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Hawksmoor

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Rebuiilt, Retooled, and ready for 5th Edition Action

 

I present

 

Bowcaster

 

Player: Hawksmoor

 

Val Char Cost
18 STR 8
26 DEX 48
23 CON 26
12 BODY 4
13 INT 3
14 EGO 8
18 PRE 8
12 COM 1
18 PD 5
18 ED 4
5 SPD 14
9 REC 0
46 END 0
33 STUN 0
9" RUN62" SWIM03 1/2" LEAP0Characteristics Cost: 135

 

Cost Power END
12 Armored Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
7 Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
20 Equipment Pack: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2)
1u 1) Bow: +30 STR (30 Active Points); Limited Power Power loses about half of its effectiveness (-1), OAF (-1), No Figured Characteristics (-1/2) [Notes: Only to throw Arrows] 3
1u 2) Laser Sword: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) 0
2u 3) Blaster Pistol: Killing Attack - Ranged 1d6+1, Penetrating (+1/2) (30 Active Points); OIF (-1/2), 2 clips of 8 Charges (-1/4) [8]
1u 4) Combat Baton: (Total: 20 Active Cost, 9 Real Cost) Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 6) plus Another Combat Baton (5 Active Points); OIF (-1/2) (Real Cost: 3) 0
1u 5) Mirrored Buckler: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF (-1/2), Will Not Work Against Heavy Missiles (-1/4) 0
2u 6) Force Feild Pads: Force Field (6 PD/6 ED) (Protect Carried Items), 6 Continuing Charges lasting 1 Minute each (+0), Usable By Other (+1/4) (27 Active Points); OIF (-1/2) [6 cc]
1u 7) Scent Breaking Gas Grenade: Darkness to Sight and Smell/Taste Groups 2" radius (25 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc]
1u 8) Trauma Pack: Healing 3d6 (30 Active Points); 6 Charges (-3/4), OIF (-1/2) [6]
7 Mask: Multipower, 10-point reserve, (10 Active Points); all slots OIF (-1/2)
1u 1) Cowl Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
1u 2) Respirator: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 0
1u 3) Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
1u 4) Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
1u 5) Lenses: +3 versus Range Modifier for Sight Group (5 Active Points); OIF (-1/2) 0
45 Quiver: Multipower, 67-point reserve, (67 Active Points); all slots OIF (-1/2)
2u 1) Target Arrows: Energy Blast 12d6 (60 Active Points); OAF (-1), 6 Charges (-3/4), Beam (-1/4), Range Based On Strength (-1/4) [6]
2u 2) Sharp Tipped Arrows: Energy Blast 9d6, Armor Piercing (+1/2) (67 Active Points); OAF (-1), 6 Charges (-3/4), Beam (-1/4), Range Based On Strength (-1/4) [6]
2u 3) Electric Blast Arrow: Killing Attack - Ranged 4d6+1 (65 Active Points); 4 Charges (-1), OAF (-1), Range Based On Strength (-1/4) [4]
2u 4) Macrobomb Arrow: Energy Blast 9d6, Explosion (+1/2) (67 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
2u 5) Microbomb Arrow: Energy Blast 9d6, Area Of Effect (One Hex; +1/2) (67 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
2u 6) Shaped Charge Arrow: Tunneling 2" through 21 DEF material (67 Active Points); 4 Charges (-1), OAF (-1) [4]
2u 7) Entangle 7d6, 6 DEF (65 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
2u 8) Fog Arrow: Darkness to Sight, Smell/Taste and Radio Groups 5" radius (10" Cone; +0) (60 Active Points); OAF (-1), Can Be Missile Deflected (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4) [6 cc]
2u 9) Strobe Arrow: Sight Group Flash 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
2u 10) Shreiker Arrow: Hearing Group Flash 11d6, Area Of Effect (8" Cone; +1) (66 Active Points); 4 Charges (-1), OAF (-1), Range Based On Strength (-1/4) [4]
Powers Cost: 126

 

Cost Martial Arts Maneuver
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5 Moving Shot: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike , FMove
4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 33 STR
Martial Arts Cost: 16

 

Cost Skill
3 Acrobatics 14-
3 Breakfall 14-
10 +2 with Ranged Combat
5 Defense Maneuver I-II
3 Paramedics 12-
3 Security Systems 12-
2 Weaponsmith (Muscle-Powered Ranged) 12-
3 PS: Architect 12-
3 KS: Engineering 12-
3 SS: Mechanical Engineering 12-
3 SS: Electrical engineering 12-
Skills Cost: 41

 

Cost Perk
10 Follower [Notes: George Gillian, weapon systems specialist]
10 Money: Wealthy
Perks Cost: 20

 

Cost Talent
6 Combat Luck: 3 PD/3 ED
6 Lightning Reflexes: +4 DEX to act first with All Actions
Talents Cost: 12

 

 

Total Character Cost: 350

 

Val Disadvantages
10 Dependent NPC: Date of the week 8- (Infrequently), Normal
10 Dependent NPC: Campaign City SCU 11- (Occasionally), Slightly Less Powerful than the PC, Useful noncombat position or skills, Group DNPC (x2 DNPCs)
10 Enraged: When made to look silly Uncommon, go 8-, recover 11-
5 Rivalry: The Rainbow Archer (best at what we do) Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret ID Frequently (11-), Major
10 Hunted: Ripper 8- (Occasionally), As Powerful, Harshly Punish
10 Hunted: The Ooze 8- (Occasionally), As Powerful, Harshly Punish
5 Hunted: Weapon Designing Corporation 11- (Frequently), Less Powerful, NCI, Watching
15 Vulnerability: 1 1/2x STUN Fire Very Common
15 Psychological Limitation: Does not understand Magic Uncommon, Total
10 Psychological Limitation: Loves the Ladies Common, Moderate
20 Psychological Limitation: Code Against Killing Very Common, Strong
15 Psychological Limitation: Brash (Common, Strong)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: New Character

 

A PC I am playing in Nexus's PBEM

 

I give you

 

The Crimson Seraph

 

Player: Hawksmoor

 

Val Char Cost
15/45 STR 5
14/26 DEX 12
13/28 CON 6
12/18 BODY 4
23 INT 13
18 EGO 16
13/23 PRE 3
14/30 COM 2
7/24 PD 4
7/24 ED 4
4/6 SPD 0
6/15 REC 0
26/56 END 0
27/56 STUN 0
7" RUN02" SWIM03"/9" LEAP0Characteristics Cost: 69

 

Cost Power END
2 Running +1" (7" total) 1
6 Mental Defense (10 points total) 0
7 Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
129 Enhanced Physiology: (Total: 161 Active Cost, 129 Real Cost) +30 STR (30 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 24) plus +12 DEX (36 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 29) plus +15 CON (30 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 24) plus +6 BODY (12 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 10) plus +10 PRE (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus +16 COM (8 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 6) plus +11 PD (11 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 9) plus +14 ED (14 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 11) plus +1 SPD (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) 3
12 Crimson Armor: Damage Resistance (15 PD/15 ED), Difficult To Dispel (x4 Active Points) (x4 Active Points; +1/2) (22 Active Points); Incantations (-1/4), Extra Time (Delayed Phase, -1/4), Custom Modifier (-1/4) [Notes: Physical Manifestation] 0
10 MageSight: Detect (Magic) A Single Thing 14- (Unusual Group), Discriminatory, Analyze (13 Active Points); Only In Heroic Identity (-1/4) 0
25 Wings: Multipower, 44-point reserve, (44 Active Points); all slots Restrainable (-1/2), Only In Heroic Identity (-1/4)
2u 1) Gliding 31", Position Shift (36 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4) 0
2u 2) Flight 17", Improved Noncombat Movement (x8) (44 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4) 4
10 Music Of the Spheres: Multipower, 20-point reserve, (20 Active Points); all slots Increased Endurance Cost (2x END; -1/2), Incantations (-1/4), Only In Heroic Identity (-1/4)
1u 1) Healing Hands: Healing 2d6 (20 Active Points); Increased Endurance Cost (2x END; -1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) 4
1u 2) Illusions and Halos: Sight Group Images 1" radius, +/-3 to PER Roll (19 Active Points); Increased Endurance Cost (2x END; -1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) 4
1u 3) Words of the Wise: Mind Control 2d6, Cumulative (x4 max.) (48 points; +1) (20 Active Points); Increased Endurance Cost (2x END; -1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) 4
1u 4) Command the Spheres: Dispel Magic 5d6, One At A Time (+1/4) (19 Active Points); Increased Endurance Cost (2x END; -1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) 4
1u 5) Magic Suppression: Suppress 3d6, One Power At A Time (+1/4) (19 Active Points); Increased Endurance Cost (2x END; -1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) 4
22 Infinite Weapon: Multipower, 50-point reserve, (50 Active Points); all slots OAF (-1), Only In Heroic Identity (-1/4)
2u 1) Sword Form: Killing Attack - Hand-To-Hand 2d6 (3d6 / 4d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), Only In Heroic Identity (-1/4) 0
2u 2) Flame Blast: Energy Blast 10d6 (50 Active Points); OAF (-1), Only In Heroic Identity (-1/4) 5
2u 3) Flame Burst: Sight Group Flash 10d6 (50 Active Points); OAF (-1), Only In Heroic Identity (-1/4) 5
2u 4) Aegis: Force Wall (10 PD/8 ED; 3" long and 1" tall) (49 Active Points); OAF (-1), No Range (-1/2), Only In Heroic Identity (-1/4) 5
1u 5) Mace Head: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Only In Heroic Identity (-1/4) 0
1u 6) Staff Body: Stretching 2", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), No Noncombat Stretching (-1/4), Only In Heroic Identity (-1/4) 0
10 Stupid HD Speed correction: +1 SPD
6 Another Stupid HD Speed Correction: +1 SPD (Custom Adder)
Powers Cost: 258

 

 

Cost Skill
3 Acrobatics 12- (14-)
3 Bureaucratics 12- (14-)
3 Computer Programming 14-
3 Electronics 14-
3 Inventor 14-
3 Mechanics 14-
3 Paramedics 14-
3 Persuasion 12- (14-)
3 SS: Electronics 14-
3 SS: Computer Science 14-
3 Systems Operation 14-
4 Weaponsmith (Energy Weapons, Muscle-Powered HTH, Muscle-Powered Ranged) 14-
3 AK: The Marches 14-
3 CuK: Angelic Hosts 14-
3 CuK: Magical Beings 14-
3 KS: Occult Lore 14-
5 Language: Celestial Tongue (Idiomatic, native accent; Literacy)
6 +1 with All Combat (8 Active Points); Only In Heroic Identity (-1/4)
Skills Cost: 60

 

Cost Perk
5 Money: Well Off
9 Contact (NYU) (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (9 Active Points) 8-
Perks Cost: 14

 

 

 

Total Character Cost: 401

 

Val Disadvantages
10 Susceptibility: Splashed with Holy Water, 2d6 damage Instant Uncommon
5 Distinctive Features: Angelic Resonance Not Concealable, Noticed and Recognizable, Detectable Only By Unusual Senses
5 Distinctive Features: Angelic Being (Wings/Golden Hair/Silver Eyes) Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Hunted: The Council of the Watches 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Watching
10 Hunted: Demonic Entity 8- (Occasionally), As Powerful, Harshly Punish
10 Vulnerability: 1 1/2x STUN Sonic Attacks Common
10 Social Limitation: Famous (Not yet a full public ID) Frequently (11-), Minor
10 Dependent NPC: Molly Mathers (Archeologist and Adventurer 11- (Occasionally), Normal, Useful noncombat position or skills
15 Psychological Limitation: Code vs.Killing Common, Strong
10 Psychological Limitation: Curiousity Common, Moderate

Disadvantage Points: 100

 

Base Points: 300

Experience Required: 1

Total Experience Available: 3

Experience Unspent: 2

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Re: New Character

 

The Crimson Seraph explains one of the things I totally dislike about HD. It cannot deal effectively with multiple Characteristics in a single PC. Seraph is not a multiform, but he does have a powerup to supermode. His normal form is an agent level PC. Hence the SPD Adjustments, I wanted him to have a 4 SPD in Normal mode and 6 SPD in HERO.

 

Ben*two* Characteristic columns would be a *good* thing.

 

Hawksmoor

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Re: New CharacterOne of my all time FavoritesMatter Eater LadPlayer: Anyone Zany Enough

Val Char Cost
15 STR 5
18 DEX 24
18 CON 16
18 BODY 16
18 INT 8
14 EGO 8
15 PRE 5
14 COM 2
8 PD 5
8 ED 4
4 SPD 12
7 REC 0
36 END 0
35 STUN 0
9" RUN64" SWIM23" LEAP0Characteristics Cost: 113
Cost Power END
8 LS (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only if eaten; -1 1/2) 0
128 Major Transform 10d6 (Anything into edible matter), Reduced Endurance (0 END; +1/2) (225 Active Points); No Range (-1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work on Magnozite; -1/4) 0
15 Luck 3d6 0
16 Transuit: LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); IIF (-1/4) 0
56 Telepathic Earplugs: Mind Link , Human and Additional Class of Minds classes of minds, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x128) (70 Active Points); IIF (-1/4) [Notes: Only to other Earplug users] 0
52 Legion Flight Ring: Flight 12", x256 Noncombat, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (118 Active Points); Limited Power Power loses about half of its effectiveness (NCM Multiples can only be used to match the flight speed of another Legionaire; -1), IIF (-1/4) 0
Powers Cost: 275
Cost Martial Arts Maneuver
4 +1 HTH Damage Class(es)
3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 Strike
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm
Martial Arts Cost: 28
Cost Skill
3 +1 with Martial Maneuvers
3 Combat Piloting 13-
3 Bureaucratics 12-
9 Persuasion 15-
3 Seduction 12-
14 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 13-
1 TF: Commercial Spacecraft & Space Yachts, Grav Vehicles/Hovercraft, Military Spacecraft, Personal Use Spacecraft
Skills Cost: 36
Cost Perk
30 Advanced Tech
10 Computer Link
2 Vehicles & Bases
13 Vehicles & Bases
9 Fringe Benefit: Interstellar Police Powers, Starship License
9 Fringe Benefit: Membership
7 Fringe Benefit: Security Clearance
2 Reputation: Member of the Legion of Superheroes (A large group) 11-, +1/+1d6
Perks Cost: 82
Cost Talent
18 Combat Luck (9 PD/9 ED)
4 FTL Pilot
Talents Cost: 22
Val Disadvantages
25 Hunted: EarthGov 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: Fatal Five 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Psychological Limitation: Code vs. Killing (Common, Strong)
15 Psychological Limitation: Irreverent Wisecracker, hardly takes anything seriously (Very Common, Moderate)
10 Susceptibility: Magnozite , 1d6 damage per Turn (Uncommon)
15 Social Limitation: Public Identity (Frequently, Major)
5 Distinctive Features: Legionaire (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
251 Legionaire Training and Equipment Bonus
Disadvantage Points: 356

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 556

Height: 1.81 m Hair: Brown
Weight: 78.00 kg Eyes: Brown
Appearance: Personality: A fun loving wisecracking guy.Quote:Trust me. I'm a Senator.Background: Matter EAter Lad, from the planet Bismoll, can eat any substance but magnozite.Powers/Tactics: Try not to get into combat, if you do use your Legion combat training. If the bad guy has a bomb, gun, vial of bad stuff...eat it.Campaign Use: 
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Re: New Character

 

One of my favorite PCs updated to 5th Ed ruleset

 

I give you

 

The Z-Man

 

Player: Hawksmoor

 

Val Char Cost
15/50 STR 5
14/28 DEX 12
13/33 CON 6
11 BODY 2
13 INT 3
14 EGO 8
15/25 PRE 5
16 COM 3
8/35 PD 5
8/35 ED 5
3/6 SPD 6
6/17 REC 0
26/106 END 0
26/54 STUN 0
10" RUN82" SWIM03"/10" LEAP0Characteristics Cost: 68

 

Cost Power END
43 Plasma Energy: Multipower, 75-point reserve, (75 Active Points); all slots OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4)
4u 1) Plasma Bolts: EB 15d6 (75 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7
4u 2) Diffuse Plasma Bolts: EB 10d6, Affects Desolidified Any form of Desolidification (+1/2) (75 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7
4u 3) Hard Plasma Bolts: RKA 5d6 (75 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7
4u 4) Hardened Plasma Coil: Entangle 7d6, 8 DEF (75 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7
4u 5) Plasma Burst: Sight Group Flash 15d6 (75 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7
4u 6) Plasma Barriers: FW (13 PD/13 ED; 6" long and 1" tall) (75 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7
1u 7) Plasma Constructs: Sight, Touch and Radio Groups and Active Sonar Images 1" radius (25 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 2
3u 8) Plasma Constructs: Duplication (creates 4 75-point Duplicates), Easy Recombination (Zero-Phase Action at Full DCV), Altered Duplicates (100%; +1) (70 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7
4u 9) Plasma Constructs: Telekinesis (50 STR) (75 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7
4u 10) Plasma Constructs: Telekinesis (35 STR), Affects Porous, Fine Manipulation (73 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7
34 Cosmic Power Manipulation: Variable Power Pool, 20 base + 14 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (45 Active Points); all slots Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4)
The Zenith Effect - Both Powers must be used together (effectively a three power linked)
21 The Zenith Effect: Major Transform 5d6 (Anything into 1 DEF normal body Sculpture) (75 Active Points); 3 Charges (-1 1/4), Linked to Plasma Bolts (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), OIHID (-1/4) [3]
17 Large Feild of Damaging Energy: RKA 2d6, Personal Immunity (+1/4), Area Of Effect Accurate (One Hex; +1/2), Penetrating (+1/2) (67 Active Points); 3 Charges (-1 1/4), No Range (-1/2), Linked to Plasma Bolts (-1/2), OIHID (-1/4), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) [3]
31 Ultra-Flight: Multipower, 55-point reserve, (55 Active Points); all slots Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4)
3u 1) Combat Flight: Flight 25", Position Shift (55 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) 5
3u 2) Noncombat Flight: Flight 13", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (52 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) 5
3u 3) Cosmic Level Transportation: FTL Travel (4 Light Years/minute) (52 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) 0
102 Ultraform: (Total: 180 Active Cost, 102 Real Cost) +35 STR (35 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 20) plus +14 DEX (42 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 24) plus +20 CON (40 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 23) plus +10 PRE (10 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 6) plus +2 SPD (20 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 11) plus +40 END (20 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 11) plus +5 PD (5 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 3) plus +8 ED (8 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 4) 3
22 Force Feild: Armor (15 PD/15 ED) (45 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4), Visible (-1/4) 0
12 Ultrabands Environmental Protection: LS (Eating Character only has to eat once per week; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (21 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) 0
5 Ultrabands Communications: HRRP (Radio Group) (12 Active Points); Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) 1
5 Vanguard Training: Mental Defense (8 points total) 0
Powers Cost: 337

 

Cost Martial Arts Maneuver
Savate
4 1) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 12d6 Strike
3 2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 / 11d6 Strike, Target Falls
5 3) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3d6 / 10d6 +v/5; FMove
4 4) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 / 12d6 Strike
Martial Arts Cost: 16

 

Cost Skill
4 +2 with any single attack
5 +1 with Ranged Combat
3 +1 with Martial Maneuvers
3 Acrobatics 12- (15-)
3 Combat Piloting 12- (15-)
1 TF: Combat Aircraft, Small Planes
3 Systems Operation 12-
3 Criminology 12-
3 Deduction 12-
3 Acting 12- (14-)
3 Disguise 12-
3 High Society 12- (14-)
3 Persuasion 12- (14-)
3 PS: Actor 12- (14-)
Skills Cost: 43

 

Cost Perk
9 Contact (Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-
7 Follower
7 Vehicles & Bases
15 Vehicles & Bases
5 Money: Well Off
Perks Cost: 43

 

Cost Talent
2 Absolute Range Sense (3 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4), Concentration (1/2 DCV; -1/4)
2 Absolute Time Sense (3 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4)
1 Environmental Movement (no penalties on Zero G movement) (2 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4)
Talents Cost: 5

 

 

Total Character Cost: 512

 

Val Disadvantages
20 Hunted: The Marshals 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: The Scarab 8- (As Pow, Harshly Punish)
15 DNPC: Wendy Garrett and Wyatt Hamilton (her son) 8- (Normal; Group DNPC: x2 DNPCs)
15 Psychological Limitation: Code vs. Killing (Common, Strong)
10 Psychological Limitation: Overconfidence (Common, Moderate)
10 Psychological Limitation: Fear of Ryder (Uncommon, Strong)
15 Social Limitation: Secret Identity (Frequently, Major)
15 Dependence: Ultrabands Takes 1d6 Damage (Very Common, 5 Minutes)

Disadvantage Points: 130

 

Base Points: 225

Experience Required: 157

Total Experience Available: 157

Experience Unspent: 0

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Re: New Character

 

Z-man Plasma Construct Duplicates

 

Player:

 

Val Char Cost
30 STR 20
11 DEX 3
20 CON 20
10 BODY 0
10 INT 0
8 EGO 16
10 PRE 0
10 COM 0
2/4 PD 0
2/4 ED 3
3 SPD 9
10 REC 0
40 END 0
6" RUN02" SWIM06" LEAP0Characteristics Cost: 71

 

Cost Power END
45 Just a Plasma Construct: Automaton (Takes No STUN (loses abilities when takes BODY)) 0
18 Plasma Body: Armor (2 PD/2 ED) 0
20 Plasma Flight: Flight 10" 2
3 Plasma Fists: HA +1d6 (5 Active Points); Hand-To-Hand Attack (-1/2) 1
Powers Cost: 86

 

 

Cost Skill
3 Teamwork 11-
Skills Cost: 3

 

 

 

 

Total Character Cost: 160

 

Val Disadvantages
10 Distinctive Features: Glowing Men made of Energy (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, Capture)
10 Physical Limitation: Inhibited Senses (No Smell, Taste, inhibited Touch) (Frequently, Slightly Impairing)
15 Psychological Limitation: Code vs. Killing (Common, Strong)
10 Social Limitation: Not a real being, and people know it (Occasionally, Major)
0 Susceptibility: If not recombined, Feild Degradation, 2d6 damage per Day (Uncommon)
20 Vulnerability: 2 x Effect Drains, Transfers and Supress Effects (Common)

Disadvantage Points: 85

 

Base Points: 75

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: New Character

 

The Crimson Seraph explains one of the things I totally dislike about HD. It cannot deal effectively with multiple Characteristics in a single PC. Seraph is not a multiform, but he does have a powerup to supermode. His normal form is an agent level PC. Hence the SPD Adjustments, I wanted him to have a 4 SPD in Normal mode and 6 SPD in HERO.

 

Ben*two* Characteristic columns would be a *good* thing.

 

Hawksmoor

I've constructed a number of characters that have a "powered up" mode. The thing that I find makes it easiest to keep track of their current state? Make two character sheets...one "base" mode, the other "powered up", and print them on opposite sides of the same sheet of paper. That way, not only do I only need to flip the paper over, but the "powered up" side can also have all affected Skill Rolls, OCV/DCV/ECV, Phases, etc. changed as well, instead of having to remember: "Oh, yeah, darn, I'm +9 DEX right now, that means my Acrobatics is supposed to be a 13-, not 11-!"
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Re: New Character

 

Thanks Doc.

 

If you change Characteristics as Powers to Adds to Secondary Total you can have Norm and Powered up forms on the same sheet. My issue was that in the Characteristics section if I put points in it made Seraph's SPEED wonky. To amend it I had to resort to those clunky SPEED Modifications.

 

 

Hawksmoor

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Re: New Character

 

The Crimson Seraph explains one of the things I totally dislike about HD. It cannot deal effectively with multiple Characteristics in a single PC. Seraph is not a multiform' date=' but he does have a powerup to supermode. His normal form is an agent level PC. Hence the SPD Adjustments, I wanted him to have a 4 SPD in Normal mode and 6 SPD in HERO.[/quote']

 

I don't know what the issue is here. I've never encountered any problem with differing characteristics in OIHID.

 

Ben*two* Characteristic columns would be a *good* thing.

*shrug* I dunno. I think the Primary/Secondary thing works just fine.

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Re: New Character

 

I don't know what the issue is here. I've never encountered any problem with differing characteristics in OIHID.

It is a points issue. If I let HD do its funky math I saved points...illegally. I know by my spreadsheet it should take 16 CP to raise Seraph's speed from 2.4 to 4, however once I get Characteristics as powers the calculation changes and I get a 3/7 split. To fix it and get the bleeding thing to calculate correctly I had to buy SPEED as a power, which meant that I had to use the custom adder to scale back by -4. It really is wonky. That is I suppose why Ben updates.

 

Oh! Wow! Upon updating to V2.3 from HD1.0 all my little problems went away.

 

Thanks Mike!

Hawksmoor

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Re: New CharacterUltraboy AKA Jo NahI really want a better Export Tag, but this is what I have:UltraboyPlayer:

Val Char Cost
25/110 STR 15
30 DEX 60
28 CON 36
20 BODY 20
18 INT 8
14 EGO 8
20 PRE 10
14 COM 2
15/45 PD 10
15/45 ED 9
6 SPD 20
11 REC 0
65 END 5
60 STUN 13
9"/59" RUN65"/55" SWIM36"/73" LEAP1Characteristics Cost: 226
Cost Power END
275 Ultra Energy: Multipower, 275-point reserve
15u 1) Ultra-Invulnerability: (Total: 150 Active Cost, 150 Real Cost) Armor (30 PD/30 ED) (Real Cost: 90) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30) 0
5u 2) Ultra Invulnerability: (Total: 50 Active Cost, 50 Real Cost) Missile Deflection (Any Ranged Attack), Persistent (+1/2) (30 Active Points) (Real Cost: 30) plus +10 with single Characteristic Roll (Real Cost: 20) 0
11u 3) Flash Vision: EB 15d6, Reduced Endurance (0 END; +1/2) (112 Active Points) 0
10u 4) Flash Vision: EB 9d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (12" Cone; +1) (101 Active Points) 4
11u 5) Flash Vision: EB 13d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (114 Active Points) 5
19u 6) Flash Vision: RKA 10d6, Reduced Endurance (1/2 END; +1/4) (187 Active Points) 7
3u 7) Flash Vision: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points) 0
12u 8) Ultra-Flight: Flight 50", Reduced Endurance (1/2 END; +1/4) (125 Active Points) 5
4u 9) Ultraflight: Flight 10", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points) 4
5u 10) Ultra Flight: FTL Travel (2 Light Years/minute) (50 Active Points) 0
2u 11) Ultra Speed: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Conditional Power Power does not work in Common Circumstances (Only when making a full move; -1/2) 0
11u 12) Ultra Speed: Running +50" (9"/59" total), x16 Noncombat (115 Active Points) 11
6u 13) Ultra Speed: Swimming +50" (5"/55" total) (x16 Noncombat) (65 Active Points) 6
19u 14) Ultra-Speed: Major Transform 10d6 (Machines into component parts, Repairs), Reduced Endurance (1/2 END; +1/4) (187 Active Points) 7
6u 15) Ultra-fast blow: HA +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Hand-To-Hand Attack (-1/2) 0
9u 16) Ultra-fast blows over and over again: HA +9d6, Autofire (10 shots; +1), Reduced Endurance (0 END; +1) (135 Active Points); Hand-To-Hand Attack (-1/2) 0
9u 17) Ultra Speed Onslaught: HA +9d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (24" Radius; +1 1/2), Selective (+1/4) (135 Active Points); Hand-To-Hand Attack (-1/2) 6
7u 18) Ultra Fast Blow: (Total: 99 Active Cost, 70 Real Cost) Armor Piercing (+1/2) for up to 25 Active Points of STR (12 Active Points) (Real Cost: 12) plus HA +10d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (87 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 58) 4
7u 19) Ultra-Strength: +85 STR, Reduced Endurance (1/2 END; +1/4) (106 Active Points); No Figured Characteristics (-1/2) 4
11u 20) Ultra Strength: HKA 6d6 (7 1/2d6 / 12d6 w/STR), Reduced Endurance (1/2 END; +1/4) (112 Active Points) 4
13u 21) Ultra Strength: Tunneling 20" through 30 DEF material (130 Active Points) 13
4u 22) Ultra-Strength Wrap up: Entangle 8d6, 8 DEF (80 Active Points); Def based on materials at hand Power loses about a third of its effectiveness (-1/2), OIF (Weapon of Opportunity; -1/2) 8
7u 23) Ultra-Strength Object Sweep: Area Of Effect Nonselective (up to 23" Cone; +3/4) for up to 110 Active Points of STR, Reduced Endurance (1/2 END; +1/4) (102 Active Points); OIF (Object of Opportunity; -1/2) 4
10u 24) Ultra-Strength: Leaping +50" (5"/72" forward, 2 1/2"/36" upward) (Accurate, x16 Noncombat), Reduced Endurance (0 END; +1/2) (105 Active Points)
9u 25) Ultra Sight: (Total: 87 Active Cost, 87 Real Cost) IR Perception (Sight Group), Discriminatory, Analyze (Real Cost: 15) plus UV Perception (Sight Group), Discriminatory, Analyze (Real Cost: 15) plus N-Ray Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (Real Cost: 22) plus +10 versus Range Modifier for Sight Group (Real Cost: 15) plus +10 PER with Sight Group (Real Cost: 20) 0
9u 26) Ultra-Hearing: (Total: 88 Active Cost, 88 Real Cost) +10 PER with Hearing Group (Real Cost: 20) plus Radio Perception, Discriminatory, Analyze (Real Cost: 18) plus Ultrasonic Perception (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (Real Cost: 15) plus +10 versus Range Modifier for Hearing Group (Real Cost: 15) plus Targeting with Hearing Group (Real Cost: 20) 0
13 LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); Linked (Ultra-Invulnerability; -1/2) 0
16 Transuit: LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); IIF (-1/4) 0
56 Telepathic Earplugs: Mind Link , Human and Additional Class of Minds classes of minds, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x128) (70 Active Points); IIF (-1/4) [Notes: Only to other Earplug users] 0
52 Legion Flight Ring: Flight 12", x256 Noncombat, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (118 Active Points); Limited Power Power loses about half of its effectiveness (NCM Multiples can only be used to match the flight speed of another Legionaire; -1), IIF (-1/4) 0
8 Legion Uniform: Damage Resistance (10 PD/10 ED) (10 Active Points); IIF (-1/4) 0
Powers Cost: 654
Cost Martial Arts Maneuver
Legion Martial Arts
4 1) +1 HTH Damage Class(es)
3 2) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 8d6 / 25d6 Strike
5 3) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
3 4) Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
4 5) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR / 125 STR to Disarm
Martial Arts Cost: 19
Cost Skill
3 Bribery 13-
3 Criminology 13-
3 Deduction 13-
5 Defense Maneuver I-II
3 Gambling 13-
3 Lockpicking 15-
3 Security Systems 13-
7 Shadowing 15-
11 Streetwise 17-
3 Trading 13-
3 Analyze: Combat 13-
3 Breakfall 15-
10 +2 with HTH Combat
5 +1 with Ranged Combat
3 Paramedics 13-
5 Rapid Attack (HTH)
2 SS: 30th Century Technology 11-
3 Systems Operation 13-
16 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 13-
3 Teamwork 15-
7 Combat Driving 17-
7 Combat Piloting 17-
5 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Jetskis, Two-Wheeled Motorized Ground Vehicles
3 Electronics 13-
3 Mechanics 13-
3 KS: Antique Vehicles 13-
3 KS: Speeders 13-
3 KS: Space Cruisers 13-
8 WF: Beam Weapons, Energy Weapons, Blades, Clubs, Energy Blades, Fist-Loads, Inertial Gloves, Stun Rods, Unarmed Combat
Skills Cost: 139
Cost Perk
24 Contact: Rimbor Black Market (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (24 Active Points) 12-
30 Contact: Members and Allies of the Legion of Super Heroes (Current and Former) (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (30 Active Points) 14-
2 Deep Cover
2 Deep Cover
12 Fringe Benefit: International Driver's License, Interstellar Police Powers, Passport, Starship License, Weapon Permit (where appropriate)
12 Reputation: Member of the Legion of Super Heroes (A large group) 14-, +4/+4d6
50 Vehicles & Bases [Notes: 4 200pt base vehicles]
Perks Cost: 132
Cost Talent
2 Environmental Movement (no penalties on zero g)
2 Environmental Movement (no penalties on heavy gravity)
2 Environmental Movement (no penalties on low gravity)
4 FTL Pilot
Talents Cost: 10
Val Disadvantages
590 Legionaire Training and Experience
25 Hunted: Glorith. Empress of Baldur 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Hunted: Rimbor Science Police (As the Green Dragon 8- (Less Pow, NCI, Limited Geographical Area, Harshly Punish)
10 Hunted: Legion Foes 8- (As Pow, Harshly Punish)
5 Psychological Limitation: Minor Instability, self destructive since Tinya was 'killed' (Uncommon, Moderate)
15 Psychological Limitation: Code Vs. Killing (Common, Strong)
15 Psychological Limitation: Wants to go his own way (Very Common, Moderate)
15 Social Limitation: Public ID (Very Frequently, Minor)
Disadvantage Points: 680

Base Points: 500Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 1180

Height: 1.84 m Hair: Lively Boyish Brown
Weight: 100.00 kg Eyes: Free Rebellious Brown
Appearance: Personality: Jo is the rebel, the bad boy. Think James Dean with the powers of Superman, one at a time.

 

Over the years Jo has matured, although he still has a defiant streak an AU wide. Jo is determined to make his own way in the universe.

Quote:"Jo"

Smile, brave anarchist

Defeat them with your laughter,

Defying the darkness.

-Q.D.

Background: Excerpt: "the Legion Groupie," August 16, 2975 page 43

Meet the Legionaires: Ultra Boy

Name: Jo Nah

Birthday Feb 21, 2959

Power: Invulnerability, Ultra-Strength, Penetra-vision, Ultra-speed, Flash Vision (Powers must be used on at a time.)

Date Joined the Legion: April 1, 2974

Hair: Free Rebelious Brown

Eyes: Lively Boyish Brown

Height: 6'

Home Planet: Rimbor

Favorite Music: Slam, Dance Club

Hobbies: Racing Speeders and Cruisers, dancing, antique vehicles.

Favorite Foods: Pro-burgers, elva-burgers, fries, Kono Juice

Idea of a Dream Date: Me and Tinya alone watching and action holotape.

Ambition in life: To do what I choose to do.

If you could change one thing about yourself, it would be: More Brains

If you were a tree, what kind of tree would you be? One that is strong and quiet but knows how to take care of itself.

The Legion Groupie Scoop on Ultraboy: Jo gained his powers when he was swallowed by an Ultra Energy Beast while rescuing a friend. Miraculously jo survived and absorbed enough of the Ultra-Energy to acquire his powers, which he activates by channeling Ultra-Energy to various parts of his system.

Powers/Tactics: Campaign Use: 
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Re: New Character

 

Ultraboy AKA Jo Nah

 

I really want a better Export Tag, but this is what I have:...

 

Cool! And as I suspected, very expensive indeed. You got me wondering, how much is Mon-El, or Andromeda? Of course, now I realize M-E L is 556, so maybe not that bad. A couple (ok, 5) comments:

 

1) Multiple slots representing a single power...good idea. Why didn't I think of that?

2) The Tunneling through 30 DEF defined as Superspeed...how does that work? I'm not sure I get that one.

3) Damage resistance bought through a focus...wouldn't that be better represented by armor? My opinion, I dislike DR bought through a focus.

4) Ultra speed onslaught...should be no range.

5) Telepathic Earplugs...only to other earplug users is worth some points under the Others Must Have Mind Link limitation.

6) The characteristics are getting muddled up above from his different powers...HD issue more than yours.

7) Finally, I think Self destructive should be worth I few more points.

 

Overall, very cool. Now...

 

Do him for 350 points. :cool::winkgrin:

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Re: New Character

 

Cool! And as I suspected, very expensive indeed. You got me wondering, how much is Mon-El, or Andromeda? Of course, now I realize M-E L is 556, so maybe not that bad. A couple (ok, 5) comments:

 

1) Multiple slots representing a single power...good idea. Why didn't I think of that?

2) The Tunneling through 30 DEF defined as Superspeed...how does that work? I'm not sure I get that one.

3) Damage resistance bought through a focus...wouldn't that be better represented by armor? My opinion, I dislike DR bought through a focus.

4) Ultra speed onslaught...should be no range.

5) Telepathic Earplugs...only to other earplug users is worth some points under the Others Must Have Mind Link limitation.

6) The characteristics are getting muddled up above from his different powers...HD issue more than yours.

7) Finally, I think Self destructive should be worth I few more points.

 

Overall, very cool. Now...

 

Do him for 350 points. :cool::winkgrin:

 

1) Multiple slots representing a single power...good idea. Why didn't I think of that?

 

Because I am smarter than you? Kidding!

 

2) The Tunneling through 30 DEF defined as Superspeed...how does that work? I'm not sure I get that one.

 

Jo Nah gets Superstrong. Then he plows right through anything BUT Inertron. Get it?

 

3) Damage resistance bought through a focus...wouldn't that be better represented by armor? My opinion, I dislike DR bought through a focus.

 

Armor and DR are almost the same thing. I wanted light armor that gave him more Killing damage protection, while keeping in theme. I believe that all Legion costumes, particluarly after the Great Crash/5 year gap are armored to a degree.

 

4) Ultra speed onslaught...should be no range.

 

Since it is a Hand to Hand attack it *is* no range...It represents him moving at speed through a large 24" radius area and wiping the floor with whatever he finds.

 

5) Telepathic Earplugs...only to other earplug users is worth some points under the Others Must Have Mind Link limitation.

 

Maybe...but hey he's 1180 points...plus as Dr. Anomaly pointed out they have been shown to allow telepathic communication with anyone, although I had only seen them as a team communication device.

 

6) The characteristics are getting muddled up above from his different powers...HD issue more than yours.

 

What? !!! Actually he has only +85 STR in the Ultra Energy MP. His Armor adds +30rPD and +30rED. What stats are screwed up? Tell me I want to fix it.

 

I also want *badly* Enforcer84's Export Tag.

 

7) Finally, I think Self destructive should be worth I few more points.

 

Jo is recovering...he is not suicidal, just makes foolish life choices since his one true love was "killed'.

 

8) Overall, very cool. Now...

Do him for 350 points. :cool::winkgrin:

 

When do you want him by? How many and what limitations do you want? I can easily do him as a battlesuit PC.

 

Hero Designer output OK?

 

Hawksmoor

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Re: New Character

 

Not bad; not the way I would have done it (as you'll see if I ever get his write-up finished!) but not bad. Using multiple slots to represent one Power is in fact a very nice idea!

 

I'll point out, though, that Jo's various ultra-visions (like his pentra vision) seem to be telescopic as well, without that being a seperate slot. Do you remember the one where he found Mantis Morlo's hide-out by taking a Legion cruiser into orbit, then using his penetra vision to scour the world from surface to core, one "layer" at a time? If he hadn't had Telescopic as a part of his N-Ray Vision, he couldn't have seen Morlo from that range.

 

Just a thought...and I'll also say "THANKS!" for making me think of that, because it's not something I had remembered for MY write-up! :)

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Re: New Character

 

I believe that all Legion costumes, particluarly after the Great Crash/5 year gap are armored to a degree.

 

5) Telepathic Earplugs...only to other earplug users is worth some points under the Others Must Have Mind Link limitation.

 

Maybe...but hey he's 1180 points...plus as Dr. Anomaly pointed out they have been shown to allow telepathic communication with anyone, although I had only seen them as a team communication device.

 

Instead of armored costumes (because we have seen them fight as well and take the same kind of hits while in civies or bathing suits) I prefer to use Combat Luck to represent some Resistant Defenses. :)

 

Telepathic Plugs can also be used to force the wearer to tell the truth, if they're properly adjusted (Superboy and the Legion of Super-Heroes issue #242) though that's probably beyond the capabilities of most Legionnaires.

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Re: New Character

 

Not bad; not the way I would have done it (as you'll see if I ever get his write-up finished!) but not bad. Using multiple slots to represent one Power is in fact a very nice idea!

 

I'll point out, though, that Jo's various ultra-visions (like his pentra vision) seem to be telescopic as well, without that being a seperate slot. Do you remember the one where he found Mantis Morlo's hide-out by taking a Legion cruiser into orbit, then using his penetra vision to scour the world from surface to core, one "layer" at a time? If he hadn't had Telescopic as a part of his N-Ray Vision, he couldn't have seen Morlo from that range.

 

Just a thought...and I'll also say "THANKS!" for making me think of that, because it's not something I had remembered for MY write-up! :)

 

Not bad; not the way I would have done it (as you'll see if I ever get his write-up finished!) but not bad. Using multiple slots to represent one Power is in fact a very nice idea!

 

Thank you. It is a very good idea, but alas it is not mine. It was how we built PCs like this in New World, OKC. MPs are made for these things.

 

I'll point out, though, that Jo's various ultra-visions (like his pentra vision) seem to be telescopic as well, without that being a seperate slot. Do you remember the one where he found Mantis Morlo's hide-out by taking a Legion cruiser into orbit, then using his penetra vision to scour the world from surface to core, one "layer" at a time? If he hadn't had Telescopic as a part of his N-Ray Vision, he couldn't have seen Morlo from that range.

 

If you would (could) note I bought each of his Ultra-Sense powers with +10 Telescopic for the whole sense group. HD did not make that clear in the Export but I included the HD file on the site.

 

Just a thought...and I'll also say "THANKS!" for making me think of that, because it's not something I had remembered for MY write-up! :)

 

You are again welcome...I think?

 

Hawksmoor

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Re: New Character

 

1) Multiple slots representing a single power...good idea. Why didn't I think of that?

 

Because I am smarter than you? Kidding!

 

Oh…oh, now that hurts. :tonguewav

 

2) The Tunneling through 30 DEF defined as Superspeed...how does that work? I'm not sure I get that one.

 

Jo Nah gets Superstrong. Then he plows right through anything BUT Inertron. Get it?

My question is, shouldn’t this be under Ultra Strength, not Ultra Speed?

 

4) Ultra speed onslaught...should be no range.

 

Since it is a Hand to Hand attack it *is* no range...It represents him moving at speed through a large 24" radius area and wiping the floor with whatever he finds.

 

I got the SXF, but I forgot the H-H no range thing. I'm not looking too bright at all now, am I? :doi:

 

5) Telepathic Earplugs...only to other earplug users is worth some points under the Others Must Have Mind Link limitation.

 

Maybe...but hey he's 1180 points...plus as Dr. Anomaly pointed out they have been shown to allow telepathic communication with anyone, although I had only seen them as a team communication device.

 

I wasn’t aware of the range of the earplugs powers. The earplugs are mighty indeed! (I just wanted to type a sentence that bizarre.)

 

6) The characteristics are getting muddled up above from his different powers...HD issue more than yours.

 

What? !!! Actually he has only +85 STR in the Ultra Energy MP. His Armor adds +30rPD and +30rED. What stats are screwed up? Tell me I want to fix it.

 

Note the base STUN, as well as base run, swim, and leap.

 

7) Finally, I think Self destructive should be worth I few more points.

 

Jo is recovering...he is not suicidal, just makes foolish life choices since his one true love was "killed'.

I wasn’t thinking full blown suicidal, perhaps not even a deathwish, but a basic self-destruction through foolish choices as you say should be worth more than 5 pts. (Personal experience and all that.)

 

8) Overall, very cool. Now...

Do him for 350 points. :cool::winkgrin:

 

When do you want him by? How many and what limitations do you want? I can easily do him as a battlesuit PC.

 

Ten minutes ago and no limitations, of course. (Oops, sorry, thought I was back at work for a second there.) ;)

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Re: New Character

 

 

My question is, shouldn’t this be under Ultra Strength, not Ultra Speed?[/Quote]

 

For your answer:

 

A quick word from Unfrozen Caveman Champions Player:

 

What would I know about making Champions characters. I am just an Unfrozen caveman.

 

 

I'll see what I can whip up for you later tonight.

 

Hawksmoor

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Re: New CharacterFor Madstone, a Magical UltraboyMadStonePlayer: Madstone

Val Char Cost
20/90 STR 10
26 DEX 48
23 CON 26
15 BODY 10
13 INT 3
14 EGO 8
20 PRE 10
14 COM 2
10/28 PD 6
10/28 ED 5
5 SPD 14
9 REC 0
46 END 0
41 STUN 4
7"/44" RUN22"/22" SWIM04"/58" LEAP0Characteristics Cost: 148
Cost Power END
60 MadStone Amulet: Multipower, 90-point reserve, (90 Active Points); all slots OIF (-1/2)
6u 1) Ultra-Invulnerability: (Total: 84 Active Cost, 56 Real Cost) Armor (18 PD/18 ED) (54 Active Points); OIF (-1/2) (Real Cost: 36) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF (-1/2) (Real Cost: 10) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF (-1/2) (Real Cost: 10) 0
2u 2) Flash Vision: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); OIF (-1/2) 0
5u 3) Flash Vision: EB 13d6, Reduced Endurance (1/2 END; +1/4) (81 Active Points); OIF (-1/2) 3
6u 4) Flash Vision: EB 10d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (87 Active Points); OIF (-1/2) 3
3u 5) Ultraflight: Flight 10", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points); OIF (-1/2) 4
6u 6) Ultra-Flight: Flight 36", Reduced Endurance (1/2 END; +1/4) (90 Active Points); OIF (-1/2) 3
1u 7) Ultra Speed: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Conditional Power Power does not work in Common Circumstances (Only when making a full move; -1/2), OIF (-1/2) 0
6u 8) Ultra Speed: Running +37" (7"/44" total), x16 Noncombat (89 Active Points); OIF (-1/2) 9
2u 9) Ultra Speed: Swimming +20" (2"/22" total) (x16 Noncombat) (35 Active Points); OIF (-1/2) 3
4u 10) Ultra-fast blow: HA +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 0
4u 11) Ultra-fast blows over and over again: HA +6d6, Autofire (10 shots; +1), Reduced Endurance (0 END; +1) (90 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 0
4u 12) Ultra Fast Blow: (Total: 73 Active Cost, 38 Real Cost) Armor Piercing (+1/2); OIF (-1/2) for up to 25 Active Points of STR (8 Active Points) (Real Cost: 8) plus HA +7d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (61 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) (Real Cost: 30) 3
4u 13) Ultra-Strength: +70 STR, Reduced Endurance (1/2 END; +1/4) (87 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3
6u 14) Ultra Strength: Tunneling 12" through 22 DEF material (90 Active Points); OIF (-1/2) 9
6u 15) Ultra-Strength: Leaping +40" (4"/58" forward, 2"/29" upward) (Accurate, x16 Noncombat), Reduced Endurance (0 END; +1/2) (90 Active Points); OIF (-1/2)
3u 16) Ultra-Strength Wrap up: Entangle 7d6, 7 DEF (70 Active Points); Def based on materials at hand Power loses about a third of its effectiveness (-1/2), OIF (Weapon of Opportunity; -1/2) 7
5u 17) Ultra Sight: (Total: 70 Active Cost, 47 Real Cost) IR Perception (Sight Group), Discriminatory, Analyze (15 Active Points); OIF (-1/2) (Real Cost: 10) plus UV Perception (Sight Group), Discriminatory, Analyze (15 Active Points); OIF (-1/2) (Real Cost: 10) plus N-Ray Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (22 Active Points); OIF (-1/2) (Real Cost: 15) plus +5 versus Range Modifier for Sight Group (8 Active Points); OIF (-1/2) (Real Cost: 5) plus +5 PER with Sight Group (10 Active Points); OIF (-1/2) (Real Cost: 7) 0
5u 18) Ultra-Hearing: (Total: 71 Active Cost, 47 Real Cost) +5 PER with Hearing Group (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Radio Perception, Discriminatory, Analyze (18 Active Points); OIF (-1/2) (Real Cost: 12) plus Ultrasonic Perception (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (15 Active Points); OIF (-1/2) (Real Cost: 10) plus +5 versus Range Modifier for Hearing Group (8 Active Points); OIF (-1/2) (Real Cost: 5) plus Targeting with Hearing Group (20 Active Points); OIF (-1/2) (Real Cost: 13) 0
13 LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); Linked (Ultra-Invulnerability; -1/2) 0
21 Legion Flight Ring: Flight 10", x16 Noncombat, Reduced Endurance (0 END; +1/2) (52 Active Points); Limited Power Power loses about half of its effectiveness (NCM Multiples can only be used to match the flight speed of another Legionaire; -1), OIF (-1/2) 0
7 Legion Uniform: Damage Resistance (10 PD/10 ED) (10 Active Points); OIF (-1/2) 0
Powers Cost: 179
Cost Skill
3 Criminology 12-
3 Lockpicking 14-
3 Security Systems 12-
3 Streetwise 13-
3 Combat Driving 14-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Electronics 12-
3 Mechanics 12-
Skills Cost: 23
Val Disadvantages
25 Hunted: Glorith. Empress of Baldur 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Hunted: Rimbor Science Police (As the Green Dragon 8- (Less Pow, NCI, Limited Geographical Area, Harshly Punish)
10 Hunted: Legion Foes 8- (As Pow, Harshly Punish)
5 Psychological Limitation: Minor Instability, self destructive since Tinya was 'killed' (Uncommon, Moderate)
15 Psychological Limitation: Code Vs. Killing (Common, Strong)
15 Psychological Limitation: Wants to go his own way (Very Common, Moderate)
15 Social Limitation: Public ID (Very Frequently, Minor)
Disadvantage Points: 90

Base Points: 200Experience Required: 60Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.84 m Hair: Lively Boyish Brown
Weight: 100.00 kg Eyes: Free Rebellious Brown
Appearance: Personality: Quote:"Jo"

Smile, brave anarchist

Defeat them with your laughter,

Defying the darkness.

-Q.D.

Background: Powers/Tactics: Campaign Use: 
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Re: New CharacterI was bored today so in honor of the funniest, coolest show I never watched before today...Kim PossiblePlayer:

Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
15 BODY 10
18 INT 8
14 EGO 8
15 PRE 5
18 COM 4
8 PD 5
8 ED 4
5 SPD 30
7 REC 0
40 END 0
33 STUN 0
10" RUN84" SWIM26" LEAP4Characteristics Cost: 143
Cost Power END
12 Grapple Gun: Multipower, 25-point reserve, (25 Active Points); all slots OAF (-1)
1u 1) Stretching 5" (25 Active Points); OAF (-1), Cannot Do Damage (-1/2), Always Direct (-1/4), Limited Body Parts (-1/4), no Noncombat Stretching (-1/4) 2
1u 2) Grapple Gun: Swinging 10", x4 Noncombat (15 Active Points); OAF (-1) 1
10 Utility belt: Multipower, 15-point reserve, (15 Active Points); all slots OIF (-1/2)
1u 1) Advanced Lockpicks: +4 with Lockpicking (8 Active Points); OIF (-1/2)
1u 2) Binoculars: UV Perception (Sight Group), Telescopic (+10 versus Range Modifier) (15 Active Points); OIF (-1/2) 0
1u 3) Breath Mask: LS (Extended Breathing: 1 END per 20 Minutes) (4 Active Points); OIF (-1/2) 0
1u 4) Climbing Tools: +4 with Climbing (8 Active Points); OIF (-1/2)
1u 5) Electronic Distortion Devices: +4 with Security Systems (8 Active Points); OIF (-1/2)
1u 6) Electronics Toolkit: +4 with Electronics (8 Active Points); OIF (-1/2)
1u 7) Kimmunciator: HRRP (Radio Group), Concealed (-3 with HRRP PER Rolls) (15 Active Points); OAF (-1) 0
1u 8) Esponiage Tools: +4 with Bugging (8 Active Points); OIF (-1/2)
1u 9) Fist Load: HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1
1u 10) GPS: +5 with Navigation (10 Active Points); OIF (-1/2)
1u 11) Medpacks: Healing BODY 1 1/2d6 (standard effect: 4 points) (15 Active Points); 6 Charges (-3/4), OIF (-1/2) [6]
1u 12) Flash Grenades: Sight Group Flash 3d6 (15 Active Points); 4 Charges (-1), OIF (-1/2) [4]
1u 13) Glue Grenades: Entangle 1d6, 2 DEF (15 Active Points); 4 Charges (-1), OIF (-1/2) [4]
1u 14) Gas Grenades: Darkness to Sight Group 1" radius (10 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2), OIF (-1/2) [4 cc]
1u 15) Micro-crimelab: +4 with Criminology (8 Active Points); OIF (-1/2)
1u 16) Micro parachute: Gliding 10" (10 Active Points); OIF (-1/2) 0
1u 17) Micro-medkit: +4 with Paramedics (8 Active Points); OIF (-1/2)
5 Mental Defense (8 points total) 0
5 Power Defense (5 points) 0
5 Sight Group Flash Defense (5 points) 0
10 Luck 2d6 0
Powers Cost: 66
Cost Martial Arts Maneuver
8 +2 HTH Damage Class(es)
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 7d6 Strike, Must Follow Block
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 7d6 Strike
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 5d6 +v/5 Strike; You Fall, Target Falls; FMove
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 40 STR vs. Grabs
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
Martial Arts Cost: 56
Cost Skill
3 Acrobatics 13-
3 Analyze: Combat 13-
3 Breakfall 13-
3 Bugging 13-
3 Climbing 13-
3 Lockpicking 13-
3 Mechanics 13-
3 Combat Piloting 13-
3 Combat Driving 13-
3 Computer Programming 13-
3 Concealment 13-
3 Conversation 12-
5 Cramming
5 Cramming
3 Criminology 13-
3 Cryptography 13-
3 Deduction 13-
8 Defense Maneuver I-III
3 Demolitions 13-
3 Electronics 13-
3 KS: Criminal Organizations 13-
4 Navigation (Air, Land, Marine) 13-
3 Paramedics 13-
3 Persuasion 12-
5 Rapid Attack (Ranged)
3 Riding 13-
3 Security Systems 13-
3 Shadowing 13-
5 +1 DEX Skills
16 +2 with all non-combat Skills
9 +3 with Martial Maneuvers
3 Stealth 13-
16 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 13-
3 Systems Operation 13-
3 Tactics 13-
3 Teamwork 13-
3 Tracking 13-
20 TF: Common Motorized Ground Vehicles, Combat Aircraft, Hanggliding, Helicopters, Jetskis, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skateboarding, Skating (iceskating or rollerskating), Skiing (snow), Skiing (water), Small Motorized Boats, Small Planes, Snowboarding, Snowmobiles, Submarines, Surfing, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Windsurfing
23 WF: Beam Weapons, Common Melee Weapons, Common Missile Weapons, Electron Beam Weapons, Energy Weapons, Laser Pistols, Laser Rifles, Particle Guns, Small Arms, Anti-Aircraft Guns, Anti-Tank Guns, Artillery, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Inertial Gloves, Mortars, Nets, Ninja Weapons, Shoulder-Fired Weapons, Sling, Staffs, Vehicle Weapons, Whips
Skills Cost: 200
Cost Perk
15 Advanced Tech
2 Deep Cover (Kim Possible Teenager)
20 Follower (Wade the computer geek)
13 Fringe Benefit: Black Belt, International Police Powers, Passport, Security Clearance
5 Money: Well Off
30 Vehicles & Bases
Perks Cost: 85
Cost Talent
12 Combat Luck (6 PD/6 ED)
13 Danger Sense (self only, in combat, Function as a Sense, Intuitional) 14-
3 Lightning Reflexes: +2 DEX to act first with All Actions
1 Resistance (1 point)
Talents Cost: 29
Val Disadvantages
20 Normal Characteristic Maxima
20 DNPC: Ron Stoppable 14- (Normal)
10 DNPC: The Possible Twins: Jim and Tim 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x4 DNPCs)
25 Hunted: Dr. Drakken 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: Gemini of W.E,E, 8- (As Pow, NCI, Harshly Punish)
15 Hunted: Shego 8- (As Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code Versus Killing (Common, Total)
25 Hunted: Global Justice 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Social Limitation: Teenager (Frequently, Minor)
119 Agent of Global Justice Bonus
Disadvantage Points: 279

Base Points: 300Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 579

Height: 1.60 m Hair: Red
Weight: 50.00 kg Eyes: Green
Appearance: See the cartoon it rocks!!Personality: Father is a rocket scientist, Mother is a brain surgeon, brattly kid brothers are super geniuses, and her best friend is a Maxwell Smart in the making, it would be all too easy to be normal but that would be unlikely...she is Kim Possible!Quote:Kim: You make my life sound like cake.

Ron: Let's see. You're smart, athletic, pretty and popular. Sounds pretty cakey to me

 

[via Communicator]

Kim: Wade, Ron's missing. Can you find him?

Wade: Do you think I have him micro-chipped or something?

Kim: Well, do you?

Wade: [beat] Yes.

 

Dr. Drakken: You think you're all that Kim Possible, but you're not!

 

Dr. Possible: Morning, honey. How'd Cambodia go?

Kim: Mixed. The good part, I rescued a priceless icon from a ferociously snakey, spiky pit. Less good, a ninja stole it.

Dr. Possible: Isn't that just like those darn ninjas?

 

[Ron is ambushed by monkey ninjas]

Ron: Why is it ALWAYS monkeys? Why can't I ever be attacked by crazed super models?

 

Senor Senior Junior: Love the nightlife? Love to boogie? Then come to club lair, conveniently located in Europe. Drive a little, party a lot!

Background: Kim Possible is all about a teenaged girl, Kim, and her friend, Ron Stoppable, who fight evil on a regular basis, saving the world many times from enemies like the mad scientist Dr. Drakken and his mad assistant Shego. Kim, Ron, his naked mole-rat Rufus, and a resourceful kid named Wade are always ready for taking Drakken, and always know the 'sitch'.Powers/Tactics: Campaign Use: 
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Re: New Character

 

I was bored today so in honor of the funniest, coolest show I never watched before today...

 

Kim Possible

 

You know, Rufus is the whole reason that show exists. You go, you crazy naked mole rat! :rockon:

 

They have some great villains on the show, too. Drakken, Monkey Fist, the mad scientist beani baby collecter chick (I forget her name just now)- there's some good inspiration there. :sneaky:

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  • 1 month later...

Re: New CharacterA new character for the GGU. I am wondering if he is kosher.Doctor Aeon, The Man of TomorrowPlayer: Hawksmoor

Val Char Cost
15 STR 5
20 DEX 30
18 CON 16
12 BODY 4
40 INT 30
14 EGO 8
15 PRE 5
14 COM 2
7/23 PD 4
7/23 ED 3
4 SPD 10
7 REC 0
36 END 0
29 STUN 0
7" RUN22" SWIM03" LEAP0Characteristics Cost: 119
Cost Power END
30 Lightning Gun: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1)
3u 1) Lightning Blast: EB 12d6 (60 Active Points); OAF (-1) 6
3u 2) Lightning Bolt: RKA 2d6, Area Of Effect (12" Line; +1) (60 Active Points); OAF (-1) 6
20 Tesseract Equipment Storage and Retreival Device: Multipower, 30-point reserve, (30 Active Points); Restrainable (-1/2)
2u 1) Mobility Pod: Flight 15" (30 Active Points); OIF (-1/2) 3
1u 2) Emergency Overload Field Generator: FF (10 PD/10 ED) (Protect Carried Items) (30 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Ablative BODY or STUN (-1), OIF (-1/2) [1 cc]
1u 3) Enlarging Questionite Sheild: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) 0
1u 4) Extendable Exoskeleton: +15 STR (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2), 4 Continuing Charges lasting 1 Minute each (-1/4)
1u 5) Sealed Systems: LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (+0) (20 Active Points); OIF (-1/2) [1 cc]
1u 6) Image Inducer: Sight and Hearing Groups Images Increased Size (2" radius; +1/4), +/-3 to PER Rolls (30 Active Points); OAF (-1) 3
1u 7) Surveilence Pod: Clairsentience (Sight Group And Normal Hearing), Mobile Perception Point (can move up to 6" per Phase), 4 Continuing Charges lasting 5 Minutes each (+0) (30 Active Points); OAF (-1) [4 cc]
1u 8) ECM Pod: Darkness to Radio Group 4" radius, 2 Continuing Charges lasting 1 Hour each (+0), MegaScale (1" = 1 km; +1/4) (25 Active Points); OAF (-1) [2 cc]
1u 9) ECM Pod II: Radio Group Images Increased Size (2" radius; +1/4), +/-5 to PER Rolls, 2 Continuing Charges lasting 1 Hour each (+0), MegaScale (1" = 1 km; +1/4) (30 Active Points); OAF (-1) [2 cc]
1u 10) Sensory Overload Pod: Darkness to Sight, Hearing and Smell/Taste Groups 2" radius (30 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Extra Phase each (-3/4) [4 cc]
1u 11) Quantum Enhancement Pod: Density Increase (5,200 kg mass, +30 STR, +6 PD/ED, -6" KB) (30 Active Points); 2 Continuing Charges lasting 1 Minute each (-3/4), OIF (-1/2) [2 cc]
1u 12) Quantum Enhancement Pod: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 5,184 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 4 m wide) (30 Active Points); 2 Continuing Charges lasting 1 Minute each (-3/4), OIF (-1/2) [2 cc]
1u 13) Quantum Enhancement Pod: Shrinking (0.225 m tall, 0.1582 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB) (30 Active Points); 2 Continuing Charges lasting 1 Minute each (-3/4), OIF (-1/2) [2 cc]
1u 14) Stealth Pod: Invisibility to Sight Group , No Fringe (30 Active Points); 2 Continuing Charges lasting 1 Minute each (-3/4), IIF (-1/4) [2 cc]
1u 15) Quarvat Rod: Telekinesis (13 STR), Affects Porous (30 Active Points); OAF (-1) 3
1u 16) Quarvat Rod: Teleportation 12", Position Shift (29 Active Points); OAF (-1) 3
1u 17) PowerLance: (Total: 30 Active Cost, 14 Real Cost) HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 6) plus Stretching 2", Reduced Endurance (0 END; +1/2) (15 Active Points); Only To Cause Damage (-1/2), no Noncombat Stretching (-1/4) (Real Cost: 8) 0
2u 18) Medkit: Healing BODY 3d6 (30 Active Points); OIF (-1/2), Requires A PS: Surgeon Roll (-1/4) 3
Advanced Technological Devices
28 1) Force Feild Belt: FF (16 PD/16 ED) (Protect Carried Items) (42 Active Points); OIF (-1/2) 4
17 2) Fusion Enhanced Jaffe Battery: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); OIF (-1/2) 0
13 3) MicroLab: +4 with a group of similar Skills (20 Active Points); OIF (-1/2) [Notes: Includes Holographic Interface]
Powers Cost: 134
Cost Skill
3 Jack of All Trades
2 1) PS: Computer Programmer (3 Active Points) 17-
2 2) PS: Engineer (3 Active Points) 17-
2 3) PS: Surgeon (3 Active Points) 17-
3 Scholar
2 1) KS: Archeology (3 Active Points) 17-
2 2) KS: Computer Hacking (3 Active Points) 17-
1 3) KS: Forensics (2 Active Points) 11-
1 4) KS: History (2 Active Points) 11-
3 Scientist
2 1) SS: AI Technology 17- (3 Active Points)
2 2) SS: Biology 17- (3 Active Points)
2 3) SS: Computer Systems Development 17- (3 Active Points)
2 4) SS: Cybernetics 17- (3 Active Points)
2 5) SS: Electrical Engineering 17- (3 Active Points)
2 6) SS: Engineering 17- (3 Active Points)
2 7) SS: Materials Engineering 17- (3 Active Points)
2 8) SS: Neurology 17- (3 Active Points)
9 GGU Package Scientist [Notes: 1pt Fringe Benefit: Ph. D. Physics2pt KS: Research Methods 17-2pt PS: Academic Researcher 17-2pt PS: Physicist 17-2pt SS: Mathematics 17-4pt SS: Chronal Physics 19-2pt SS: Dimensional Physics 17-2pt SS: Chaos Theory and Dynamics 17-2pt SS: Physics 17--10pts Social Limitation: Publish or Perish=Total Cost=(9)]
5 GGU Package: Doctor
3 Computer Programming 17-
3 Cryptography 17-
3 Electronics 17-
3 Inventor 17-
3 Mechanics 17-
3 Systems Operation 17-
3 Weaponsmith 17-
3 Armorsmith 13-
Skills Cost: 75
Cost Perk
1 Fringe Benefit (Engineer): License to practice a profession
1 Fringe Benefit (Physician): License to practice a profession
15 Advanced Tech
Perks Cost: 17
Cost Talent
3 Lightning Calculator
Talents Cost: 3
Val Disadvantages
0 GGU Package Disadvantage: Publish Or Perish
0 GGU Package Disadvantage: Expected to Uphold the Hippocratic Oath
0 GGU Package Disadvantage: Driven to Solve the Mystery
5 Distinctive Features: Distinctive Quantum Signature (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
10 DNPC: Carol Carter, Futrurist 8- (Normal)
10 Hunted: Scientifically Minded Villian 8- (As Pow, Harshly Punish)
15 Hunted: (Time Enforcement Agents from the 64th Century) 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Megalomaniacal Villian of the Series 8- (Mo Pow, NCI, Capture)
10 Physical Limitation: No Processed Foods (Frequently, Slightly Impairing)
15 Physical Limitation: Man out of Time (Doesn't Understand Modern Society) (All the Time, Slightly Impairing)
20 Psychological Limitation: Code Vs. Killing (Common, Total)
15 Psychological Limitation: Doesn't Scare Easily (Common, Strong)
10 Psychological Limitation: Cannot Resist Tinkering with Machines (Common, Moderate)
10 Psychological Limitation: Driven to explore the secrets of the time stream (Uncommon, Strong)
10 Vulnerability: 2 x Effect Poison Gasses and Toxins (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 348

Height: 1.80 m Hair: Black
Weight: 81.00 kg Eyes: Blue
Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: 
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