Blue Posted September 16, 2005 Report Share Posted September 16, 2005 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. 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) Quote Link to comment Share on other sites More sharing options...
hooligan x Posted September 23, 2005 Author Report Share Posted September 23, 2005 Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest! Bump!!! We don't have enough to vote on yet! I knew I should have called this thread a bikini contest. Quote Link to comment Share on other sites More sharing options...
Blue Posted September 25, 2005 Report Share Posted September 25, 2005 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. Quote Link to comment Share on other sites More sharing options...
hooligan x Posted September 25, 2005 Author Report Share Posted September 25, 2005 Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest! Very very nice! I can't wait to read the tragic tale of her spookiness. Good blues in the skintones, but I guess blue is your thing. Quote Link to comment Share on other sites More sharing options...
Blue Posted September 26, 2005 Report Share Posted September 26, 2005 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 Quote Link to comment Share on other sites More sharing options...
Blue Posted September 26, 2005 Report Share Posted September 26, 2005 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) Quote Link to comment Share on other sites More sharing options...
teh bunneh Posted September 26, 2005 Report Share Posted September 26, 2005 Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest! Nice job, Blue! Cool background story and write-up. I agree with HooliganX, the blue skintones are really nice. I like how you did her eyes, too. And I note that you're working on the fig's base, too! All in all, I give it a Bill. Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted October 1, 2005 Report Share Posted October 1, 2005 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. Quote Link to comment Share on other sites More sharing options...
hooligan x Posted October 1, 2005 Author Report Share Posted October 1, 2005 Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest! I'm extending the contest for a few more weeks, so no. And we'd love to see red menace's work, so yes. Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted October 2, 2005 Report Share Posted October 2, 2005 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. Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted October 2, 2005 Report Share Posted October 2, 2005 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 Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted October 2, 2005 Report Share Posted October 2, 2005 Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest! Our next entry, also a single hero, is my power-armor character Paladin. Pics first. Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted October 2, 2005 Report Share Posted October 2, 2005 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: Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted October 2, 2005 Report Share Posted October 2, 2005 Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest! And for my final entry, I present a character I'm just dying to play. Her name is Silhouette. Pics: Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted October 2, 2005 Report Share Posted October 2, 2005 Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest! Silhouette's write-up is here. There is also a short story featuring Sil in that thread. Quote Link to comment Share on other sites More sharing options...
hooligan x Posted October 2, 2005 Author Report Share Posted October 2, 2005 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! Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted October 8, 2005 Report Share Posted October 8, 2005 Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest! *Bumpage* Quote Link to comment Share on other sites More sharing options...
Redmenace Posted October 8, 2005 Report Share Posted October 8, 2005 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? Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted October 8, 2005 Report Share Posted October 8, 2005 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. Quote Link to comment Share on other sites More sharing options...
hooligan x Posted October 9, 2005 Author Report Share Posted October 9, 2005 Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest! Let's wrap it up on the 15th. OK? Quote Link to comment Share on other sites More sharing options...
Redmenace Posted October 10, 2005 Report Share Posted October 10, 2005 Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest! Afraid thats me out but good luck to everyone else. Quote Link to comment Share on other sites More sharing options...
hooligan x Posted October 10, 2005 Author Report Share Posted October 10, 2005 Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest! How much time would you need? We can extend the deadline within reason. It's not like were being monitored by Price Waterhouse. Quote Link to comment Share on other sites More sharing options...
Redmenace Posted October 10, 2005 Report Share Posted October 10, 2005 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. Quote Link to comment Share on other sites More sharing options...
hooligan x Posted December 27, 2005 Author Report Share Posted December 27, 2005 Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest! Ok, um... Forgot all about the contest. I will PM the contestants for voting and add a general poll, shamelessly biting off Proditor. Quote Link to comment Share on other sites More sharing options...
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