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JmOz

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Re: Show me the PCHere is All American, my light Brick. I need to modify him. I forgot to add KB resistance linked to absorb. Also he can only use his HA at full strength.All AmericanPlayer: Tim Statler

Val Char Cost
30 STR 20
20 DEX 30
30 CON 40
15 BODY 10
10 INT 0
10 EGO 0
20 PRE 10
12 COM 1
20/50 PD 14
20 ED 14
5 SPD 20
15 REC 6
60 END 0
60 STUN 15
12" RUN02" SWIM010" LEAP0Characteristics Cost: 180
Cost Power END
10 Physical Toughness: Damage Resistance (10 PD/10 ED) 0
12 Strong Legs: Running +6" (12" total) 1
4 Strong Legs: Leaping +4" (10" forward, 5" upward) 1
25 Absorb Physical Punishment: Absorption 5d6 (energy, Physical), Can Absorb Maximum Of 50 Points' Worth Of Energy Damage, Delayed Return Rate (5 Points per 5 Minutes; +1/2), Persistent (+1/2) (70 Active Points); Absorbed Points lost when first used (-1), Always On (-1/2), Side Effects (-1/4) 0
30 Absorb Physical Punishment: Armor (30 PD/0 ED) (45 Active Points); Only up to amount absorbed (-1/2) 0
7 Return Punishment: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1
Powers Cost: 88
Cost Martial Arts Maneuver
4 Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, Strike+2d6
Martial Arts Cost: 4
Cost Skill
9 +3 with Block and Dive For Cover
3 Breakfall 13-
3 Conversation 13-
3 Defense Maneuver I
3 Interrogation 13-
2 KS: Football 11-
2 KS: Superhuman World 11-
1 KS: Superheroes and Supervillians 8-
2 KS: Thai-Kickboxing 11-
3 Mechanics 11-
3 Oratory 13-
9 Paramedics 14-
1 Streetwise 8-
3 Tactics 11-
3 Teamwork 13-
1 TF: Small Motorized Ground Vehicles
Skills Cost: 51
Cost Perk
4 Contact with Defender (Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8-
4 Vehicles & Bases
Perks Cost: 8
Val Disadvantages
10 Distinctive Features: Mutant Not Concealable, Noticed and Recognizable, Detectable By Uncommonly-Used Senses
15 Enraged: If Innocents attacked Common, go 8-, recover 11-
5 Hunted: Bulldozer 8- (Occasionally), Less Powerful, Harshly Punish
20 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Psychological Limitation: Code vs Killing Common, Total
15 Psychological Limitation: Code of the Hero Very Common, Moderate
20 Psychological Limitation: Protective of the innocents Very Common, Strong
15 Social Limitation: Secret ID John Michael Clark Frequently (11-), Major
10 Vulnerability: 2x STUN Sonics Uncommon
Disadvantage Points: 130

Base Points: 200Experience Required: 1Total Experience Available: 19Experience Unspent: 18Total Character Cost: 331

Height: 6' 6" Hair: Brown
Weight: 220 lbs Eyes: Brown
Appearance: John is Caucasian in his early to mid twenties. He stands 5?10? with brown hair and brown eyes. His looks are average except for the body building he does raises it up a notchPersonality: As All American, John concerns himself with making sure others aren?t hurt. He is as likely to dive in front of an attack meant for someone less able to take the hit (as he sees it) as to attack.

He takes every first aid course he can, partly out of guilt and partly out of a sense of responsibility. He?ll only use his power on someone he believes can handle the hit.

Otherwise he thinks of himself as a regular guy who happens to have powers. He enjoys weightlifting and working out.

Quote:?Don?t make me have to hurt you??Background: John?s powers erupted during his high school homecoming football game. He played offensive right guard, and put an opposing linesman in the hospital, paralyzed from the neck down.

He was suspended from the team, but the damage had already been done. Because the state athletic association had extremely strict rules about superhuman playing in organized sport, the school had to forfeit. Treated as a pariah, he soon got his name legally changed to John Smith, and transferred to a new school.

He coasted for the rest of his high school career, barely graduating with a C average. He drifted for the few years following graduation without direction.

A couple of years ago, this changed. While walking home late one night, he was accosted by 5 thugs wanting his money. He told them to leave him alone but they wouldn?t. One of them got tired of his ?lip? and hit him across the shoulders with a tire iron. John struck back and broke the guy?s jaw. The other 4 jumped him and tried to beat him up. He took out three and the fourth tried to run. Nighthawk, who had witnessed the fight, stopped him.

?You?re pretty tough,? Nighthawk commented. ?You have a costumed name you go by??

?I?m no hero,? John replied. ?All I can do is put people in the hospital.?

?These deserved it,? Nighthawk stated. ?Come with me, and we can talk.?

So John went, Nighthawk, and later Defender, convinced him he could use his power to defend others. They helped him with training, and Defender got him a job at Harmond Industries that allowed him to have time to fight crime as All American II.

Powers/Tactics: John?s mutant ability makes him stronger, faster, and tougher than the normal person. He also can absorb any physical attack directed at him, store the kinetic energy, and release it in a devastating physical blow. He can channel this energy from any part of his body, (i.e.: fist, elbow, foot, etc.) but he has to channel all the energy he has stored at one time. He cannot hold any back for later use. If he tries to hold any stored energy for more than a few minutes, it becomes unstable and discharges through him, causing tremendous pain. (He takes stun equal to the amount of stored energy)

His cellular structure is aligned in such a way as to make him resistant to most attacks, including killing attacks. But this same alignment allows the transmission of sonic energy easier causing it to have a greater effect, instead of cushioning it like standard flesh.

Campaign Use: 
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Re: Show me the PC

 

All American Martial Arts Maneuver 4 Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, Strike+2d6 Martial Arts Cost: 4

 

All American is technically illegal since characters must purchase a minimum of 10 CP worth of martial maneuvers. Otherwise he's a classic demi-brick.

 

Well I was starting to buy his MAs when the campaign stopped. So I never got around to filling it out.

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Re: Show me the PC

 

Here is my latest PC (although I've only been able to play him twice, so far). His codename is S.C.E.P.T.R.E. Here is the history and explanation of the name:

 

SCEPTRE, History

 

 

 

There have been five men who have taken up the mantle of SCEPTRE, Jeff Forrester being the most recent. The first incarnation appeared towards the end of the Second World War, in Washington, DC. A rash of sabotages and terrorist type attacks were occurring in the capital, causing the confidence and morale of the public to be at an all time low. People were beginning to feel that the Nazis were bringing the war to their own home. The government decided that a hero was needed, one that could not only stop the crimes that were occurring, but who would also raise the spirits of the American public. The Dept of Defense created one. Gerald Conner was a soldier in the US Army Special Forces, stationed in Maryland. He was asked to join a team of agents, and be the first SCEPTRE (Special Crime and Espionage Prevention Team, Response Element). He underwent extensive training, both to strengthen him physically and to give him the skills that he would need to do his job. He was trained as a fighter, an athlete, and as a detective. The first SCEPTRE’s equipment consisted of a reinforced costume with a red-white-and-blue motif, a metal alloy fighting staff and a Colt .45 sidearm. He also had a utility belt that held a grappling hook and a number of combat and forensic items. He managed to uncover all of the plots that were to take place in Washington, during the war. He continued to operate after the war ended, into the Cold War era. He finally retired in 1958.

 

With the threat of Communism on the country’s mind at the time, a replacement for the man in the armor was needed. SCEPTRE returned to crimefighting in 1959, around the same time as Vanguard and the revived Justice Squadron appeared in New York. He was another Special Forces veteran named Richard Matthews. He wore the still red-white-and-blue SCEPTRE armor proudly for the next 15 years, finally retiring in 1974. This armor was similar to the first, minus the sidearm. He still wore the utility belt, but the staff now had a simple blaster inside.

 

The third man to be SCEPTRE was also from the Special Forces. His name was Marcus Andrews. He was the first to wear a battlesuit instead of just armor. The ‘suit was primitive, but it did amplify Andrews’ strength, speed, dexterity and senses. The staff was also improved, now having a number of different beams for different purposes. With the ever-increasing number of super-villains appearing on the scene, SCEPTRE was now based in New York City. Andrews first wore the ‘suit in 1974, and served in the position for 13 years, retiring in 1987.

 

After the formation of PRIMUS, the sponsorship of the SCEPTRE armor and persona was transferred to that organization. Another agent was trained to replace Andrews when he retired. The new SCEPTRE was to be Ryan Winslow, and he was the first to wear the current, now purple, battlesuit. The ‘suit incorporated new advanced technology, as did the battlestaff (see entry: SCEPTRE, Armor). Winslow fought crime and terrorism for another 14 years. He was only months away from retiring when, on September 11th 2001, he died while attempting to rescue victims from Tower One of the World Trade Center.

 

Winslow was replaced by the current wearer of the SCEPTRE armor, Jefferey Forrester. He has been SCEPTRE for almost 2 years now. He has done an excellent job so far, but drives himself to live up to the legend of the hero known as SCEPTRE.

 

 

 

For further information regarding the various SCEPTRE’s suits and equipment, see entry: SCEPTRE, Armor

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Re: Show me the PC

 

SCEPTRE, Armor

 

SCEPTRE armor Mk.I

 

The first SCEPTRE’s equipment consisted of a heavily reinforced costume, a metal alloy fighting staff and a Colt .45 sidearm. He also had a utility belt that held a grappling hook and a number of combat, or detective and forensic items. Among these items were a fingerprinting kit, magnifying glass, mini flashlight and a lockpick kit. This armor was painted in a patriotic, red-white-and-blue motif.

 

SCEPTRE armor Mk.II

 

The second SCEPTRE wore a reinforced costume similar to the first suit. The reinforcing technology was better than in the first suit, but it was not until 1964 with the invention of Kevlar by DuPont, that the suit was finally strong and lightweight. SCEPTRE II no longer had the Colt .45, but now carried the first version of the battlestaff. This first ‘staff had a simple energy blaster inside. The controls were buttons on the grip areas of the staff, a toggle for the power level and a pushbutton to fire it. There were 2 settings, high or low. The utility belt remained essentially unchanged; it just had more updated versions of the same equipment. The suit was still red-white-and-blue.

 

SCEPTRE armor Mk.III

 

The third SCEPTRE was the first to wear a battlesuit instead of just armor. The ‘suit was primitive, but it did amplify the wearer’s strength, speed, dexterity and senses. The staff was also improved, now having a number of different beams for different purposes. It no longer had the utility belt, and was still red-white-and-blue.

 

SCEPTRE armor Mk.IV

 

The fourth man to wear the SCEPTRE armor actually wore two different armors during his career. The first was a slightly more advanced version of the SCEPTRE III armor. However, in 1997 new technology was used to improve the battlesuit. It is composed of a fine chain mesh made from a titanium alloy that is many times stronger than steel. When an electromagnetic charge is run through the mesh, it turns rigid. The servos and musculature in the exo-skeleton amplify the movements and actions of the wearer, multiplying his strength and speed many times.

The battlestaff is an intricate weapon, even more highly advanced than the ‘suit. It is a hollow titanium tube with ends weighted with spent uranium. Inside the tube is a complex energy-projecting device. It can function as a blaster or fire a concentrated beam similar to a laser. It can be used as a tractor/repulsor beam, to grab or push away heavy objects. The repulsor beam, when aimed at a horizontal surface allows SCEPTRE to levitate, either up or down, at a fairly good speed. Finally, the ‘staff can emit a concentrated EMP that is capable of disabling most electronic devices within a radius of 15’. The ‘staff is also what it appears to be, a metal quarterstaff, usable in melee combat. The weighted ends add to the damage done by the maneuvers performed by the wielder. The most recent SCEPTRE is highly trained at Staff fighting, and is sufficiently skilled with the weapon that he can deflect most ranged attacks in such a way as to actually send them back at the attacker. He can even do this to defend others in a 6 ½’ radius around him. The staff is activated by impulses sent from the ‘suit’s gloves into the ‘staff through the circuits in the grips of the staff.

The most advanced aspect of the entire SCEPTRE armor is the means in which it is stored. There is no longer the need to carry the ‘suit around in a case, or to go to a location to put it on. Through the use of technology reverse engineered from an alien spacecraft, the exo-skeleton is stored in a null-space. The wearer puts on the ‘suit once. The null-space is accessed through the use of a microcircuit that is implanted subcutaneously in the wearer’s skull. With a thought the armor is sent to the null-space, and the wearer now has on a set of normal clothes. The next he wants to retrieve the ‘suit his thoughts activate the circuit and the ‘suit is exchanged with his other clothes, or vice versa. The ‘staff is stored by first retracting it from a 5 ½’ to a 3 ½’ length. The ‘staff then adheres magnetically to the ‘suit, across the back, like a sword. The ‘suit is then sent to the null-space.

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Re: Show me the PCAnd now the character.S.C.E.P.T.R.E.Val Char Cost Roll Notes13/20 STR 3 12- / 13- Lift 151.6kg/400.0kg; 2 1/2d6/4d6 [1/2]13/26 DEX 9 12- / 14- OCV: 4/9/DCV: 4/914/28 CON 8 12- / 15-10 BODY 0 11-18 INT 8 13- PER Roll 13-13 EGO 6 12- ECV: 410/20 PRE 0 11- / 13- PRE Attack: 2d6/4d612 COM 1 11-4/20 PD 1 Total: 4/20 PD (0/16 rPD)4/20 ED 1 Total: 4/20 ED (0/16 rED)3/5 SPD 7 Phases: 4, 8, 12/3, 5, 8, 10, 127/10 REC 216/30 END -624/43 STUN 0 Total Characteristic Cost: 40Movement: Running: 6"/9"/12"/18" Flight: 15"/15" Leaping: 2"/4" Swimming: 2"/4"Cost Powers END Enhancements from Battlesuit, all slots OIHID (-1/4)32 1) Titanium-mesh armor: Armor (16 PD/16 ED) (48 Active Points); Activation Roll 15- (-1/4)5 2) Running +3" (6"/9" total) (6 Active Points) (uses END Reserve) 14 3) +7 STR (7 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 122 4) +13 DEX (39 Active Points); No Figured Characteristics (-1/2)16 5) +14 CON (28 Active Points); No Figured Characteristics (-1/2)8 6) +10 PRE (10 Active Points)16 6) +2 SPD (20 Active Points)6 6) +14 END (7 Active Points)5 6) +3 REC (6 Active Points)15 6) +19 STUN (19 Active Points)25 11) Battlesuit & Staff batteries: END Reserve (115 END, 20 REC) (31 Active Points)27 BattleStaff (DEF 12): MP, 60-point reserve, (60 Active Points); all slots OAF Unbreakable (Staff; -1), OIHID (-1/4)3u 1) Powerblast: EB 12d6 (vs. ED) (60 Active Points) (uses END Reserve) 62u 2) Cutting beam: RKA 4d6 (vs. ED) (60 Active Points); Beam (-1/4) (uses END Reserve) 63u 3) Electromagnetic Pulse: Dispel Electronic devices & equipment 10d6, Hole In The Middle (+1/4), AoE (2" radius; +3/4) (60 Active Points) (uses END Reserve) 62u 4) Tractor/Repulsor beam: TK (30 STR) (45 Active Points); Affects Whole Object (-1/4) (uses END Reserve) 41u 5) Levitation beam: Flight 15" (30 Active Points); Levitation (-1/2), No NC Movement (-1/4) (uses END Reserve) 32u 6) Staff Block: Missile Deflection (Any Ranged Attack), w/ Reflection, Adj Hex (+1/2) (50 Active Points); Not Against Hvy Missiles (-1/4)1u 7) Staff Damage: +20 STR, (0 END; +1/2) (30 Active Points); No Figured Characteristics (-1/2), Only to do damage (-1/4)8 Armor transfer [bio-chip implant]: Cosmetic Transform 2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Extra Time: full phase (-1/2), Limited Target: Own Clothes Slightly Limited (-1/4)Martial Arts: Staff fightingManeuver OCV DCV Notes5 Poke (DS) +1 +3 2 1/2d6 / 4d6 Strike5 Offensive Strike -2 +1 6 1/2d6 / 8d6 Strike3 Legsweep +2 -1 3 1/2d6 / 5d6 Strike, Target Falls4 Martial Block +2 +2 Block, Abort4 Martial Disarm -1 +1 Disarm; 23 STR / 30 STR to Disarm roll4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort1 Weapon Element: StaffsPerks3 Fringe Benefit: Federal/National Police Powers3 Fringe Benefit: PRIMUS Special Agent3 Access: PRIMUS HeadquartersTalents4 BattleSuit Enhancement: Lightning Reflexes: +3 DEX to act first with All Actions (5 Active Points); OIHID (-1/4)Skills SCEPTRE training5 1) +1 with HTH Combat5 2) Acrobatics 13- (15-)3 3) Acting 11- (13-)5 4) Breakfall 13- (15-)3 5) Bugging 13-3 6) Climbing 12- (14-)3 7) Computer Programming 13-3 8) Concealment 13-3 9) Deduction 13-5 10) Electronics 14-3 11) Lockpicking 12- (14-)3 12) Paramedic 13-3 13) Persuasion 11- (13-)3 14) Security Systems 13-3 15) Shadowing 13-3 16) Stealth 12- (14-)5 'Suit HUD: +2 with 'Staff MP (OIHID) 0 Conversation 8-0 TF: Cars / Trucks1 TF: Glider / Light planes0 Language: English (Idiomatic, native accent) (4 Active Points)2 AK: NY City (INT-based) (Home City) 13-2 KS: SCEPTRE - History, equipment & tactics 11-3 KS: Electronics & Security Systems (INT-based) 13-3 PS: Security sys. (INT-based) 13-3 PS: Electronics (INT-based) 13-0 PS: Law Enforcement Officer 11-Total Powers & Skill Cost: 317Total Cost: 357200+ Disadvantages15 Secret ID: Jefferey Daniel "Jeff" Forrester Frequently (11-), Major15 Monitored: PRIMUS 11- (Mo Pow, NCI, Watching)20 Hunted: TERROR, Inc. 8- (Occasionally) (Mo Pow, NCI, Harshly Punish)10 Hunted: Cali Cartel 8- (Occasionally) (As Pow, NCI, Limited Geographical Area, Harshly Punish)10 Duty to PRIMUS (Common, Moderate)10 Susceptible: Intense magnetic fields, 1d6 damage per Turn (Uncommon)10 Reputation: SCEPTRE weapons & tactics (Frequently 11-)10 Psych Lim: Tries hard to live up to the SCEPTRE legend & history (Common, Moderate)20 Psych Lim: Hero's Code of Honor (Common, Total)15 Psych Lim: Protective of Normals (Common, Strong)20 Psych Lim: Will not kill (Common, Total)2 Experience Points(5 points unspent)Total Disadvantage Points: 357Background/History: Jeff Forrester came from a long line of law enforcement officers. His father, his grandfather, and his great grandfather were all policemen. So were a few cousins. He also had a great uncle in the Secret Service and an aunt and uncle in the FBI. So, there wasn't much of a question as to what he would want to do with his life. He also had an amazing affinity for electronics. Growing up he had loved to take apart ( and put back together) anything that had wires and circuits. He graduated from high school third in his class, and went on to college; where he majored in criminal science, with a minor in electronics.

After college, Forrester enrolled in the NYC Police Academy. He graduated at the top of his class. He was then assigned as a patrolman, a position he served in for 1 year. It was during this period that he first met SCEPTRE, a battlesuit-wearing crimefighter sponsored by PRIMUS (see entry: SCEPTRE, History). From that time on, he made it a point to learn anything and everything that he could about the superhero. At the end of that time a recruiter approached Forrester from PRIMUS. They were always scouting the law-enforcement agencies looking for likely candidates to be agents. They could always use bright young agents who had the kind of skills that Forrester possessed. Seeing this as a definite step up, he accepted.

Forrester spent the next 18 months as an exemplary PRIMUS agent. He received numerous awards and commendations. He also had a number of opportunities to work beside SCEPTRE, who was now his idol, and role model. By this time Forrester had been picked to assist in the maintaining of the SCEPTRE equipment (see entry: SCEPTRE, Armor), due to his expertise in electronics. He had also become close friends with Ryan Winslow, the man in the armor (see entry: SCEPTRE, History). There was little, if anything, that Forrester did not know about SCEPTRE; whether it was the armor, the tactics, or even the man who wore the armor. He knew everything about SCEPTRE that Winslow knew, probably even more.

Then tragedy struck. On September 11th 2001, Winslow died while attempting to rescue victims from Tower One of the World Trade Center. Forrester was a member of the PRIMUS team on the scene at the time, and was there when Winslow died. He was devastated, and for a time underwent counseling. He had even considered leaving PRIMUS. He changed his mind when the commanding officers decided that he was the only logical choice to be the next SCEPTRE. Forrester has worn the armor for the last year and a half, and does all that he can to live up to the reputation and history of SCEPTRE, in all his incarnations.Personality/Motivation: Forrester is the ultimate Boy Scout. He does everything strictly by the book, and will try to make sure that those he works with will also. He is out to fight crime and put away the criminals, but only in accordance with the laws. His perceptions of right and wrong are almost black and white. He would probably have made a fine hero even in the Golden Age. He does realize there are shades of gray in the world, but attempts to keep them out of his life and work. This does cause some conflict on occasion.Quote: "We have to stop them, no matter what; but we will do it the right way."Powers/Tactics: Forrester has no powers of his own. All his "super" abilities are derived from the SCEPTRE equipment. This equipment consists of the battlesuit and the battlestaff (see entry: SCEPTRE, Armor). His physical condition is that of an Olympic level athlete, due to the constant, rigorous training he goes through. Forrester is extremely quick thinking, and has an extensive knowledge of things electrical and electronic - security systems being his main area of expertise. He has received extensive training, as an agent of PRIMUS, in the areas of surveillance and infiltration. He is well educated in the ways of law enforcement. He is also highly trained in acrobatics, and is on the level of an Olympic athlete.Campaign Use: Solar-Charged, Energy-Projecting, Titanium(mesh)-reinforced, Exo-skeleton

 

DOB: 1/6/76 Age: 28

 

Birthplace: Long Island, NY, USAAppearance: Forrester is very handsome, with the strong features of a leading man, and the physique of a professional athlete. He has dark blonde hair, cut short in a military style. He has piercing steel blue eyes. When not on duty he wears fairly expensive, tailored clothes in the current fashion. He is a person that people might initially notice, but not be able to pick out of a crowd. His "boy next door" look allows him to maintain his anonymity. People just don't think he's anyone special.

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Re: Show me the PC

 

Well I was starting to buy his MAs when the campaign stopped. So I never got around to filling it out.
Well, you've got plenty of unspent points left. We've got a demibrick in our campaign, Sidestep, with a Boxing martial arts package. He's pretty stout, and hits almost as hard as our "real" brick Silhouette. Oh, and Martial Block is really a big improvement over the basic Block.

 

Finish him up and let us see the completed version.

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Re: Show me the PCHere, the most recent version of Flesh Gordon:

Flesh Gordon

Val Char Cost
45 STR 35
23 DEX 39
33 CON 46
20 BODY 20
10 INT 0
10 EGO 0
30 PRE 20
20 COM 5
9/39 PD 0
7/37 ED 0
6 SPD 27
16 REC 0
66 END 0
60 STUN 0
7" RUN 2
2" SWIM 0
9" LEAP 0
Characteristics Cost: 194

Cost Power END
25 Heroes Never Die: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
1 Life Support (Longevity 200 Years) 0
12 Not Much Going On Up There: Mental Defense (20 points total) (18 Active Points); Always On (-1/2) 0
45 King of the Impossible: Luck 9d6 0
20 Amazing Wave Motion Gun: Energy Blast 15d6 (75 Active Points); OAF Fragile (-1 1/4), Activation Roll 14-, Jammed (-1), Beam (-1/4), 2 clips of 8 Charges (-1/4) [8]
25 Insanely Lucky: +5 Overall (50 Active Points); Increased Endurance Cost (x3 END; Only In Certain Circumstances Very Common; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: May activate and place Insanely Lucky levels normally; Re-aranging levels costs END.] 5
60 Nigh Invulnerable, But My Clothing Is Not: Combat Luck (30 PD/30 ED)
20 Action Hero Tricks : Multipower, 40-point reserve, (40 Active Points); all slots Increased Endurance Cost (x3 END; -1)
2u 1) Amazing Feat of Strength!: +40 STR (40 Active Points); Increased Endurance Cost (x3 END; -1), No Figured Characteristics (-1/2) [Notes: Lucky Leaps, Punches, Escapes, etc.] 12
2u 2) Magnificent Move: Flight 20" (40 Active Points); Increased Endurance Cost (x3 END; -1), Limited Power Power loses about a fourth of its effectiveness (Only for leaps or in contact with a surface; -1/4) 12
2u 3) No One Could Have Survied That: Force Field (20 PD/20 ED) (40 Active Points); Increased Endurance Cost (x3 END; -1) 12
Powers Cost: 214

Cost Skill
3 Scientist
1 1) SS: Aerospace Enginering 11- (2 Active Points)
1 2) SS: Dimensional Engineering 11- (2 Active Points)
1 3) SS: Starship Engineering[Hyperdrive] 11- (2 Active Points)
3 Traveler
1 1) AK: Bar-Mongo (2 Active Points) 11-
1 2) AK: Hollywood (2 Active Points) 11-
1 3) AK: Planar Lore (2 Active Points) 11-
1 4) AK: The Empire (2 Active Points) 11-
3 Linguist
0 1) Language: English (idiomatic; literate) (5 Active Points)
1 2) Language: French (fluent conversation) (2 Active Points)
1 3) Language: Spanish (fluent conversation) (2 Active Points)
1 4) Language: Trade Tongue of the Empire (fluent conversation) (2 Active Points)
3 Scholar
1 1) KS: Fashion (2 Active Points) 11-
1 2) KS: Istvatha V'Han (2 Active Points) 11-
1 3) KS: Sports (2 Active Points) 11-
1 4) KS: World of Hollywood (2 Active Points) 11-
3 Jack of All Trades
1 1) PS: Athlete (2 Active Points) 11-
1 2) PS: Dancer (2 Active Points) 11-
1 3) PS: Movie Star (2 Active Points) 11-
1 4) PS: Space Adventurer (2 Active Points) 11-
3 Seduction 15-
3 Oratory 15-
3 Combat Piloting 14-
6 WF: Beam Weapons, Common Melee Weapons, Energy Weapons
2 TF: Science Fiction & Space Vehicles
5 Navigation (Air, Dimensional, Hyperspace, Space) 11-
Skills Cost: 55

Cost Perk
70 Vehicles & Bases
5 Money: Well Off
2 Fringe Benefit: Movie Star
7 Contact: Agent: Herman Finkle (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 11-
Perks Cost: 84

Val Disadvantages
15 Social Limitation: Famous and Public ID (Very Frequently, Major, Not Limiting In Some Cultures)
10 Social Limitation: Weirdness Magnet (Frequently, Minor)
10 Reputation: Frequently Nude Superhuman Movie Star, 11-
5 Physical Limitation: Confused Memories, many of them false (Infrequently, Slightly Impairing)
15 Distinctive Features: Inhumanly Handsome, Costume is not invulnerable (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
5 Distinctive Features: Non-sequiturs and odd behavior (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Minions of Istvatha V'Han 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: Superhuman Criminals and Ex-Girlfriends 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) [Notes: Often these are the same people]
15 Psychological Limitation: Annoying Chirpy Optimism; Tries to Make Friends (Very Common, Moderate)
15 Psychological Limitation: Space Heroes' Code Of Honor (Common, Strong)
15 Psychological Limitation: Acts before he thinks, often fails to think at all in social situations (Very Common, Moderate)
5 Psychological Limitation: Loves powerful women (Uncommon, Moderate)
5 Dependent NPC: Girlfriend of the moment 8- (Slightly Less Powerful than the PC)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 197Total Experience Available: 197Total Character Cost: 547Height: 2.00 mHair: BlondeWeight: 100.00 kgEyes: BlueAppearance: Personality: Flesh has multiple gaps in his memory, and many of his memories are internally inconsistent or false. This is the result of the many time paradoxes, mind control sessions, and serious head injuries that Flesh has survived. His actions outside of combat can often seem completely random. In Hollywood, his behavior is only slightly on the extreme side, and has therefore not interfered with his career. Flesh has also seen many worlds, and has developed some unusual ideas of etiquette as a result. Flesh is brave, bold, heroic, protective of women and children, and generally tries to live up to the ideals of the Space Hero of his era. He tends to fall into passionate affairs quickly as he finds women, especially superhuman women, endlessly fascinating. This has led to a large and growing list of failed relationships, as his partners found themselves unable to cope with his bizarre non-sequiturs, endless chirpy optimism, passionate and insane speeches, and tendency towards absurd social behavior. More than one woman has ended a relationship with Flesh by attempting to kill him.Quote:“Hello, I’m Flesh.â€

 

“Halt Spawn of Evil! Hey, I really like your costume.â€

Background: From the Files of Doctor Henrietta Zarkovina, Para-human Psychologist, UNTIL:

 

Subject was discovered wandering nude in the Hollywood Hills on January 1st, 2000. Subject is a male apparently in his mid to late twenties, over six feet tall, extremely muscular, with blonde hair and blue eyes. Subject seems to find it difficult to concentrate on any topic for any length of time. Documented paranormal abilities include strength, recuperative abilities, and speed far beyond human limits. Subject is also reported to possess the ability to manipulate probability, and is currently in possession of several advanced technological artifacts. Subject answers to the name “Flesh Gordonâ€.

 

Excerpt from relevant interviews:

 

HZ: “Do you remember where you were before the crash?â€

 

FG: “Yes, yes I do. You know, you have very beautiful hair. I really like it. It’s so healthy.â€

 

HZ: “Please, tell me what you remember about the crash.â€

 

FG: “The crash? Oh. I had just escaped from the chambers of the Princess Pleasura, and I was trying to pilot my Strato-Ship back to Space City Alpha before she woke up. Something went wrong. She sent a squadron of Discipliners after me, and I activated the Dimensional Warp Field just as the ship was hit by their Spank Cannons! There was a roar, and the ship began to spin! The engines were straining and trembling, the ship lunging forward madly, twisting again and again, all control lost, until, after an explosion of fire and light, I lost all sense of time and place. The ship was damaged, and I had crashed here, back on Earth! It had been so long that at first I thought I had once again boldly thrust into unexplored vistas of wonder no man had penetrated before. I felt such joy, such peace, to finally see once more the soft green hills and welcoming, fertile valleys of my beloved home. I wept, my heart so full, to be at last where I belonged.â€

 

(Subject wiped a tear from his eye at this point)

 

HZ: “How did you first leave the Earth?â€

 

FG: “Your eyes are absolutely lovely. So green. Your glasses set them off very nicely. You have very good taste in frames.â€

 

HZ: “Mister Gordon, please answer my questions.â€

 

FG: “Call me Flesh.â€

 

HZ: “Flesh, how did you leave the Earth?â€

 

EXCERPT ENDED

 

Final Notes of Doctor Henrietta Zarkovina:

 

Subject continued to relate apparently nonsensical and contradictory stories of travel and adventure among the worlds of an inter-dimensional empire. Subject’s possession of extraterrestrial artifacts seems to support at least some of these claims. On a personal note, I find the subject extremely physically attractive, and therefore ask for the subject to be transferred to a different examiner.

 

GM’s Notes: After a brief career as a pulp hero on one alternate Earth, Flesh spent an unknown amount of time as a prisoner and experimental subject in the Empire of Istheva V’Han. His already extraordinary abilities, including his subconscious ability to manipulate probability, were greatly enhanced in that time. Upon his escape, he briefly participated in several unsuccessful plots against her before stealing a dimension traveling “Strato-Ship†and returning to Earth. Agents of Istheva V’Han are occasionally ordered to observe Flesh, and have attempted several times to capture him, but are under strict orders not to harm him. His stumbling into his current agent was pure luck, and Flesh has now produced a series of appallingly bad B-Movies purporting to chronicle his exploits. When not making films Flesh attempts to use his powers to Do Good, generally in the company of a loose association of Californian supers known as The Beach Watch.

Powers/Tactics: Flesh approaches combat in a direct and often surprisingly competent manner. He will usually use his Insane Luck defensively, and attempt to take out obvious threats to the public first. He will switch between Action Hero Tricks according to the situation, closing on the foe with a Magnificent Move and attempting to subdue them. Against obviously more powerful bricks he will start with an Amazing Feat of Strength, then switch to No One Could Have Survived that or Insane Luck to DCV if the battle starts to stretch out. If he has his Amazing Wave Motion Gun, he will use it on any foe who seems tough enough to take it.

 

Note that Flesh will start running into END problems if he tries to use a different Action Hero Trick every phase; he will usually use them only at key points in a combat.

 

His powers rely on a mix of his enhanced physical abilities and his extraordinary ability to manipulate probability, an ability that makes him a perfect Action Hero. Flesh has appeared to die on many occasions, only to return again, unharmed.

 

Flesh has access to a great deal of alien and extra-dimensional technology on his Strato-Ship, very little of which he understands.

Campaign Use: To make Flesh into a starting 350 point hero, drop all of his perks and drop the Wave Motion Gun. Drop his CON to 28, Body to 15, and SPD to 5. Drop his SS, KS, AK, PS, and Languages (he started out as an amnesiac). Rebuild the Strato-Ship as the near wreck it was at the start of his career for 20 points.

 

To make Flesh into a more powerful hero, add more gadgets salvaged from the Strato-Ship, add overall skill levels outside of his Action Hero Tricks pool, drop the Extra End Cost for the tricks and possibly move them into an EC. His Wealth level and Contacts list should also go up over time.

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Re: Show me the PC

 

I'm not playing at the moment, but this was my most recent long-running PC, freshly converted to Hero 5th.

 

(Note: This was for a no-starting-point limit game, in fact the very game that was the basis for my "Pointless Champions" article. Experience is simply there to balance costs and doesn't reflect actual in-game experience.)

 

Troubadour

 

Player: Theron Bretz

 

Val Char Cost
15 STR 5
26 DEX 48
18 CON 16
14 BODY 8
13 INT 3
15 EGO 10
15 PRE 5
24 COM 7
10 PD 7
10 ED 6
6 SPD 24
10 REC 6
36 END 0
38 STUN 7
9" RUN62" SWIM03" LEAP0Characteristics Cost: 158

 

Cost Power END
15 Luck 3d6 0
25 Find Weakness - Martial Arts 12- with Related Group of Attacks 0
5 Swinging 10" (10 Active Points); OAF (Swing Line; -1) 1
Powers Cost: 45

 

Cost Martial Arts Maneuver
Comic Book Martial Arts
4 1) Martial Punch: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
5 2) Martial Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
4 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 4) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
4 5) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
20 +5 HTH Damage Class(es)
Martial Arts Cost: 40

 

Cost Skill
3 Acrobatics 14-
3 Acting 12-
3 Breakfall 14-
5 CK: Fair City 14-
4 CK: Hollywood 13-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Contortionist 14-
7 Conversation 14-
5 Disguise 13-
7 High Society 14-
4 KS: Classic Adventure Movies 13-
4 KS: Poetry 13-
4 KS: Jazz 13-
5 Language: French (idiomatic; literate)
5 Language: Italian (idiomatic; literate)
4 Language: Spanish (completely fluent; literate)
3 Navigation 12-
7 Oratory 14-
7 Persuasion 14-
3 Riding 14-
7 Seduction 14-
3 Sleight Of Hand 14-
3 Stealth 14-
2 TF: Common Motorized Ground Vehicles, Small Planes
2 WF: Blades, Improvised Weapons
15 +3 with HTH Combat
25 +5 with DCV
Skills Cost: 152

 

Cost Perk
15 Money: Filthy Rich
6 Troubadour's (Jazz Club)
Perks Cost: 21

 

Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
Talents Cost: 3

 

 

Total Character Cost: 419

 

Val Disadvantages
10 Dependent NPC: Girlfriend du Jour 8- (Normal)
10 Hunted: Cap'n Skulldugger 8- (As Pow, Harshly Punish)
15 Hunted: Troubadour Revenge Squad 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Overconfidence (Very Common, Moderate)
20 Psychological Limitation: Showoff (Very Common, Strong)
10 Social Limitation: Public Identity (Occasionally, Major)
20 Reputation: Superstar Superhero, 14- (Extreme)

Disadvantage Points: 100

 

Base Points: 200

Experience Required: 119

Total Experience Available: 119

Experience Unspent: 0

 

Background/History: Many would say his business card puts it best:

 

TROUBADOUR



Warrior, Poet, Lover

 

While Troubadour certainly cultivates a mysterious image, it's hard to consider someone who lives his life in the glare of the limelight truly secretive. Troubadour has been active on the superheroic scene for over a dozen years. While little actual information is publicly bandied about regarding Troubadour's past, it's all there if someone wants to look at it.

 

Born Geoffrey Larrocque, of the Usher Heights Larrocques, Geoffrey was raised in the lap of luxury. As a second son, there were fewer expectations placed on him that his older brother, Andrew, leaving Geoffrey to pursue whatever interests struck his fancy.

 

Fascinated by his family's history of piracy and derring-do, Geoffrey developed an early flair for the dramatic and flamboyant, a flair that served him well when he was cast as D'Artagnan Junior., in the hit TV series "Young Musketeers". The series ran for four seasons, giving Geoffrey free rein to indulge all of his swashbuckling fantasies. In his years on the show, he became a capable gymnast, fencer, and martial artist.

 

At the end of the show's run, Geoffrey went off to college, where he majored in liberal arts and gaining his passion for jazz. One year short of graduation, he left school to travel the world. This trip, however, was cut short by the tragic death of his parents in a plane crash, leaving Andrew in charge of the family fortune.

 

Andrew, unlike Geoffrey, saw little of value in Geoffrey's interests, the family history or, in fact, anything he deemed "old fashioned". Determined to take the Larrocque name to new heights in business, he decided to sell the family estate and use the funds for start-up venture capital. Horrified at the thought of losing his home, Geoffrey used the remainder of the money from his television days and a goodly portion of his trust fund to buy out his brother's half. Andrew agreed, with the agreement that Geoffrey keep his distance from Andrew's business interests and do nothing to besmirch the family name.

 

At the age of twenty one, Geoffrey Larrocque found himself the sole proprietor of a forty five room mansion and an incredible case of boredom. His brother's stipulation limited his social calendar; he missed basking in the limelight; and even the mansion itself seemed less alive. Apart from furtive forays to local jazz clubs, he became more and more reclusive.

 

Until he had his first taste of superheroics.

 

One night, as he left his favorite club, Geoffrey found himself in the middle of a superpowered firefight. Blue Beacon was taking on Dumpster Diver and the self-proclaimed "genius of junk" was getting the better of the Sapphire Sentinel. Seeing an opening, he caught Dumpster Diver unawares, knocking the piece of trash out cold. At that moment, a new world opened up for Geoffrey. It was exciting! No, it was exhilarating!

 

Actually, it was all over the papers. "Geoffrey Larrocque, millionaire and former TV star defeats noted supervillain".

 

Andrew was livid. He threatened legal action. He threatened to cut off Geoffrey's inheritance. He threatened physical violence.

 

In the end, Geoffrey apologized. It seemed the best thing to do. After all, he hadn't intended to make a public splash. If it weren't for those mask-wearing weirdoes, none of this would have happened. Wait a minute – masks! Of course! He could don a mask himself. After all, he'd already defeated a supervillain, how hard could superheroics be?

 

Taking inspiration from his swashbuckling heroes and fashioning himself a costume from old bits and pieces culled from the show's library, he set forth to fight crime as The Bard. Using a limited knowledge of pyrotechnics culled from the stage, he crafted skull-shaped bombs to aid him against particularly difficult opponents.

 

It may have been a silly concept and a sillier costume, but it gave him the freedom he craved. As The Bard, Geoffrey could go forth and conquer, without bringing down the wrath of Andrew. He served a short stint with the Sentinels, (as do many fledgling heroes in the Vanguard Universe), but left over "personality differences". Realizing that The Bard identity was just ridiculous, he disappeared from the scene for a few weeks, only to re-emerge as Troubadour. A year later, he had his name legally changed to Troubadour, in order to appease Andrew, whose business flourishes in Empire City. Since that time, he has been a constant, if not particularly diligent, thorn in the side of evil.

 

Five years ago purchased a jazz club in downtown Fair City, and named it (appropriately enough) Troubadour's. He makes the scene there a couple of times a week, unless he's off saving the world. Troubadour's is one of the top jazz clubs in the nation, attracting every major act and a host of rising stars.

 

While he's matched wits (and crossed blades, so to speak) with many supercriminals, there are a few that stand out in his rogues gallery. Cap'n Skulldugger has been a perennial thorn in his side (their chosen motifs do seem to attract one another don't you think?). Secondly (and more dangerous) is the Troubadour Revenge Squad. This is a group of women who, having been spurned by Troubadour at one time or another, acquired superpowers and banded together with the intent of making his life miserable, or at least enlightening him to their feminist agenda. The TRS membership currently includes Large Marge (leader with growth powers), The Shrew, Dollface, Digitalice, and Fury (as in Hell hath no...) due to Troubadour's romantic nature, the group is always recruiting new members.

 

Personality/Motivation: Anyone with a business card like that can't possibly have low-self esteem problems. And he doesn't. Troubadour believes in living life in CAPITAL LETTERS. If there are multiple ways to accomplish a task, he will inevitably choose the one that shows his abilities off in the best possible manner.

 

Still, it's important to note that Troubadour has a strong altruistic streak and a sense of noblesse oblige. He comes from the old-money liberal school of politics and has no problem devoting his time, energy, and money to worthy causes. In some cases, this makes him seem like less a superhero and more a garden variety celebrity since he does spend so much time making appearances. In other cases, his strong liberal politics fairly boil to the surface; he excels at asking other superheroes the sort of hard questions the costumed set confronted in the "relevancy" period of the late '60s and early '70s.

 

Quote: "Forgive me, my dear, I just have to polish of this ruffian and then we'll get back to this delicious...conversation."

 

Powers/Tactics: Troubadour is a straightforward comic book martial artist. He uses his Find Weakness against slower opponents before leaping into battle and uses his high DCV to avoid damage. If he does get hit, he'll probably go down rather quickly and knows it.

 

History: In the Fair City campaign, Troubadour started out as a bit of a hero in need of redemption. He was somewhat caught up in his own celebrity and had gotten away from what brought him into the game in the first place, namely the thrill of the chase and the chance to deal with Society's ills head-on. As a member of Vanguard, he slowly moved into a leadership role, and along the way found what appears to be lasting love with his team-mate Gorgon. After her secret identity was revealed and her career as District Attorney ruined, the two of them set out to "Find America, the Real America."

 

Appearance: Troubadour stands 6'1" tall and weighs around 185 lbs. He has wavy blond hair, a mustache, and goatee. His costume consists of a gold singlet, with a black stylized "T" on the right breast. His boots and gloves are black, along with his mask, which he wears in all public appearances, even though he makes no effort to hide his identity.

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Re: Show me the PC

 

I would post mine but he would probable shock most of you he is built on about 750 base pts plus 150 disadvantages and has about 1200 experience .. .. he is played in a Galactic Champions setting game where galactic overlords and dimensional entities are the norm so he had to be potent in order to survive.

lets put it this way his main blast is ....

 

Mystic Blast 30d6 NND Pent (2x) Does body mystic skill roll

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Re: Show me the PC

 

I thought it would be nice to see the actual PC you play. I will post mine later (probably tomorow)

Which one? I have several currently. Most experienced? Most fun? Most powerful (a difficult decision to make there)? Just pick one? :)

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Re: Show me the PC

 

All American Martial Arts Maneuver 4 Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, Strike+2d6 Martial Arts Cost: 4

 

All American is technically illegal since characters must purchase a minimum of 10 CP worth of martial maneuvers. Otherwise he's a classic demi-brick.

 

if you think that's illiegal, then i'd better not post any of my characters...different campaigns have different house rules...

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Re: Show me the PCI've modified All American to where I wanted him, includeing the xp. So here he is.All AmericanPlayer: Tim Statler

Val Char Cost
30 STR 20
20 DEX 30
30 CON 40
15 BODY 10
10 INT 0
10 EGO 0
20 PRE 10
12 COM 1
20/50 PD 14
20 ED 14
5 SPD 20
15 REC 6
60 END 0
60 STUN 15
12" RUN02" SWIM010" LEAP0Characteristics Cost: 180
Cost Power END
10 Physical Toughness: Damage Resistance (10 PD/10 ED) 0
12 Strong Legs: Running +6" (12" total) 1
4 Strong Legs: Leaping +4" (10" forward, 5" upward) 1
25 Absorb Physical Punishment: Absorption 5d6 (energy, Physical), Can Absorb Maximum Of 50 Points' Worth Of Energy Damage, Delayed Return Rate (5 Points per 5 Minutes; +1/2), Persistent (+1/2) (70 Active Points); Absorbed Points lost when first used (-1), Always On (-1/2), Side Effects (-1/4) [Notes: Absorb to HA] 0
30 Absorb Physical Punishment: Armor (30 PD/0 ED) (45 Active Points); Only up to amount absorbed (-1/2) 0
27 Knockback Resistance -20" (40 Active Points); Only up to amount absorbed. (-1/2) 0
6 Return Punishment: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Must be used at full strength. (-1/4) 1
Powers Cost: 114
Cost Martial Arts Maneuver
Tae Kwon Do
3 1) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls
4 2) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, Strike+2d6
4 3) Arm Sweep Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm
Martial Arts Cost: 15
Cost Skill
9 +3 with Block and Dive For Cover
3 Breakfall 13-
3 Conversation 13-
3 Defense Maneuver I
3 Interrogation 13-
2 KS: Football 11-
2 KS: Superhuman World 11-
2 KS: Superheroes and Supervillians 11-
2 KS: Thai-Kickboxing 11-
3 Mechanics 11-
3 Oratory 13-
9 Paramedics 14-
1 Streetwise 8-
3 Tactics 11-
3 Teamwork 13-
1 TF: Small Motorized Ground Vehicles
Skills Cost: 52
Cost Perk
4 Contact with Defender (Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8-
4 Vehicles & Bases
Perks Cost: 8
Val Disadvantages
10 Distinctive Features: Mutant Not Concealable, Noticed and Recognizable, Detectable By Uncommonly-Used Senses
15 Enraged: If Innocents attacked Common, go 8-, recover 11-
5 Hunted: Bulldozer 8- (Occasionally), Less Powerful, Harshly Punish
20 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Psychological Limitation: Code vs Killing Common, Total
15 Psychological Limitation: Code of the Hero Very Common, Moderate
20 Psychological Limitation: Protective of the innocents Very Common, Strong
15 Social Limitation: Secret ID John Michael Clark Frequently (11-), Major
10 Vulnerability: 2x STUN Sonics Uncommon
10 Vulnerability: 1 1/2 x Effect Magic (Common)
10 Unluck: 2d6
Disadvantage Points: 150

Base Points: 200Experience Required: 19Total Experience Available: 19Experience Unspent: 0Total Character Cost: 369

Height: 5' 10" Hair: Brown
Weight: 195 lbs Eyes: Brown
Appearance: John is Caucasian in his early to mid twenties. He stands 5ft 10in with brown hair and brown eyes. His looks are average except for the body building he does raises it up a notchPersonality: As All American, John concerns himself with making sure others aren?t hurt. He is as likely to dive in front of an attack meant for someone less able to take the hit (as he sees it) as to attack.

He takes every first aid course he can, partly out of guilt and partly out of a sense of responsibility. He?ll only use his power on someone he believes can handle the hit.

Otherwise he thinks of himself as a regular guy who happens to have powers. He enjoys weightlifting and working out.

Quote:Don't make me have to hurt you.Background: John?s powers erupted during his high school homecoming football game. He played offensive right guard, and put an opposing linesman in the hospital, paralyzed from the neck down.

He was suspended from the team, but the damage had already been done. Because the state athletic association had extremely strict rules about superhuman playing in organized sport, the school had to forfeit. Treated as a pariah, he soon got his name legally changed to John Smith, and transferred to a new school.

He coasted for the rest of his high school career, barely graduating with a C average. He drifted for the few years following graduation without direction.

A couple of years ago, this changed. While walking home late one night, he was accosted by 5 thugs wanting his money. He told them to leave him alone but they wouldn?t. One of them got tired of his ?lip? and hit him across the shoulders with a tire iron. John struck back and broke the guy?s jaw. The other 4 jumped him and tried to beat him up. He took out three and the fourth tried to run. Nighthawk, who had witnessed the fight, stopped him.

?You?re pretty tough,? Nighthawk commented. ?You have a costumed name you go by??

?I?m no hero,? John replied. ?All I can do is put people in the hospital.?

?These deserved it,? Nighthawk stated. ?Come with me, and we can talk.?

So John went, Nighthawk, and later Defender, convinced him he could use his power to defend others. They helped him with training, and Defender got him a job at Harmond Industries that allowed him to have time to fight crime as All American II.

Powers/Tactics: John?s mutant ability makes him stronger, faster, and tougher than the normal person. He also can absorb any physical attack directed at him, store the kinetic energy, and release it in a devastating physical blow. He can channel this energy from any part of his body, (i.e.: fist, elbow, foot, etc.) but he has to channel all the energy he has stored at one time. He cannot hold any back for later use. If he tries to hold any stored energy for more than a few minutes, it becomes unstable and discharges through him, causing tremendous pain. (He takes stun equal to the amount of stored energy)

His cellular structure is aligned in such a way as to make him resistant to most attacks, including killing attacks. But this same alignment allows the transmission of sonic energy easier causing it to have a greater effect, instead of cushioning it like standard flesh.

Campaign Use: 
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Re: Show me the PC

 

I would post mine but he would probable shock most of you he is built on about 750 base pts plus 150 disadvantages and has about 1200 experience .. .. he is played in a Galactic Champions setting game where galactic overlords and dimensional entities are the norm so he had to be potent in order to survive.

lets put it this way his main blast is ....

 

Mystic Blast 30d6 NND Pent (2x) Does body mystic skill roll

 

Someone already asked, but I'm curious as well. NND and Penetrating don't seem to go together. NND is pretty much all or nothing.

 

I really don't consider putting Penetrating on anything that no one would harden the defense for as very justifiable. No one is going to harden their LS:SCB, for example.

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Re: Show me the PC

 

Double checked rulebook nothing on it being all or nothing in the advantage 5th Ed.. and in Galactic Champions rules a little different... a lot of different villians and heros that have NND attacks.. plus he also has 2 other powers in that framework ... one is an explosive varient of his blast and then a killing blast with BOECV modifiers....

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Re: Show me the PC

 

NND is "All or Nothing" in the sense that either you have the defense and the attack doesn't work or you don't have the defense and you take all the damage so normally things like Armor Peircing can't really apply. I could see an AVLD Penetrating Blast, but its hard, IMO, to justify a Penetrating one.

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Re: Show me the PC

 

Well, this is one PC of mine I don't think is available anywhere.

 

He's probably going to change, power buildwise. I've made my peace with that. :)

(Has yet to see actual play, but he's all lined up... :) )

 

(Yes, there are applicable house rules)

 

Rook.

 

Header Information:

Character Name: James Mason

Player Name: Glenn Patel

Affiliation: The Global Guardians #1

Hair/Eye Colour: N/A, Gray

Height/Mass: 2.03m, 101.34kg

Nationality: Future-American

Place of Birth: Arizona

Date of Birth: July 15th, 2078

Age: 27

 

 

Background Story:

The crowd roared and cheered for their champion. "Rook! Rook! Rook!". Screams, shouts, and a handful of jeers, all fell on deaf ears. It is time for battle, not adulation. The Gladiator entered the steely arena, looking around, noting that this time, there was nothing but metal around him. He cuts a magnificent figure. Heavily muscled, glistening with sweat and oils, well over six feet tall… he walks as though he owns the earth, although he knows he’s owned by some pathetic normal out there in the audience.

 

He grandstands, raising his arms as though already triumphant… and then unleashing powerful bolts of energy from each hand, striking the alor-glass that lies between him and the crowd. They shriek in fear… then in wonder, as their safety reaffirms itself. The impact also drives him to the ground; he inwardly curses the new venue for the Gladiators - zero gee. He slams into it, but lands on his feet. He grins. This will be a magnificent battle.

 

Tempus is announced. The Gladiator long since retired, because he was unbeatable and dull to watch, has returned to face the other unstoppable force of the arena. The announcer screams out the "These two are the OOOOONLY UNDEFEATED VETERAN GLADIATORS! BE WATCHING, FOR THIS IS THE CLASH OF TITANS!". Tempus was standing in the entrance… now he’s in front of Rook.

 

"1… 2… 3… FIGHT!"

 

Going for a swift, overpowering win, Rook braces himself, and brings his hands together. Pulsing yellow energy glows, blasting forth from his hands. A tremendous wide beam of power slices through the air, straight at Tempus… but Tempus is no longer there. He’s behind Rook. Rook whirls. "That won’t save you long…" he snarls. Another equally large blast crackles out. Rook smells the ozone, can almost taste the power he’s unleashing… but the energy stops, stalls… dissipates. Tempus then gestures, and the whole world speeds up… except Rook.

 

Suddenly he can’t move. Anger pounds as the little man approaches him. The energy reemerges, surrounding Rook in a craskling fury… and slowly moves out. The Announcer speaks rapidly… "Andhe’susinghispatentedexpander-why,lasttimeheusedthatone,itfilledtheentirearena!"

 

For the first time, Tempus looks worried. Rook has seen his old tapes, and he knows that he’s used all his tricks… and as long as Rook is swathed in energy, the dreaded death touch cannot reach him… Tempus braves the storm, diving past the energy, touching him while blazing with a deathly blue energy. He is burnt, but he touches Rook…

 

…and nothing happens. Tempus stares in horror. Slowly, the world speeds up again. "Hah. I’m immune to you, like all the other weaklings I’ve faced. You end here, TEMPUS!"

 

He flares with energy once more… this time, blue energy, exactly like that of Tempus…

 

Tempus shrieks in horror "No! This cannot be…" and clutches desperately at the towering, triumphant gladiator…

 

And suddenly, Rook is whirling, falling through an endless cascade of time. He relives the day he got his powers… the day he was noted as a superhuman, and enslaved… the day he was born, through eyes of his father… the day his father was born, through the eyes of HIS father… the day his grandfather wrote the last note in his journal, then closed it forever… back and back through the decades… and landing with a thump in the Guardians base.

 

Rook climbs to his feet, somewhat dazed. He remembers the last entry in the journal… "The Guardians are corrupt. I fear for society itself…", and he sees a computer screen. A computer screen with the date on it. He was almost a century out of time… and he could prevent the Gladiator Pits. The Guardians. He couldn’t remember much of back then, but he did remember his father telling him one important thing - that back in the 20th century and early 21st… supers were heroes. He looks around, and speaks.

 

"You must listen to me… I am here from the future."

 

Quotes:

"We must stand for good, and justice and righteousness. Should the Guardians ever falter, the Earth is doomed!"

"I’m going to hit him so hard, that IF he wakes up…"

 

Quote about him:

"Okay, all of us are here to save the world… but Rook, he’s here to save the world from US!"

-An Anonymous Guardian, possibly quoted out of context.

 

Personality:

Rook is a contradiction. His instincts are barbaric, honed by years in the arena… years as a slave. He is violent, impetuous and hot headed. He is also a driven man; driven by a need to prevent his own future. Knowing that corruption was the downfall, he has learnt of morality and law fanatically, moralizing and preaching to even the most righteous.

 

As a gladiator, he and the others developed their own code. Never attack until the match is started, even though the rules allow that. Don’t hurt each other worse than you have to. Don’t attack from surprise. Fight openly, lose honestly if you’re outmatched, and never trust the baselines farther than you can throw them. Tempus was hated for violating these, but mighty enough that no-one tried to teach him a lesson. He attempts to follow this code (The Gladiator Code, as he thinks of it) as best he can in combat now.

 

Appearance:

Rook is very big and muscular. He could easily be mistaken for a pro wrestler or a boxing champion. He has noble features, steely gray eyes, and only a very faint smile. He’s tattooed; a blue and red pattern covers much of his back and his arms. He is completely hairless; rather, whenever it tries to grow back, activating his powers burn it off.

 

Rook is a deep tan in colouration. This colour darkens when he absorbs energy; when fully charged, he turns black, literally as black as the night sky itself.

 

His energy powers vary somewhat; electricity is a crackling yellow, fire is a brilliant orange, and Tempus’s time powers are sky blue and very.. calming.

 

Powers:

Rook is essentially immune to energy based attacks. His powers absorb and unleash them. This even extends to exotic forms of energy, although these defenses can be overloaded more easily. Once absorbed, he can unleash it again either instantly (seemingly bouncing off him) or after time has passed; he body stores the pattern, so it can be used repeatedly, although it will likely decrease in power.

 

Cold, as the _lack_ of energy, is not absorbable, and thus is quite dangerous to Rook.

 

He cannot fly, although he can ‘blast off’ with a limited degree of accuracy.

 

The forms of energy he currently has stored are Temporal Energy, which allows him to slow or paralyze others, and to speed or transport himself (Tempus _transferred_ part of his own powers to get rid of Rook), Electrical Energy, which can electrocute, or short circuit machines and Fire, powerful and destructive.

 

Rook is skilled enough to use his energy powers to deal with physical objects and to heat him up against cold powers, but this is definitely his greatest weakness.

 

Characteristics:

 

13 STR 23

39 DEX 23

30 CON 25

10 BOD 15

3 INT 13

8 EGO 14

10 PRE 20

2 COM 14

3 PD 8

3 ED 8

27 SPD 6

0 REC 10

0 END 50

0 STUN 40

===

148

 

Combat Rolls and Information:

 

OCV = 8

DCV = 8

OECV = 5

DECV = 5

Combat Phases = 2, 4, 6, 8, 10, 12

Strength Roll = 13-

DexterityRoll = 14-

Constitution Roll = 13-

Intelligence Roll = 12-

Perception Roll = 12-

Ego Rolls = 12-

Resistant Defenses = 0/22

Running = 6"

Swimming = 2"

Jumping = 4"

 

Powers:

 

20 Energy Absorbtion Elemental Control (40)

a21 Absorb Energy1: 0/22 Armour, Hardened

b36 Absorb Energy2: 75% Resistant Energy Damage Resistance, ½ is Not versus Cold (-¼)

c20 And Kinetic Energy: -20" Knockback Resistance

d20 And Miscellaneous Other Energies: 40pts Power Defense

e13 Filter Perceptions: 20pts Sight Flash Defense, 20pts Hearing Flash Defense, only vs Energy based Flashes (-½)

f15 Shield of Energy: 16/16 Force Field, ¼ Endurance Cost (+¼), rED is Only vs Cold (-1)

g16 What Does Not Hurt Me, Makes Me Stronger: 8d6 Energy Absorption (½ to STUN, ½ to Appropriate Power Pool Power), Not versus Cold (-¼)

 

 

155 Energy Re-emission: Variable Point Power Pool Control Cost, Cosmic (+2), 1/2 Endurance Cost (+¼), Limited Class of Powers: Projection of Absorbed Forms of Energy (-½)

75 Deadly Flame: 5d6 Ranged Killing Attack 3

75 EMP: 20d6 Dispel versus Any One Electronics Power (+¼) 3

73 Encircling Flames: 8d6 Energy Blast, Explosion, No Range + 5d6 Aid to Energy Blast, Linked (-½) 5

75 Fire Blast: 15d6 Energy Blast. 3

70 Instant Re-emission/Invert Kinetics: Missile Reflection (All Attacks), + 3d6 Aid to Any One Energy Power, Linked (-½) 1

70 Jolt: 7d6 Energy Blast, No Normal Defense (Electrical Insulation) 3

75 Slow Motion: 5d6 SPD Drain, Ranged 3

73 Timestorm: 20" Teleport, + 3d6 Aid to Dexterity, Linked (-½) + 2d6 Aid to Intelligence, Linked (-½) 4

75 Trap in Time: 5d6 Entangle, Entangle is Transparent to Attacks (+¼), Personal Immunity (+¼) 3

 

1 Heated: Life Support (Immunity: Intense Cold), Linked to Force Field (-½)

4 Immune to Energies: Life Support (Immunity: Intense Heat, High Radiation)

 

Skills:

 

5 Global Guardians Package Deal

Fringe Benefit: International Police Powers

Criminology 12-

Deduction 12-

Knowledge Skill: Known Superhuman Criminals 13-

Paramedics

Team Base Donation

Team Communicator

Hunted by Tarot 8-

Monitored by All of the World's News Agencies 11-

Social Limitation: Celebrity

2 Language Skill: Spanish

2 Professional Skill: One Man Wrecking Crew 11-

3 Scholar (Obsessive Tendencies)

2 Knowledge Skill: Architecture 12-

2 Knowledge Skill: Courtroom Procedure 12-

2 Knowledge Skill: Ethics 12-

2 Knowledge Skill: Jurisprudence 12-

2 Knowledge Skill: Law 12-

2 Knowledge Skill: Legal Research and Analysis 12-

2 Knowledge Skill: Philosophy 12-

2 Knowledge Skill: World Legal Systems 12-

3 Tactics 12-

 

Disadvantages:

 

10 Distinctive Feature: Huge, Tattooed, Hairless and an odd accent.

20 Psychological Limitation: Code Against Killing

20 Psychological Limitation: Code of Conduct - The Gladiator Code

15 Psychological Limitation: Brash

15 Psychological Limitation: Incorruptible

15 Psychological Limitation: Overconfidence

15 Social Limitation: Public Identity

10 Social Limitation: Reared under Unusual Circumstances

20 Vulnerability: x2 STUN from Cold Attacks

20 Vulnerablity: x2 BODY from Cold Attacks

 

Characteristics Cost = 144

Powers Cost = 321

Skills, Perks and Talents Cost = 31

Total Cost = 500 points

Base Points = 350

Disadvantages = 150

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