Jump to content

Archived

This topic is now archived and is closed to further replies.

Enforcer84

Character Posting Game.

Recommended Posts

I think this makes THREE undone challenges now:

 

1) Electricity-based hero who can travel through wires and such;

 

2) Undead who is not typical zombie or vampire;

 

[i keep thinking I have an idea for this one and then other things distract me from writing it up. :( ]

 

3) Popeye.

Share this post


Link to post
Share on other sites
Originally posted by Kristopher

Have we seen a challenge for a character whose powers are based on having risen from the dead, but who is not a vampire, or a "voodoo" or "mindless shambling braineater" zombie? [/b]

 

I had a ressurrected man, Frankenstein concept. He wasn't that interesting powers-wise though. The fun came from seeing him take massive amounts of damage and having limbs fall off and things, and he'd just kind of get aggravated and pull himself literally back together.

Share this post


Link to post
Share on other sites

I had a character who died, but refused to accept death. As a result, his spirit re-animated his own corpse. His body could take massive amounts of damage with very little effect (damage reduction). At the same time, because he was free of the need for his nervous system to send reactions to his body parts, he had increased reflexes and stats. It was great describing the horrifyingly gross effects of any damage he took.

"...his liver is hanging out of the hole in his back that Mechanon just blasted, and his lower two back ribs are showing..."

Share this post


Link to post
Share on other sites

Driver DeadDriver DeadPlayer:

Val Char Cost
20 STR 10
30 DEX 0
10 CON 0
10 BODY 0
5 INT -5
0 EGO 0
13 PRE 3
6 COM -2
4 PD 9
2 ED 3
4 SPD 0
6 REC 0
0 END -10
2" RUN-82" SWIM04" LEAP0Characteristics Cost: 0
Cost Power END
10 Untiring Body: +0 STR, Reduced Endurance 0 END (+1/2) (10 Active Points) (Modifiers affect Base Characteristic)
77 Manuever pool: Variable Power Pool, 60 base + 17 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (120 Active Points); Character Has No Choice Regarding When Or How Powers Change (-1), Limited Class Of Powers Available Limited (-1/2), only to make vehicle perform 'strange manuevers' (-1/2), VPP Powers Can Be Changed Only In Given Circumstance (-1/2)
15 Zombie's Body: Does Not Bleed
10 Zombie's Body: No Hit Locations
45 Zombie's Body: Automaton (Takes No STUN (loses abilities when takes BODY))
4 Undead Body: +2 PD (6 Active Points); Only Works Against Limited Type Of Attack Slashing or Piercing Attacks (-1/2)
3 Undead Body: +2 PD (6 Active Points); Only Works Against Limited Type Of Attack Piercing Attacks (-1)
15 Undead Body: Damage Resistance (8 PD/2 ED)
40 +20 DEX (60 Active Points); Only to calculate vehicle reaction (-1/2)
50 Undead Vitality: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep
0 Slow: Running -4" (already figured in)
2 Tireless: Running, Reduced Endurance 0 END (+1/2) (2 Active Points)
1 Tireless: Leaping, Reduced Endurance 0 END (+1/2) (1 Active Points)
1 Tireless: Swimming, Reduced Endurance 0 END (+1/2) (1 Active Points)
5 See Life: Infrared Perception (Sight Group)
6 Undead Senses: Enhanced Perception (+4 to PER Rolls for All Sense Groups) (12 Active Points); Only To Perceive Images Created By Means Other Than Necromancy (-1)
Powers Cost: 284
Cost Skill
3 Climbing 15-
1 Language: GM's choice (Basic Conversation)
3 Stealth 15-
4 WF: Common Melee Weapons, Common Missile Weapons
Skills Cost: 11
Val Disadvantages
10 Physical Limitation: Affected By Necromancy (has EGO 20 for purposes of necromancy spells, and can be affected by necromancy-based Presence Attacks Infrequently, Greatly Impairing
0 Physical Limitation: Human size (up to about 3m tall and 650 kg)
20 Distinctive Features: Zombie (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
5 Physical Limitation: Reduced Leap, can only leap 1" Infrequently, Slightly Impairing
Disadvantage Points: 35

Base Points: 150Experience Required: 110Total Experience Available: 110Experience Unspent: 0Total Character Cost: 295

Height: 5' 10" Hair: none
Weight: 150 lbs Eyes: none
Appearance: Personality: He loves the feel of driving, though preferably wheeled vehicles.Quote:"Where to, and how fast?"Background: During the age of prohibition, the wheel man got zapped by the then weaker Dr. Alchemy in a bank robbery getaway, technically "killing" his physical body. His spirit,combined with whatever mystical energy's present, effectively made the Driver a zombie with free will.

His mystical energies have increased over the years, and he can use those enrgies instinctively to make vehicles do things they normally couldn't do.

Powers/Tactics: Campaign Use: He is best used as a hired driver for a team, getting the the non-movement-powered members.

He has survived almost any kind of crash there could possibly be, so perhaps a safety consultant?

Perhaps he thinks he would be happy as a free-willed computer program that drives, and puts his consciousness in some ..Super Car!

Share this post


Link to post
Share on other sites

Inspired by (but not a conversion of) the Colossus thread:

Combat Information Page

Character Name: Ferrous

Alternate Identities: Alan Greer

Player Name: NPC

attachment.php?attachmentid=5229
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
65 STR 10 25 65/90 22- / 27- HTH Damage 13d6/18d6 END [3/5]
18 DEX 10 24 18 13- OCV 6 DCV 6
40 CON 10 0 40 17-
20 BODY 10 20 20 13-
15 INT 10 5 15 12- PER Roll 12-
15 EGO 10 10 15 12- ECV: 5
25 PRE 10 15 25 14- PRE Attack: 5d6
16 COM 10 3 16 12-
             
             
20 PD 13 0 20/45   20/45 PD (0/20 rPD)
20 ED 8 0 20/45   20/45 ED (0/20 rED)
4 SPD 2.8 12 4   Phases: 3, 6, 9, 12
25 REC 21 8 25  
80 END 80 0 80  
80 STUN 73 7 80    
8" Running 6 4 8"    
2" Swimming 2 0 2"    
13"/6 1/2"" Leaping 13 0 13"/18" 133 Total Characteristics Points
attachment.php?attachmentid=3160
EXPERIENCE POINTS
Total earned: 150
Spent: 150
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 500
MOVEMENT
Type Total
Run (6) 8" [16" NC]
Swim (2) 2" [4" NC]
H. Leap (13") 13"/18"
V. Leap (7") 6 1/2"/9"
APPEARANCE
Hair Color:  Metallic Red
Eye Color:  Green
Height:  6' 10"
Weight:  800 lbs
Description:
Composed of flexible reddish metal, Ferrous has mettalic green eyes and his hair is a darker metallic red than his skin. His already impressive physique from before his accident has been tremendously increased, and despite his great weight he moves as gracefully as a normally fit athletic man. He has taken to wearing a blue tabard-like costume made from a practice jersey (lacking numbers or name).

DEFENSES
Type Amount Notes
Physical Defense 20/45 Current BODY:
Res. Phys. Defense 0/20  
Energy Defense 20/45 Current END:
Res. Energy Defense 0/20  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 6 DCV: 6
 
Combat Skill Levels: +1 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
268 Body Of Metal: (Total: 280 Active Cost, 268 Real Cost) Armor (20 PD/20 ED) (60 Active Points); Visible (-1/4) (Real Cost: 48) plus Knockback Resistance -4" (Real Cost: 8) plus +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points) (Real Cost: 45) plus +7 PD (Real Cost: 7) plus +12 ED (Real Cost: 12) plus +30 CON (Real Cost: 60) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15) plus Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus LoW (-4) for Normal Defense (Real Cost: 4) plus LoW (-4) for Resistant Defenses (Real Cost: 4) plus LS (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) (Real Cost: 50)
13 Ferrous Powers: EC, 26-point powers
16
1) Magnetic Repulsion: (Total: 45 Active Cost, 22 Real Cost) Missile Deflection (Bullets & Shrapnel) (15 Active Points); Only Works Against Ferrous Attacks (-1), Costs END (Only Costs END to Activate; -1/4) (Real Cost: 7) plus At Any Target (30 Active Points); Only Works Against Ferrous Attacks (-1) (Real Cost: 15)
1
14
2) Magnetic Field Awareness: Spatial Awareness (Touch Group), +4 to PER Roll, Increased Arc Of Perception (360 Degrees), Range, Tracking (41 Active Points); Only to detect things with Ferrous Metal or Iron Content (Includes red-blooded creatures however; -3/4), Costs END (Only Costs END to Activate; -1/4)
4
4
3) Magnetic Compaction: DI (11,600 kg mass, +25 STR, +5 PD/ED, -5" KB) (25 Active Points); Increased Endurance Cost (x5 END; -2), Visible (-1/4)
10
24
4) Magenetic Attraction: Telekinesis (25 STR), AOE (4" Radius; +1), Selective (+1/4) (84 Active Points); Only to Pull Things To Self (-1), Only Works On Ferrous Metals (-1/2), No Range (-1/2)
8
9
5) Interference: Change Environment 4" radius, -4 to Radio Group PER Rolls (24 Active Points); No Range (-1/2)
2
348 Total Powers Cost
PERKS
Cost  Name
1 Liked By Cops In Home Town: Reputation: Works With Police In Home Town (A small to medium sized group) 14-, +1/+1d6
1 Total Perks Cost

SKILLS
Cost  Name
5 +1 with HTH Combat
7 Inventor 14-
6 KS: Metallurgy (INT-based) 15-
18 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
15 DF: Big Hulking Metal Guy (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Superhero Circles)
15 Enraged: When Taunted (Uncommon), go 11-, recover 11-
10 Phys. Lim.: Heavy (800 lbs) (Frequently, Slightly Impairing)
10 Phys. Lim.: Limited Manipulation Due To Large Metal Hands (Frequently, Slightly Impairing)
15 Phys. Lim.: Must Always Exert At Least 30 STR (Frequently, Greatly Impairing)
10 Psych. Lim.: Hates His Freakish New Form And Gets Angry When It Inconveniences Him (Uncommon, Strong)
10 Reputation: Crackpot Inventor, 14- (Known Only To A Small Group)
10 Susceptibility: Strong Magnetic Fields, 1d6 damage per Turn (Uncommon)
25 Unluck: 5d6
10 Vulnerability: 2 x BODY Magnetic Attacks (Uncommon)
10 Vulnerability: 2 x Effect Magnetic Powers (Uncommon)
10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)
150 Total Disadvantages Cost
Height: 6' 10" Hair: Metallic Red
Weight: 800 lbs Eyes: Green
Appearance: Composed of flexible reddish metal, Ferrous has mettalic green eyes and his hair is a darker metallic red than his skin. His already impressive physique from before his accident has been tremendously increased, and despite his great weight he moves as gracefully as a normally fit athletic man. He has taken to wearing a blue tabard-like costume made from a practice jersey (lacking numbers or name).
Personality: Alan is a mildly self-centered man whose primary motivation is finding a cure for his state. He doesnt mind the benefits of his power, but he hates that he cant have a normal life anymore. He's not very heroic, just practical. He tends to use just enough energy to get the job done, and tends to cut corners rather than do things by the numbers. But when he's taunted, insulted, or not taken seriously he has a tendency to go off the deep end and can be quite dangerous on those occasions.
Quote:"Just quit while youre ahead, fella. Lets not make this any more painful than it has to be."
Background: Alan Greer was a talented specialist in metallurgy. He wasn't a boy-genius or anything of that sort, he grew up in the normal fashion playing little league and playing with his friends, went to high school where he played as a lineback on the football team and was a king in metal shop where his ability to make little gizmos was much remarked upon, and went to state college on a moderate sports scholarship. He got into metallurgy kind of by accident; there was a cute girl named Deborah Whaite that Alan was determined to date despite her repeated rejections; she wanted more than some football jock. So Alan started taking any class she was in, which mostly involved a lot of science classes. Alan wasn't stupid by any means, though he had a tendency to cut corners in his studies much as in his normal life, and he soon found he enjoyed the subject matter, particularly when it involved metal. There was just something facinating about it; he would often learn the theory behind things he had done in metal shop in highschool, and could really relate to it.

 

Pretty soon, thoughts of Deborah were put aside as he got deeper into his studies. He finished he four years and managed to scrape together enough money working odd jobs and chasing financial aid scholarships to stay in school, pursuing a higher degree. This was driven by a strange discovery he had made working after class in one of the student labs. The University had acquired a chunk of a strange metal sample taken from a meteor rock that fell to earth several years previously. The metal, called Ferinium by the team that initially studied it, had many of the qualities of Iron, but also was similar to quicksilver in that it had a liquid-like solidity. Many scientists had studied it but eventually not been able to figure out any practical use for the substance. Alan however had noticed a strange reaction when the Ferinium was exposed to magnets and had rigged up an ersatz magnetic field generator from some equipment laying around the lab. He learned how to use magnetic fields to shape and direct Ferinium, but couldnt think of any useful purpose for it; he was determined however. He even wrote a lengthy paper about it that was published in several scientific journals, complete with several theories about what it might be used for, but it was not well recieved -- everyone that knew anything about Ferinium knew it was just a curioisity and nothing more.

 

Angry at the snide and unkind comments that now came his way, Alan stormed into the lab in a rage and started beating on his magnetic field generating apparatus, trying to break it. In the process the power switch way knocked into high power and a field was generated that resulted in the Ferinium sample being literally launched at the enraged Alan coating his face, and then flowing like liquid into his throat. Now choking to death, Alan stopped his flailing to clutch at his throat, standing there being innundated by the magnetic field generator all the while. Soon he passed out from lack of oxygen, but when he woke up was shocked to find that somehow the Ferrinium had impermeated his body and turned his body into a solid flexible metal, with vast strength and strange magnetic and density control powers.

 

After adjusting to the initial shock of his new state, to include leaving school and hiding himself away from everyone for a while until he could adjust to his new state, he realized that a normal life is beyond him now and he must decide what to do with hiself. He considered super-villainy, but decided that while he is strong and tough he doesnt have any powers that would make him well suited to not getting caught, and he doesnt want to sit in prison for the rest of his life. So, more out of practicality than anything he decided that he would become a superhero and join a team so that he can have a base to live in and maybe a decent lab so he can research for a cure for his condition. Setting off on the right foot he waited around with a police scanner for a couple of weeks waiting for something big, and finally got his chance with a big bank robbery, which he ran down to and stopped, easily defeating the robbers who had holed up with some hostages after he pulled the guns from the robbers hands using his Magnetic Attraction ability.

 

He announced to the admiring press thereafter that his name is Ferrous and that he is looking for a superhero team to join, and has received several offers but most have been from crackpots or bushleagers so far. Alan's pretty sure his abilities put him in the big leagues, or at least in the realm of consideration, but his main criteria is a team with a base he can live at -- he cant afford to pay his rent without a job forever. In the meantime he tries to get involved in larger crime scenes, helping the cops out and making a name for himself.

Powers/Tactics: Ferrous is composed of a strange metal substance that is very similar to Iron in its composition, but which is flexible rather than rigid. In addition to having vast strengths, comprehensive resistance to most forms of damage, and no biological processes to speak of Ferrous als has several abilities revolving around magnetics and the ability to magnetically condense his body at the molecular level, becoming a little smaller but much denser and stronger for short periods of time. He can make himself aware of ferrous objects around himself by detecting their magnetic attraction to him, can disrupt radio emmissions around himself, and selectively attract ferrous items to himself. When he uses these magnetic powers characters with Radio and Energy based Detects sense "black spots" of magnetic interference around him, but people without such senses feel the hair raise up on their bodies and can see the objects being moved towards him of course.
Campaign Use: Ferrous is a useful character to throw together with some other loose NPCs to make a background Superteam out of. Or perhaps his rent money runs out and finally, without any income, Ferrous turns to crime just to make a living.
Character created with Hero Designer (version 2.18)

Share this post


Link to post
Share on other sites

Character Name: Livewire

Alternate Identities: Dr. Carl Rogers

Player Name:

 

CHARACTERISTICS

Val Char Base Points Total

12 STR 10 2 12 11-

 

HTH Damage 2d6 END [1]

 

25 DEX 10 45 25 14-

 

OCV 8 DCV 8

 

20 CON 10 20 20 13-

12 BODY 10 4 12 11-

24 INT 10 14 24 14-

 

PER Roll 14-

 

14 EGO 10 8 14 12-

 

ECV: 5

 

20 PRE 10 10 20 13-

 

PRE Attack: 4d6

 

18 COM 10 4 18 13-

3 PD 2 1 3/13 3/13 PD (0/10 rPD)

 

6 ED 4 2 6/26 6/26 ED (0/20 rED)

 

6 SPD 3.5 25 6

Phases: 2, 4, 6, 8, 10, 12

 

6 REC 6 0 6

50 END 40 5 50

35 STUN 28 7 35

8" Running 6 4 8"

2" Swimming 2 0 2"

4" Leaping 2 2 4"

 

153 Total Characteristics Points

 

EXPERIENCE POINTS

Total earned: 0

Spent: 150

Unspent: 0

Base Points: 200

Disad Points: 0

Total Points: 350

MOVEMENT

Type Total

Run (6) 8" [16" NC]

Swim (2) 2" [4" NC]

H. Leap (2") 4"

V. Leap (1") 2"

Teleport 25" [50" NC]

DEFENSES

Type Amount

Physical Defense 3/13

Res. Phys. Defense 0/10

Energy Defense 6/26

Res. Energy Defense 0/20

Mental Defense 0

Power Defense 6

 

COMBAT INFORMATION

OCV: 8 DCV: 8

 

Character Name: Livewire

Alternate Identities: Dr. Carl Rogers

Player Name:

 

SKILLS

Cost Name

10 +2 with Ranged Combat

3 Cryptography 14-

7 Electronics 16-

3 Inventor 14-

3 Mechanics 14-

3 Systems Operation 14-

5 Physics: SS 16-

34 Total Skills Cost

TALENTS

Cost Name

3 Lightning Calculator

4 Speed Reading (x10)

7 Total Talents Cost

 

POWERS

Cost Power END

6 Lightning Resistance: Power Defense (6 points)

8 Lightning Tolerance: Sight Group Flash Defense (8 points)

 

60 Eletric Powers: Multipower, 60-point reserve

 

6u 1) Eletric Shock: EB 12d6 (60 Active Points)

 

4u 2) Static Shock: EB 4d6, NND (Forcefield; +1) (40 Active Points)

 

6u 3) Lightning Burst: and Hearing Groups Flash 7d6, Explosion (+1/2) (60 Active Points)

 

3u 4) Wire Hop: Teleportation 20", No Relative Velocity, Position Shift (55 Active Points); Only On Appropriate Terrain Only on conductors (-1)

 

2u 5) Wire Jump: Teleportation 5", No Relative Velocity, Position Shift, MegaScale (1" = 1,000 km; +1) (50 Active Points); Only On Appropriate Terrain Only on conductive material (-1)

 

20 Lightning Powers: Elemental Control, 40-point powers

 

16 1) Eletric Absorption: Absorption 4d6 (energy, Electric Shock), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Persistent (+1/2) (35 Active Points); Limited Phenomena (Electricity Only; -1/4)

 

25 2) Lightning Shield: FF (10 PD/20 ED), Reduced Endurance (0 END; +1/2) (45 Active Points)

 

156 Total Powers Cost

 

Character Name: Livewire

Alternate Identities: Dr. Carl Rogers

Player Name:

 

APPEARANCE

Hair Color: Brown

Eye Color: Brown

Height: 1.85 m

Weight: 82.00 kg

Description: Looks like Electro

BACKGROUND- A military scientist who was subjected to radiation while being electricuted on accident. Dr. Carl Rogers then became Livewire, a person who feeds off of electricity and throws it at others. He also has the power to transform himself into electricty and travel through conductive materials.

 

Disads- Customized with the campaign

:)

 

My challenge: a shapechanger whith the martian manhunter's level of shapechanging powers.

Share this post


Link to post
Share on other sites

Not in response to the challenge; just a new character I made.

Combat Information Page

Character Name: Showdown

Alternate Identities: Jonathan Brooks

Player Name: Killer Shrike

attachment.php?attachmentid=5229
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
25 STR 10 15 25/45 14- / 18- HTH Damage 5d6/9d6 END [2]
25 DEX 10 45 25 14- OCV 8 DCV 8
25 CON 10 30 25 14-
25 BODY 10 30 25 14-
18 INT 10 8 18 13- PER Roll 13-
25 EGO 10 30 25 14- ECV: 8
25 PRE 10 15 25 14- PRE Attack: 5d6
20 COM 10 5 20 13-
             
             
5 PD 5 0 5/14   5/14 PD (0/9 rPD)
5 ED 5 0 5/14   5/14 ED (0/9 rED)
6 SPD 3.5 25 6   Phases: 2, 4, 6, 8, 10, 12
10 REC 10 0 10  
50 END 50 0 50  
50 STUN 51 -1 50    
10" Running 6 8 10"/20"    
5" Swimming 2 3 5"    
10"/5"" Leaping 5 5 10"/34" 218 Total Characteristics Points
attachment.php?attachmentid=3168
EXPERIENCE POINTS
Total earned: 250
Spent: 250
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 600
MOVEMENT
Type Total
Run (6) 10"/20" [20"/40" NC]
Swim (2) 5" [10" NC]
H. Leap (5") 10"/34"
V. Leap (3") 5"/17"
Gliding 0"/10" [0"/10" NC]
Swinging 0"/6" [0"/12" NC]
APPEARANCE
Hair Color:  Dirty Blonde
Eye Color:  Blue
Height:  6' 6"
Weight:  220 lbs
Description:
Jonathan is an extremely fit and atheletic large man in his mid-30's. He has dirty blond hair and a light beard framing extremely attractive features, and deep blue eyes. He moves with the grace and balance of a trained martial artist, and just looks more suited to combat fatigues than a suit and tie. Though he has had a hard life, you couldnt tell it by looking at him. In his "professional attire", he wears a skin tight dark blue body suit with boots, fighting gloves, and no mask, as his identity is publicly known. He wears a golden PRIMUS Eagle-badge on his left breast, but without the PRIMUS insignia.

MARTIAL ARTS MANEUVERS
Cost  Maneuver
5 Close Quarters Fighting: 1/2 Phase, +0 OCV, +1 DCV, Abort, +20 STR to Escape, Response to Grab
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 7d6 / 11d6 Strike, Must Follow Block
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 35 STR / 55 STR for holding on; FMove
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 40 STR / 60 STR vs. Grabs
5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 35 STR / 55 STR to Disarm; FMove
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 / 9d6 +v/5; FMove
5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 5d6 / 9d6 +v/5; Target Falls; FMove
42 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 5/14 Current BODY:
Res. Phys. Defense 0/9  
Energy Defense 5/14 Current END:
Res. Energy Defense 0/9  
Mental Defense 5 Current STUN:
Power Defense 5  
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +1 with DCV , +2 Overall , +3 with Martial Arts , +3 with DCV (15 Active Points); OIF (Shield Bracers; -1/2), Arrangement (-1/4) , +4 with Block (20 Active Points); OIF (Shield Bracers; -1/2), Arrangement (-1/4)
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
Close Quarters Fighting 1/2 +0 +1 Abort, +20 STR to Escape, Response to Grab
Counterstrike 1/2 +2 +2 7d6 / 11d6 Strike, Must Follow Block
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Flying Grab 1/2 -2 -1 Grab Two Limbs, 35 STR / 55 STR for holding on; FMove
Martial Block 1/2 +2 +2 Block, Abort
Martial Escape 1/2 +0 +0 40 STR / 60 STR vs. Grabs
Passing Disarm 1/2 -1 -1 Disarm, 35 STR / 55 STR to Disarm; FMove
Passing Strike 1/2 +1 +0 5d6 / 9d6 +v/5; FMove
Passing Throw 1/2 +0 +0 5d6 / 9d6 +v/5; Target Falls; FMove
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
20 Super Atheletics: MP, 30-point reserve, (30 Active Points); Requires An Atheletics Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4)
3m
1) Super Athleticism: +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); No Figured Characteristics (-1/2), Not For Lifting (-1/2)
3m
2) Stunning Blow: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2), NND ([Equally Common Defense]; Lack Of Weakness on Defenses covering head, or any innate rPD protecting the head; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Requires An Atheletics Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
4m
3) Super-Punch: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2)
6m
4) Super-Strong Legs Leap: Leaping +20" (5"/29" forward, 2 1/2"/14 1/2" upward), Reduced Endurance (0 END; +1/2) (30 Active Points)
6m
5) Super-Strong Legs: Running +10" (10"/20" total), Reduced Endurance (0 END; +1/2) (30 Active Points)
12 Hit Him In The Gut -- Hes Weak There: Negative Combat Skill Levels (-2 to opponent's DCV), Reduced Endurance (0 END; +1/2), IPE (Fully Invisible; +1) (25 Active Points); Only Vs Opponent Which Find Weakness Has Succeeded Against (-1)
25 Unerring Strikes: Find Weakness 12- with Related Group of Attacks
PRIMUS Surplus Shield Bracers, all slots OIF (Shield Bracers; -1/2), Arrangement (-1/4)
8
1) Hyper Deflection: Missile Deflection (Bullets & Shrapnel) (15 Active Points); OIF (Shield Bracers; -1/2), Arrangement (-1/4)
8
2) Deflection: +3 with DCV (15 Active Points); OIF (Shield Bracers; -1/2), Arrangement (-1/4)
11
3) Deflection: +4 with Block (20 Active Points); OIF (Shield Bracers; -1/2), Arrangement (-1/4)
4
4) Pulse Shield: FF (8 PD/8 ED) (16 Active Points); 3 Continuing Charges lasting 1 Extra Phase each (-1), Limited Coverage [61-180] Degrees (Only on the same horizontal Level; -3/4), OIF (Shield Bracers; -1/2), Arrangement (-1/4)
13
5) Pulse Blast: EB 8d6 (vs. ED) (40 Active Points); 3 Charges (-1 1/4), OIF (Shield Bracers; -1/2), Arrangement (-1/4)
37 PRIMUS Surplus Equipment: VPP (Gadget Pool), 30 base + 7 control cost, (45 Active Points); Restrainable (Kept from reaching Belt of Gadgets) (-1/2), VPP Can Only Be Changed Between Adventures (-1/2); all slots IIF (Some Form Of Gadget; -1/4)
0
1) Swingline: Swinging 6", Reduced Endurance (0 END; +1/2) (9 Active Points); IIF (Grapnel Spool; -1/4) Real Cost: 7
0
2) Omni-Chute Generator: Gliding 10" (10 Active Points); No Noncombat Movement (-1/4), IIF (Omni-Chute Generator On Back Of Belt; -1/4) Real Cost: 7
0
3) Radio Sensors: High Range Radio Perception (Radio Group) (12 Active Points); IIF (Ear Bud & Throat Mike; -1/4) Real Cost: 9
0
4) Ultra-Belt: Force Field (5 PD/5 ED/5 Mental Defense/5 Power Defense) (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Character May Take No Other Actions, -1/2), OIF (Ultra-Belt Shield Generator; -1/2) Real Cost: 7
160 Total Powers Cost
PERKS
Cost  Name
15 Sanctioned: Contact: PRIMUS (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 8-
3 Sanctioned: Fringe Benefit: Federal/National Police Powers
1 Reputation: Dangerous Martial Artist (The Martial Arts World) 14-, +1/+1d6
19 Total Perks Cost
TALENTS
Cost  Name
15 Combat Sense 13-
18 Combat Luck (9 PD/9 ED)
33 Total Talents Cost

SKILLS
Cost  Name
5 +1 with DCV
20 +2 Overall
9 +3 with Martial Arts
10 Bare-Handed Brawling: Two-Weapon Fighting (HTH)
2 Sanctioned: KS: Federal Criminal Law 11-
2 Sanctioned: KS: Federal Criminal Procedure 11-
11 Super Athleticism: Power 15-
3 Acrobatics 14-
3 Analyze: Combat 13-
3 Breakfall 14-
3 Bureaucratics 14-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Deduction 13-
10 Defense Maneuver I-IV
3 Interrogation 14-
3 Inventor 13-
3 Lockpicking 14-
3 Paramedics 13-
3 Security Systems 13-
3 Stealth 14-
3 Streetwise 14-
3 Systems Operation 13-
5 TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, Small Motorized Boats, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
3 Tactics 13-
3 Teamwork 14-
128 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
10 DF: Martial Arts Style (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses (Analyze))
10 Hunted: Ankylosaur 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Hunted: Lazer 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: PRIMUS 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Hunted: Shadowdragon 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: War Machine 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Psych. Lim.: American Patriot (Common, Strong)
5 Psych. Lim.: Code of the HERO (Uncommon, Moderate)
10 Psych. Lim.: Driven To Atone For Shady Past (Uncommon, Strong)
10 Reputation: Former Mercenary, 11-
10 Rivalry: Professional (Martial Artists; Rival is More Powerful; Group Rivalry; Seek to Outdo Rival; Rival Unaware of Rivalry)
10 Soc. Lim.: Public ID (Occasionally, Major)
10 Vulnerability: 2 x BODY Suprise Attacks (Uncommon)
150 Total Disadvantages Cost
Height: 6' 6" Hair: Dirty Blonde
Weight: 220 lbs Eyes: Blue
Appearance: Jonathan is an extremely fit and atheletic large man in his mid-30's. He has dirty blond hair and a light beard framing extremely attractive features, and deep blue eyes. He moves with the grace and balance of a trained martial artist, and just looks more suited to combat fatigues than a suit and tie. Though he has had a hard life, you couldnt tell it by looking at him. In his "professional attire", he wears a skin tight dark blue body suit with boots, fighting gloves, and no mask, as his identity is publicly known. He wears a golden PRIMUS Eagle-badge on his left breast, but without the PRIMUS insignia.
Personality: Showdown, despite all his hard knocks, still loves his country. He feels a lot of guilt over the time he spent as a Merc and feels the need to atone for his past by serving his nation honorably. He always seeks to be the best at whatever he does but this isnt a compulsion, its just somthing he naturally accomplishes. However he does get very competitive with other martial artists and revels in the chance to fight skilled HtH opponents.
Quote:"Kudo's for trying, but I'm still going to take you down."
Background: Jonathan Brooks was born on a military base hiden away in the backlands of Utah. Jonathan's mother had left his father when he was three, but his father had won custody after proving her to be an incompetant mother. His father was first a Major and eventually a Colonel in the Army involved in a highly-compartmentalized Top Secret weapons project. Jonathan grew up on the base with a mere handful of other military brats, attended the post school, and had very little contact with the outside world due to the remoteness of the location and the security protocols that restricted his father's movements. With little to do to fill the time, Jonathan took up learning martial arts at a very young age, training at the base dojo with the frequently revolving members of the elite MP guard unit asigned to the post. He didn't learn any particular traditional style, instead picking up commando-style combat techniques from the hardened soldiers.

 

As Jonathan grew older his athleticism became readily apparant as being top-flight. He acceled at every physical endeavor he attempted and could pull off feats to rival those of Olympic Level Atheletes and world record setters. By the time he was 18 he could run the Obstacle Course and Combat Conditioning Course faster than any of the best soldiers on the base, could bench as much weight as the strongest lifters in the gym, and outfight any man or woman on the post. In addition to being a physical phenom, Jonathan was also blessed with uncommonly good looks and this inevitably would be his downfall.

 

The base was commanded by General McGavin, and like all good base Generals, McGavin had a beautiful daughter, named Melody, who also happened to be about the same age as Jonathan. The General was a widower, and being ill-equipped to raise a daughter he sent her away to boarding school or to stay with aunts, but in her 18th summer she came to stay with daddy for a few months before starting college. Once she saw Jonathan doing his morning O-Course run soon after arriving it was only a matter of time before matters came to a head.

 

Melody was no shrinking violet; she was somewhat experienced in the ways of the world and of men and women. Jonathan, for all his physical accomplishments, most decidedly was not. So as the winsome General's daughter made every effort to happen to be someplace where they might bump into one another on the small post, it wasn't long before she had him wrapped around her little finger. Over the next month Jonathan became thoroughly infatuated with Melody and eventually things got pretty involved between them. This all went largely under the radar until General McGavin came home early from his office one day in late July and was much suprised to find a partially clothed Jonathan in the process of getting ready to go out a window and his precious daughter less than partially clothed on the couch.

 

The General was not amused.

 

Melody was sent off to live with an aunt for the remainder of the summer, but Colonel Brooks suffered the most for the General's lack of amusment, essentially being forced into an early retirement after receiving about the worst FitRep possible on his next review, given by the General personally. Colonel Brooks, ret., was slightly embittered by having his promising career flushed by his son's indiscretion and turned to booze, but only after kicking Jonathan out of the house. Without any place to go, and pretty sure he wouldnt go far if he joined the Army as he had planned to do (theoretically after going to college), Jonathan revised his plans and joined the Marines as an enlisted man as he had no degree. Jonathan opted for the infantry, and did extremely well in the Corps finding it challenging but rewarding, and he picked up rank meritoriously several times. After making sergeant in a quick 5 years he went for a Force Recon trial and easily passed it. He reupped and served a tour with FORRECON working in several localities around the world.

 

Finally he ended up in Somalia, part of the I Marine Expeditionary Force occupying the Mo (Mogadishu). Taking part in Joint Task Force operations with other SOF (Special Operaions Forces), Jonathan's team was eventually part of an operation intended to capture several "Tier 1" Somalis. The mission started off well but quickly went off the reservation when a band of Somali Technicals arrived unexpectedly and overrode the teams postion. It would be difficult to say who was more startled, but in the ensuing firefight the team's leader was shot in the head, leaving Staff Sergeant Brooks, aka Jonathan, in command.

 

After quickly killing the Technicals without sustaining further casualties beyond a couple of flesh wounds, Jonathan decided to execute the mission despite the incident and pressed forward into the now-alerted hiding place of the targets. Fierce fighting broke out and several more Marines were wounded, but the mission was successful as Jonathan himself pushed through the last hallway between him and the quarry, taking a shoulder wound in the process. In the post analysis however it was decided that Jonathan should not have ordered the mission to proceed as the element of surprise had been lost, which was indicated in the mission plan as an abort clause. In a complete mistrial of justice he ended up before a court martial for violation of the rules of engagement and was summarily given an Administrative Discharge "For the good of the Service" -- not a Dishonorable or Bad Conduct Discharge, but pretty insulting nonetheless.

 

This was simply too much for Jonathan. All he'd ever done was try to serve his country and nothing had come of it but punishment and aggravation. Angry, the 26 year old returned to Africa and became a mercenary, selling his highly honed skills and freakish physical abilities to the highest bidder. He worked as a mercenary for the next 7 years and eventually came into contact with many of the top-level mercs in the field, and coming to be known as Showdown. Unlike most of the others he wasnt in it to make a name for himself, he was just angry and trying to make a living. However, as time passed his anger faded and he realized he was not happy working as a mercenary; many of the causes he was paid to support sickened him, and many of his fellow mercenaries were loathesome individuals.

 

Finally he was hired by a wealthy but mysterious businessman who later turned out to be a representative of the Warlord's organization, as part of a crackteam of top-talent mercs including Lazer, Ankylosaur, and Shadowdragon for a mission in America. Jonathan took the job because the money was too good to pass up, but had misgivings; all of his mercenary endeavors to that date had taken place in third world countries. The mission was to infiltrate a PRIMUS base in New York City itself and steal a single container, the contents of which they were being paid extra not to ask about. Complete and detailed schematics were provided, along with guard schedules and personality dossiers of all the principals assoicated with the installation. It all looked like a cake walk; in and out with no expected obstacles.

 

But Jonathan had misgivings. Taking down governments in some craphole in the middle of Africa or one of the 'Stans was one thing, but messing around with the American Government? Despite his own personal grudges against the Armed Services, Jonathan just couldnt stomach it -- his patriotism was too deeply engrained. So he managed to contact PRIMUS and tell them of the planned robbery in return for immunity. When the mission occured it all went as planned until the team was deep into the PRIMUS base, and then the trap was sprung! PRIMUS Agents popped out of the woodworks and Jonathan turned on Shadowdragon. The other three mercs scotched the mission and managed to fight free of the building thanks to Shadowdragon's darkness abilities, but ever since they have all borne a grudge for Jonathan, and the Warlord was none to pleased either.

 

After the raid was foiled, Jonathan was taken in to custody for questioning. He didnt have criminal record and had voluntarily reported the potential crime, so he wasnt in any trouble, but he was definitely suspect. After PRIMUS officials were sure he was on the level, they began to consider his inquiry regarding becoming a PRIMUS Agent. He didnt have a college degree so he couldn't be an Agent, but he could become a sanctioned crimefighter and take part in PRIMUS's Special Activities program for crimefighters that work very closely with PRIMUS beyond merely being sanctioned. Jonathan agreed to this, and spent the next 3 years traveling to various PRIMUS bases in the pursuit of various cases, basically acting as an unpaid resource for PRIMUS. Jonathan quickly proved his worth and was allowed some unofficial perks, like being fitted out with some older-model "surplus" devices that R&D "didn't need anymore"; wink wink nudge nudge.

 

During this time Jonathan achieved an Associates Degree via night classes and extention courses using his GI Bill money. He applied for full induction to PRIMUS again, but the Director himself flew out to meet him in Chicago, where he happened to be at the time. The Director had a proposal for Jonathan; to go out and recruit competent hereos willing to work hand-and-glove with PRIMUS as part of a new unoffical task force. There would ideally be several smaller teams organized regionally that would be allowed to use PRIMUS bases as centers of operation, semi-officially of course, and if all went well in Congress to get approval for it, eventually they would all be added to the PRIMUS ToE as an official branch of the organization. Jonathan jumped at the chance and is now traveling the nation looking for candidates for this (somewhat sketchy) new group. The Director provided him with a list of a few other heroes who have worked closely with PRIMUS in the past or present, but before approaching any of them Jonathan wants to get at least a few new joins under his belt first -- see what he has to work with, so to speak.

Powers/Tactics: Jonathan is a supremely fit "super athelete" who was demonstrated a number of unlikely feats in his time. However, he does not detect as a mutant or any form of metahuman on any of the scanners PRIMUS has available. Some analysts conjecture that, like many "super" martial artists, he subconsciously taps into some form of energy, called Chi by many practitioners of Martial Arts. But whatever the cause, "Showdown" is a very capable physical phenom, with impressive martial arts and raw athleticism.

 

He also is equipped with some "surplus" hi-tech equipment unofficially given to him by PRIMUS, most significantly including a matched set of bracers that contain integrated force field generators that allow a number of effects. He also has a collection of "useful gear" stowed in an equipment built. The exact contents of the belt vary based on whatever PRIMUS has recently seen fit to toss his way, but are typically in-case-of-emergency type "spy-toys".

 

Finally Showdown has been around in his day, and is exceptionally skilled in a lot of areas, including his martial arts. He is a resourceful man with a lot of tricks up his sleeve.

Campaign Use: Showdown can be used to organize a team of PCs in a semi-official PRIMUS Sactioned group, slapping them together, getting them all sanctioned, and then leaving them in place to do the right thing while he goes off to form up another group.

 

Or maybe the director is up to something. The whole thing might seem a bit fishy if looked at too closely.

 

Or he could be part of a powerful team of PRIMUS aligned super types that might show up if a PRIMUS presence a little more serious than a Silver Avenger is needed.

Character created with Hero Designer (version 2.18)

Share this post


Link to post
Share on other sites
Originally posted by Brandi I think this makes THREE undone challenges now:1) Electricity-based hero who can travel through wires and such
Voila. :)She's a little on the low-powered side, because she's made for a 300-point game. The GM also hasn't decided for sure whether she'll be my character in the game or not yet, which is why her background isn't fully fleshed out yet. But FWIW...
Combat Information Page

Character Name: Amp

Alternate Identities: Jeannie Dark

Player Name: Derek Hiemforth

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
29 DEX 10 57 29 15- OCV 10 DCV 10
23 CON 10 26 23 14-
11 BODY 10 2 11 11-
13 INT 10 3 13 12- PER Roll 12-
10 EGO 10 0 10 11- ECV: 3
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
18 COM 10 4 18 13-
             
             
5 PD 3 2 5/20   5/20 PD (0/15 rPD)
5 ED 5 0 5/30   5/30 ED (0/25 rED)
6 SPD 3.9 21 6   Phases: 2, 4, 6, 8, 10, 12
8 REC 8 0 8  
46 END 46 0 46  
30 STUN 30 0 30    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
2 1/2"/1"" Leaping 3 0 2 1/2" 126 Total Characteristics Points
attachment.php?s=&postid=249402
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 150
Disad Points: 150
Total Points: 300
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 2 1/2"
V. Leap (1") 1"
Teleport 0"/16" [0"/32" NC]
APPEARANCE
Hair Color:  White
Eye Color:  Ice Blue
Height:  1.80 m
Weight:  59.00 kg
Description:
See picture.

DEFENSES
Type Amount Notes
Physical Defense 5/20 Current BODY:
Res. Phys. Defense 0/15  
Energy Defense 5/30 Current END:
Res. Energy Defense 0/25  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels:
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
48 Lightning Powers: Multipower, 60-point reserve, all slots Power Complications Suitable For Electrical Powers (-1/4)
5u
1) Lightning Blast: Energy Blast 12d6
6
5u
2) Lightning Bolt: Killing Attack - Ranged 4d6
6
5u
3) Lightning Flash: Sight Group Flash 12d6
6
5u
4) Static Electricity Blast: Energy Blast 6d6, No Normal Defense (ED Force Field or Fully Insulated; +1)
6
3u
5) Electricity Sink: Absorption 6d6 (energy, Half to END, Half to STUN); Limited Special Effect : Electricity (-1/2) plus Armor (0 PD/20 ED); Only Works Against Electricity (-1/2), Only Up To Amount Rolled On Absorption (-1/2), Linked (to Absorption; -1/2)
5u
6) Generate Intense Electro-Magnetic Field: Change Environment 256" radius, -6 to Radio Group PER Rolls
6
1u
7) Power Devices: Aid Endurance 5d6; Technological/Electricity-based END Only (-1), Others Only (-1/2), Only Restores to Starting Values (-1/2)
40 Body of Electricity: Multipower, 50-point reserve, all slots Power Complications Suitable to Electrical Powers (-1/4)
4u
1) Electrical Shielding: Force Field (15 PD/25 ED), Reduced Endurance (1/2 END; +1/4)
2
3u
2) Pure Electricity: Desolidification (affected by Electrical & Cold-based Attacks), Reduced Endurance (1/2 END; +1/4); Cannot Pass Through Non-Conductive Material (-1/4)
2
18 Arc Travel: Multipower, 22-point reserve, all slots Power Complications Suitable For Electrical Powers (-1/4)
2u
1) Single Arc Bounce: Leaping 17" (Accurate)
2
1u
2) Arc Travel: Teleportation 11"; Only Between Conductors Or Through Wires (-1/2)
2
1u
3) Mega Arc Travel: Teleportation 5", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4); Only Between Conductors Or Through Wires (-1/2)
2
10 Unfazed By Bright Flashes: Sight Group Flash Defense (10 points)
10 Lightning Blast Overdrive: Energy Blast 6d6; Increased Endurance Cost (x5 END; -2) 15
166 Total Powers Cost

SKILLS
Cost  Name
1 KS: The Music Industry 8-
3 Power: Electrical Powers 15-
3 PS: Singer 13-
1 Streetwise 8-
8 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
20 Dependent NPC: The Thunderbolts 8- (Normal; Group DNPC: x4 DNPCs)
5 Distinctive Features: Black Skin With Ice Blue Eyes and White Hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Enraged: When Ignored (Uncommon), go 8-, recover 11-
20 Hunted: Major Group 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Minor Group 8- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Protective of Innocents (Very Common, Strong)
15 Psychological Limitation: Confrontational (Very Common, Moderate)
15 Social Limitation: Secret Identity (Jeannie Dark; Frequently, Major)
15 Vulnerability: 1 1/2 x STUN Metal (Very Common)
15 Vulnerability: 1 1/2 x BODY Metal (Very Common)
150 Total Disadvantages Cost
Height: 1.80 m Hair: White
Weight: 59.00 kg Eyes: Ice Blue
Appearance: See picture.
Personality: Think Joan Jett meets Black Lightning. Street-smart tough girl who's had a rough life and wants to use her powers to stick up for those who can't stick up for themselves.
Quote:"Bet you'll get a charge out of this!"
Background: Jeannie Dark grew up in an orphanage, never knowing her parents. She ran away at 16, and eventually joined up with a hard-edged rock band called The Thunderbolts. Her powers manifested at 18 (mutant? she doesn't know for sure) and she started using them to fight injustice.
Powers/Tactics: Amp can generate and control electricity, including assuming an electrical form.
Campaign Use: Amp is a superheroine.
Character created with Hero Designer (version 2.18)

Share this post


Link to post
Share on other sites
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:

attachment.php?s=&postid=101723
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
attachment.php?s=&postid=249417
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)

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...