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First quasi-Manual, Demi-Annual, Homegrown Mod Contest!


hooligan x

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Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest!

 

From what I can see, I'm guessing that your paints are still too thick. You need to water them down more. They should have a consistancy of something like whole milk. Put down thin layers and let each layer dry before you put down the next one. It's more time-consuming but it's worth the extra effort. :thumbup::yes:

 

Bill.

I actually have no problem with these paints, and I always add a dab of water after I put them down ont he pallet. And on most figures they work fine. The lumpiness here is more a product of trying to file down the ridges on the Vertigo figure. If you're holding the figure and inspecting it, you'd definitely see the raised areas. In other words it would never win a contest, but then I didn't really post it for contest purposes; I just posted it to participate.

 

I wouldn't have used the figure because of these ridges, except I liked the pose a lot for this purpose. (I'd already made the drawing and got the character idea from that; I then needed a figure)

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Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest!

 

No Bikini Miniature here.

 

This is Sleepwalker, Teenage Zombie! She's part of a team of cocky young heroes called "The Clique". She's the result of a class field trip gone horribly awry.

 

Can't find the character sheet. But the fig is done so I thought I'd post it. I'll search my laptop tomorrow.

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Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest!

 

Here's the associated character. I have yet to find the right "board" format to post these in. I'll grab the back story and post it next.

 

Sleepwalker
Val  	Char   	Cost
40  	STR	30
18  	DEX	24
28  	CON	36
16  	BODY	12
10  	INT	0
18  	EGO	16
18  	PRE	8
16  	COM	3

26  	PD	18
18  	ED	12
5  	SPD	22
14  	REC	0
56  	END	0
50  	STUN	0

6"  	RUN	0
2"  	SWIM	0
8"  	LEAP	0
Characteristics Cost: 181
Cost  	Power	END
38  	Blessing of Undeath: LS (Eating: Character does not eat; Immunity
All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial 
diseases and biowarfare agents; Longevity: 200 Years; Safe in High 
Pressure; Safe in Intense Cold; Self-Contained Breathing; Sleeping: 
Character only has to sleep 8 hours per week) 	0
22  	Necro Physiology: Damage Resistance (26 PD/18 ED) 	0
5  	Nocturnal Senses: Nightvision 	0
10  	Undead Head: Mental Defense (14 points total) [Notes: Her brain 
no longer functions in the conventional manner.] 	0
10  	Spirit Walk: Teleportation 10", x4 Noncombat (25 Active Points); 
Conditional Power Power does not work in Extremely Common Circumstances
(Only works on consecrated ground; -1 1/2) [Notes: On consecrated ground,
she is able to appear as far as 10" away at will (40" non-combat).] 	2
12  	Spirit Sense: Detect Spirits and the Dead A Class Of Things 11-
(Unusual Group), Increased Arc Of Perception (360 Degrees), Sense 	0
13  	Spirit Hand: Telekinesis (5 STR), Fine Manipulation, Reduced Endurance
(0 END; +1/2) (26 Active Points); Activation Roll 10-, Burnout (-1) [Notes: 
Mantuu, he spirit helper, can sometimes influence the world in her favor.] 	0
Powers Cost: 110

Cost  	Martial Arts Maneuver
3  	Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR
.....for holding on 
5  	Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 
3  	Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike; Target
.....Falls; Must Follow Grab 
4  	Crush: 1/2 Phase, +0 OCV, +0 DCV, 12d6 Crush, Must Follow Grab 
3  	Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 8d6 +v/5 Strike; You Fall,
.....Target Falls; FMove 
Martial Arts Cost: 18

Cost  	Talent
6  	Simulate Death (+3 to roll) 
15  	Danger Sense (self only, in combat) 11- [Notes: While the spirit can
sense and warn her of danger; Roll reflects ability to react.] 
20  	Universal Translator 11- [Notes: Mantuu, her spirit friend, enters her
body for a moment to speak the appropriate words, if able.] 
Talents Cost: 41 Total Character Cost: 350

Val  	Disadvantages
20  	Physical Limitation: Undead Healing (All the Time, Greatly Impairing)
[Notes: Can't be healed by healing powers (Unless they are necromantic 
in nature); Can only heal naturally.] 
10  	Distinctive Features: Low Body Temp (Easily Concealed; Extreme 
Reaction; Detectable By Uncommonly-Used Senses) 
15  	Distinctive Features: Spooky to Animals and Sensitives (Not 
Concealable; Extreme Reaction; Detectable Only By Small Group) 
5  	Rivalry: Professional (Lumina; Rival is As Powerful; Seek to Outdo,
Embarrass, or Humiliate Rival; Rival Aware of Rivalry) [Notes: Former best
friend from before she was sent off to private school.] 
20  	Hunted: DEMON 11- (Mo Pow, Capture) 
20  	Susceptibility: Skin exposed to Direct Sunlight, 1d6 damage per 
Turn (Very Common) 
15  	Unluck: 3d6 [Notes: The interferance of jealous spirits] 
10  	Vulnerability: 1 1/2 x STUN Light and Laser Attacks (Common) 
10  	Vulnerability: 2 x Effect Necromantic Spells (Uncommon) 
5  	Money: Poor 
15  	DNPC: The Coven 8- (Normal; Useful Noncombat Position or Skills;
Group DNPC: x4 DNPCs) [Notes: Dabbling in magic tends to cause plot threads] 
5  	Reputation: Brain Eating freak, 8- (Extreme; Known Only To A Small
Group) [Notes: Purely rumor] 
Disadvantage Points: 150
Base Points: 200
Experience Required: 0

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Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest!

 

And the Background...

-----------

Height: 1.60 m Hair: Black

Weight: 49.00 kg Eyes: Pale Blue

Appearance: She's small and slender with dark hair and pale skin with a blue tint. Friends see her as a cross between a goth and a surfer chick.

Personality: Jenna knows she can never go home or back to school. Like the rest of the Clique, she's a bit of a slacker, but she's far less of a showboat than the other three, who are highly competitive with one another. Jenna is the poster child for the "Yeh, Whatever" generation. Her attire is essentially a darker version of her school uniform, because "Guys dig the schoolgirl thing".

 

As with all of The Clique (Her super group, founded with Hellfire, Highway, and Wisp), self-fullfillment is the major reason for her activities. But she does have a sense of right and wrong, even if it isn't what her parents or school might have tried to impose on her. She tends to protect homeless folk, street walkers, and other "Night People", as the team tend to call them.

 

Quote:"Dude! Eat one brain and yer marked for life!"

 

Background: Jenna Meyers always felt like her parents never had any use for her. Body piercings and tattoos never got their attention, and only served to get her sent off of private school. Rather than imposing discipline, the school caused her to get even wilder, as she fell in with the campus bad girls. Some of the girls favored themselves as "witches", reading book store copies of the necronomicon, making voodoo dools, and casting love spells, all to no avail. What Jenna discovered in poking through their books was a new way to alienate her folks. But at the same time, she began to gather an unhealthy interest in magic.

 

It wasn't until their field trip to Vibora Bay, when the girls upheld tradition and sneaked out of the group and began to drink and explore the sea caves that Jenna's life would change forever. It was there that Jenna had an unfortunate accident, falling from the rocks and dying before the girls could figure out what to do. Nervous about how they'd be blamed for their friend's death, the girls went out into Vibra Bay, a known hub of mysticism, and sought information. That's when the discovered a book on raising the dead. It was the one spell that they completed successfully, and this was likely due to the location of the ritual; in a cave where rituals had been performed centuries earlier. That resonant magic assisted them. However, she did not come back fully the way they expected.

 

Rather than returning to life, they merely animated their friend. Jenna came back, aware of her surroundings, acting like her old self, but changed forever. Mystic energies filled her sinews. She couldn't go back to school like this, and so she and her friends conspired to make it look like she'd used the field trip to allow her to skip out on the school and the parents that ignored her.

 

She has since taken to the night, making friends with a group of like-minded heroes (Wisp, Hellfire, and Highway) to form The Clique. Meanwhile she is officially a runaway on police blotters. And her old friends from school, emboldened by their successful resurrection of their friend, continue their exploration of magic, as The Coven.

Powers/Tactics: She's a typical brick; Often she'll rely on the others to dazzle the enemy while she sizes up who is the biggest of the enemies so she can leap into acton against them. It's not unsual for her to sit out the first couple of actions to gauge the enemy and also to play "backstop" in case one of her team gets tossed out of the fray.

 

She is followed by "Mantuu", a spirit who is completely imperceptible to others, and who can manipulate objects in the real world on rare occasions, warn Jenna of danger, and on occasion possess her for the purpose of helping her understand languages. (Picture courtesy of City of Heroes)

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Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest!

 

Hey, hooligan x, a question for ya. Actually, two questions.

 

1) Is it too late to enter a fig?

 

and

 

2) Is it legal to enter a mod of one of my characters, that someone else did?

 

I just received some figs that Redmenace did for me, and I'd really like to show one (or more) of them off.

 

 

Pretty please.

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Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest!

 

Well alrighty then, here goes. For our (mine and Redmenace's) first entry into the single hero category, I present SCEPTRE. He is a character I'm now playing in a game that rpjesus is running. First the char pic and the mod pics.

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Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest!

 

And the write-up. I posted this in the old Show me the PC thread, so I'll just post the links here.

 

http://www.herogames.com/forums/showpost.php?p=532755&postcount=10

 

http://www.herogames.com/forums/showpost.php?p=532750&postcount=8

 

http://www.herogames.com/forums/showpost.php?p=532754&postcount=9

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Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest!

 

Paladin's write-up. The background is a work in progress.

 

Paladin

Val Char Cost Roll Notes

13/45 STR 3 12- / 18- Lift 151.6kg/12.8tons; 2 1/2d6/9d6 [1/4]

15/26 DEX 15 12- / 14- OCV: 5/9/DCV: 5/9

18/28 CON 16 13- / 15-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

10/20 PRE 0 11- / 13- PRE Attack: 2d6/4d6

11 COM 1 11-

 

5/20 PD 2 Total: 5/20 PD (5/20 rPD)

4/20 ED 0 Total: 4/20 ED (4/20 rED)

3/5 SPD 5 Phases: 4, 8, 12/3, 5, 8, 10, 12

7/15 REC 0

28 END -4

26/50 STUN 0 Total Characteristic Cost: 38

 

Movement:

Running: 6"/11"/12"/22"

Flight: 45"/720"

Leaping: 2"/4"

Swimming: 2"/4"

 

 

Cost Powers END

20 Photon Pulse Units: MP, 60-point reserve, (60 Active Points); all slots OIF Durable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Slots are 1 at a time; no matter the Act. points used (-1/2)

4m 1) Energy Blast 12d6 (vs. ED) (60 Active Points) (uses END Reserve) 6

3m 2) Telekinesis (40 STR) (60 Active Points); Limited Range (40"): Significantly (-3/4), Affects Whole Object (-1/4) (uses END Reserve) 6

7 Photon Flight Thrusters: EC, 40-point powers, (20 Active Points); all slots OIF Durable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), OIHID (2 PH's to put on 'Suit) (-1/2)

15 1) Flight 25", Improved Noncombat Movement (x16) (65 Active Points) (uses END Reserve) 6

5 2) Flight 20" (40 Active Points); Only for STR-in-flight/no veloc. or dist. (-1) (uses END Reserve) 4

29 END Reserve (110 END, 25 REC) Reserve: (36 Active Points); OIF Durable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Only in Hero ID (2 PH's to put on 'Suit) (-1/2)

3 'Suit Leg servos: Run +5" (6"/11" total) (10 Active Points); OIF Durable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Only in Hero ID (2 PH's to put on 'Suit) (-1/2) (uses END Reserve) 1

Battlesuit Defenses, all slots OIF Durable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Only in Hero ID (2 PH's to put on 'Suit) (-1/2)

7 1) Damage Resistance (20 PD/20 ED) (20 Active Points)

5 2) Absorption 2d6 (energy, 0), Delayed Return Rate (5 Points per 5 Minutes; +1/2) (15 Active Points)

2 3) Polarizing Visor (Flash Def): Sight Group Flash Defense (6 points) (6 Active Points)

2 4) Helmet ear covers (Flash Def): Hearing Group Flash Defense (6 points) (6 Active Points)

2 5) Cybernetic shielding (Mental Def): Mental Defense (9 points total) (7 Active Points)

7 6) +14 BODY (28 Active Points); No Figured Characteristics (-1/2), Doesn't recover; must be repaired in extensive lab (-1/2)

Environmental systems, all slots IIF Durable Expendable (Extremely Difficult to obtain new Focus; -1 1/4), OIHID (takes 2 PH's to put on 'Suit) (-1/2)

4 1) Self-contained breathing: Life Support (Self-Contained Breathing) (10 Active Points)

1 2) Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum) (3 Active Points)

1 3) Life Support (Safe in High Radiation) (2 Active Points)

1 4) Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points)

4 5) Life Support (Immunity All terrestrial diseases and biowarfare agents) (10 Active Points)

Battlesuit amplifiers, all slots IIF Durable Expendable (Extremely Difficult to obtain new Focus; -1 1/4), OIHID (takes 2 PH's to put on 'Suit) (-1/2)

10 1) +32 STR (32 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 3

10 2) +11 DEX (33 Active Points); No Figured Characteristics (-1/2)

6 3) +10 CON (20 Active Points); No Figured Characteristics (-1/2)

4 4) +10 PRE (10 Active Points)

5 4) +15 PD (15 Active Points)

6 4) +16 ED (16 Active Points)

7 4) +2 SPD (20 Active Points)

6 4) +8 REC (16 Active Points)

9 4) +24 STUN (24 Active Points)

'Suit Sensors & Programs, all slots IIF Durable Expendable (Extremely Difficult to obtain new Focus; -1 1/4), OIHID (takes 2 PH's to put on 'Suit) (-1/2)

4 1) Increased Arc Of Perception (360-Degree) with Hearing Group (10 Active Points)

4 2) Microscopic ( x100) with Sight Group (10 Active Points)

5 3) +10 versus Range Modifier for Sight Group (15 Active Points)

2 4) Ultraviolet Perception (Sight Group) (5 Active Points)

2 5) Infrared Perception (Sight Group) (5 Active Points)

4 6) High Range Radio Perception (Radio Group) (12 Active Points)

5 7) On-board NAV Computer: (Total: 13 Active Cost, 5 Real Cost) Navigation (Air, Land, Marine) 14- (10 Active Points) (Real Cost: 4) plus Bump Of Direction (3 Active Points) (Real Cost: 1)

Talents

On-board programs, all slots OIHID (takes 2 PH's to put on 'Suit) (-1/2)

2 1) Absolute Time Sense: Clock (3 Active Points)

3 2) Eidetic Memory (5 Active Points)

2 3) Calculator (3 Active Points)

2 4) Speed Reading: x1000 (8 Active Points); OAF (Focus: cable; -1), Only digital data (-3/4)

2 5) Bump Of Direction: GPS (3 Active Points)

2 6) Absolute Range Sense: laser range finder (3 Active Points)

Skills

0 Acting 8-

0 Climbing 8-

0 Concealment 8-

0 Conversation 8-

0 Shadowing 8-

0 Stealth 8-

0 TF: Cars/trucks, Motorcycles

0 Lang:: English (Idiomatic, native accent; Native Language)

0 Persuasion 8-

3 AK: NYC (Home) 13-

9 Deduction 14-

5 Criminology 12-

9 Paramedic 14-

6 PS: Micro-cybernetic circuitry (INT-based) 14-

6 KS: Micro-cybernetic circuitry (INT-based) 14-

6 SS: Micro-cybernetic circuitry (INT-based) 14-

4 KS: Robotics (INT-based) 12-

4 SS: Robotics (INT-based) 12-

7 Computer Programming 13-

9 Electronics 14-

15 +3 with M-C circuitry/Robotics/Electronics

24 +3 with All Combat

 

Total Powers & Skill Cost: 332

Total Cost: 369

 

200+ Disadvantages

15 Soc. Lim: Secret ID- Michael Warren Sanders: Frequently (11-), Major

10 DNPC: Dr. 'Bert Borden: 11- (Occasionally), Normal, Useful noncombat position or skills

20 Hunted by ORBIT: 11- (Frequently), As Powerful, NCI, Harshly Punish

20 Reluctant to kill: Common, Total

30 Vuln: to electrical & magnetic attacks: 1 1/2x STUN Very Common

10 Susc: Hi-voltage electricity: , 1d6 damage per Turn Uncommon

10 Susc: Hi-intensity magnetic fields: , 1d6 damage per Turn Uncommon

20 Tries too hard: Common, Total

15 Searching for Mary _______(Common, Strong)

19 Experience Points

(16 points unspent)

 

Total Disadvantage Points: 369

 

 

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

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Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest!

 

Aylwin, I forgot I still have mods to mail you! Duh!

Great entries, both the mods and the characters. Red Menace doesn't disappoint.

 

By now you have all figured out that this was all a clever plot to steal NPC heros to use in my campaign! Muhahahahahaha!

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Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest!

 

Would it be allright with you Aylwin if I entered the team part of this competition?

 

Hooligan X, how long do we have left?

Please do, RM. I planned on giving you huge credit if any of these entries won, anyway. ;)

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Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest!

 

Too long for it to be fair to anyone else who has already entered, I think. When I'm finished, I'll post my team on one of the forums.

 

 

Thanks for the consideration though and thanks to Price Waterhouse for their excellent eye on efficient financial saviness.

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