Killer Shrike Posted February 7, 2004 Report Share Posted February 7, 2004 Originally posted by Derek Hiemforth Yep, already figured it out. This was my first attempt at using your cool export template. Thanks! Np; hope you get much use out of it Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted February 7, 2004 Report Share Posted February 7, 2004 Ferrous HDC Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted February 7, 2004 Report Share Posted February 7, 2004 Showdown HDC Quote Link to comment Share on other sites More sharing options...
Derek Hiemforth Posted February 7, 2004 Report Share Posted February 7, 2004 Originally posted by Brandi I think this makes THREE undone challenges now:3) Popeye. Be afraid... Combat Information Page Character Name: Popeye, The Sailor Man Alternate Identities: Player Name: CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 15 STR 10 5 15/50 12- / 19- HTH Damage 3d6/10d6 END [1] 14 DEX 10 12 14/23 12- / 14- OCV 5/8 DCV 5/8 18 CON 10 16 18/28 13- / 15- 13 BODY 10 6 13 12- 10 INT 10 0 10 11- PER Roll 11- 18 EGO 10 16 18 13- ECV: 6 15 PRE 10 5 15/25 12- / 14- PRE Attack: 3d6 / 5d6 6 COM 10 -2 6 10- 8 PD 3 5 8/23 8/23 PD (0/15 rPD) 4 ED 4 0 4/14 4/14 ED (0/10 rED) 3 SPD 2.4 6 3/5 Phases: 4, 8, 12/3, 5, 8, 10, 12 7 REC 7 0 7 36 END 36 0 36 30 STUN 30 0 30/50 6" Running 6 0 6"/11" 4" Swimming 2 0 4" 3"/1 1/2"" Leaping 3 0 3"/10" 69 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 0 Unspent: 0 Base Points: 96 Disad Points: 165 Total Points: 261 MOVEMENT Type Total Run (6) 6"/11" [12"/22" NC] Swim (2) 4" [8" NC] H. Leap (3") 3"/10" V. Leap (2") 1 1/2"/5" APPEARANCE Hair Color: Negligible Eye Color: Brown Height: 1.72 m Weight: 75.00 kg Description: See picture. DEFENSES Type Amount Notes Physical Defense 8/23 Current BODY: Res. Phys. Defense 0/15 Energy Defense 4/14 Current END: Res. Energy Defense 0/10 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 5/8 DCV: 5/8 Combat Skill Levels: +4 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 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 Spinach, all slots OAF Expendable (Easy to obtain new Focus; -1), 1 Recoverable Continuing Charge lasting 1 Minute (-1/2) Notes: Charge recovers by getting a new can of Spinach 12 1) Strong To The Finich: +35 STR; No Figured Characteristics (-1/2) 9 2) Vitaliky: +9 DEX; No Figured Characteristics (-1/2) 7 3) Healt': +10 CON; No Figured Characteristics (-1/2) 4 4) Emboldened By Theme Music: +10 PRE 8 5) Vitaliky: +2 SPD 8 6) Healt': +20 STUN 15 7) Square Jaw: Armor (15 PD/10 ED) 12 8) Can Survive Cartoon Trauma: Physical Damage Reduction, Resistant, 50% 8 9) Immovable: Knockback Resistance -10" 4 10) Runnin': Running +5" (6"/11" total) 45 Other Improbable Spinach-Induced Feats: Variable Power Pool, 30 base + 15 control cost, Cosmic (+2); Limited Class Of Powers Available Limited (-1/2); all slots OAF Expendable (Easy to obtain new Focus; Spinach; -1), 1 Recoverable Continuing Charge lasting 1 Minute (-1/2) 6 Cutting Torch: Killing Attack - Hand-To-Hand 1d6; OAF (Pipe; -1), No STR Bonus (-1/2) 1 2 Swimming +2" (4" total) 1 140 Total Powers Cost PERKS Cost Name 5 Contact: Jeep (Contact has extremely useful Skills or resources) 11- 5 Total Perks Cost SKILLS Cost Name 20 +4 with HTH Combat 2 KS: Wry One-Liners 11- 1 Language: "Popeye-Speak" (a single dialect of English) (imitate dialects) 2 Navigation (Marine) 11- 3 Power: Pipe Tricks (DEX-Based) 12- (14-) 3 Power: Spinach Feats (STR-Based) 12- (19-) 5 PS: Sailor 14- 2 Survival (Marine Surface) 11- 9 TF: Large Military Ships, Large Motorized Boats, Large Rowed Boats, Large Wind-Powered Boats, Rafts, Small Military Ships, Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats 47 Total Skills Cost DISADVANTAGES Cost Disadvantage 25 Dependent NPC: Olive Oyl 14- (Incompetent) 20 Dependent NPC: Nephews 8- (Normal; Group DNPC: x4 DNPCs) 15 Dependent NPC: Swee' Pea 8- (Incompetent) 5 Distinctive Features: Bald, pop-eyed, tattooed, with freakishly large forearms (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: When Loved Ones Threatened (Common), go 14-, recover 14- 20 Hunted: Bluto/Brutus 14- (As Pow, Harshly Punish) 10 Hunted: The Sea Hag 8- (Mo Pow, Limited Geographical Area, Harshly Punish) 20 Psychological Limitation: In Love With Olive (Very Common, Strong) 10 Psychological Limitation: Protective Of Innocents (Common, Moderate) 10 Psychological Limitation: Gruff and Curmudgeonly (Common, Moderate) 10 Unluck: 2d6 165 Total Disadvantages Cost Height: 1.72 m Hair: Negligible Weight: 75.00 kg Eyes: Brown Appearance: See picture. Personality: Popeye's main motivation is to win the hand of the "lovely" Olive Oyl. Quote:"I yam what I yam." Background: Popeye is a cartoon sailor. He is (inexplicably) attracted to an exceptionally homely woman named Olive Oyl, and vies for her affections with a thug named Bluto (or Brutus, depending on the era). Others in his life include his crotchety father (with whom he has a strained relationship), a freeloading, hamburger-scarfing bum named Wimpy, a magical, mischevious being named Jeep, a baby of disturbingly indeterminate parentage named Swee' Pea, and his nephews Pupeye, Pipeye, Peepeye, and Poopeye. Powers/Tactics: Popeye has the (mutant?) ability to gain vast strength and invulnerability after consuming spinach. Campaign Use: Ye gods! You wouldn't want to USE Popeye in a campaign, would you? Character created with Hero Designer (version 2.18) JMHammer 1 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted February 7, 2004 Report Share Posted February 7, 2004 :eek: :eek: FINE! If you guys are going to horse around all night, then Im going to bed! Actually, pretty funny. 1000 Cool Points to you "Derek Hiemforth"; dont spend them all on one Red FEAT. Quote Link to comment Share on other sites More sharing options...
SomeAsianKid Posted February 8, 2004 Report Share Posted February 8, 2004 No one's willing to accept my challenge? =/ Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 8, 2004 Author Report Share Posted February 8, 2004 Give us time. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted February 13, 2004 Report Share Posted February 13, 2004 Originally posted by Enforcer84 Give us time. TIME! (ie BUMP) Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 13, 2004 Author Report Share Posted February 13, 2004 What was the challenge again? Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted February 13, 2004 Report Share Posted February 13, 2004 Originally posted by Enforcer84 What was the challenge again? Uh....dunno....SomeAsianKid was the challenger I think.... Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 13, 2004 Author Report Share Posted February 13, 2004 Martian Manhunter level self manipulation? Hmmmm... Okay, I got my Hero A Day outta the way and am feeling frisky... Give me an hour. Quote Link to comment Share on other sites More sharing options...
Bengal Posted February 13, 2004 Report Share Posted February 13, 2004 Originally posted by Killer Shrike :eek: :eek: FINE! If you guys are going to horse around all night, then Im going to bed! Actually, pretty funny. 1000 Cool Points to you "Derek Hiemforth"; dont spend them all on one Red FEAT. Cool indeed, and don't forego patting yourself on the back for an old school Marvel Superheroes reference. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted February 13, 2004 Report Share Posted February 13, 2004 Originally posted by Bengal Cool indeed, and don't forego patting yourself on the back for an old school Marvel Superheroes reference. My Geek-fu is moderately strong Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 13, 2004 Author Report Share Posted February 13, 2004 Here we Go. btw Art is Vanessa by SNK from King of Fighters Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 13, 2004 Author Report Share Posted February 13, 2004 ChamealiaAllanna Dane Val Char Cost 40/80 STR 30 18 DEX 24 40 CON 60 20 BODY 20 15 INT 5 17 EGO 14 20 PRE 10 16 COM 3 15/23 PD 7 15/23 ED 7 5 SPD 22 16 REC 0 80 END 0 80 STUN 20 6" RUN 0 2" SWIM 0 8"/16" LEAP 0 Characteristics Cost: 222 Cost Power END 98 Alter Self: Shapeshift (Sight, Hearing, Touch, Radio and Smell/Taste Groups, Limited Group of Shapes), Imitation, Instant Change, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (98 Active Points) 40 Density Manipulation: Multipower, 40-point reserve 4u 1) Density Enhancement: Density Increase (14,800 kg mass, +40 STR, +8 PD/ED, -8" KB) (40 Active Points) 4 4u 2) Intangibility: Desolidification (affected by Force, Gravitic, Magnetic Attacks) (40 Active Points) 4 2 Minimize Breathing: Life Support (Extended Breathing (1 END per Minute) 1 END per Minute) 15 Innate Toughness: Damage Resistance (15 PD/15 ED) 200 Shape Powers: VPP (Shape Powers Pool), 100 base + 100 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (250 Active Points); all slots Linked (Alter Self; -1/4), Only To Create Powers Of Shifted Forms (-1/4) 0 1) Grow Gills: Life Support (Expanded Breathing) (5 Active Points); Costs Endurance (-1/2), Linked (Alter Self; -1/4), Only To Create Powers Of Shifted Forms (-1/4) Real Cost: 2 1 0 2) Grow Wings: Flight 12" (24 Active Points); Restrainable (-1/2), Linked (Alter Self; -1/4), Only To Create Powers Of Shifted Forms (-1/4) Real Cost: 12 2 0 3) Larger Forms: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 3,712 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 3 m wide) (30 Active Points); Linked (Alter Self; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4), Only To Create Powers Of Shifted Forms (-1/4) Real Cost: 20 3 0 4) Natural Weaponry: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); Linked (Alter Self; -1/4), Only To Create Powers Of Shifted Forms (-1/4) Real Cost: 10 1 100 Two-Dimensional Form: (Total: 153 Active Cost, 100 Real Cost) Desolidification (affected by any attack) (40 Active Points); Does Not Protect Against Damage (-1), Only To Pass Through Long, Narrow Cracks (-3/4) (Real Cost: 14) plus Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2) (45 Active Points); Only Versus A Single Person At Once (-1), Chameleon (-1/2) (Real Cost: 18) plus Gliding 8" (Real Cost: 8) plus 2-D Poke On STR, Armor Piercing x2 (x2; +1), Affects Physical World (+2) (60 Active Points) (Real Cost: 60) 10 Powers Cost: 463 Cost Martial Arts Maneuver Boxing 3 1) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR / 90 STR for holding on 4 2) Cross: 1/2 Phase, +0 OCV, +2 DCV, 10d6 / 18d6 Strike 4 3) Guard up: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 4) Hook: 1/2 Phase, +1 OCV, -2 DCV, 12d6 / 20d6 Strike 5 5) Jab: 1/2 Phase, +1 OCV, +3 DCV, 8d6 / 16d6 Strike 5 6) Uppercut: 1/2 Phase, -2 OCV, +1 DCV, 12d6 / 20d6 Strike Martial Arts Cost: 26 Cost Skill 3 Acting 13- 3 Breakfall 13- 3 Bribery 13- 3 Bureaucratics 13- 3 Concealment 12- 3 Contortionist 13- 3 Cryptography 12- 3 Deduction 12- 15 Disguise 18- 3 High Society 13- 3 Interrogation 13- 3 Jack of All Trades 1 1) PS: Actress (2 Active Points) 11- 1 2) PS: Cook (2 Active Points) 11- 1 3) PS: Courier (2 Active Points) 11- 1 4) PS: Model (2 Active Points) 11- 1 5) PS: Plumber (2 Active Points) 11- 1 6) PS: Secretary (2 Active Points) 11- 2 KS 11- 2 KS: Sixties Era Superheoes and Villains 11- 2 KS: The Superhero World 11- 4 Language: Spanish (idiomatic) 3 Lockpicking 13- 15 Mimicry 18- 3 Paramedics 12- 3 Persuasion 13- 3 Security Systems 12- 3 Seduction 13- 3 Shadowing 12- 3 Sleight Of Hand 13- 3 Stealth 13- 3 Streetwise 13- 3 Tracking 12- Skills Cost: 109 Cost Talent 3 Ambidexterity (-2 Off Hand penalty) Talents Cost: 3 Val Disadvantages 5 Accidental Change: To normal form when knocked unconscious or stunned 8- (Uncommon) 15 DNPC: Parents 11- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Hunted: Doppleganger 8- (As Pow, Harshly Punish) 20 Hunted: Institute for Human Advancement 8- (Mo Pow, NCI, Harshly Punish) 20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 10 Physical Limitation: Her internal anatomy is nothing like human norm. -6 to Paramedics unless KS: Chamealia Anatomy roll made (Infrequently, Greatly Impairing) 20 Psychological Limitation: Code vs Killing (Common, Total) 10 Psychological Limitation: Dreams of true love (Common, Moderate) 10 Psychological Limitation: Fiercely protective of Family (Uncommon, Strong) 15 Psychological Limitation: Optimistic; upbeat and positive in the face of any hardship. (Very Common, Moderate) 15 Social Limitation: Secret Identity (Allanna Dane) (Frequently, Major) Disadvantage Points: 160Cost Summary:Base Points:200Disadvantage Points: 160Experience Required: 463Total Experience Available: 448Total Character Cost: 823Height: 1.68 mHair: Red/BaldWeight: 58.00 kgEyes: Brown/WhiteAppearance: Altough she has been accused of "enhancing" her appearance, Allanna is quite attractive in her normal appearance, she is of medium height with chin length red hair and brown eyes. She has a slim build, long legs and *ahem* traditional comic book "assets". Her "Heroic" identity is a similarly built but more muscular woman with no hair, pointed ears, and white eyes. As Personality: Chamealia wants to do good. She realizes that, as tough as her early life was, it could have been a lot worse. She doesn't blame others for her misfortunes but occasionally wonders what ever became of her true parents. She cares very much for her mom and dad; the fact that they try to "help" out occasionally with her life worries her but as yet they've never been in too much danger.Quote:"Looks can be decieving." Background: Allanna Dane grew up unhappy and alone; a mutant with shape uncontrolled shapechanging abilities, he parents abandoned her at a hospital when she was eleven months old. Remanded to foster care, her appearance and distant nature made her the target of cruel jokes and physical bullying. Around the time she turned 13, her apeparance began to change and her control of her abilties began to improve. She was adopted by an older couple who were experiencing empty nest syndrome after their youngest son had finally moved away. The stable homelife and a new start in a new school proved to be what Allanna needed. She graduated from highschool soon after and attended college on academic scholarships. Upon graduation from college, the 22 year old, Allanna moved back in with her parents only to make a startling discovery; her mother had been a superhero! Cleaning out the attic with her father; she found the evidence (that her parents had hoped she'd find) that linked her mother to the sixties crime fighter the Gray Witch! Her parents sat her down and told her about their past; her mother, the Gray Witch and her father, a scientist at the university who helped her out with some of her cases. They had adopted her in part because of her powers; they knew how alone she must have felt, as they had encountered all manner of so-called "Monsterous" heroes and villains over the years. It was then that her mother asked her if she'd given any thought to being a crime fighter. The truth is, she had indeed and had been trying to figure a way do so without arrising their suspicions.Over the next few months, Allanna and her parents put alot of effort into her name and identity. she took the name Chamealia and decided on a slightly "unusual" base form for her heroic career. She has worked with a few independant heroes and smaller teams in her San Fransisco "beat" but having independance thrust on her at such a young age, she tends to be a loner. Powers/Tactics: A master shape shifter, Allanna has absolute control of her molecular structure. She can alter her appearance, her voice, even her smell and touch. She can assume much larger and smaller sizes and can even affect her density. Campaign Use: Edit, forgot to add her res defenses. Fixed now Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 13, 2004 Author Report Share Posted February 13, 2004 and since we have a Martian Manhunter... I want a male Wonder Woman style brick/martial artist, but no Greek/Roman or Asgardian mythos. Let's let someone else's pantheons get some lovin'. Quote Link to comment Share on other sites More sharing options...
Arandmoor_Keet Posted February 13, 2004 Report Share Posted February 13, 2004 Sanzo Akira Sanzo Akira Player: NPC Val Char Cost 20/50 STR 10 17 DEX 21 18 CON 16 18 BODY 16 13 INT 3 13 EGO 6 15 PRE 5 16 COM 3 7/51 PD 3 7/47 ED 3 5/8 SPD 23 10 REC 4 50 END 7 65 STUN 28 6"/16" RUN02" SWIM04"/30" LEAP0Characteristics Cost: 148 Cost Power END 7 Buddist Mantras: Multipower, 30-point reserve, all slots: (30 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Activation Roll 12- (-3/4), OIF Fragile (-3/4), Incantations (-1/4) [Notes: To invoke a mantra, Sanzo is required to sit or kneel in prayer, and must have his prayer beads.] 1u 1) Mantra of the Earth: Absorption 5d6 (Physical into PD), Can Absorb Maximum of 40 Points (30 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 3 1u 2) Mantra of Flame: Force Field (9 PD/8 ED), Damage Shield (+1/2), Offensive (+1/4) (30 Active Points) 3 1u 3) Mantra of Stone: +30 STR (30 Active Points); No Figured Characteristics (-1/2) 3 1u 4) Mantra of Thunder: Hand-To-Hand Attack +2d6, Delayed Effect (x1 number active) (+1/4), Area Of Effect (20" Cone; +1 3/4) (30 Active Points); Hand-To-Hand Attack (-1/2) 3 1u 5) Mantra of the Wind: +3 SPD (30 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 3 14 Ofuda: Multipower, 35-point reserve, all slots: (35 Active Points); OIF (-1/2), Gestures (-1/4), Requires both hands (-1/4), Incantations (-1/4), Range Based On Strength (-1/4) 1u 1) Ofuda of the Dark Flame: Energy Blast 5d6 (vs. ED), Autofire (3 shots; +1/4) (31 Active Points); Beam (-1/4) 3 1u 2) Warding: Force Wall (5 PD/5 ED; 4" long and 3" tall) (35 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) [Notes: The wall created only works against energy attacks, and supernatural creatures.] 3 1u 3) Ofuda of the Holy Light: Flash 4d6 (Sight Group), Explosion (-1 DC/2"; +3/4) (35 Active Points) 3 1u 4) Ofuda of Protection: Force Field (17 ED), Area Of Effect Nonselective Target (2" Radius; +3/4) (30 Active Points); Instant (-1/2) 3 60 Martial Arts Tricks: Variable Power Pool (Physical Pool), 30 base + 30 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (75 Active Points); Limited Class Of Powers Available Limited (-1/2) [Notes: Powers must be physical feats.] 0 1) Bio-Feedback: Life Support , Extended Breathing, Immunity: Alcohol, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in Intense Cold, Safe in Intense Heat (30 Active Points) Real Cost: 30 0 2) Body Control: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Self Only (-1/2) Real Cost: 20 3 0 3) Defensive Techniques: Armor (20 PD/0 ED) (30 Active Points) Real Cost: 30 0 4) Dodge Like Crazy: Combat Luck (15 PD/15 ED) (30 Active Points) Real Cost: 30 0 5) Flurry of Blows: Hand-To-Hand Attack +3d6, Autofire (10 shots; +1) (30 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 20 3 0 6) God-like Leaping: Leaping +20" (4"/30" forward, 2"/15" upward) (Accurate, x4 Noncombat) (30 Active Points) Real Cost: 30 3 0 7) God-like Speed: Teleportation 15" (30 Active Points); Must Pass Through Intervening Space (-1/4), No Noncombat Movement (-1/4) Real Cost: 20 3 0 8) God-like Swiftness: +10" Running (6"/16" total), x8 Noncombat (30 Active Points) Real Cost: 30 3 Powers Cost: 90 Cost Martial Arts Maneuver 20 +5 HTH Damage Class(es) 8 Weapon Element: Chain & Rope Weapons, Hook Sword, Lajatang, Pendjepit, Staffs, Three-Section Staff, Thrown Knives, Axes, and Darts, Wind and Fire Wheels Martial Arts, all slots: Double Knockback 2x KB (+3/4) 5 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +7d6 Strike 7 2) Charge: 1/2 Phase, +0 OCV, -2 DCV, STR +7d6 +v/5 Strike, FMove 7 3) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +7d6 Strike, Must Follow Block 7 4) Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +9d6 Crush, Must Follow Grab 9 5) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 7 6) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +7d6 Strike 9 7) Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block 5 8) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +7d6 Strike; Target Falls; Must Follow Grab 9 9) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1, Disable 7 10) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND; Target Falls 7 11) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 9 12) Killing Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1, Target Falls 5 13) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +6d6 Strike, Target Falls 7 14) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +7d6 Strike 7 15) Reversal: var Phase, -1 OCV, -2 DCV, +40 STR to Escape; Grab Two Limbs 7 16) Shove: 1/2 Phase, +0 OCV, +0 DCV, +40 STR to Shove Martial Arts Cost: 142 Cost Skill 3 Acrobatics 12- 9 Analyze: Combat 15- 7 Breakfall 14- 10 +2 with HTH Combat 20 +4 with DCV 7 Conversation 14- 10 Defense Maneuver: I-IV 5 CuK: Buddhists (INT-based) 14- 6 KS: Buddhist Teachings (INT-based) 15- 3 Language: Cantonese (fluent conversation; literate) 3 Language: Thai (fluent conversation; literate) 3 Oratory 12- 7 Power (PRE-based) 14- 7 Power (INT-based) 14- 7 Power (STR-based) 15- (21-) 5 Rapid Attack (HTH) 2 Weaponsmith (Muscle-Powered HTH) 12- Skills Cost: 114 Cost Perk 3 Anonymity 6 Fringe Benefit: Member of the Lower Nobility, Membership, Right to Marry: Can perform the marriage ceremony [Notes: Member of Lower Nobility: As a Priest with the name Sanzo, he is afforded a great ammount of respect by Buddists around the world and by the Japanese people. Membership: He is a member of the Buddist priesthood.] Perks Cost: 9 Cost Talent 3 Bump Of Direction 20 Combat Sense (Sense) 15- Talents Cost: 23 Total Character Cost: 526 Val Disadvantages 15 Distinctive Features: The Mark of the Sanzo (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) [Notes: This is a red mark on his forehead that he is forbidden to ever conceal by his vows of priesthood, his pride, and his honor.] 15 Psychological Limitation: Forbidden from Budhist Holy Ground (Uncommon; Total) [Notes: Due to his "dishonor" for the greater good of his order, he will, for no reason whatsoever, ever set foot on ground sacred to Buddha.] 15 Social Limitation: Ignores some tenants of the Budhist Faith. (Very Frequently; Major; Not Limiting In Some Cultures) [Notes: Sanzo is, first and formost, a pragmatist. He has a tendency that annoys most Buddists he encounters to take part in almost every vice (excluding sex and illeagle drugs) that he comes into contact with. He is never without his trusty pack of smokes, or a bottle of whisky within easy reach, and likes to pile his plate high with red meat when he eats. This offends Buddists to no end.] Disadvantage Points: 45 Base Points: 200 Experience Required: 281 Total Experience Available: 281 Experience Unspent: 0 hehehe...I had this guy 95% compleated in HD about a month ago and forgot about him... It's been a while... I'll come back in a few minutes with a challenge (and it won't involve pudding of any kind this time Arandmoor Quote Link to comment Share on other sites More sharing options...
Bengal Posted February 13, 2004 Report Share Posted February 13, 2004 He's got a damage shield with no offensive capability whatsoever. He's also got like a million PD and ED. So stat-wise, I'm kind of befuddled by him, but concept-wise, he's dynamite. Quote Link to comment Share on other sites More sharing options...
Arandmoor_Keet Posted February 13, 2004 Report Share Posted February 13, 2004 Okay, I've got it!!! =-steps out onto a limb-= Give me a character that is the Physical Manefestation of the "Spirit of the Hunt", with a dog-based power-set. Arandmoor =-/steps out onto a limb-= =-crosses his fingers-= Arandmoor Quote Link to comment Share on other sites More sharing options...
levi Posted February 13, 2004 Report Share Posted February 13, 2004 Master of the HuntCanaan Val Char Cost 30 STR 20 30 DEX 60 30 CON 40 20 BODY 20 20 INT 10 11 EGO 2 20 PRE 10 8 COM -1 20 PD 14 20 ED 14 6 SPD 20 14 REC 4 60 END 0 50 STUN 0 15" RUN02" SWIM015" LEAP0Characteristics Cost: 213Cost Power END 30 Refuse the Pain: Physical Damage Reduction, Resistant, 50% 20 Trackless Steps: Desolidification , Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only to Never Leave Tracks Power loses about half of its effectiveness (-1), Cannot Pass Through Solid Objects (-1/2) 2 50 Unknown Approach: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe, Requires A Stealth Roll (No Active Point penalty to Skill Roll +0), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2 47 Fearsome Opponent: Drain PRE 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Continuous (+1), Area Of Effect (12" Radius; +1 1/2) (47 Active Points) 30 Claws & Fangs: HKA 2d6 (4d6 w/STR) 3 27 Tireless Pursuit: Running +9" (15" total), Reduced Endurance (0 END; +1/2) (27 Active Points) 24 No Barrier to Prey: Leaping +9" (15" forward, 7 1/2" upward) (Accurate), Reduced Endurance (0 END; +1/2) (24 Active Points) 15 Hunter's Senses: +5 PER with all Sense Groups 10 Night Eyes: Nightvision, Discriminatory 20 None Shall Escape: Tracking with Sight Group and Smell/Taste Group 8 All Prey Makes Noise: Ultrasonic Perception (Hearing Group), Discriminatory Powers Cost: 281Cost Skill 10 +2 with INT Skills 3 Analyze: Prey Patterns 13- 3 Concealment 13- 3 Shadowing 13- 3 Tracking 13- - 6 Animal Handler (Canines) 15- 3 Breakfall 15- 3 Climbing 15- 3 Riding 15- 3 Stealth 15- 3 Teamwork 15- 12 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 13- 6 PS: Hunter 16- 3 KS: Prey Behavior 13- Skills Cost: 64Cost Talent 20 Animal Friendship 15 Beast Speech 3 Bump Of Direction 4 Environmental Movement (no penalties in Natural Terrain) Talents Cost: 42Val Disadvantages 25 Accidental Change: Hunt Begins / Ends Always (Common), Canaan is a Normal Dog before and after a hunt 20 Distinctive Features: Large Dark Brown Furred Man/Dog Hybrid (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 25 Psychological Limitation: Must Pusue Prey (Very Common, Total) 15 Psychological Limitation: Casual Killer of Prey (Common, Strong) 15 Reputation: Relentless Hunter, 14- (Extreme; Known Only To A Small Group - Occult / Natives) 10 Vulnerability: 2 x Effect Nature Magic (Uncommon) Disadvantage Points: 110Base Points: 200Experience Required: 290Total Experience Available: 290Experience Unspent: 0Total Character Cost: 600 Height: 7' 0" Hair: Brown Weight: 300 lbs Eyes: Black Now show me a non-Martial Artist Champions character based on mastery of a single Talent. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 13, 2004 Author Report Share Posted February 13, 2004 Cool character but for his trackless step it would be much cheaper to simply give him gliding on the ground only. That's the way they do it in UMA and Ninja Hero.... Quote Link to comment Share on other sites More sharing options...
levi Posted February 13, 2004 Report Share Posted February 13, 2004 True, I probably should have made the Pow Lim "Only to Avoid Leaving Tracks and Pass Overgrown Areas." Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 13, 2004 Author Report Share Posted February 13, 2004 and give him the limitation takes damage from attacks... Quote Link to comment Share on other sites More sharing options...
levi Posted February 13, 2004 Report Share Posted February 13, 2004 I have seen that used many times, but I never understood getting multiple Lims for the same concept. If I hav a Lim that is "ONLY x", then why get an additional Lim for "also doesn't work like this"? I already got a Lim for the "Only" part....maybe its just me. Anyway...Next character please, here's a reminder..."Now show me a non-Martial Artist Champions character based on mastery of a single Talent." Quote Link to comment Share on other sites More sharing options...
Bengal Posted February 13, 2004 Report Share Posted February 13, 2004 Bump Of Direction Man? Double-Jointed Lass? Hard one. Quote Link to comment Share on other sites More sharing options...
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