretty useful ability to have. He couldn't figure out a link between the speed and the TK thoughts though, and so didn't really pursue it. On the way home from the first session though he made mention of perhaps having some sort of time based powers. That to me made the whole character open up in potential. Time based powers could explain his super speed and give some very good thoughts on his seizures. They also open up a lot of story ideas based on the relation of time manipulation to how time works. So to sum this up, I'm looking for insights on the character both in relation to the system and the character. Any ideas that do come up on the board I will pass along to the player to see if he takes interest with them or not. I would love to hear thoughts on the specifics of how his mutation works (any of the three proposed, or others), thoughts on his random cause and effect devices, and things that folks might propose to be in his power suite. Thanks for any thoughts, and happy gaming. Uthanar
  15. Re: So when is the PDF going to be available? I really can't wait for it to get put up at the store. I know I'm going to buy a copy of the rules when they come out for real, but I have been getting very excited to see the new 6E. Hoping they go up soon. Uthanar
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