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1000 Point JLA Campaign


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Here's a quickie obnoxious Superman clone. He's a little tougher than the real Superman though. :D

 

150	Str	140
50	Dex	120
75	Con	130
20	Body	20
18	Int	8
18	Ego	16		
30	Pre	20
16	Com	3
30	PD	0
30	ED	15
12	SPD	60
45	Rec	0
150	End	0
133	Stun	0
	532

180	3/4 DR Physical, Energy, and Mental
30	30 PD 30 ED Damage Resistance

75	VPP
59	Control Limited Class of Powers(-1/4) 
               Change as 0 phase action
23	Power Skill 23-

50	Full Life Support	
30	Power Defense 30 pts
5	Mental Defense 9 pts
4	Martial Strike
3	Martial Throw
3	Martial Grab
3	Breakfall 14-
3	Acrobatics 14-

Characterstics cost 532
Powers cost           468

Total cost             1000	

 

Complete combat monster with no skills. :cool:

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YOu can generally download it and open it from there but it is saved in that damn annoying HDC format which is incredibly difficult to read. I'll try to reattach the file in another format.

 

Vigil

 

PS: I just have to shut down and restart, damn program has more bugs than a picnic.

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For your online reading.

Professor Cinnabar

 

Player:

 

Val Char Cost
30 STR 20
38 DEX 84
22 CON 24
11 BODY 2
13 INT 3
15 EGO 10
25 PRE 15
26 COM 8
20 PD 4
20 ED 6
10 SPD 52
10 REC 0
70 END 13
40 STUN 3
35" RUN02" SWIM06" LEAP0Characteristics Cost: 244

 

Cost Power END
242 Superspeed: Running +29" (35" total), Improved Noncombat Movement (x128), Combat Acceleration/Deceleration (+1/4), Reduced Endurance (0 END; +1/2), Noncombat Acceleration/Deceleration (+1) (242 Active Points) [Notes: It is Professor Cinnabar's Superspeed which gives creedence to his claim to be "The Worlds' Fastest Man" While others, such as Doc Rocket and Damocles and Gamut and Lazare are capable of much higher top speeds, none can match Cinnabar's INSTANTANEOUS ACCELERATION. Whereas the others take some amount of time to reach their maximum speeds, Cinnabar does it within one step, which can make all the difference in combat.]
79 Superspeed Tricks: Multipower, 138-point reserve, (138 Active Points); all slots No Range (-1/2), Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4)
4u 1) Air Ram: Energy Blast 10d6, Double Knockback (+3/4), Area Of Effect (18" Cone; +1) (137 Active Points); Extra Time (Full Phase, Character May Take No Other Actions, -3/4), Gestures (Requires both hands; -1/2), No Range (-1/2), Concentration (1/2 DCV; -1/4), Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4) 14
4u 2) Superspeed Punch: Energy Blast 6d6, Reduced Endurance (Half END; +1/2), Penetrating (+1/2), Autofire (10 shots; +1) (90 Active Points); No Range (-1/2), Custom Modifier: Single target only, cannot spread attack (-1/2), Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4) 3
5u 3) Multi Attack: Energy Blast 6d6, Penetrating (+1/2), Area Of Effect (10" Any Area; +1 1/4), Selective Target (+1/4) (90 Active Points); No Range (-1/2), Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4) 9
5u 4) Superspeed Takeaway: Telekinesis (40 STR), Area Of Effect (6" Any Area; +1), Selective (+1/4) (135 Active Points); : Only to Disarm or Grab Objects (-1), No Range (-1/2), Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4) 13
7u 5) Vortex Creation: Telekinesis (46 STR), Area Of Effect (7" Any Area; +1) (138 Active Points); No Range (-1/2), Affects Whole Object (-1/4), Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4) 14
Defensive Powers
170 1) Inertial Field: (Total: 225 Active Cost, 170 Real Cost) Force Field (10 PD/10 ED/10 Mental Defense/10 Power Defense/10 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Invisible to Hearing, and Sight Groups (Inertial Field is Visible to the Radio Sense Group; +3/4) (150 Active Points); Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4) (Real Cost: 120) plus Physical Damage Reduction, Resistant, 75% (60 Active Points); Linked (Superspeed; -1/2) (Real Cost: 40) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Linked (Force Field; -1/2) (Real Cost: 10)
11 2) Lightning Reflexes: Missile Deflection (Bullets & Shrapnel), Adjacent Hex (+1/2) (22 Active Points); Costs Endurance (-1/2), Will Not Work Against Heavy Missiles (-1/4), Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4) 2
Miscellaneous Powers
9 1) Quantum Conveyors: Extra-Dimensional Movement (Related Group of Dimensions, Any Location), Travel Through Time, x16 Increased Weight (75 Active Points); Increased Endurance Cost (5x END; -2), OAF Immobile (-2), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Linked (Superspeed; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) [Notes: The Quantum Conveyors allows Professor Cinnabar to travel between His home "earth" Futura and Worldwatch's Earth. He can do this alone or with up to 16 others. The Conveyors also allows him (and a group) to travel forward and back in time on those alternate Earths. One conveyor is located in Cinnabar's basement rec room in his home in Futura City. The other is located on Earth in the laboratory of Dr. Thelonius Quod inTechnopolis. Both are required for the power to function.] 35
8 2) Clinging (normal STR) (10 Active Points); Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4)
5 3) Nightvision
12 4) Rapid with Normal Sight (15 Active Points); Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4)
7 5) Hyper Efficient Musculature - Reduced END Cost STR: Naked Modifier, Reduced Endurance (Half END; +1/4) (7 Active Points)
Powers Cost: 568

 

 

Cost Skill
80 +10 with Superspeed Powers
Skills Cost: 80

 

 

Cost Talent
8 Speed Reading: x1000
Talents Cost: 8

 

 

Total Character Cost: 900

 

Val Disadvantages
20 Enraged: when Mara Lysse harmed Uncommon, go 14-, recover 11-
30 Hunted: The Agency (especially Doppler and Forerunner) 14- (Very Frequently), More Powerful, NCI, Harshly Punish
25 Hunted: The IntelligenCIA 11- (Frequently), More Powerful, NCI, Harshly Punish
20 Hunted: The Cartel 8- (Occasionally), More Powerful, NCI, Harshly Punish
10 Hunted: Dr. Tertius Quod, evil twin of Dr. Thelonius Quod 8- (Occasionally), Less Powerful, NCI, Harshly Punish
20 Psychological Limitation: Protective of Mara Lysse Common, Total
20 Psychological Limitation: Code vs. Killing Common, Total
15 Psychological Limitation: Vengeful Common, Strong [Notes: This limitation is in force after the dimensional barriers between Futura and Earth are sealed and is meant to reflect Naram's anger and feelings of helplessness at being apart from Mara Lysse]
10 Dependent NPC: Dr. Thelonius Quod, Quantum Physicist 11- (Occasionally), Normal, Useful noncombat position or skills
5 Dependent NPC: Mara Lysse (wife) 8- (Infrequently), Slightly Less Powerful than the PC [Notes: At the beginning of the Worldwatch campaign. Mara Lysse begins as a talented normal. Just after the beginning of the campaign, Nirvana's arrival disrupts the dimensional barriers between Earths, sealing Worlwatch's Earth and Futura from one another and Naram from Mara Lysse. When she next appears in the campaign it is (relative) years later and in her new, superheroic guise of Sister Friction. At this point she is slightly less powerful than Cinnabar.]
5 Rivalry: with Eikon Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Vulnerability: 2x STUN Surprise Attacks Common [Notes: Another thing to remember is that, if caught by surprise before he can activate his Superspeed, Cinnabar's Inertial Field is inactive, which makes him much more vulnerable to attack.]

Disadvantage Points: 200

 

Base Points: 200

Experience Required: 500

Total Experience Available: 500

Experience Unspent: 0

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Name [OK, haven't thought of one)

Player Charles Glasgow

 

STR 20

DEX 45

CON 30

BODY 30

INT 15

EGO 25

PRE 20

COM 14

PD 8

ED 8

SPD 8

REC 12

END 60

STUN 60

 

OCV 15

DCV 15

ECV 8

 

Phases: 2, 3, 5, 6, 8, 9, 11, 12

 

Total Defenses:

20 PD (12 rPD, Hardened)

20 ED (12 rED, Hardened)

 

Powers:

Destroyer Doesn't Scare Me… Much:

10 +20 Presence Defense

 

Enhanced Speed:

8 +4" Running (10" total)

 

Tireless:

10 0 END on STR 20

10 0 END on 10" Running

 

Battle Computer:

50 Find Weakness w/ All Attacks, 15-

 

Brain Implants:

10 Mental Defense (15 points)

 

Pain Blockers:

80 75% Physical and Energy Damage Reduction, Resistant; Only vs. STUN (-1/2)

 

Healing Nanites:

6 Regeneration (1 BODY/Hour); 0 END Persistent (+1), Extra Time (1 hour) (-2), Self Only (-1/2)

 

Reinforced Skeleton:

22 Armor (6 PD/6 ED), Hardened (+1/4)

 

Sensory Enhancements:

5 Nightvision

10 Targeting Hearing

3 Ultrasonic Perception

10 Flash Defense vs. Sight Group (10 pts)

10 Flash Defense vs. Hearing Group (10 pts)

32 Sense Motion, Ranged, Discriminatory, 360 Degrees, Targeting (no sense group)

18 +6 w/ all PER rolls

 

Defensive Fighting:

20 +8 Levels to DCV; Only When At Half DCV (-1)

 

Computerized Library Of Fighting Moves:

Martial Arts - Multiple Styles

8 Use art Barehanded, w/ Clubs, Blades, Axes/Maces/Picks, Chain Weapons, Polearms, Staff,

3-Section Staff, Karate Weapons

 

4 Martial Strike +0/+2 14d6 Strike

5 Offensive Strike -2/+0 16d6 Strike

5 Defensive Strike +1/+3 12d6 Strike

5 Passing Strike +1/+0 12d6 + v/5 Strike; Fmove

4 Killing Strike -2/+0 3d6+1 HKA

4 Martial Block +2/+2 Block; Abort

5 Grappling Block +1/+1 Grab One Limb; STR 60; Block

4 Martial Dodge -/+5 Dodge; Affects All Attacks; Abort

5 Flying Dodge -/+4 Dodge; Affects All Attacks; Abort; Fmove

3 Legsweep +2/-1 13d6 Strike; Target Falls

5 Passing Throw +0/+0 12d6 + v/5; Target Falls; Fmove

4 Martial Escape +0/+0 75 STR vs. Grabs

3 Martial Grab -1/-1 Grab Two Limbs; STR 70

5 Joint Break -1/+2 Grab One Limb; 3d6+1 HKA

4 Shove +0/+0 STR 75 Shove

4 Root +0/+0 STR 75 to resist Shove; Block; Abort

5 Takeaway +0/+0 Grab Weapon; STR 70 to take weapon away

4 Nerve Strike -1/-1 6d6 NND (1)

4 Choke Hold -2/+0 Grab One Limb; 6d6 NND (2)

4 Low Blow -1/+1 6d6 NND (3)

32 +8 DCs/ with Martial Arts

6 +2 OCV w/ Martial Strike, Offensive Strike, and Killing Strike

4 +4 Targeting Skill Levels

20 +2 Overall Levels

 

Talents/Perks:

3 Absolute Time Sense

3 Absolute Range Sense

3 Bump Of Direction

12 Combat Luck (6 PD/6 ED)

40 Danger Sense, 15- Immediate Area, Out Of Combat, Discriminatory, Analyze

4 Eidetic Memory; Only To Remember Details Of Combats (-1/2)

 

Agility Skills:

3 Acrobatics, 18-

3 Breakfall, 18-

3 Climbing, 18-

3 Combat Driving, 18-

3 Fast Draw, 18-

3 Lockpicking, 18-

5 Rapid Attack: HTH

3 Stealth, 18-

3 Teamwork, 18-

10 Two-Weapon Fighting: HTH

 

Intellect Skills:

10 +2 w/ all INT-based skills

15 +5 w/ Analyze Combat Technique, Analyze Military Strategy, and Analyze Style

3 Analyze Combat Technique, 12-

3 Analyze Military Strategy, 12-

3 Analyze Style, 12-

3 Demolitions, 12-

3 Electronics, 12-

6 KS: Martial Arts Maneuvers Database, 16-

1 KS: Military Special Operations, 11-

1 KS: Military Strategy, 11-

1 KS: Superheroes, 11-

1 KS: Supervillains, 11-

4 KS: The Martial World, 14-

4 KS: The Military/Mercenary/Terrorist World, 14-

1 KS: The Superhuman World, 11-

6 KS: Weapons Database, 16-

3 Mechanics, 12-

3 Navigation (Land, Marine), 12-

2 PS: Navy SEAL, 11-

3 Security Systems, 12-

7 Survival (Arctic, Mountains, Temperate, Tropical, Deserts, Marine), 12-

3 Systems Operation, 12-

7 Tactics, 14-

3 Tracking, 12-

4 Weaponsmith, 12- (Muscle-Powered HTH; Muscle-Powered Ranged; Firearms, Incendiary)

 

Interaction Skills:

3 Conversation, 13-

3 Interrogation, 13-

3 Trading, 13-

 

Background Skills:

9 Scholar, Linguist, Well-Travelled

4 Languages: English (native), Arabic, Spanish, Chinese, Swahili (fluent conversation)

8 TF: Common Motorized Ground Vehicles, Motorcycles, Tracked Military Vehicles, Small Motorized Boats,

Small Wind-Powered Boats, Parachuting (Basic & Advanced), SCUBA, Surfing

14 WF: Common Melee, Common Martial Arts Melee, Common Missile Weapons, Small Arms, Garrotte,

Sling, Flamethrowers, Grenade Launchers, Heavy Machine Guns, Shoulder-Fired

 

Disadvantages

 

20 Hunted: Doctor Destroyer, 8- (more pow, NCI, enslave)

TBD

 

 

Yes, it's unfinished. What'd you expect for one hour's work from scratch? :)

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OK, this guy is complete as far as points go, but as far as story goes, it's not complete.

 

 

Basically, one day Dr. Destroyer decided one day to build his very own Midnighter-equivalent. Able to destroy virtually anyone in HTH combat, and generally-skilled all around in mayhem. Unbelievably fast and agile, quite strong, impervious to pain, the usual features. Also with remarkable analytical capabilities and an entire library of downloaded moves.

 

So he grabbed an ex-Navy SEAL who'd been working as a mercenary (think of a guy who's sort of like Bullet), scrubbed his brain clean, put in the gizmos, and fired it up to see what would happen.

 

Hmmm, perhaps Destroyer should've used one of his own slaves instead of recruiting outside, but inconveniently, none of them had the right compatibility factors combined with the right skill set.

 

Confused and hurt, the merc fled... straight to UNTIL. He knew that only Mentiac and the full resources of UNTIL's labs would have even a /hope/ of finding all the Trojans and commands and cortex bombs that Destroyer would've wired into his systems.

 

They're /pretty/ sure they got them all. :)

 

And now, with new abilities the likes of which he'd never dreamed of, the cynical mayhem-for-money soldier has to decide what he's going to do with these new abilities.

 

Good thing for him that he was never really as cynical or as callous as he'd made himself believe...

 

Bad thing for him that he was durn *expensive* to build, even for Destroyer. One-of-a-time quantum computing components were used in his construction.

 

Destroyer /really/ wants him back. Or at least the inorganic bits. Relatively intact, please.

 

(Name, full backstory, and disads aren't yet done, and feel free to fill in the blanks on your own.)

 

 

 

And yes, the DEX is really, really, really gross. Admitted. :)

 

Note -- the CSLs bought "only for 1/2 DCV" are halved as well... i.e., his '1/2 DCV' is 12, not 16.

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cool character Chuckg...now meet my avatar

 

Here's Vigil. the charcter I have mentione dfrom time to time. I began work on him in his original form when we began playing Champions in 1981 or so and he's been my main charcter ever since. It's funny and most people outside my gaming group probably won't believe but Vigil's powers and personality preceded Midnighter (who he's compared to constantly) by almost a decade. Anyway here he is but he'd have to be half the man he is to fit into 1 000 points.

 

Vigil

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I started thinking about a concept that would lead to being a complete combat oriented character. This is what I came up with:PenultimataPlayer: <

Val Char Cost
100 STR 90
14 DEX 12
98 CON 176
35 BODY 50
18 INT 8
17 EGO 14
40 PRE 30
10 COM 0
50 PD 30
50 ED 30
6 SPD 36
40 REC 0
80 END -58
150 STUN 16
6" RUN02" SWIM025" LEAP0Characteristics Cost: 434
Cost Power END
25 Reduced End -> Str: Naked Modifier, Reduced Endurance (1/2 END; +1/4) (25 Active Points)
50 Chitinous skin: Damage Resistance (50 PD/50 ED)
25 Hardened PD/ED (Chitinous skin): Naked Modifier, Hardened (+1/4) (25 Active Points)
15 Sight Group Flash Defense (15 points)
10 Increased Arc Of Perception (360 Degrees) with Sight Group
46 Life Support (Eating Character only has to eat once per year; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep)
5 Insectoid body: Extra Limbs (3)
20 Leaping +5" (25" forward, 12 1/2" upward) (Accurate, x8 Noncombat) 2
10 Alien physiology: Lack Of Weakness (-10) for Resistant Defenses
12 Insectoid Mind: Mental Defense (15 points total)
15 Power Defense (15 points)
30 Uncanny grace in combat: Physical Damage Reduction, Resistant, 50%
30 Uncanny grace in combat: Energy Damage Reduction, Resistant, 50%
Unbeatable combatant
10 1) Gladitorial Spirit: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Can only be used on successive attacks on same target Power loses about a third of its effectiveness (-1/2) 2
20 2) I shall prevail!: Absorption 4d6 (physical, hand-to-hand attack and increasing the maximum), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Persistent (+1/2), [two powers] simultaneously (+1/2) (50 Active Points); Conditional Power Power Only Works Versus Attacks from Current Target (-1 1/2)
20 3) I shall prevail: Absorption 4d6 (energy, hand-to-hand attack and increasing the maximum), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Persistent (+1/2), [two powers] simultaneously (+1/2) (50 Active Points); Conditional Power Power Only Works Versus Attacks from Current Target (-1 1/2)
37 Healing BODY 1 point, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points); Self Only (-1/2)
30 Aid Stun 2d6, Trigger when Stun is negative (+1/4), Persistent (+1/2), Uncontrolled (+1/2) (45 Active Points); Self Only (-1/2)
Powers Cost: 410
Cost Martial Arts Maneuver
Krav Maga
5 1) Kick: 1/2 Phase, -2 OCV, +1 DCV, 24d6 Strike
4 2) Fast KIck: 1/2 Phase, +2 OCV, +0 DCV, 22d6 Strike
3 3) Throw: 1/2 Phase, +0 OCV, +1 DCV, 20d6 +v/5, Target Falls
4 4) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 5) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 6) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 110 STR to Disarm roll
4 7) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 8) Escape: 1/2 Phase, +0 OCV, +0 DCV, 115 STR vs. Grabs
3 9) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 110 STR for holding on
1 10) Weapon Element: Blades
1 11) Weapon Element: Clubs
Martial Arts Cost: 37
Cost Skill
75 +15 with HTH Combat
3 Bugfall 12-
3 Demolitions 13-
3 Combat Piloting 12-
5 Rapid Attack (HTH)
3 Tactics 13-
3 Teamwork 12-
Skills Cost: 95
Cost Talent
24 Combat Sense (Rapid (x10), Sense) 17-
Talents Cost: 24
Val Disadvantages
25 Distinctive Features: 7.5' tall mantis: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
5 Physical Limitation: No fine manipulation on pincers (Infrequently, Slightly Impairing)
20 Physical Limitation: Alien physiology, Earth medicines do not work (All the Time, Greatly Impairing)
20 Social Limitation: Public ID: Gr'rrittck Th'htick (Very Frequently, Major)
10 Money: Destitute
10 Reputation: Mantis Alien gladitorial combatant, 11-
25 Psychological Limitation: Code of Honor (Very Common, Total)
15 Psychological Limitation: Will fight to the death (Common, Strong)
20 Psychological Limitation: Seeks gladitorial combat (Common, Total)
20 Psychological Limitation: Sees self as guardian of Earth, protector of the soft pasty things (Very Common, Strong)
15 Enraged: Berserk When losing in battle (Uncommon), go 8-, recover 14-, Berserk
15 Hunted: Firewing: 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
Disadvantage Points: 200

Base Points: 300Experience Required: 500Total Experience Available: 500Experience Unspent: 0Total Character Cost: 1000

Height: 2.25 m Hair: None
Weight: 150.00 kg Eyes: Red
Appearance: Gr'rrittck Th'htick, or Penultimata as it is known on Earth, is a large insectoid alien. Roughly seven and a half feet tall praying mantis with pale green skin and large red multifaceted eyes.Personality: As Penultimata, Gr'rrittck Th'htick has resigned itself to understand that while it was defeated once, and is thus not the ultimate fighter any longer; it has successfully found the place of softlings. Penultimata lives to recreate its surrogate hive of beings that need protection and guardianship. But more than that, Penultimata seeks out those that would claim title over itself, and defeat them in combat.Quote:[Chitter, click] Do not worry small pasty softling, Penultimata will prevent your further humiliation in battle.Background: Gr'rrittck Th'htick could not conceive defeat. The concept itself was anthema to its very being. The fact that it had never lost a combat in the arena of battle in over fifty cycles was just a consequence. To find itself laying in the mud on its back with a foes weapon pointed at its thorax was completely inconceivable. None the less, that is exactly the situation that it found itself in. The ignomy and dishonor of hearing the roar of the fickle crowd was just the mustard topping on the ice cream sundae of disgust. This same crowd used to quake the caverns with echos of Gr'rrittck Th'htick's name being chanted. This same crowd would gleefully toss their own body parts for its consumption in victory. This same crowd was now chanting for Gr'rrittck Th'htick's blood.

 

Having lost in gladitorial combat was utterly disenchanting to Gr'rrittck Th'htick. Its honor destroyed (in it's own mind) it felt it had no other choice but to self-exile from the only home it had ever known. Tales abounded in the dark secret passages of a distant world with bright skys and strange beings; soft beings with tender flesh; beings that perhaps could offer the limited challenge that one such as the puny and defeated Gr'rrittck Th'htick would barely be able to meet. Gr'rrittck Th'htick vowed that it would find this other place where it could again regain its honor and wash the painful memory of defeat.

Powers/Tactics: Penultimata is focused in battle, it will not be deterred from taking down its chosen foe. Once its foe has been defeated, and only then, will it move to a new target. While it is fully capable of fighting with weapons, it prefers to duke it out open handed with the soft and pasty humans of Earth. While Penultimata is engaged in combat, as long as it continues to fight the same foe, it will increase the power of its attacks.Campaign Use: 
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1000 Points? Cool! Archangel could fit nicely in that. My version of Thor, if you will.

 

ARCHANGEL

 

Characteristics

 

STR 100

DEX 30

CON 50

BODY 30

INT 20

EGO 30

PRE 50

COM 30

PD 50

ED 50

SPD 8

REC 30

END 100

STUN 105

 

Cost: 480

 

POWERS

 

50 Damage Resistance, 50 PD/50 ED

40 Flight 30", Restrainable (wings)

90 Multipower (Holy Blade) (90 point reserve)

4u Hand-to-Hand Attack, 12d6

4u 6d6 HKA, only against pure evil

6u 9d6 Sight Flash, Area of Effect Radius, No Range

2u Missile Deflection vs. all

7u 9d6 Healing, Not on Self (-¼)

 

90 18d6 Mind Control, 0 END, Persistent, No Range, AoE Radius, Only to Make People Tell the Truth

45 Total Life Support

56 Regeneration, 5 BODY, Resurrection

10 Flash Defense 10 points

10 Power Defense 10 Points

10 Lack of Weakness 10 Points

20 Mental Defense 26 points

 

40 +5 Combat Skill Levels

20 Universal Translator

6 KS: Catholic religion

 

Powers Cost: 520

 

The Multipower isn't a focus because it can't be taken away any more than Thor's Hammer can.

 

Glen

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re Penultimate

 

I have to say that Penultimate seems like a way cool character. I like the combination of tragic nobility and comedic elements that seem so well balanced in him (it?) and I like the actual construction. It seems well considered and the only element that I find somewhat excessive is the 15 Levels with H to H but what the hey. Cool character, wacky origin, good job.

 

Vigil

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I agree. I think your concept was essentially sound Chuckg and, by the way, thanks for pitching in on the Cap thread and trying to talk some sense into X. I guess sometimes though, senses is lost. Anyway, I've posted Professor Cinnabar here but he's a pre-existing charcter in vaguely the right point range and Vigil who's well beyond it but bears certainly similarities to your unnamed character post. I may try over the next couple of days to cobble together an original 1000 pointer.

 

Vigil

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Well, yes... I was just trying to figure out what /to/ flesh out.

 

I mean, his functions on any team are threefold -- he delivers and withstands (or avoids) a truly obnoxious amount of melee damage per Turn, he provides basic military skills and professional tactical training, and he gets into and out of any places that he's not supposed to be in that you don't need ninja chi powers to reach. That's about it.

 

If I were playing him in a campaign, I'd have to figure out a 'twist' angle to him fast, or else it would eventually get as boring as, well, the Midnighter is boring in AUTHORITY comics. You know he's never going to lose unless he tries to jump the equivalent of the Hulk, so where's the joy? And you know he's never going to do anything other than his usual team functions, too.

 

Maybe I'll try another 1000-point martial artist on a different, more exotic, concept.(*) If one comes to mind.

 

Edit -- the problem is, I do most of my /really/ good charcter work via 'Schrodinger's Disadvantage' -- i.e., seeing what jumps out at me from my subconscious as I "settle into" the character in the first few sessions of play. But usually I have a much better fleshed-out backstory than this.

 

Ah, smeg it. If it doesn't get completely dull, I'm doing the 1000-point version of Baron von Darien. Tomorrow.

 

Edit II -- unless I think of something else.

 

 

 

 

 

 

(*) Sadly, I find Ranma / Kenshin / whoever-the-snog-the-guy-in-Fist-of-the-North-Star-was clones to be boring too... unless I know who I'm playing with, and can tailor Psych Lims to play off of other people.

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Sounds a bit like Vigil.

 

Vigl's function in Worldwatch is first as visionary leader and savior of mankind but he's also the granddaddy of all subsequent heroes on our Earth having operated since just prior to WWI (the campaign is set in 2043) and he's meant to be kinda like Adam Warlock, far tougher than he may at first appear. Kinda like Cap, I guess, he's also the one member of Worldwatch that villains fear more than the rest of the team put together and he's often the one who single handedly rescues the others. He's got elements of Batman and Captain America but I think Warlock is personality wise the closest parallel and I won't even dignify Midnighter since Vigil's basic concept precedes him by over 2 decades.

 

Vigil

 

EDIT: for 1 000 point MA's you can create someone who's tougher than Karate Kid and Mantis...maybe even put together. Scary.

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Here's one that some may recognize from his PBeM. Edited to remove a dubious EC and fix a power

 

Scott Bennie

----

Omega

 

Player: Scott Bennie

 

Val Char Cost
75 STR 65
26 DEX 48
35 CON 50
23 BODY 26
13 INT 3
20 EGO 20
30 PRE 20
30 COM 10
30 PD 15
30 ED 23
6 SPD 24
22 REC 0
80 END 5
80 STUN 1
8" RUN43" SWIM115" LEAP0Characteristics Cost: 315

 

Cost Power END
110 Magic/Probability Powers: VPP (Magic Pool), 50 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (125 Active Points); all slots Limited Power Defenses May Be Boosted At Double Cost (-1/4)
34 Champion Against Black Magic: Aid STR, BODY, END, and STUN 1 1/2d6, Trigger,By Physical Contact With Black Magic (+1/4), [four powers] simultaneously (+1) (34 Active Points)
45 Notice/Intimidation Field: Change Environment 8" radius, -1 to PRE vs. PRE checks, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (45 Active Points)
21 Near Invulnerability: Damage Resistance (21 PD/21 ED)
8 Knockback Resistance -4"
36 Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep)
12 Mental Defense (16 points total)
10 Power Defense (10 points)
11 Healing (Regeneration) 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
116 Mach IV Flight: Flight 19", Improved Noncombat Movement (x32), Rapid Noncombat Movement (+1/4), Combat Acceleration/Deceleration (+1/4), Reduced Endurance (0 END; +1/2) (116 Active Points)
22 Detect Magic A Large Class Of Things 17- (Unusual Group), Discriminatory, Sense
9 +3 PER with all Sense Groups
17 High Range Radio Perception (Radio Group), Tracking
5 Infrared Perception (Sight Group)
5 Mental Awareness
10 N-Ray Perception: Not Through Extremely Thick (5 cm of metals, 15 cm of stone, 60 cm of earth) Substances (Sight Group)
Powers Cost: 471

 

Cost Martial Arts Maneuver
Wrestling
4 1) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 90 STR vs. Grabs
3 3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 85 STR for holding on
5 4) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable
4 5) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls
4 6) Reversal: var Phase, -1 OCV, -2 DCV, 90 STR to Escape; Grab Two Limbs
3 7) Slam: 1/2 Phase, +0 OCV, +1 DCV, 15d6 +v/5, Target Falls
5 8) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 85 STR to take weapon away
3 9) Take Down: 1/2 Phase, +2 OCV, +1 DCV, 15d6 Strike; You Fall, Target Falls
Martial Arts Cost: 35

 

Cost Skill
16 +2 with All Combat
3 +1 with Wrestling
3 Acrobatics 14-
3 Acting 15-
5 AK: Los Angeles 14-
4 AK: Plains States 13-
3 Breakfall 14-
3 Climbing 14-
3 Computer Programming 12-
3 Conversation 15-
3 Criminology 12-
1 Demolitions 8-
3 Interrogation 15-
2 KS: The Magical World 11-
5 KS: The Superhuman World 14-
2 Language: Spanish (Fluent Conversation)
2 Navigation 12-
11 Power: Strength Manipulation 15-
5 PS: Farmer 14-
1 SS: Neurology 8-
3 Seduction 15-
3 Tactics 12-
Skills Cost: 87

 

Cost Perk
10 Money: Wealthy
3 Contact: Agent 12-
18 Contact: Avery and Alexi Stone, CIA sorcerors (Contact has access to major institutions, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-
15 Contact: LAPD Brass (Contact has access to major institutions, Contact has significant Contacts of his own), Organization Contact (x3) (15 Active Points) 12-
8 Contact: Michael Carleton, powerful sorcerer (Contact has significant Contacts of his own, Very Good relationship with Contact) 14-
6 Contact: The Protectorate Monolith (Contact has access to major institutions, Contact has significant Contacts of his own, Good relationship with Contact) 12-
Perks Cost: 60

 

Cost Talent
31 Danger Sense (self only, in combat, Discriminatory, Function as a Sense) 21-
Talents Cost: 31

 

 

Total Character Cost: 999

 

Val Disadvantages
5 Distinctive Features: Compulsive Swearing Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Hunted: the Black Priest 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish
10 Hunted: the Brickyard 8- (Occasionally), Less Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish
10 Hunted: the Woman in Red 8- (Occasionally), Less Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish
10 Psychological Limitation: Greedy Common, Moderate
10 Psychological Limitation: Loves To Fight Common, Moderate
15 Psychological Limitation: Overconfidence Very Common, Moderate
10 Psychological Limitation: Vain Common, Moderate
10 Reputation: Mystically Chosen Harbinger of the Apocalypse, Frequently (11-), Extreme, Known Only To A Small Group
0 Rivalry with other superhero bricks: Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Public Identity (Tommy Champion) Frequently (11-), Major

Disadvantage Points: 115

 

Base Points: 200

Experience Required: 684

Total Experience Available: 685

Experience Unspent: 1

 

Background/History: Omega is the great grandson of David Champion, a being fabricated like a Frankenstein monster from pieces of angels, devils, and man by a mad scientist at the turn of the 20th Century. After terrorizing Europe for twenty years, the horrors of World War I prompted David to settle down, so he moved to America in 1920, eventually settling down on a farm in Milford, Nebraska. Three generations of farmers later, Tommy Champion was born in 1982 to Bradley and Rose Champion. Tommy's childhood was rocked with tragedy: his older brother died when he was two, and a sister died in infancy when he was five, and his parents' marriage was an unhappy one.

 

As a boy, Tommy was nearly uncontrollable. A smart student and a gifted student, he rarely took direction from an adult without a fight - the only people to whom he ever deferred were his grandfather Thomas (a retired World War II hero who inspired Tommy's trademark "potty mouth") and his dad. Neither were strong disiciplinarians; his dad felt that the best way to become a man was to sit back and let the world discipline you, while his grandfather enjoyed watching his namesake raise hell. And Tommy *was* a hellraiser, whether it was blowing up stuff around the farm with his cousin Buck, pulling practical jokes on his teachers, or terrorizing his other cousin, Steve Doerksen.

 

Tommy hit puberty early and hard. In seventh grade, he looked like a handsome tenth grader, and he'd already turned to his two favorite pursuits: amateur wrestling and womanizing. He excelled at both. It was a good distraction from home life, which had turned into a soap opera. In eighth grade, an auto accident resulted in the death of his aunt and uncle, and his cousin Buck suffered permanent brain damage. Buck and his two sisters were brought into Tommy's home to stay. Unfortunately. Tommy's cousin Cynthia developed a sick crush on him, and when Tommy rejected her, Cynthia cried rape to her brain damaged brother, who responded by nearly killing Tommy. Tommy's mother tried to have Buck committed, but Tommy sided with his cousin and protected him by pointing the accusing finger at his mother. This was the final straw for Tommy mother; she promptly abandoned the family and hasn't spoken with her son since.

 

All of these were dramatic developments in a teenager's life, but the most dramatic was yet to come. When Tommy was In 11th grade, his entire world changed. One day before school, while finishing up school, he was hit by a bolt of lightning. He was in a coma for weeks, but when he awoke, he had powers. He was superhumanly strong and tough, and had the ability to alter reality with a thought.

 

It was also (though he was not to discover the truth for years) one hundred years to the day that David Champion was born.

 

The idea of becoming a superhero never occured to Tommy, he'd never much cared for the "capeboys" growing up, and it was more fun to make peoples' lives miserable by using his powers to make them miseranble. After six months of terrorizing the locals, a supervillain called Soulkeeper appeared in Omaha, attacking City Hall and demanding a huge ransom for the mayor's daughter. When Tommy told his friends - the few he hadn't driven away - that he could kick Soulkeeper's butt, they dared him to do it. So Tommy flew to Omaha and did it. This public victory garnered him national attention and a contract as a Nike spokesman. Tommy's attitude immediately gave him a reputation as a "bad boy", but after seeing in action, no one could deny his ability or determination, and over time the values that his father had quietly instilled into him began to show. He became dedicated to protecting innocents, even though he still enjoyed fighting villains and tormenting petty criminals. He fought the worst villains that the world had to offer: the Black Priest, Autocrat, Mindshadow, Echelon. He sired an illegitimate son when he coerced sex from the supervillainess Bandita, watched a demon-possessed vampire murder his high school sweetheart, was trapped for months in an extra-dimensional prison, had his casual drug use exposed on national television, and lost his powers for a few months and tried to reinvent himself as a vigilante.

 

Omega's life has been nothing if not interesting or tumultuous.

 

Presently, Omega's adjusting to the restoration of his powers and a new position with the world's premier superhero team, the Protectorate. He also has to deal with the revelation that his archenemy, an immortal 2000-year old sorcerer known as the Black Priest, helped to create David Champion a hundred years ago as part of a master plan to invoke A rmaggeddon - and Tommy's existence is somehow critical to his master plan.

 

Personality: To put it bluntly, Tommy's an egotistical jerk who experiences occasional borderline psychotic episodes. Having said that, there is a heroic heart at his core, and he likes to do the right thing. But he also likes to have a good time, and that involves woman and violence. As some football players put it "IU get to hurt people and it's legal." Tommy has a simiular motivation, though he'd rather terrify and humiliate an opponent than cripple them. He's a barely repetent schoolyard bully who's found an appropriate venue for his favorite pastime.

 

Nonetheless, there are limits to what Tommy will do under normal circumstances. The idea of killing troubles him, though he has no Code vs. Killing. Tommy is firmly on the side of the angels; with powers such as his, he's finding that he doesn't need a lot of wealth (not when you can create your heart's desire with a whim), but he still likes his fat Nike contract. Tommy's got an insecure side, and tends to bond with others - both male and female - a bit more strongly than is healthy for him. He's extremely protective of family and friends, and many villains know this and have tried to use this weakness against him.

 

Quote: Hi gang, Omega's in town. I'll let you know when you can stop gaping in %$#@#$% awe and start breathing again."

 

Powers/Tactics: Tommy's the magically supercharged superhuman great grandson of one of the most potent (and portentious) mystical beings in human history. Like the other descendents of David Champion, Tommy was at the peak of human potential even before his powers kicked in; now he's one of the most powerful superhumans on Earth, a living magical battery of almost unmatched magical strength. The angelic portion of the Champions family line affords him special protections against black magic. The diabolic portion manifests itself in the tragedy that often besets the Champions family line. The Champions family genetics is extremely strong (most recessive genetic traits are dominant) and any offspring of a Champion who reaches superhuman levels (as at least two others have done) is virtually a clone.

 

Tommy's a physical powerhouse, and knows it. and enjoys it. Against bricks he likes to use his magic pool to boost his strength (typically by about 20 points of Density Increase) and slug it out. A gainst less macho opponents, he likes to use his Magic Pool to see if he can't win by subterfuge or cleverness.

 

Campaign Use: Tommy's a PC in the Titans of Tomorrow campaign. http://members.cox.net/titansoftomorrow/all.html

 

Appearance: One of the world's most famous - and familiar - supers, Tommy is a strapping twenty-one year old cornfed Nebraskan powerhouse who's been bronzed by the California sun. His costume is a form-fitting spandex bodysuit, red with gold trim. He's been compared to a lot of people, but the one that's stuck in the popular media is "Brad Pitt in tights".

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