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A time-portal opens...


Wanderer

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and out of it step a group, probably a team, of metahumans. They apparently come from the future, or an alternate dimension, since they appear to be the offsprings of today's foremost metahumans, crackling with power well beyond their parents' expectations.

 

It is uncertain whether they come as saviors and protectors or tyrants and menaces, and what moved them to travel to the past (Earth conquered by a menace even more powerful than they, or destroyed by one they could not prevent even with all their power, or maybe by their own arrogance or carelessness, or just the desire to pick an easy prey), and the full extents of their abilities is still unclear, immense as they have to be.

 

But as they step forward, they identify themselves as

Hyperstorm, the child of Gravitar and Holocaust

the Champion, the offspring of Firewing and Viperia

Northstar, the child of Photon and Tachyon

And...

 

Anyone cares to elaborate (additional membership, motivation, stats, background, speculation...)

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Perfection The Bride of Teleios.

 

telios creates a female duplicate a perfect woman to be his bride unfortunatly for him she is just as ruthless and possibly even smarter than him. unfortunatly for him she didn't like his plans and used her feminine wiles to defeat him and take over in an attempt to make a better world for her children/creations.

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Cheeze Wiz, the scion of the two cheesiest characters in CKC, Nebula and Captain Chronos.

 

Cheese Wiz's special power is that he can ignore any GM set limits, and use any combination of powers and advantages, even ! and stop sign powers. He is a walking plot device, even more so than his parents.

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Here are a few more that came to me:

 

UltiMech, the ultimately-evolved model of Mechanon. UltiMech's computer brain has evolved beyond the constraints of its original genocidal programming, although in what direction remains to be seen.

 

Dominance, daughter of Esper by Menton, who was amused at the notion of seducing a known misanthrope. The alien swarm infusing Esper sensed the developing child's tremendous psionic potential, and left Esper to bond with Dominance, enhancing her power beyond even that of her father.

 

Victor, physically deformed but equally brilliant clone of Dr. Destroyer. Destroyer was displeased with the result of his experiment and planned to destroy him, but Victor escaped the Doctor and ultimately overthrew his "father." He now hides his distorted features beneath an updated model of Destroyer's own armor.

 

(In case it isn't obvious, "Victor" is a play on "Victory," "Victor von Doom" and "Victor Frankenstein.")

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I’ve seen the UltiMech and Perfection entries … but how about: Teleion, the perfect fusion of man and machine!

 

Teleion was the result of an accident. Both Mechanon and Teleios were fond of contingences. Both planned for resurrection on the off chance that something or someone unforeseen managed to kill their current bodies. Unfortunately for them they both chose nearly the same location. Their secret backup labs sat adjacent to one another, separated by just one thin wall, for almost 5 years before an unsuspecting city worker accidentally linked their communication systems. The end result was that the two merged creating a composite body from Teleios’ clone and Mechanon’s backup body. Teleion, as the new being called himself was the perfect fusion of man an machine. His entire body is composed of an odd combination of biological and machine structures inhabited by living nano machines that are the source of many of his powers.

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Green Seeker Dragon! The skilled and awesome mistress of the Martial Arts, defeater of the Death Dragon, refounder of Yengtao Temple and daughter of some shirtless aussie guy and Lin Chow, Green Dragon's sister. :)

 

Edit: Although after arriving, she changes her name to something less anime sounding and more superheroic, Seeking Dragon.

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Originally posted by proditor

Green Seeker Dragon! The skilled and awesome mistress of the Martial Arts, defeater of the Death Dragon, refounder of Yengtao Temple and daughter of some shirtless aussie guy and Lin Chow, Green Dragon's sister. :)

 

Edit: Although after arriving, she changes her name to something less anime sounding and more superheroic, Seeking Dragon.

 

Celestial Dragon. Son of Green Dragon and Solitaire. Green Dragon decided to get back at Seeker by seducing someone close to him. Having almost no manners or seductive skills whatsoever, it came as a total shock when Solitaire saw something special deep inside him and responded. Green Dragon decided he liked beautiful Western women after all, and thus the savage beast was tamed.

 

Their son now carries both his parent's skills at magic and martial arts. In fact, he is able to achieve most of the craziest martial arts stunts in the Wuxia genre, as his innate magic gets channeled as Chi energy. Traditional magic is more difficult for him which is why he probably will never become Archmage, unless he learns to master the impatient nature that he inherited from his father.

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OK, so let's make some wild shot at jotting down the stats of these 2-gen luminaries. Here is the tentative char sheet of Hyperstorm (the progeny of Gravitar and Holocaust): details are left fuzzy on whether (s)he embraced the career of heroism or public menace (even if I picture him/her straddling a middle of the fence path of the anti-hero: rebellious to society but striving to do some good).

 

11/02/04: the char sheet has been revised to address the complaints about the legality of the character

 

Hyperstorm

 

VAL..CHA..Cost..Total...Roll......Notes

60....STR......3...60......21-.......HTH Damage 12d6 END [0]

28....DEX......9...28......15-.......OCV 9 DCV 9

40....CON......6...40......17-

30....BODY.....6...30......15-

28....INT.....18...28......15-.......PER Roll 15-

28....EGO.....36...28......15-.......ECV: 9

28....PRE.....18...28......15-.......PRE Attack: 5 1/2d6

16....COM......3...16......12-

.0....PD.......0...0/60..............0/60 PD (0/60 rPD)

.0....ED......-3...0/60..............0/60 ED (0/60 rED)

.8....SPD......7...8.................Phases: 2, 3, 5, 6, 8, 9, 11, 12

20....REC......0...20

90....END......0...90

90....STUN.....4...90

.6....RUN......0...6"................END [1]

.2....SWIM.....0...2"................END [1]

12....LEAP.....0...12"...............12" forward, 6" upward

 

CHARACTERISTICS Cost: 107

 

Cost...POWERS

.84....Energy Control: Multipower, 105-point reserve, (105 Active Pts); all slots Variable

........Limitations (requires -1/2 worth of Limitations; -1/4)

..8u...1) Energy Bolt: EB 21d6 (105 Active Pts); Variable Limitations (requires -1/2 worth of

...........Limitations; -1/4) - END=10

..8u...2) Controlled Energy Bolt: EB 14d6, Reduced Endurance (0 END; +1/2) (105 Active Pts);

...........Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=0

..8u...3) Multi-purpose Energy Bolt: EB 12d6, Variable Advantage (+1/2 Advantages; Limited Group

...........of Advantages; (Armor Piercing, Autofire [5 shots or less], Indirect [Any origin,

...........always fired away from attacker], Penetrating); +3/4) (105 Active Pts); Variable

...........Limitations (requires -1/2 worth of Limitations; -1/4) - END=10

..8u...4) Energy Blast: EB 12d6, Area Of Effect Nonselective (6" Any Area; +3/4) (105 Active Pts);

...........Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=10

..8u...5) Controlled Energy Blast: EB 9d6, Reduced Endurance (0 END; +1/2), Area Of Effect

...........Nonselective (7" Any Area; +3/4) (101 Active Pts); Variable Limitations (requires -1/2

...........worth of Limitations; -1/4) - END=0

..8u...6) Cutting Energy Bolt: RKA 7d6 (105 Active Pts); Variable Limitations (requires -1/2

...........worth of Limitations; -1/4) - END=10

..8u...7) Variable Energy Forms: RKA 4d6, Variable Advantage (+1/2 Advantages; Limited Group of

...........Advantages; (Armor Piercing, Autofire [5 shots or less], Indirect [Any origin, always

...........fired away from attacker], Penetrating); +3/4) (105 Active Pts); Variable Limitations

...........(requires -1/2 worth of Limitations; -1/4) - END=10

..8u...8) One-Way Force Bonds: Entangle 6d6, 6 DEF, Entangle And Character Both Take Damage (+1/4),

...........Backlash (+1/2) (105 Active Pts); Variable Limitations (requires -1/2 worth of

...........Limitations; -1/4) - END=10

..8u...9) Energy Wall: FW (12 PD/12 ED; 3" long and 3" tall), Reduced Endurance (0 END; +1/2)

...........(102 Active Pts); Variable Limitations (requires -1/2 worth of Limitations; -1/4); END=0

134....Gravitic Manipulation : Telekinesis (61 STR), Affects Porous, Fine Manipulation, Reduced

........Endurance (0 END; +1/2) (167 Active Pts); Variable Limitations (requires -1/2 worth of

........Limitations; -1/4) - END=0

.84....Gravitic Powers: Multipower, 105-point reserve, (105 Active Pts); all slots Variable

........Limitations (requires -1/2 worth of Limitations; -1/4)

..8u....1) Enhanced Gravitic Manipulation: Telekinesis (63 STR), Affects Porous (105 Active Pts);

............Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=10

..8u....2) Gravitic Bolt: EB 21d6 (105 Active Pts); Variable Limitations (requires -1/2 worth of

............Limitations; -1/4) - END=10

..8u....3) Controlled Gravitic Bolt: EB 14d6, Reduced Endurance (0 END; +1/2) (105 Active Pts);

............Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=0

..8u....4) Variable Gravitic Bolt: EB 12d6, Variable Advantage (+1/2 Advantages; Limited Group of

............Advantages; (Armor Piercing, Autofire [5 shots or less], Indirect [Any origin, always

............fired away from attacker], Penetrating); +3/4) (105 Active Pts); Variable Limitations

............(requires -1/2 worth of Limitations; -1/4) - END=10

..8u....5) Gravitic Blast: EB 12d6, Area Of Effect Nonselective (6" Any Area; +3/4) (105 Active

............Pts); Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=10

..8u....6) Controlled Gravitic Blast: EB 9d6, Reduced Endurance (0 END; +1/2), Area Of Effect

............Nonselective (7" Any Area; +3/4) (101 Active Pts); Variable Limitations (requires -1/2

............worth of Limitations; -1/4) - END=0

..8u....7) Crushing and Rending: RKA 7d6 (105 Active Pts); Variable Limitations (requires -1/2

............worth of Limitations; -1/4) - END=10

..8u....8) Modulated Crushing and Rending: RKA 4d6, Variable Advantage (+1/2 Advantages; Limited

............Group of Advantages; (Armor Piercing, Autofire [5 shots or less], Indirect

............[Any origin, always fired away from attacker], Penetrating); +3/4) (105 Active Pts);

............Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=10

..8u....9) The Big Squeeze: EB 10d6, NND ([standard]; defense is PD Force Field or Force Wall; +1)

............(100 Active Pts); Variable Limitations (requires -1/2 worth of Limitations; -1/4)

............END=10

..8u...10) Altered Individual Gravity: Flight 17", Ranged (+1/2), Reduced Endurance (0 END; +1/2),

............Usable As Attack ((Does not affect anyone with Desolidification, Power Defense or

............gravity-manipulation abilities); +1) (102 Active Pts); Variable Limitations

............(requires -1/2 worth of Limitations; -1/4) - END=0

..8u...11) Altered Gravity Field: Flight 16", Ranged (+1/2), Area Of Effect Nonselective (8" Any

............Area; +3/4), Usable As Attack ((Does not affect anyone with Desolidification, Power

............Defense or gravity-manipulation abilities); +1) (104 Active Pts); Variable Limitations

............(requires -1/2 worth of Limitations; -1/4) - END=10

..8u...12) Gravitic Wall: FW (12 PD/12 ED; 3" long and 3" tall), Reduced Endurance (0 END; +1/2)

............(102 Active Pts); Variable Limitations (requires -1/2 worth of Limitations; -1/4)

............END=0

.50....Energy Form: Elemental Control, 100-point powers

.50....1) Energy Protection: FF (25 PD/25 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2)

...........(100 Active Pts) - END=0

110....2) Flying: Flight 30", x16 Noncombat, No Turn Mode (+1/4), Usable Underwater (+1/4), Combat

...........Acceleration/Deceleration (+1/4), Rapid Noncombat Movement (+1/4), Reduced Endurance

...........(0 END; +1/2) (187 Active Pts); Visible (-1/4) - END=0

.22....3) Energy-Enhanced Healing: Healing 3 BODY, Can Heal Limbs, Resurrection, Reduced Endurance

...........(0 END; +1/2), Persistent (+1/2) (110 Active Pts); Extra Time (Regeneration-Only) 1

...........Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) - END=0

.84....Energy-Enhanced Body: Armor (35 PD/35 ED) (105 Active Pts); Visible (-1/4) - END=0

.30....Energy Control: Energy Damage Reduction, Resistant, 50% - END=0

.30....Energy Control: Physical Damage Reduction, Resistant, 50% - END=0

.15....Energy-Enhanced Mind: Mental Defense (21 Pts total) - END=0

.20....Energy-Enhanced Form: Power Defense (20 Pts) - END=0

.33....Field Defense: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any

........Target (50 Active Pts); Variable Limitations (requires -1/2 worth of Limitations; -1/4),

........Visible (-1/4) - END=0

.50....Energy-Enhanced Body: LS (Eating Character does not eat; Immunity All terrestrial diseases

........and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents;

........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; Sleeping

........Character does not sleep) - END=0

.47....STR, +47, Reduced Endurance (0 END; +1/2) (76 Active Pts); No Figured Characteristics (-1/2) (Modifiers affect Base Characteristic)

.30....DEX, +15 (45 Active Pts); No Figured Characteristics (-1/2)

.36....CON, +27 (54 Active Pts); No Figured Characteristics (-1/2)

.23....BODY, +17 (34 Active Pts); No Figured Characteristics (-1/2)

.50....SPD, +5

.34....REC, +17

.32....END, +64

.66....STUN, +66

 

POWERS Cost: 1282

 

Cost...SKILLS

.3.....Acrobatics 15-

.0.....Acting 8-

.0.....Climbing 8-

64.....+8 with All Combat

.3.....Computer Programming 15-

.0.....Concealment 8-

.3.....Conversation 15-

.0.....Deduction 8-

10.....Defense Maneuver I-IV

.3.....Electronics 15-

.3.....High Society 15-

.3.....Inventor 15-

.5.....KS: Art History 14-

.5.....KS: Literature 14-

.5.....KS: Military/Mercenary/Terrorist World 14-

.5.....KS: Superhuman World 14-

.0.....Language: English (idiomatic; literate) (5 Active Pts)

.5.....Language: French (idiomatic; literate)

.3.....Language: Japanese (fluent conversation; literate)

.3.....Language: Russian (fluent conversation; literate)

.3.....Mechanics 15-

.5.....Navigation (Air, Land, Marine, Space) 15-

.3.....Oratory 15-

.3.....Paramedics 15-

.3.....Persuasion 15-

.9.....Power: Energy Control 14-

.9.....Power: Gravitic Powers 14-

.5.....SS: Astronomy 14-

.5.....SS: Biology 14-

.5.....SS: Chemistry 14-

.5.....SS: Physics 14-

.3.....Security Systems 15-

.3.....Seduction 15-

.3.....Shadowing 15-

.3.....Stealth 15-

.3.....Tactics 15-

.3.....Teamwork 15-

.3.....Tracking 15-

.1.....TF: Small Motorized Ground Vehicles

.4.....WF: Common Melee Weapons, Small Arms

 

SKILLS Cost: 204

 

Cost...PERKS

15.....Money: Filthy Rich

 

PERKS Cost: 15

 

Value..DISADVANTAGES

10.....Distinctive Features: Mutant (Not Concealable; Always Noticed; Detectable Only By

........Unusual Senses)

20.....Enraged: by Betrayal, Treachery, Insults, Sarcasm or Not Being Taken Seriously (Common),

........go 11-, recover 11-

20.....Psychological: Arrogant and Overconfident (Very Common, Strong)

20.....Psychological: Code of Honor (Keep Your Word, Meet Any Obligation You Accept, Treat Those

........Deserving Of Honor With Honor, Always Avenge An Insult to a Friend or Yourself)

........(Common, Total)

25.....Psychological: Must Protect Innocents (Very Common, Total)

20.....Psychological: Holds Authority in Contempt (Common, Total)

20.....Psychological: Lecherous (Very Common, Strong)

15.....Psychological: Thrillseeker (Common, Strong)

20.....Susceptibility: Heavy Metals, 3d6 damage per Turn (Uncommon)

20.....Vulnerability: 2 x Effect Presence Attacks, from Desirable Opponents (Common)

20.....Vulnerability: 2 x STUN Cold Attacks + Darkness Attacks (Common)

20.....Hunted: Mechanon 8- (Mo Pow, NCI, Capture/Kill)

20.....Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)

20.....Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

15.....Social: Secret Identity (Frequently, Major)

 

DISADVANTAGES Points: 285

Base Pts: 1500

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 1608

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Guest Champsguy
Originally posted by Gary

Since you have unlimited points to play with, why don't you build Hyperstorm legally and take the Characteristics and 0 End powers out of the EC?

 

It is legal. Those are "GM permission". Since he's the GM, I guess he gave himself permission.

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Originally posted by Champsguy

It is legal. Those are "GM permission". Since he's the GM, I guess he gave himself permission.

 

That would only make it legal in his specific campaign world. Which is really unnecessary since if he's spending 1459 pts, he could just as easily spend 1800 or 1900 points and get exactly the same thing.

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Guest Champsguy

Ah, but what if he's running a 1459 point campaign??? :)

 

I guess I just make a distinction between "illegal" and "GM Permission". Illegal is stuff like Comeliness that Does Knockback, or Ablative Energy Blasts.

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Originally posted by Champsguy

It is legal. Those are "GM permission". Since he's the GM, I guess he gave himself permission.

 

That's exactly. I had a long hard look with myself, and told to my estimeed counterpart: "Franco, those rules about not putting non-End-using powers or special powers in an Elemental Control or not being able to link or combine powers from the same into a Multiple-Power Attack are really silly, and I don't want any of it around; and I should deactivate them in the HD", and my mirror image agreed enthusiastically.

 

Anyway, that use of EC, besides the welcome sense of tidiness that comes from arranging most powers in three multipowers, is meant to mark that the abilities of Hyperstorm are still in an immature stage (an enemy that Drains the EC, does away with all body-enhancing abilities and superhuman characteristics). A slightly more experienced character frees most or all of body enhancements from the EC, and drops the Variable Limitation and Nonselective Area limitations on the Multipower slots. In a more long-term perspective, the Multipowers may also evolve in VPPs, or the Multipowers' reserves and slots might rise to 120-125, boosting chars and defensive powers in proportion, or might gain some additional power (like a Damage Shield, or some Strength tricks or HA/HKA boosts, or an improved healing factor).

 

Conversely, a slightly more immature, "teen" form may see Hyperstorm having a OIHD on most or all of its abilities (to mark a reduced control, and an imperfect mastery, of the energy-enhanced form), with an Accidental Change limitation. And BTW, the "teen" version is the only one to fit the initial point limits, which I'd set at 1000 base points, and 300 Disadvantages. Guess it means I'm an optimist...

 

A slightly uncertainety in writing down the character: really big Hunted, like UNTIL, PRIMUS, Mechanon, Dr. Destroyer, DEMON or VIPER, do qualify as "More powerful" or "As powerful", for a guy/gal like Hyperstorm??

 

Anyway, I think our Hyperstorm would rightfully qualify for the "military-beaters" and "World(beaters)beaters" lists. I'm still uncertain whether it would belong in the Omega or Delta class, though.

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If you really have a budget, then simply buy the stats and/or powers at a lower level and let him/her grow into the conception. It makes a lot more sense than putting them in a EC, especially since the character as is can't be used in any other worlds except your own.

 

The EC link drain aspect isn't really limiting at all considering the 20 pts of power defense.

 

But really, points aren't a problem, so why bother?

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Originally posted by Gary

If you really have a budget, then simply buy the stats and/or powers at a lower level and let him/her grow into the conception. It makes a lot more sense than putting them in a EC, especially since the character as is can't be used in any other worlds except your own.

 

The EC link drain aspect isn't really limiting at all considering the 20 pts of power defense.

 

But really, points aren't a problem, so why bother?

 

Here, I have revised the char and edited the post to comply with the legality complaints. Does it work better now?

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Guest Champsguy
Originally posted by Gary

If you really have a budget, then simply buy the stats and/or powers at a lower level and let him/her grow into the conception. It makes a lot more sense than putting them in a EC, especially since the character as is can't be used in any other worlds except your own.

 

The EC link drain aspect isn't really limiting at all considering the 20 pts of power defense.

 

But really, points aren't a problem, so why bother?

 

If points aren't an issue, then it doesn't matter one way or the other. It's not like it's gonna take you a whole lot of work to change things when you punch it into the character design software of your choice. :rolleyes:

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Originally posted by Wanderer

Here, I have revised the char and edited the post to comply with the legality complaints. Does it work better now?

 

Much better. Very powerful character that can give Dr. Destroyer a run for his money. I'd say that conventional military would be useless vs him/her unless they dropped a nuke or something similar.

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Originally posted by Gary

Much better. Very powerful character that can give Dr. Destroyer a run for his money. I'd say that conventional military would be useless vs him/her unless they dropped a nuke or something similar.

 

Well, the good old Doctor would need a good plan to bring him/her down, and the puny human military would really need to enlist the help of someone at the same level of power (remember, there are people like the offspring of Firewing and Viperia, and the child of Gigaton and Victory around), or go nuclear.

 

Do you think the Hunted should be reclassified as "As Pow", then ? Hyperstorm is Hunted by Mechanon, who cannot stand the thought of having such a pinnacle of organic life's evolution around (and Mechanon is the type of genocidal enemy the character would go out of its way to crush), and by UNTIL and PRIMUS (given his/her level of power, and type of upbringing, the character is very likely to be quite intolerant and contemptous of human laws, even if (s)he has a definite personal moral code, based on "noblesse oblige", and the first time mundane authorities try to enforce the rule of law on him/her, things go rapidly downhill).

 

Nobody volunteering to do some other offsping??

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And here comes the Champion(ess), the wild scion of Firewing and Viperia (that ought really have been an hotta coupling :)

 

Champion(ess)

 

VAL..CHA..Cost..Total...Roll......Notes

75....STR......3...75/132..24-/35-...HTH Damage 15d6/26d6 END [0/9]

30....DEX......9...30......15-.......OCV 10 DCV 10

40....CON......6...40......17-

30....BODY.....6...30......15-

25....INT.....15...25......14-.......PER Roll 14-

30....EGO.....40...30......15-.......ECV: 10

40....PRE.....30...40......17-.......PRE Attack: 8d6

16....COM......3...16......12-

.0....PD.......0...0/60..............0/60 PD (0/60 rPD)

.0....ED......-3...0/60..............0/60 ED (0/60 rED)

.8....SPD......7...8.................Phases: 2, 3, 5, 6, 8, 9, 11, 12

20....REC......0...20

90....END......0...90

90....STUN.....4...90

36....RUN......0...36"...............END [0]

.2....SWIM.....0...2"................END [1]

15....LEAP.....0...15"/26"...........15"/26" forward, 7 1/2"/13" upward

 

CHARACTERISTICS Cost: 120

 

Cost...POWERS

.84.....Stellar Energies: Multipower, 105-point reserve, (105 Active Pts); all slots Variable

.........Limitations (requires -1/2 worth of Limitations; -1/4)

..8u....1) Plasma Bolt: EB 21d6 (105 Active Pts); Variable Limitations (requires -1/2 worth of

............Limitations; -1/4) - END=10

..8u....2) Controlled Plasma Bolt: EB 14d6, Reduced Endurance (0 END; +1/2) (105 Active Pts);

............Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=0

..8u....3) Modulated Plasma Bolt: EB 12d6, Variable Advantage (+1/2 Advantages; Limited Group of

............Advantages; (Armor Piercing, Autofire [5 shots or less], Indirect [Any origin, always

............fired away from attacker], Penetrating); +3/4) (105 Active Pts); Variable Limitations

............(requires -1/2 worth of Limitations; -1/4) - END=10

..8u....4) Plasma Blast: EB 12d6, Area Of Effect Nonselective (6" Any Area; +3/4) (105 Active Pts);

............Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=10

..8u....5) Controlled Plasma Blast: EB 9d6, Reduced End (0 END; +1/2), Area Of Effect Nonselective

............(7" Any Area; +3/4) (101 Active Pts); Variable Limitations (requires -1/2 worth of

............Limitations; -1/4) - END=0

..8u....6) Dimension Fire: EB 14d6, Affects Desolidified Any form of Desolidification (+1/2)

............(105 Active Pts); Variable Limitations (requires -1/2 worth of Limitations; -1/4)

............END=10

..7u....7) Deadly Plasma Bolt: RKA 4d6, Affects Desolidified Any form of Desolidification (+1/2)

............(90 Active Pts); Variable Limitations (requires -1/2 worth of Limitations; -1/4)

............END=9

..8u....8) Modulated Stellar Fire: RKA 4d6, Variable Advantage (+1/2 Advantages; Limited Group of

............Advantages; (Armor Piercing, Autofire [5 shots or less], Indirect [Any origin, always

............fired away from attacker], Penetrating); +3/4) (105 Active Pts); Variable Limitations

............(requires -1/2 worth of Limitations; -1/4) - END=10

..8u....9) Ionic Bonds: Entangle 6d6, 6 DEF, Entangle And Character Both Take Damage (+1/4),

............Backlash (+1/2) (105 Active Pts); Variable Limitations (requires -1/2 worth of

............Limitations; -1/4) - END=10

..8u...10) Withering Heat: EB 10d6, NND ([standard]; Defense is LS: Safe Environment [intense

............Heat]; +1) (100 Active Pts); Variable Limitations (requires -1/2 worth of

............Limitations; -1/4) - END=10

..8u...11) Damaging Body Field: EB 7d6, Damage Shield (Offensive; +3/4), Continuous (+1) (96

............Active Pts); Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=10

..8u...12) Energy Wall: FW (12 PD/12 ED; 3" long and 3" tall), Reduced Endurance (0 END; +1/2)

............(102 Active Pts); Variable Limitations (requires -1/2 worth of Limitations; -1/4)

............END=0

.84.....Strength Tricks: Multipower, 105-point reserve, (105 Active Pts); all slots Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=

..3u....1) The Big Wrap-Up: Entangle 10d6, 10 DEF, Side Effects (Side Effect only affects the

............environment near the character; (may cause considerable damage to the environment); +0)

............(100 Active Pts); OIF (appropriate materials of opportunity; -1/2), No Range (-1/2),

............Extra Time (Full Phase, (at least a Full Phase, sometimes longer, depending how long

............it takes to get the materials); -1/2), Defense Depends On Materials Used (-1/2),

............Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=10

..5u....2) Breath of the Hurricane: EB 10d6, Explosion (Cone; -1 DC/2"; +1/2), Nonselective Target

............(-1/4), Double Knockback (+3/4) (100 Active Pts); No Range (-1/2), Does Not Work

............Underwater Or In A Vacuum (-1/4), Variable Limitations (requires -1/2 worth of

............Limitations; -1/4) - END=10

..6u....3) Rain of Fists: Hand-To-Hand Attack +14d6, Autofire (5 shots; +1/2) (105 Active Pts);

............Hand-To-Hand Attack (-1/2), Variable Limitations (requires -1/2 worth of

............Limitations; -1/4) - END=10

..6u....4) Thunderclap: Energy Blast 7d6, Personal Immunity (+1/4), Area Of Effect Nonselective

............Target (17" Cone; +3/4), NND ([standard]; defense is Hearing Group Flash Defense; +1)

............(105 Active Pts); No Range (-1/2), Variable Limitations (requires -1/2 worth of

............Limitations; -1/4) - END=10

..5u....5) Shockwave: Energy Blast 9d6, Hole In The Middle (+1/4), Explosion (+1/2), Nonselective

............Target (-1/4), Double Knockback (+3/4) (101 Active Pts); No Range (-1/2), Variable

............Limitations (requires -1/2 worth of Limitations; -1/4), Only Affects People On The

............Ground (-1/4) - END=10

..5u....6) Might of the Hurricane: +57 STR, Area Of Effect (One Hex; +1/2) (91 Active Pts); No

............Figured Characteristics (-1/2), Variable Limitations (requires -1/2 worth of

............Limitations; -1/4) (Modifiers affect Base Characteristic) - END=9

..8u....7) Force Control: Telekinesis (70 STR) (105 Active Pts); Variable Limitations

............(requires -1/2 worth of Limitations; -1/4) - END=10

..8u....8) Energy-Saving Force Control: Telekinesis (45 STR), Reduced Endurance (0 END; +1/2)

............(101 Active Pts); Variable Limitations (requires -1/2 worth of Limitations; -1/4)

............END=0

..8u....9) Distance Attack: Energy Blast 21d6 (105 Active Pts); Variable Limitations

............(requires -1/2 worth of Limitations; -1/4) - END=10

..8u...10) Controlled Distance Attack: EB 14d6, Reduced Endurance (0 END; +1/2) (105 Active Pts);

............Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=0

..5u...11) Cutting Waves of Force: Killing Attack - Hand-To-Hand 4d6, Ranged (+1/2) (90 Active Pts)

............No STR Bonus (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

............END=9

..6u...12) Stone-Hard Body: EB 8d6, Damage Shield (+1/2), Continuous (+1) (100 Active Pts); Only

............Affects those Who Strike the Body, Not Casual Contact Or Grabs (-1/2), Variable

............Limitations (requires -1/2 worth of Limitations; -1/4) - END=10

.60....Superhuman Form: Elemental Control, 120-point powers

.60....1) Personal Protection: FF (30 PD/30 ED), Reduced Endurance (0 END; +1/2), Persistent

...........(+1/2) (120 Active Pts) - END=0

102....2) Flying: Flight 30", x16 Noncombat, No Turn Mode (+1/4), Usable Underwater (+1/4),

...........Combat Acceleration/Deceleration (+1/4), Rapid Noncombat Movement (+1/4), Reduced

...........Endurance (0 END; +1/2) (187 Active Pts); Visible (-1/4) - END=0

.66....3) Superspeed: Running +30" (36" total), x4 Noncombat, Combat Acceleration/Deceleration

...........(+1/4), Rapid Noncombat Movement (+1/4), Reduced Endurance (0 END; +1/2)

...........(142 Active Pts); Visible (-1/4)

.22....4) Enhanced Healing: Healing 3 BODY, Can Heal Limbs, Resurrection, Reduced Endurance

...........(0 END; +1/2), Persistent (+1/2) (110 Active Pts); Extra Time (Regeneration-Only)

...........1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) - END=0

.72....Hardened Form: Armor (30 PD/30 ED) (90 Active Pts); Visible (-1/4) - END=0

.30....Energy Defense: Energy Damage Reduction, Resistant, 50% - END=0

.30....Physical Defense: Physical Damage Reduction, Resistant, 50% - END=0

.20....Steadfastness of the Mountain: Knockback Resistance -10" - END=0

.18....Indomitable Will: Mental Defense (24 Pts total) - END=0

.20....Unconquerable Spirit: Power Defense (20 Pts) - END=0

.40....Total Defense: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any

........Target (50 Active Pts); Variable Limitations (requires -1/2 worth of Limitations; -1/4)

........END=0

.50....Total Mastery of Form: LS (Eating Character does not eat; Immunity All Terrestrial Diseases

........and Biowarfare Agents; Immunity All Terrestrial Poisons and Chemical Warfare Agents;

........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; Sleeping

........Character does not sleep) - END=0

.62....STR, +62, Reduced Endurance (0 END; +1/2) (99 Active Pts); No Figured Characteristics (-1/2) (Modifiers affect Base Characteristic) - END=

.34....DEX, +17 (51 Active Pts); No Figured Characteristics (-1/2)

.36....CON, +27 (54 Active Pts); No Figured Characteristics (-1/2)

.23....BODY, +17 (34 Active Pts); No Figured Characteristics (-1/2)

.50....SPD, +5

.34....REC, +17

.32....END, +64

.66....STUN, +66

 

POWERS Cost: 1263

 

Cost...SKILLS

.3.....Acrobatics 15-

.0.....Acting 8-

.3.....Breakfall 15-

.3.....Climbing 15-

64.....+8 with All Combat

.5.....Concealment 15-

.3.....Conversation 17-

.3.....Deduction 14-

10.....Defense Maneuver I-IV

.5.....KS: Superhuman World 14-

.5.....KS: The Military/Mercenary/Terrorist World 14-

.2.....KS: VIPER 11-

.0.....Language: English (idiomatic; literate) (5 Active Pts)

.5.....Navigation (Air, Land, Marine, Space) 14-

.3.....Oratory 17-

.3.....Paramedics 14-

.3.....Persuasion 17-

.9.....Power: Stellar Energy 14-

.9.....Power: Strength Tricks 14-

.3.....Security Systems 14-

.3.....Seduction 17-

.3.....Shadowing 14-

.3.....Stealth 15-

14.....Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain,

........Urban) 14-

.1.....TF: Small Motorized Ground Vehicles

.3.....Tactics 14-

.3.....Teamwork 15-

.3.....Tracking 14-

.4.....WF: Common Melee Weapons, Small Arms

 

SKILLS Cost: 178

 

Cost...PERKS

15.....Money: Filthy Rich

 

PERKS Cost: 15

 

Value..DISADVANTAGES

10.....Physical: Weird Biochemistry Requires Special Medical Care (Infrequently, Greatly Impairing)

20.....Enraged: by Betrayal, Treachery, Insults, or Taking BODY Damage in Combat (Common), go 11-, recover 11-

20.....Psychological: Impatient, Impulsive and Overconfident (Very Common, Strong)

15.....Psychological: Enjoys Using Its Powers (Common, Strong)

15.....Psychological: Feels It Must Prove Itself And Be Worthy of Its Heritage (Common, Strong)

15.....Psychological: Curious (Common, Strong)

20.....Psychological: Code of Honor (Keep Your Word, Meet Any Obligation You Accept, Treat Those

........Deserving of Honor With Honor, Always Avenge An Insult to a Friend or Yourself)

........(Common, Total)

25.....Psychological: Must Protect Innocents (Very Common, Total)

20.....Psychological: Oblivious to Authority (Common, Total)

10.....Vulnerability: 1 1/2 x Effect Magic Adjustement Powers (Common)

20.....Vulnerability: 2 x STUN Cold Attacks + Water Attacks (Common)

20.....Vulnerability: 2 x STUN Magic Attacks (Common)

20.....Hunted: VIPER 8- (Mo Pow, NCI, Capture)

20.....Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)

20.....Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

15.....Social: Secret Identity (Frequently, Major)

 

DISADVANTAGES Points: 285

Base Pts: 1500

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 1576

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And here now comes Janus, the Shadowmage, the offspring of Defender and Witchcraft, who endlessly rides the quest for knowledge and perfection in both fields of magic and science (even if he/she relies essentially on magic in the field of battle; too much flexible a tool...)

 

Shadowmage

 

VAL..CHA..Cost..Total...Roll......Notes

30....STR......3...30......15-.......HTH Damage 6d6 END [0]

28....DEX......9...28......15-.......OCV 9 DCV 9

30....CON......6...30......15-

30....BODY.....6...30......15-

28....INT.....18...28......15-.......PER Roll 15-

28....EGO.....36...28......15-.......ECV: 9

28....PRE.....18...28......15-.......PRE Attack: 5 1/2d6

16....COM......3...16......12-

.0....PD.......0...0/60..............0/60 PD (0/60 rPD)

.0....ED......-3...0/60..............0/60 ED (0/60 rED)

.8....SPD......7...8.................Phases: 2, 3, 5, 6, 8, 9, 11, 12

20....REC......0...20

90....END......0...90

90....STUN.....4...90

.6....RUN......0...6"................END [1]

.2....SWIM.....0...2"................END [1]

.6....LEAP.....0...6"................6" forward, 3" upward

 

CHARACTERISTICS Cost: 107

 

Cost...POWERS

.84....Lesser Magics: Multipower, 105-point reserve, (105 Active Pts); all slots Variable

........Limitations (requires -1/2 worth of Limitations; -1/4)

..8u....1) Witchfire: EB 21d6 (105 Active Pts); Variable Limitations (requires -1/2 worth of

............Limitations; -1/4) - END=10

..8u....2) Lesser Witchfire: EB 14d6, Reduced Endurance (0 END; +1/2) (105 Active Pts); Variable

............Limitations (requires -1/2 worth of Limitations; -1/4) - END=0

..8u....3) Hellfire: EB 12d6, Variable Advantage (+1/2 Advantages; Limited Group of Advantages;

............(Armor Piercing, Autofire [5 shots or less], Explosion, Penetrating); +3/4) (105 Active Pts); Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=10

..6u....4) Mind Torment: Ego Attack 7d6 (Human, Additional Class of Minds (Aliens), Additional

............Class of Minds (Machines) and Additional Class of Minds (Animals) classes of minds)

............(100 Active Pts); Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4),

............Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=10

..6u....5) Irresistible Slumber: Ego Attack 5d6 (Human, Additional Class of Minds (Aliens) and

............Additional Class of Minds (Animals) classes of minds), Reduced Endurance (0 END; +1/2)

............(105 Active Pts); Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4),

............Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=0

..6u....6) Agony of the Damned: Ego Attack 3d6 (Human, Additional Class of Minds (Aliens) and

............Additional Class of Minds (Animals) classes of minds), Does BODY (+1) (100 Active Pts);

............Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4), Variable Limitations

............(requires -1/2 worth of Limitations; -1/4) - END=10

..7u....7) Consuming Hellfire: RKA 4d6, Affects Desolidified Any form of Desolidification (+1/2)

............(90 Active Pts); Variable Limitations (requires -1/2 worth of Limitations; -1/4)

............END=9

..8u....8) Irresistible Bonds: Entangle 5d6, 5 DEF, Takes No Damage From Attacks All Attacks (+1/2)

............Reduced Endurance (0 END; +1/2) (100 Active Pts); Variable Limitations (requires -1/2

............worth of Limitations; -1/4) - END=0

..8u....9) Spell of the Invisible Hand: Telekinesis (62 STR), Affects Porous (103 Active Pts);

............Variable Limitations (requires -1/2 worth of Limitations; -1/4) - END=10

..8u...10) Domination: Mind Control 8d6 (Human, Additional Class of Minds (Animals), Additional

............Class of Minds (Aliens) and Additional Class of Minds (Machines) classes of minds),

............Reduced Endurance (0 END; +1/2) (105 Active Pts); Variable Limitations (requires -1/2

............worth of Limitations; -1/4) - END=0

..8u...11) Befuddlement: Mental Illusions 8d6 (Human, Additional Class of Minds (Aliens),

............Additional Class of Minds (Animals) and Additional Class of Minds (Machines) classes

............of minds), Reduced Endurance (0 END; +1/2) (105 Active Pts); Variable Limitations

............(requires -1/2 worth of Limitations; -1/4) - END=0

300....Greater Magics: Variable Power Pool (Magic Pool), 180 base + 120 control cost, No Skill

........Roll Required (+1) (360 Active Pts); all slots Magic only Very Common SFX (-1/4), Variable

........Limitations (requires -1/2 worth of Limitations; -1/4)

.85....Command of the Elements: Telekinesis (50 STR), Affects Porous, Reduced Endurance

........(0 END; +1/2) (127 Active Pts); Variable Limitations (requires -1/2 worth of

........Limitations; -1/4), Visible (-1/4) - END=0

.80....Personal Enchantments: Elemental Control, 160-point powers

128....1) Shield of Sorcery: FF (60 PD/60 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2)

...........(240 Active Pts); Visible (-1/4) - END=0

.86....2) Spell of Flight: Flight 30", x16 Noncombat, No Turn Mode (+1/4), Usable Underwater (+1/4),

...........Combat Acceleration/Deceleration (+1/4), Rapid Noncombat Movement (+1/4), Reduced

...........Endurance (0 END; +1/2) (187 Active Pts); Visible (-1/4) - END=0

.29....3) Enchantment of Healing: Healing 3 BODY, Can Heal Limbs, Resurrection, Reduced Endurance

...........(0 END; +1/2), Persistent (+1/2) (110 Active Pts); Extra Time (Regeneration-Only) 1 Turn

...........(Post-Segment 12) (-1 1/4), Self Only (-1/2) - END=0

.30....Spells of Protection: Energy Damage Reduction, Resistant, 50% - END=0

.30....Spells of Protection: Physical Damage Reduction, Resistant, 50% - END=0

.18....Spells of Thought Protection: Mental Defense (24 Pts total) - END=0

.20....Spells of Protection: Power Defense (20 Pts) - END=0

.50....Immortal Form: LS (Eating Character does not eat; Immunity All terrestrial diseases and

........biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents;

........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; Sleeping

........Character does not sleep) - END=0

.17....STR, +17, Reduced Endurance (0 END; +1/2) (31 Active Pts); No Figured Characteristics (-1/2)

........(Modifiers affect Base Characteristic)

.30....DEX, +15 (45 Active Pts); No Figured Characteristics (-1/2)

.23....CON, +17 (34 Active Pts); No Figured Characteristics (-1/2)

.23....BODY, +17 (34 Active Pts); No Figured Characteristics (-1/2)

.50....SPD, +5

.34....REC, +17

.32....END, +64

.66....STUN, +66

 

POWERS Cost: 1296

 

Cost...SKILLS

.0.....Acting 8-

.0.....Climbing 8-

56.....+7 with All Combat

.3.....Computer Programming 15-

.3.....Concealment 15-

.3.....Conversation 15-

.3.....Criminology 15-

.3.....Deduction 15-

10.....Defense Maneuver I-IV

.3.....Electronics 15-

.3.....High Society 15-

.3.....Inventor 15-

.2.....Language: Latin (basic conversation; literate)

.0.....Language: English (idiomatic; literate) (5 Active Pts)

.5.....Language: French (idiomatic; literate)

.3.....Mechanics 15-

.5.....Navigation (Air, Land, Marine, Space) 15-

.3.....Paramedics 15-

.3.....Persuasion 15-

.9.....Power: Magic 14-

.3.....Scholar

.4.....1) KS: Arcane & Occult Lore (5 Active Pts) 14-

.4.....2) KS: Demonology (5 Active Pts) 14-

.4.....3) KS: Necromancy (5 Active Pts) 14-

.4.....4) KS: The Mystic World (5 Active Pts) 14-

.4.....5) KS: The Superhuman World (5 Active Pts) 14-

.4.....6) KS: Witchcraft (5 Active Pts) 14-

.3.....Scientist

.4.....1) SS: Astronomy 14- (5 Active Pts)

.4.....2) SS: Biology 14- (5 Active Pts)

.4.....3) SS: Chemistry 14- (5 Active Pts)

.4.....4) SS: Medicine 14- (5 Active Pts)

.4.....5) SS: Physics 14- (5 Active Pts)

.3.....Security Systems 15-

.3.....Seduction 15-

.3.....Shadowing 15-

.3.....Sleight Of Hand 15-

.3.....Stealth 15-

.1.....TF: Small Motorized Ground Vehicles

.3.....Tactics 15-

.3.....Teamwork 15-

.4.....WF: Common Melee Weapons, Small Arms

 

SKILLS Cost: 196

 

Cost...PERKS

15......Money: Filthy Rich

 

PERKS Cost: 15

 

Value..DISADVANTAGES

10.....Distinctive Features: Mystic Aura (Not Concealable; Always Noticed; Detectable Only By

........Unusual Senses)

20.....Psychological: Easily Distracted by Scientific/Magical/Occult/Supernatural Matters

........(Very Common, Strong)

15.....Psychological: Lust For Knowledge (Uncommon, Total)

20.....Psychological: Takes Its Responsibilities Seriously (Very Common, Strong)

25.....Psychological: Must Protect Innocents (Very Common, Total)

20.....Psychological: Oblivious of Authority (Common, Total)

15.....Psychological: Feels It Must Prove Itself (Common, Strong)

15.....Psychological: Perfectionist (Common, Strong)

20.....Hunted: DEMON 8- (Mo Pow, NCI, Capture/Kill)

20.....Hunted: VIPER 8- (Mo Pow, NCI, Capture)

20.....Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

20.....Susceptibility: Cold Iron, 3d6 damage per Turn (Uncommon)

20.....Susceptibility: Holy Places/Objects, 3d6 damage per Turn (Uncommon)

20.....Vulnerability: 2 x STUN Cold Attacks + Darkness Attacks (Common)

10.....Vulnerability: 2 x STUN Holy Attacks (Uncommon)

15.....Social: Secret Identity (Frequently, Major)

 

DISADVANTAGES Points: 285

Base Pts: 1500

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 1614

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