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Enforcer84

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Character Name: Golden Dragon

Alternate Identities: Ryu Tokishiru

Player Name:

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CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
35 STR 10 5 35 16- HTH Damage 7d6 END [2]
29 DEX 10 30 29 15- OCV 10 DCV 10
30 CON 10 20 30 15-
22 BODY 10 4 22 13-
10 INT 10 0 10 11- PER Roll 11-
11 EGO 10 2 11 11- ECV: 4
25 PRE 10 5 25 14- PRE Attack: 5d6
10 COM 10 0 10 11-
             
             
12 PD 7 5 12/25   12/25 PD (0/13 rPD)
10 ED 6 4 10/23   10/23 ED (0/13 rED)
6 SPD 3.9 1 6   Phases: 2, 4, 6, 8, 10, 12
16 REC 13 6 16  
60 END 60 0 60  
55 STUN 55 0 55    
7" Running 6 0 7"    
2" Swimming 2 0 2"    
7"/3 1/2"" Leaping 7 0 7" 82 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 121
Spent: 121
Unspent: 0
Base Points: 200
Disad Points: 130
Total Points: 451
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (7") 7"
V. Leap (4") 3 1/2"
Flight 12" [96" NC]
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  5' 9"
Weight:  165 lbs
Description:
Athletic, average height, wears a gleaming metallic suit of armor that seems to be made of liquid gold with silver inlayed features. Dragons figure prominately in the motif. Oddly enough, they are oriental, rather than aztec in appearance.

MARTIAL ARTS MANEUVERS
Cost  Maneuver
Karate
12
1) +3 HTH Damage Class(es)
4
2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
3) Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6
4
4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +25 STR to Disarm roll
4
5) Escape: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5
6) Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +7d6 Strike
3
7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +4d6 Strike, Target Falls
4
8) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +5d6 Strike
40 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 12/25 Current BODY:
Res. Phys. Defense 0/13  
Energy Defense 10/23 Current END:
Res. Energy Defense 0/13  
Mental Defense 7 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels: +5 with HTH Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Block 1/2 +2 +2 Block, Abort
Chop 1/2 -2 +0 HKA 1d6
Disarm 1/2 -1 +1 Disarm; +25 STR to Disarm roll
Escape 1/2 -- +5 Dodge, Affects All Attacks, Abort
Kick 1/2 -2 +1 STR +7d6 Strike
Legsweep 1/2 +2 -1 STR +4d6 Strike, Target Falls
Punch 1/2 +0 +2 STR +5d6 Strike
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
2 +1" Running (7" total) 1
5 Focus: +5 Mental Defense (7 points total)
7 Instant Change: Transform 2d6: into and out of Superhero costume (Cosmetic) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1
Dragon Armor, all slots: Only In Heroic Identity (-1/4)
20
1) +20 STR, Reduced Endurance 1/2 END (+1/4) (29 Active Points) (Modifiers affect Base Characteristic)
1
22
2) +9 DEX (27 Active Points)
16
3) +10 CON (20 Active Points)
16
4) +10 BODY (20 Active Points)
8
5) +10 PRE (10 Active Points)
16
6) +2 SPD (20 Active Points)
39
7) Armor (13 PD/13 ED), Hardened (+1/4) (49 Active Points)
8
8) Flash Defense (10 points) (Sight Group) (10 Active Points)
41
9) Flight 12", x8 Noncombat, Usable Underwater (+1/4), Combat Acceleration/Deceleration (+1/4) (51 Active Points)
5
26
10) Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Longevity: 200 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week (32 Active Points)
20
11) Martial Arts Prowess: Find Weakness 12- (Related Group of Attacks (Karate)) (25 Active Points)
21
12) Danger Sense (Sensitivity: Any Danger) (26 Active Points) 12-
267 Total Powers Cost

SKILLS
Cost  Name
25 +5 with HTH Combat
3 Acrobatics 15-
3 Breakfall 15-
3 Climbing 15-
5 Defense Maneuver: I-II
2 KS: Archeology 11-
2 KS: Karate 11-
2 Professional Skill: Sensai 11-
3 Stealth 15-
3 Streetwise 14-
3 Tracking 11-
1 Weapon Familiarity: Unarmed Combat & Clubs, Karate Weapons
3 Linguist
2
1) Language: English (Completely Fluent, w/Accent) (3 Active Points)
0
2) Language: Japanese (Idiomatic, native accent; Native Language)
1
3) Language: Portugese (fluent conversation) (2 Active Points)
1
4) Language: Spanish (fluent conversation) (2 Active Points)
62 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
10 Accidental Change: Takes body in Normal ID 11- (Uncommon)
10 Dependent NPC: Uncle 8- (Normal; Unaware of character's adventuring career/Secret ID; Useful noncombat position or skills)
10 Distinctive Features: Style Disadvantage: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Hunted: Minor Crime Lord: 11- (Frequently), As Powerful, Harshly Punish, Extensive Non-Combat Influence
10 Hunted: Snap Dragon: 8- (Occasionally), As Powerful, Harshly Punish
10 Hunted: Green Dragon 8- (As Pow; Harshly Punish)
15 Secret Identity: Ryu Tokoshiru: Frequently (11-), Major
20 Code Against Killing: Common, Total
20 Honorable: Common, Total
5 Rivalry: Hitoro Motsumoto Romantic (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
130 Total Disadvantages Cost
Height: 5' 9" Hair: Brown
Weight: 165 lbs Eyes: Brown
Appearance: Athletic, average height, wears a gleaming metallic suit of armor that seems to be made of liquid gold with silver inlayed features. Dragons figure prominately in the motif. Oddly enough, they are oriental, rather than aztec in appearance.
Personality: Ryu is a good kid. He believes in honor, defending those who can't defend themselves and providing for those less fortunate. This jives well with the pendant's guarduan. He can (at this time) summon a sleek "battle suit" that seems to be mad of precious metals (gold and silver) with gemstones for eyes and etched dragon motifs. At the moment the suit provides flight, characteristics, and defense.

Quote:"You're messing with a Dragon my friend. It doesn't bode well for you.
Background: Ryu Tokishiro is an american martial arts champion (junior levels) whose uncle, an archeologist working in South America gave him a summer job. During his internship they found themselves in a previously discovered set of aztec ruins. The ruins had been discovered three years prior and several noted archeologists had been working there. The elder Tokishiro was invited and took leave from his post at Stanford University. Ryu was enjoying the work. He developed an interest in archeology as a child when his uncle would send him trinkets from around the world.

During an excavation, a wall caved in revealing a secret passage behind it. Several of the archeologists and their assistants entered. The passage went deep into the gound with several branches veering off into long winding corridors. Ryu and his uncle found themselves alone down a particularly long passage that ended in a door. Although his uncle had been unable to open it, for Ryu the door swung open effortlessly. It was in the chamber that a small, ruby pendant sat on a pedestal. Ryu entered the room and the door closed.

He heard a voice in his head. It told him that he had been chosen worthy to bear the mantle of Quetzequatl, to defend the good and innocents of the world against evil. The door openned and Ryu staggered out. The pendant disappeared.

Powers/Tactics: A skilled martial artist with a suit of powered armor to back him up.
Campaign Use: 
Character created with Hero Designer (version 1.47)
and for my next trick... A Challenge!I want a villain. A technologically based bruiser who did not design his equipment. He must also be From either Europe or Asia, not a bumbling moron, and a potential rival for Fiacho.
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Just finished this guy. He's sort of a cross between Spider-Man and Superman. Superman's Hercules vibe, Spider-Man's emotionally and socially awkwardness. Now I just need a costume... Keep in mind that his STR Boost uses a limitation not acceptable to all GMs.

 

Origin:

Still working on it, but it has the following elements.

  • Parents are scientists working for hi-tech merc cartel
  • Parents and cartel dug up lion-skin with blood stains. Lion-skin is inexplicably uncutable. Blood stains are similarly inexplicably inseperable from hide. That is until Tom's would-be father theorizes that the proteins are "locked" somehow and that they just need to apply a unlocking protein. After some marginal success using proteins from bird feathers, Tom's Mother-to-be makes a guess and applies proteins from a peacock feather. The blood cells come right off.
  • And attempt to grow a child in-vitro from both Mr and Mrs Banner with DNA grafted from the blood sample fails. Turns out they can't graft it on, for some reason. What they can do is synthesize an artificial spermatazoa from the blood sample and impregnate Mrs. Banner with it.
  • Mr. Banner doesn't like that idea.
  • As an infant Tom is separated from his parents and the cartel. Tom winds up being raised by distant relatives. The cartel believes Tom to be dead.
  • Though always amazingly strong and healthy as a child, Tom never develops super-powers until his teens when Mr. Banner (after re-finding Tom) sets some were-snakes on him to test the success of the experiment (or just kill Tom and resolve that particular issue with his wife).

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This is my very late response to the entangler/nonlethal hero challenge. Keep in mind as you read this that 1) this is my first full-blown HERO character ever 2) I'm not a comic book buff like most here, and 3) I don't have HERO Designer, so I have to rely on my own limited HTML ability. With all that said:

Popsicle Princess
Anastasia Vanderbilt
* * * * * *
Value Char Cost Notes
8 STR (1 point) 11-, lift 75 kg, 1 1/2d6
13 DEX (12 points) 12-, OCV 4/DCV 5
8 CON (-4 points) 11-
12 BODY (12 points) 11-
13 INT (3 points) 12-, PER roll 12-
13 EGO (16 points) 12-, ECV 4
6 PRE (-4 points) 10-, PRE Attack 1d6
18 COM (5 points) 13-
3 PD (1 point) [10 points total PD vs. STUN, 20 vs. BODY; see below]
3 ED (1 point) [10 points total ED vs. STUN, 20 vs. BODY; see below]
3 SPD (14 points) Phases: 4, 8, 12
4 REC (0 points)
18 END (1 point)
16 STUN (-4 points)
Characteristics Cost: 54 points [Note: Upon hitting age 11, 32 points will suddenly become available from here. Use 30 to buy off Age and Always Small; use the remaining 2 and any spare experience to buy up stats.]
Movement: Running 5" (10")

Swimming 2" (4")

Leaping 1 1/2" (3")

[Note: Leaping was calculated with the mass optional rule]
Powers:
-2 -1" Running
-1 -1" Leaping
21 Too Cute To Hurt: Armor (7 rPD/7 rED)
22 Too Young to Die: Armor (13 rPD/13 rED) (39 Active Points); Does Not Protect Against STUN (-3/4) (22 real points)
2 And Too Stubborn To Let Live: 5 Mental Defense
30 Preservation of Innocence: 30 Mental Defense, Hardened (+1/4) (37 Active Points), Only To Fend Off Effects That Would Compromise Her Innocence (-1/4) (30 real points)
5 The Good Guys Always Win: Luck 1d6
50 Magical Ice Powers: 125-point Multipower Reserve (125 Active Points); Gestures (-1/4), Incantations (-1/4), OAF (Glitter Scepter, -1) (real cost 50 points)
3u "Freeze!" (or "Block it off!" in barrier mode): Entangle 4d6, 8 DEF (60 Active Points); Vulnerable (to fire/heat, -1) (30 real points) 6 END
8f "Everybody freeze!": Entangle 5d6, 8 DEF, Explosion (cone, loses 1 die for every 3"; +3/4) (114 Active Points); No Range (-1/2), Cannot Form Barriers (-1/4), Vulnerable (to fire/heat, -1) (41 real points) 11 END
2u "Slippery slide!": Minor Transform 2d6 (object to ice-coated object, requires DEX roll to handle, heals back with normal application of heat) (20 Active Points) 2 END
2u "Great big slippery slide!": Change Environment 8" radius, -4 to DEX rolls to move on, Long-Lasting (lingers 1 hour after END is last paid) (39 Active Points); Only Affects Characters Who Are On the Ground (-1/4), Increased END Cost (x2, -1/2), Limited Range (half normal range, -1/4) (real cost 20 points) 8 END
4u "Chill out!": Drain SPD 2d6+6, Delayed Return Rate (1 Minute; +1/4), Ranged (+1/2), Reduced END (1/2 END, +1/4) (80 Active Points); ED Applies (-1), Linked (to other half of "Chill out!" outside the multipower, -1/4) (36 real points) 3 END
11f "Everybody chill out!": Drain SPD 3d6+9, Delayed Return Rate (1 Minute; +1/4) Explosion (cone, loses 1 die for every 2"; +1/2), Reduced END (1/2 END, +1/4) (120 Active Points); ED Applies (-1), Linked (to other half of "Everybody chill out!" outside the multipower, -1/4) (real cost 53 points) 5 END
3u "Cool off!": Dispel Fire/Heat Powers 8d6, Expanded Effect (any one fire/heat power one at a time, +1/4) (30 Active Points) 3 END
4u "Cool off everything!": Dispel Fire/Heat Powers 10d6, Explosion (cone, loses 1 die for every 2"; +1/2), Expanded Effect (four nearest fire/heat powers within the cone that can be affected, +1) (67 Active Points); No Range (-1/2) (real cost 45 points) 7 END
2u "Cool down!": Change Environment 16" radius, lower temperature 2 levels, Long-Lasting (lingers 20 minutes after END is last paid) (33 Active Points); Increased END Cost (x2, -1/2), Limited Range (half normal range, -1/4) (19 real points) 7 END
Total Multipower Cost: 87 points [Note: Usual form of "Everybody chill out and freeze!" multi-attack: Drain SPD 2d6+6, Entangle 2d6, 3 DEF, and (from outside) 4d6 Touch Group Flash. This costs 8 END and uses up 124 of the 125 points available.]
7 "Chill out!": Touch Group Flash 5d6, Increased Maximum Range (375", +1/4), Reduced END (1/2 END, +1/4) (22 Active Points); Gestures (-1/4), Incantations (-1/4), OAF (Glitter Scepter, -1), Linked (to other half of "Chill out!" inside the multipower, -1/2) (real cost 7 points) 1 END
11 "Everybody chill out!": Touch Group Flash 6d6, Explosion (cone, loses 1 die for every 4"; +1), Reduced END (1/2 END, +1/4) (40 Active Points); No Range (-1/2), Gestures (-1/4), Incantations (-1/4), OAF (Glitter Scepter, -1), Linked (to other half of "Everybody chill out!" inside the multipower, -1/2) (real cost 11 points) 2 END
Powers Cost: 184 points
Skills:
5 Little: +1 DCV
1 High Society 8-
1 KS: Catholicism 8-
2 KS: Nonviolent G-Rated Pop Culture 11-
1 PS: Flute Playing 8-
Skills Cost: 10 points
Perks:
1 Rich Parents 8- (Contact has very useful resources, Contact limited by ID) [Notes: Contact has more money than they're willing to actually share, but are willing to share enough for 1-point extra usefulness]
Talents:
1 Icewalking
Total Character Cost: 250 points
Disadvantages:
20 Normal Characteristic Maxima
15 Age 10- [Note: 7 years old; Characteristics done the "better/more realistic" way suggested in the FAQ]
20 Distinctive Feature: Little Girl (Not Concealable, Always Noticed And Causes Prejudice, Detectable By Commonly-Used Senses)
15 Physical Limitation: Character Is Always Small (50 kg, takes +3" KB) (All The Time, Slightly Impairing)
20 Psychological Limitation: Code vs. Killing (Common, Total)
20 Psychological Limitation: Innocent and Naive (Very Common, Strong)
10 Psychological Limitation: Clueless About Boys (Common, Moderate)
20 Social Limitation: 7:00 Bedtime (Very Frequently, Major)
10 Social Limitation: Doctrinaire Parents (Frequently, Minor)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Vulnerability: Mental Illusions (Uncommon, x1.5 Effect)
Disadvantage Points: 100 points [Note: Well, 170, but only 100 count...]
Base Points: 150 points
Experience Required: 0 points
Total Experience Available: 0 points
Experience Unspent: 0 points
Appearance:Anastasia is a beautiful little girl, barely shy of the perfect weight for her 4' 2". Her blue eyes are filled with happiness and wonder, her brown hair is straight but with plenty of body and usually loose, and typically she's dressed in fine clothes. All in all, she's someone you'd expect to grow up to be a supermodel.Her "Popsicle Princess" outfit is a fancy ice-blue gown with a few white and glittery iridescent touches and an intricate snowflake design in the front plus a silver tiara with a snowflake motif and blue topazes set in it. While in it, she generally wears her hair in a ponytail. At her side, in the rare cases it's not in her hand, is an ice-blue scepter topped with what looks like an enormous blue topaz and covered in iridescent blue glitter. In order to hide from her parents, she also wears a blue Halloween mask which covers her nose as well as the eye area and has been decorated with iridescent glitter.Personality:Anastasia isn't quite as spoiled as most rich kids, but she still takes some things for granted that she really shouldn't; basically, if middle-class kids get it, she assumes she'll always have it -- and that other people have it as well. Worse, she feels like she's entitled to the powers she wished for. She's very imaginative, which can prove useful -- particularly with her intelligence -- but can also be exploited. She still believes in all the magical things little kids do, including many things that, even in a superheroic world, aren't real. She's also firmly of the beliefs that the good guys always win and violence is something only bad guys do. She's been sheltered to the point that while she knows basic high-class manners, she'd do poorly in the face of most any other subculture -- or the mainstream culture, for that matter. When in doubt, she takes cues from Disney movies.Quote: "Stop, bad guys! I'm the Popsicle Princess, and that makes me the good guy! You're going to lose now!"Background:Arnold and Emma Vanderbilt firmly believe in one central guiding principle when it comes to parenting: Shelter a young child from everything bad, and the child will grow up to be a much better person than everyone else. Their bar for "child-safe" is very high, so much so that Pokemon and even many private schools come up short. Don't even think about the Internet...Thus, the Vanderbilt mansion is in the unassuming community of Walnut Heights, far from the cities where crime is rampant, to minimize the possibility of random exposure. Additionally, Anastasia wound up in a Catholic girls' school, not because of any religious devotion on the part of her parents, but because only that school would be strict enough in regulating Anastasia's exposure to various stimuli to satisfy the Vanderbilts. Thus, she has lived her early life either confined to school ground or confined to the Vanderbilts' property, where everything that could potentially give her access to anything not double-G-rated is kept out of her reach.For a while, Anastasia had no reason to question the tightly controlled life she lived. After all, she got most things she wanted, even if sometimes she was made to sweep a room or the like before it would be given to her. But of course, even sheltered rich little girls have fantasies; dreams of wielding magic, of going off on adventures just like in a Disney movie...One year ago, the Vanderbilts got as their latest knickknack an Arabian-style oil lamp. Naturally, this caught Anastasia's attention, and she put extra effort into arranging chairs and big books and hard cushions and other such things so that she could climb up to the shelf where the lamp was held. Once she got hold of it, she immediately rubbed it, hoping for a genie to pop out and grant her three wishes.The genie came out all right, to Anastasia's delight (and mild fear, as he looked scarier than the one in Aladdin)... but to her disappointment, said he would grant her one wish before he would move on to enjoy his freedom."Only one?! But genies are supposed to grant three wishes!""Very few people have the opportunity to have even one wish granted, young one. Choose wisely.""Well, that's not very good! ...Hrm... I wish I were a magical princess!"The genie nodded, then waved his arm, leaving Anastasia in a beautiful gown with jewelry and a scepter that was cool to the touch and was capped with a huge gem that throbbed with power from within."That scepter is very powerful," the genie admonished as she stared at it in awe. "Guard it well." And with that, he vanished.Now, Anastasia wasn't stupid, even at that age. She knew she'd done something her parents didn't want her to do, so she has been careful to hide her new things, especially what she dubbed the Glitter Scepter, and to learn what magic she had gained through covert testing. Of course, a large sheet of ice over the courtyard can only be so covert, so it wasn't long before her parents started worrying.Nor was it long before Anastasia decided that she should call herself the Popsicle Princess and live the life of a hero, which would of course involve frequent escapes from the mansion... Fortunately, when the genie gave her the costume and scepter, he also transformed her subtly by infusing minor magics into her being that would manifest in sympathetic ways. Thus, she's significantly more effective than an ordinary little girl, just like good guys are "supposed to be", and is partially shielded from things that never happen to kids' heroes.For roughly a year now, the Popsicle Princess has been stopping the various thugs and other minor criminals that have started to filter into the increasingly affluent community. Her parents have gone from ignorance to worry about her frequent disappearances to feeling that something is amiss, but haven't quite made that final connection. And Anastasia hasn't yet wondered just what, exactly, she was made princess of as a result of that wish...Tactics:The Popsicle Princess is surprisingly powerful so long as she keeps the Glitter Scepter in hand... and she herself is very smart for her age. Rather than risking close combat, she'll try to disable her foes from a distance if she can. That said, she does realize that her area of effect powers are only effective up close, so she will use them if two or more foes draw too near. Freezing her foes in ice is her preferred (and usually initial) tactic, but she'll use her other powers in situations where freezing someone solid obviously isn't working. However, she's too young to be very subtle in her tactics for the most part.Campaign Use: The obvious thing to do is play her for laughs. She has potent powers, but a big weakness in her reliance on a single Obvious Accessible Focus and little staying power besides. Not to mention she has cheesy dialogue and so many things she doesn't know better about...Likewise, in a four-color campaign, perhaps after Anastasia's parents realize what she's actually doing, the team could be hired as babysitters for her. Aside from the possibility of having hijinks ensue, perhaps a mentorship or similar relationship could result from such a situation.On a more serious note, the Popsicle Princess is a potential vehicle through which to explore the theme of innocence. (Note that most of her defenses are currently dependent on that quality, or at the very least on her youth.) In a dark campaign, a few "snapshots" of her at various stages of decay could be a good way of illustrating what a horrible place the campaign world is.As a less dark but still serious option, perhaps when Walnut Heights finally attracts a supervillain for the first time. The heroes are called in only to find that there's a little girl with a magical scepter trying to fight him off too. Do they try to shelter her and find her parents, aid or teach her, ignore her, or do something else entirely?There's also the wide-open plot hook of her unknown, presumably magical domain. Perhaps her subjects are seeking her out, which in itself could be very good or very bad depending on the character of that place. Perhaps they don't know where to look, and the heroes come upon the hidden place before they even know of Anastasia's existence. Maybe her ties to the kingdom are deeper than they seem, and the wish merely made something that was hidden manifest; it even may have been set up, with the genie(?) not as powerful as he seemed.As written, the Popsicle Princess is only really suitable for use in a Standard Superhero or higher-powered campaign, as she's built as a Low-Powered Superhero. To power her down, take away the conical versions of her attacks and shrink the Multipower Reserve to match.Powering her up beyond simply increasing her STUN and defenses so she doesn't fall over in a stiff breeze makes little sense unless you're aging her, in which case her Multipower Reserve could be increased, the various fixed slots made flexible to allow her to make more complex attacks, an Aid Ice Powers ability thrown in outside the Multipower, her conical attacks changed from Explosions to full Areas Of Effect (Cone), and some Hunteds thrown in since she'll have had time to accumulate them. Perhaps a few new Perks or even Summons would fit if she's learned about her kingdom and this is positive. Note that unless you're going the loss-of-innocence route, she probably won't develop powers that do BODY damage to any living thing or otherwise negatively impact their BODY.I can't participate in the current challenge, seeing as I'm completely unfamiliar with the Champions Universe, so that's left to the non-newbies here. ;) Hope this was at least good for a laugh... -- Pteryx
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Slam Hand

 

Player:

 

Val Char Cost
40 STR 30
21 DEX 33
36 CON 52
30 BODY 40
28 INT 18
23 EGO 26
25 PRE 15
15 COM 3
10/40 PD 2
10/40 ED 3
5 SPD 19
15 REC 0
72 END 0
76 STUN 8
33" RUN02" SWIM08" LEAP0Characteristics Cost: 249

 

Cost Power END
16 Tough Skin: Energy Damage Reduction, 50% (20 Active Points); Conditional Power Power does not work vs. magic (-1/4)
24 REALLY Tough Skin: Physical Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Power does not work vs magic (-1/4)
10 REALLY, REALLY Tough Skin: Damage Resistance (10 PD/10 ED)
44 Cybernetic Body: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing
60 Battle Vest: Armor (30 PD/30 ED) (90 Active Points); OIF (-1/2)
75 Slam Fists: Multipower, 60-point reserve, all slots: Reduced Endurance 1/2 END (+1/4) (75 Active Points)
5u 1) Block Fists: Force Wall (9 PD/9 ED/5 Flash Defense: Sight Group) (50 Active Points) 2
6u 2) Slice Fists: Killing Attack - Hand-To-Hand 3d6 (plus STR) (vs. PD), +1 STUN Multiplier (+1/4) (56 Active Points) 3
5u 3) Shred Fists: Killing Attack - Hand-To-Hand 2d6 +1 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (52 Active Points) 3
5u 4) Blade Fists: Killing Attack - Hand-To-Hand 2d6 +1 (plus STR) (vs. PD), Autofire (5 shots; +1/2) (52 Active Points) 3
3u 5) Pound Fists: Hand-To-Hand Attack +6d6, Double Knockback 2x KB (+3/4) (52 Active Points); Hand-To-Hand Attack (-1/2) 3
5u 6) Extension Fists: Stretching 12" (60 Active Points); Always Direct (-1/4) 3
4u 7) Punch Fists: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2) 3
6u 8) Sling Fists: +27" Running (33" total), x4 Noncombat (59 Active Points) 3
7 Defensive Goggles: Flash Defense (10 points) (Sight Group) (10 Active Points); OIF (-1/2)
3 Shielded Helmet: +5 Mental Defense (10 points total) (5 Active Points); OIF (-1/2)
15 Encrypted Radio Link: Mind Link (Specific Group of Minds), No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4)
60 Enhanced Regeneration: Healing 2d6 (max. Healed Points: 12) (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (90 Active Points); Self Only (-1/2)
Powers Cost: 353

 

Cost Martial Arts Maneuver
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls
Martial Arts Cost: 21

 

Cost Skill
5 Breakfall 14-
5 Bureaucratics 15-
5 Climbing 14-
10 +2 with HTH Combat
5 Conversation 15-
5 Criminology 16-
5 Deduction 16-
8 Defense Maneuver: I-III
5 Gambling (Card Games, Chess) 16-
5 Interrogation 15-
11 Oratory 18-
11 Persuasion 18-
5 Sleight Of Hand 14-
7 Streetwise 16-
5 Tactics 16-
5 Teamwork 14-
2 WF: Common Melee Weapons
3 Linguist
3 1) Language: English (idiomatic) (4 Active Points)
3 2) Language: French (idiomatic) (4 Active Points)
3 3) Language: German (idiomatic) (4 Active Points)
3 Scholar
2 1) KS: Wrestling (3 Active Points) 12-
2 2) KS: Superheroes (3 Active Points) 12-
2 3) KS: Superhuman World (3 Active Points) 12-
1 4) KS: Supervillans (2 Active Points) 11-
3 Traveler
2 1) AK: Europe (3 Active Points) 12-
2 2) AK: Russia (3 Active Points) 12-
2 3) AK: Germany (3 Active Points) 12-
1 4) AK: France (2 Active Points) 11-
Skills Cost: 136

 

Cost Perk
10 Money: Wealthy
6 Vehicles & Bases (30 Base, 0 Disad)
Perks Cost: 16

 

Cost Talent
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
16 Combat Sense 16-
21 Danger Sense (Sensitivity: Out of Combat) 16-
Talents Cost: 46

 

 

Total Character Cost: 821

 

Val Disadvantages
25 Distinctive Features: 6' Ape-Man With Cybernetic Arms (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
15 Hunted: Eurostar 11- (As Pow; Harshly Punish; Limited Geographical Area; Extensive Non-Combat Influence)
15 Hunted: UNTIL 11- (As Pow; Mildly Punish; Extensive Non-Combat Influence)
15 Psychological Limitation: Honorable (Uncommon; Total)
15 Psychological Limitation: Wants To Be The Crime Lord Of Europe (Uncommon; Total)
15 Reputation: Head Of The Organization 11- (Extreme)
10 Rivalry: Professional (Fiacho; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
10 Vulnerability: 2 x STUN Magic-Based Attacks (Uncommon)
10 Vulnerability: 2 x BODY Magic-Based Attacks (Uncommon)
20 Susceptibility: Pure Green Jade 1d6 damage, per Segment (Uncommon)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 471

Total Experience Available: 471

Experience Unspent: 0

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Originally posted by OddHat

Well I liked her. :)

 

I can't see how to use her in my current campaign except as background, but I also liked the plot ideas. Well done.

 

Why, thank you. :)

 

Originally posted by zakueins

Slam Hand

 

And the new challenge is...? -- Pteryx

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Slam Hand's my entry into the contest for a rival to Eurostar. His details...

 

Background/History:Slamhand doesn't like to talk about his past, but a few facts are clear.

 

He was a part of the Soviet Union's superhero program during the last few years of it's existance. What little documentation survives indicates that he was brought into the program for the same reason as Durak-he was arrested and the KGB needed a test subject. The modifications were apparently a combination of genetic modifications and cybernetic implants. These implants, which were supposed to keep him controllable, increased his intellegence and Slamhand escaped after killing many of the people guarding him.

 

He snuck into Europe, and started to build up a criminal empire in the early '90s. Working mostly through proxies and pretending to be merely the "Boss's dumb enforcer", Slamhand would be arrested several times, but escape and rebuild. Deciding that he would need something to help him keep control, he would later form The Outfit-a supervillan group-to ensure that The Organization (the crime group he was creating) was safe from superhero attacks.

 

The rivalry he has with Fiacho is simple-he recognizes that a united Europe under Eurostar will merely make it difficult to impossible for The Organization to operate. Also, the "noise" that Eurostar generates causes contacts and resources to be busted or to go dormant, a state of affairs that Slamhand hates. A few times, The Outfit and Eurostar have tangled, but Fiacho believes that the mysterious "Boss of Bosses" is ordering the attacks, through his most important of minions, Slamhand.

PERSONALITY/MOTIVATION:

Slamhand wants power. He wants it, and the fear and respect that such power gives him. He, however, is not an egomaniac-he merely wants to rule the criminal underworld, and to ensure that nobody bothers him, ever. Slamhand, oddly enough, is honorable to a fault-his word is his bond, and nobody has ever caught him breaking it. His friends are well protected and lavishly rewarded. And, he always kills his enemies.

 

He rarely loses his temper, and prefers to work both indirectly and carefully. The few rare times he has to act directly, he is extremely violent and efficent.

QUOTE:"Now, you shall face the power of my fists."

POWERS/TACTICS:Slamhand's abilities are based upon his various cybernetics and biological modifcations. Entirely hand-to-hand based, he prefers to attack and move on. He works very well in a team context, and has absolutely no problems with killing his opponents.

 

For some reason, Slamhand is extremly vulnerable to magic-it bypasses all of his defenses except his armored vest, and pure green jade is poisonous to him. He still doesn't know why.

APPEARANCE:Slamhand is a 6' semi-gorllia, with huge cybernetic arms and legs, dark brownish fur, and a big grin on his face. He wears massive goggles and a helmet to protect him against mental attacks, and he uses an encrypted radio link to talk with the rest of his team.

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Alright, submitted for your approval.

I give you "Captain Incredible" and "Incredible Woman"

 

Background: Jack and Jill were two ordinary fraternal twins. They got their power from their mom. An unforseen side effect is when the activate the powers, the fuse into one being. Either Captain Incredible or Incredible Woman. (Currently Incredible Woman only shows up if Jack is unconscious when transforming)

 

Personality: Captain Incredible is the classic teenager given superpowers. Although he tries to act mature, the power is...well...incredible. Incredible Woman acts more mature and much more willing to talk. Of course, now Jill wants equal hero time.

 

Quote: (as Jill) "Jack, if you say, 'Wonder Twins Power, Activate', I'll swear I'll belt you when we change back." (as Captain Incredible) "Surrender! You can't win against my Incredible Might!" (As Incredible Woman) "Look, I'm not just a pretty face in tights. Give up now, and I'm sure the authorities will go easy on you."

 

Appearance: Captain Incredible/Incredible Woman is an impressive 7 feet tall with impressive features (22 COM).

 

Campaign Use: Used as a NPC rival hero, they are amazingly well-loved by the public as superstars. Used as a supervillian, Jack has begun to use his superpowers to get everything that he every wanted. Either Jill is willing to go along with this, or is fighting for control and attoning with Incredible Woman.

 

Edit: Forget to mention to transform, the twins must touch. No transforming across town allowed. :)

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Captain Incredible / Incredible Woman

 

50 STR 40

28 DEX 54

30 CON 20

20 BODY 20

20 INT 10

20 EGO 20

15 PRE 5

22 COM 6

10 PD 0

10 ED 4

6 SPD 22

16 REC 0

60 END 0

60 STUN 0

---------- 221

 

45 Full Life Support (Incredible Constitution)

45 Incredible Movement Multipower

4u +15" Running, 0 END

4u +15" Swimming, 0 END

4u 15" Flight, 0 END

4u 15" Flight, 1/2 END, Megascale +1/4

 

60 Armor 20 PD, 20 ED

Multiform removed (Jack and Jill)

-----

166

 

Disadvantages

10 Physical: Young

10 Psychological: (As Captain Incredible: Loves using powers) (As Incredible Woman: Avoids combat unless neccessary)

10 Physical: Unable to maintain heroic forms for long periods

5 Distinctive Features: 7 feet tall, very attractive

10 DNPC: Mom (Retired Superhero), Competent, 14 or less

 

Note: GM is encourage to add more disadvantages to make the total balance. Unless this is a group class villian, in which case, add more stuff!

 

Edit: Removed Multiform (see post below)

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Originally posted by Blue Jogger

I'm still trying to decide if the Perk, Loved by the Public is a 3 point perk or not.

 

3 points sounds about right. IIRC, it's the same cost as "member of the lower nobility," which sounds about right for a popular celeb but not quite a superstar.

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I was thinking that one of the multiforms is the twins.

 

The twins form has duplication (as of 5th, Always On, is a +0 modifier for duplication). The twins are not built on the same points as Captain Incredible or Incredible Woman. Although I think the twins needs to buy the Multiform (as one can argue that's the true form) as well as the Duplication.

 

When they are touching, they are allowed to multiform to another form either Captain Incredible or Incredible Woman depending on EGO rolls, phase of the moon, and which one is conscious.

 

Also, not an official rule, but the 20 BODY is reflective of 10 BODYs of each twin. If Jack takes 7 BODY and Jill takes 3 BODY, then the combine form has loss 10 BODY. If he takes an additional BODY loss, then it is split between forms.

 

Also, if one of the twins is unconscious, the INT and EGO goes down to 10 for the combined form.

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I'm removing the Multiform from Captain Incredible and moving it to the twins. The twins should be considered "the true form". Jack has won the toss, and Jill is the duplicate. However, I made it "Inherent" to prevent someone from Draining Jill away (she's a real twin).

 

Incredible Woman is simular to Captain Incredible. They should develop in different directions, however.

The twins have the following Powers:

 

Jack

100 Multiform to Captain Incredible

X Duplication (Jill), Inherent

 

Jill

100 Multiform to Incredible Woman

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Multiform and Duplication becomes really complicated.

 

My original thought was, Multiform. One of the forms (twins) has Duplication. If you Multiform out of the Duplication then the Duplicate also vanishes.

 

Ok, but this is the twist. Jack can (unless Jill refuses) multiform into Captain Incredible. Jill can (when Jack is unconscious) can multiform into Incredible Woman. But with Duplication you suddenly have "the real one" and the duplicates. So I labelled Jill the duplicate (life is so unfair).

 

Now, can Jill multiform (not herself, the twin form) being the duplicate and not "the real one". ((smacks head)) Ok, if we don't want lots of handwaving, we can put the Multiform on a trigger so that Jill can trigger's Jack Multiform to Incredible Woman. This makes it cheaper since Jack already has the power (another form costs 5 points vs. 100 points for Jill to Multiform). This one, as far as I can figure, is the closest to being "street legal". Since it's a cool idea, I wanted it to be playable as a player character (at least the concept) and not just another NPC.

 

I think if someone wanted to play something simular to this, they would need to talk to the GM. Although it shouldn't be this much of headache. :o

 

Edit: The FAQ states:

 

Q: If a character has Multiform, and one of his forms has Duplication but his true form does not, what happens if, while in that form and Duplicated, he changes form back to his true form?

 

A: When the character changes form back to the form that lacks Duplication, the Duplicate vanishes. For this reason, the GM should only let the base character change form if he’s in contact with his Duplicate, and/or spends a Full Phase (as if recombining), or meets any other restrictions that seem appropriate for the special effect.

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Challenge Answered

 

Eyeball Monster (Ocularian)

 

Characteristics:

Cost Characteristic Value

-40 Strength -30

129 Dexterity 53

-20 Constitution 0

40 Body 30

13 Intelligence 23

56 Ego 38

0 Presence 0/20*

-5 Comeliness 0

0 Physical Defense 0

0 Energy Defense 0

37 Speed 10

0 Recovery 0

0 Endurance 0

0 Stun 0

*Only for PRE-attacks based on powers, or freakishness

Combat and Roll Information:

OCV: 18

DCV: 18

ECV: 13

Combat Phases: 2, 3, 4, 5, 6, 8, 9, 10, 11, 12

Strength Roll: 3

Dexterity Roll: 20

Constitution Roll: 9

Intelligence Roll: 14

Perception Roll: 14 (24 with Perfect Sight)

Ego Roll: 17

Resistant Physical Defense: 17

Resistant Energy Defense: 17

Running Speed: 1"

 

Powers:

Cost Power

67 Eyebeam Powers: Multipower, 45-point reserve – Line of Sight (+½)

4u Laser: 3d6 RKA vs. ED - 12 Boostable Charges (-0)

4u Force Beam: 9d6 Energy Blast vs. PD – 12 Boostable Charges (-0)

4u Rays: 1d6 RKA – Autofire 5 (+1/2), 0 Endurance Cost (+1), +2 Stun Multiplier (+½)

4u Telekinetic Beam: 3 STR Telekinesis, Fine Manipulation – 0 Endurance Cost (+½), Fully Invisible (+1), Affects Desolid [fluid effects only] (+¼), Persistent (+½)

4u Beam of Slow: Drain DEX 2d6 – 0 Endurance Cost (+½), Area of Effect: 1 Hex Accurate (+½), Delayed Return Rate: 1 Minute (+¼)

4u Evil Eye: 1d6 RKA – 16 Charges (-0), BOECV (+1), Does Body (+1)

4u Interception Ray: Missile Deflection, All Attacks, Missile Reflection, +2 OCV

4u Ice Ray: 3d6 Entangle, 6 DEF – 12 Boostable Charges (-0)

4u Inferno Beam: 1d6 RKA – 0 Endurance Cost (+½), Continuous (+1), Uncontrolled [put out the fire] (+½)

4u Energy Bomb: 6d6 Energy Blast vs. ED – Explosion (+½); 12 Boostable charges (-0)

4u Mind Beam: 3½d6 Energy Blast – BOECV (+1), 0 Endurance Cost (+½)

60 Automaton Power: Takes Only Body

45 Life Support: Total

3 Lack of Weakness -3

39 Power Defense: 13

22 Mental Defense: 14 – Hardened (+¼)

80 Find Weakness with All Eyebeams 23-

108 Tough Nictitating Membrane: 12 PD/ 12 ED Armor

25 Ocularian Psychic Racial Powers: Elemental Control: 25-point pool

27 a Levitation: Flight 15â€â€“ 0 Endurance Cost (+½), Visible Only to Sight and

Mental (+¼)

25 b Darkness: Darkness to Sight and Mental, 2†Radius – 0 Endurance Cost

(+½), Persistent (+½)

26 c Force Field: Force Field 5 PD/ 5 ED – 0 Endurance Cost (+½), Hardened

(+¼)

14 d Self-Healing: Regeneration Healing 3d6 (3 BODY/turn) – 0 Endurance

(+½), Persistent (+½); Self Only (-½), Extra Time (1 Turn) (-1)

80 Perfect Sight: Physical Objects + Minds, Passive, Discriminatory, Analyze, 360’,

Microscopic (x1000), Range, Rapid (x1000), Sense, Targeting, Tracking, +10 to

Roll

 

Skills:

Cost Skill Roll

10 Defense Manuever IV 10

0 Everyeye Skills: N/A

Acting 8

Area Knowledge: Ocularia IV 8

Concealment 8

Conversation 8

Deduction 8

Knowledge Skill: Optics 11

Interrogation 8

Language Skill: Ocularian - Idiomatic N/A

Paramedic 8

Persuasion 8

Power Skill: Eyebeam Tricks 8

Power Skill: Flight Tricks 8

Shadowing 8

Stealth 8

2 Navigation: Air 14

5 Rapid Attack: Ranged N/A

5 Rapid Autofire N/A

3 Tactics 14

 

Disadvantages:

Classification Disadvantage Roll Points

Distinctive Feature Floating Eyeball 25

Physical Limit: Miniscule 15

Physical Limit: No Limbs [partially compensated by TK] 5

Physical Limit: No Taste/Smell Sense 5

Physical Limit: No Touch Sense 5

Psychological Limit: Xenophobe 20

Psychological Limit: No Understanding of Other Societies 20

Psychological Limit: Arrogant and Overconfident 10

Social Limitation: Alien 25

 

 

Total Cost: 900

 

The Ocularians are a strange race of eyeball-like beings from a far-off planet, Ocularia IV. They appear to be eyeballs about the size of a softball. They are a xenophobic race, and generally have no desire to leave their own planet (a gas giant populated only by them). Other races are generally content to leave the dangerous and unfriendly creatures alone, and the Ocularia system is avoided by any ship that knows what they are doing. Ocularian language is a form of sign language involving complex movements of the pupil and cornea that is incomprehensible to other beings. For their part, few Ocularians bother to learn other languages, and even if they did they couldn’t speak them.

Ocularians don’t really have any needs, so their society is very different from human ones. Young Ocularians spend several centuries learning how to fly, use their powers, and communicate; during this period each one is overseen by a group of adults. After they are fully grown, Ocularians choose their calling. Wardens protect Ocularia from invaders, entertainers create “art†in the gases that make up their world, overseers protect the young, enforcers settle disputes and deal with criminals, and messengers spread news across the planet, etc. After several millennia, most Ocularians die and are carried out into space by their companions. After death, Ocularians decompose quickly into space dust. A few Ocularians remain alive but slowly become weaker; these beings spend the last few centuries of their existence as revered philosophers.

Ocularians reproduce very rarely, and have lifespans so long that they are effectively immortal. The details of their reproduction are not commonly known. Ocularians, although they are organic, don’t behave like other life-forms in that they cannot feel pain of any sort, and cannot be stopped except by destroying them. Ocularians, as might be expected, have exceptionally keen senses. They have a poorly-understood form of sight that can “see†through anything, even total darkness, and is essentially impossible to foil. Their sight is so keen that they can pick out small weaknesses in their opponent’s defenses and exploit them.

Ocularians are universally psychic; they can fly, generate personal force fields, regenerate themselves, and create fields of darkness penetrable only by their own vision. They also have an ability to fire various beams of energy out of their pupils; these beams are relatively powerful and combined with the Ocularian ability to detect holes in defenses are quite deadly.

Ocularians are incredibly agile creatures; they have a limited speed because of their small size but they can dodge attacks very effectively. In addition to their force-fields, Ocularians have a very tough nictitating membrane surrounding them. Ocularians are surprisingly tough creatures for something of their size.

An Ocularian’s preferred tactic is to hover out of sight (they are not very stealthy, despite their size, because their bright corneas and white body tend to make them stand out, but their eyesight is exceptional and they can often see an opponent long before they are spotted) and use Find Weakness repeatedly, focusing on one opponent until they fail a roll, then moving on to the next. Once combat begins, and Ocularian will continue using Find Weakness as a half-phase action whenever possible, and will open up with eyebeams on the other.

How exactly an the PCs encounter an Ocularian (or possibly several) is up to you. Perhaps they are spacefarers that took a wrong turn, or perhaps they were forced to blindly flee towards an unknown gas giant. Or, if the PCs are on Earth, one or more Ocularians might have been stranded there by some means (perhaps a sudden wormhole, or they were carried along by a ship entering hyperspace nearby). They might have been abandoned by a collector of alien species that found them too dangerous to keep, or they may have escaped such a being and be hunted. Perhaps a young Ocularian accidentally got to earth by one of the above means, and a group of adults are coming to rescue it. Maybe someone from Earth managed to anger the Ocularians enough for an army of them to come and try and destroy the Earth. An Ocularian criminal might have fled to the Earth, and be pursued by one or more hunters. The Ocularian homeworld might be threatened, and now they are looking for a new home.

Note that the above character sheet represents a typical, fully mature Ocularian in good health. A younger Ocularian would be smaller and weaker, individuals might have slightly different characteristics, skills, and disadvantages, and an elder might be weaker but have more potent psychic abilities. Ocularians, like humans, have different abilities and interests, so if you plan on featuring more than one it might be worth customizing the sheet a little bit here and there so they seem more unique.

 

My challenge: A Martial Artist based around Jailhouse Rock (or another style not normally used for a dedicated Martial Artist)

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