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Love Child of the Marvel Universe


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Re: Love Child of the Marvel Universe

 

Hero Role: ______ Father: _________ Mother: _______ Player:

=============---============----===========---=============

 

Dex Detective __ Spiderman ____&__ Black Cat _____ Craig

 

Fightin Brick __ Wolverine ___&___ Spiral ________ Leigh

 

Team Magican ___ Ancient One __&__ Umar __________ Rob.m

 

Energy Projc. __ Livin Laser __&__ Capt.Marvel ___ Niel

 

Team Defender __ Unus Untouch. _&_ Lilandra ______ Ell-man

 

the Captain Marvel above refers to Monica Rambeau,

the lovely black woman from the 80's Avengers ---- Eloquent Ell

 

These are the 5 Team Starters. Each hero will "inherit" one or more powers from each parent. The game begins 24 years after anything the Marvel Universe is doing now.

 

Team is based in Hampton Roads (Norfolk, Va.Beach,Williamsburg). Their Team HQ is cleverly disguised as EASTERN STATE, a local :ugly: institution for those who for various reasons have doctors who wear white coats caring for them.

Yeah, Yeah. but WHY!

 

 

SOunds cool. I would probably have made the child of Spiral and Colossus.

 

Or maybe Mr. Incredible and Spiral.

 

Mystique and COlossus?

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Re: Love Child of the Marvel Universe

 

Here's the Team Defender.

SABRE PRINCE son of Lilandra Neremani & Unus the Untouchable

 

[b]SABRE PRINCE - Kotall Nereman Bain[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
14    STR     4   14      12-       HTH Damage 2 1/2d6  END [1]
18    DEX     24   18      13-       OCV 6 DCV 6
32    CON     44   32      15-
12    BODY    4   12      11-
17    INT     7   17      12-       PER Roll 12-
32    EGO     44   32      15-       ECV: 11
17    PRE     7   17      12-       PRE Attack: 3d6
12    COM     1   12      11-
6    PD      3   6/23             6/23 PD (0/17 rPD)
6    ED      0   6/23             6/23 ED (0/17 rED)
4    SPD     12   4                 Phases:  3, 6, 9, 12
13    REC     8   13
64    END     0   64
35    STUN    0   35
8    RUN      4   8"                  END [2]
5    SWIM     3   5"                  END [1]
5    LEAP     2   4 1/2"                4 1/2" forward, 2" upward

[b]CHA Cost: 167[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
12     [b][i]LIGHT SABRE[/i][/b]: Multipower, 52-point reserve,  (52 Active Points); all slots Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 1/4) - END=
1u     1)  [b][i]3d6 Killing, with D6+1 for the Stun Multi.[/i][/b]: ATTACK MODE 2d6+1 (2 1/2d6 w/STR), +2 Increased STUN Multiplier (+1/2) (52 Active Points); Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 1/4) - END=5
1u     2)  Tunneling 4" through 14 DEF material (50 Active Points); Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 1/4) - END=5
1u     3)  Missile Deflection  (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 1/4) - END=
      - END=
37     Force Field (12 PD/12 ED/4 Mental Defense/4 Power Defense/1 Flash Defense:  Sight Group/1 Flash Defense:  Mental Group/1 Flash Defense:  Hearing Group) (Custom Adder), Costs END Only To Activate (+1/4), Hardened (+1/4) (37 Active Points) - END=3
4     [b][i]Suit[/i][/b]: Armor (5 PD/5 ED) (15 Active Points); Independent (-2), IIF Expendable (Difficult to obtain new Focus; -1/2) - END=
      - END=
46     [b][i]PSIONIX[/i][/b]: Multipower, 160-point reserve,  (160 Active Points); Independent (-2); all slots Side Effects: Headaches (Side Effect affects both character and recipient of Power's benefits; -1/2) - END=
3u     1)  [b][i]Psionic Blast[/i][/b]: Energy Blast 4d6, Attack Versus Limited Defense (MENTAL DEF; +1 1/2) (50 Active Points); Side Effects: Headaches (Side Effect affects both character and recipient of Power's benefits; -1/2) - END=5
10u     2)  FW (23 PD/23 ED/1 Flash Defense:  Hearing Group/1 Flash Defense:  Sight Group; 2" long and 2" tall), Reduced Endurance (1/2 END; +1/4) (151 Active Points); Side Effects: Headaches (Side Effect affects both character and recipient of Power's benefits; -1/2) - END=6
3u     3)  Mind Scan 8d6, +5 ECV (50 Active Points); Side Effects: Headaches (Side Effect affects both character and recipient of Power's benefits; -1/2) - END=5
3u     4)  [b][i]Telekinesis[/i][/b]: Touch Not the Lessor (8 STR), Affects Porous, Fine Manipulation, Line Of Sight (+1/2) (48 Active Points); Side Effects: Headaches (Side Effect affects both character and recipient of Power's benefits; -1/2) - END=5
3u     5)  [b][i]Mind Reading[/i][/b]: Telepathy 4 1/2d6 ( Alien class of minds), Cumulative (48 points; +3/4) (40 Active Points); Side Effects: Headaches (Side Effect affects both character and recipient of Power's benefits; -1/2) - END=4

[b]POWERS Cost: 124[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
1      Weapon Element:  Blades
5      Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4      Reversal:  var Phase, -1 OCV, -2 DCV, 29 STR to Escape; Grab Two Limbs
3      Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/5, Target Falls

[b]MARTIAL ARTS Cost: 13[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Breakfall 13-
1      Teamwork 8-
3      Acrobatics 13-
10      Defense Maneuver I-IV 
3      Fast Draw 13-
3      Lipreading 12-
3      PS: SCHOOL_TEACHER 12-

[b]SKILLS Cost: 26[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Vehicles & Bases
7      Fringe Benefit:  Federal/National Police Powers, License to Kill, Licensed Psionic, Security Clearance (17 Active Points); Only When Serving Good Purposes (-1/2), Conditional Power Power does not work in Common Circumstances (-1/2), Only In Heroic Identity (-1/4)

[b]PERKS Cost: 10[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
10      Combat Sense (15 Active Points); Visible (-1/4), Gestures (-1/4) 12-

[b]TALENTS Cost: 10[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Disadvantage: ES Patient, No ID Cards, No Bank Accounts, No SSN, Ward of the State
10     Money:  Destitute
10     Social Limitation:  No Priviledges or Citizenship (Frequently, Minor)
5     Hunted:  US Government, Project Wideawake 8- (Mo Pow, Watching)

10     Hunted:  Shiar Empire 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
15     Hunted:  HYDRA 8- (Mo Pow, Harshly Punish)
5     Dependent NPC:  Mother Lilandra Neremani 8- (As powerful as the PC; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Custom Adder)
5     Enraged:  Treated Like A Commoner (Uncommon), go 8-, recover 14-
5     Psychological Limitation:  Not of This Earth (Uncommon, Moderate)
5     Distinctive Features:  Half-Breed Alien (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10     Susceptibility:Chemical or Gas Powers: , 2d6 damage Instant (Uncommon)
10     Vulnerability: Chemical or Gas Powers:  2 x Effect (Uncommon)

[b]DISADVANTAGES Points: 100[/b]


Base Pts: 250
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350

SABRE PRINCE - Kotall Nereman Bain

:straight:PERSONALITY/MOTIVATION: Personality:

wants to be Wealthy & Motivated,

wants to be worthy and be known as such especially

 

:straight:QUOTE: Quotes : " Silence, Churl ! "

 

:straight:POWERS/TACTICS: Powers & Tactics: SABRE TACTICS &

MISSILE DEFLECTION

 

:straight:CAMPAIGN USE: Campaign Use: BACKGROUND HELPER NPC

defender, backstop, rescue dude, getaway driver.

Prince_Sabre.jpg

:straight:APPEARANCE: Tall Half-alien, handsome but strange hair and skin textures

due to avian (shiar) genetics involved.

germanic, royal looking, like a prussian

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Re: Love Child of the Marvel Universe

 

Here's the TEAM SPEEDSTER

 

son of HERA the Goddess and Rick Jones

 

 

[b]PYTHAGORAS_JONES - Green Messenger, PJ[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
25    STR     15   25      14-       HTH Damage 5d6  END [2]
23    DEX     39   23      14-       OCV 8 DCV 8
28    CON     36   28      15-
13    BODY    6   13      12-
18    INT     8   18      13-       PER Roll 13-
18    EGO     16   18      13-       ECV: 6
23    PRE     13   23      14-       PRE Attack: 4 1/2d6
18    COM     4   18      13-
28    PD      3   28/31             28/31 PD (0/3 rPD)
8    ED      2   8/11             8/11 ED (0/3 rED)
6    SPD     7   6                 Phases:  2, 4, 6, 8, 10, 12
13    REC     4   13
56    END     0   56
40    STUN    0   40
50    RUN      8   50"                  END [11]
4    SWIM     2   4"                  END [1]
6    LEAP     1   6"                6" forward, 3" upward

[b]CHA Cost: 164[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
16     [b][i]FORMS: 3 Levels: Mr. Jones, Demigod  , Full Combat Hero Revealed[/i][/b]: Shape Shift  (Sight , Hearing , Touch , Smell/Taste  and Mental  Groups, four (max) shapes), Instant Change (32 Active Points); Conditional Power Power does not work in Common Circumstances (-1/2), Only In Heroic Identity (-1/4), Limited Power Power loses about a fourth of its effectiveness (not always controllable; -1/4) - END=3
      - END=
10     +2 SPD (20 Active Points); Extra Time (Extra Segment, -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4) - END=2
56     [b][i]SPEED FORCE[/i][/b]: Multipower, 70-point reserve,  (70 Active Points); all slots Only In Heroic Identity (-1/4) - END=
3u     1)  [b][i]Hyper[/i][/b]: Running  +20" (50" total) (40 Active Points); Only In Heroic Identity (-1/4) - END=4
1u     2)  [b][i]High Speed[/i][/b]: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (-1/4) - END=2
3u     3)  [b][i](I'll Take Those) Disarms & Weapon Grabs[/i][/b]: Teleportation 8", Usable As Attack (+1), Area Of Effect (24" Radius; +1 3/4), Selective (+1/4) (64 Active Points); Limited Power Power loses about half of its effectiveness (Not Versus Desolid, Teleporterts or Speedsters; -1), Must Pass Through Intervening Space (-1/4), Only In Heroic Identity (-1/4) - END=6
1u     4)  Missile Deflection  (Bullets & Shrapnel) (15 Active Points); Only In Heroic Identity (-1/4) - END=
1u     5)  Speed Reading (x1000) (8 Active Points); Only In Heroic Identity (-1/4) - END=
4u     6)  [b][i]Overdrive[/i][/b]: Running  +20" (50" total), MegaScale (1" = 1 km; +1/4) (50 Active Points); Only In Heroic Identity (-1/4) - END=5
4     [b][i]SHIELD[/i][/b]: +20 PD (20 Active Points); Limited Power Power loses about two-thirds of its effectiveness (only versus Move-Through or Move-By Damage; -1 1/2), OIF Expendable (Very Difficult to obtain new Focus; -1), Limited Coverage [61-180] Degrees (-1/2), Real Armor (-1/4), Only In Heroic Identity (-1/4) - END=
      - END=
2     [b][i]Ring of Feather Falling[/i][/b]: Gliding 3" (3 Active Points); IIF Expendable (Difficult to obtain new Focus; -1/2) - END=
2     Hearing  Group Flash Defense (3 points) (3 Active Points); IIF Expendable (Difficult to obtain new Focus; -1/2) - END=
2     Sight  Group Flash Defense (3 points) (3 Active Points); IIF Expendable (Difficult to obtain new Focus; -1/2) - END=
5     [b][i]RR suit[/i][/b]: Armor (3 PD/3 ED) (9 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4) - END=

[b]POWERS Cost: 110[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
5      GRECO_ROMAN : Grappling Block:  1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
4      Reversal:  var Phase, -1 OCV, -2 DCV, 40 STR to Escape; Grab Two Limbs
3      Takedown:  1/2 Phase, +1 OCV, +1 DCV, 5d6 Strike; Target Falls

[b]MARTIAL ARTS Cost: 12[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
6      +4 with DCV (20 Active Points); OIF Expendable (Very Difficult to obtain new Focus; -1), Limited Power Power loses about half of its effectiveness ({{Arc of Fire}} from Characters front Normally; -1), Only In Heroic Identity (-1/4)

3      Combat Driving 14-
3      Persuasion 14-
3      Defense Maneuver I 
2      PS 11-
2      PS 11-
3      Breakfall 14-
3      Fast Draw 14-
0      Language (basic conversation; literate) (2 Active Points)
3      Shadowing 13-
1      Teamwork 8-

[b]SKILLS Cost: 29[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Vehicles & Bases
7      Fringe Benefit:  Federal/National Police Powers, License to Kill, Licensed Psionic, Security Clearance (17 Active Points); Only When Serving Good Purposes (-1/2), Conditional Power Power does not work in Common Circumstances (-1/2), Only In Heroic Identity (-1/4)
3      Money:  Well Off, except at the hospital
3      Contact (Contact has significant Contacts of his own, Contact has:  useful Skills or resources) 8-

[b]PERKS Cost: 16[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
3      Bump Of Direction
10      Divine Favor
3      Lightning Calculator
3      Lightning Reflexes: +2 DEX to act first with All Actions

[b]TALENTS Cost: 19[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
5     Disadvantage: ES Patient, No ID Cards, No Bank Accounts, No SSN, Ward of the State
5     Money:  cigarettes & priviledges Poor College Student
5     Social Limitation:  No Priviledges or Citizenship (in Nebbish Form) (Occasionally, Minor)
5     Distinctive Features:  handsome greek god looks (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5     Social Limitation:  SECRET ID: college student (Occasionally, Minor)
5     Custom Disadvantage: Cheap Apartment and Car on Ironbound Road (tunnel to Eas.State)

5     Hunted:  Zeus 8- (Mo Pow, NCI, Limited Geographical Area, Watching)
5     Hunted:  Hera 8- (Mo Pow, Watching)

5     Susceptibility:  Alchohol, 1d6 damage EGO  Instant (Uncommon)
20     Vulnerability:  2 x Effect Emotional Psyche Powers (Common)

15     Enraged:  takes Body or Ego damage (Uncommon), go 8-, recover 8-
10     Accidental Change:  angry; go up a form 11- (Uncommon)
5     Accidental Change:  go to normal man form after 10 minutes unconscious 8- (Uncommon)
5     Psychological Limitation:  overly emotional, passionate (Uncommon, Moderate)

[b]DISADVANTAGES Points: 100[/b]


Base Pts: 250
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350

PYTHAGORAS_JONES - Green Messenger, PJ

:straight:PERSONALITY/MOTIVATION:

 

:straight:QUOTE:

 

:straight:POWERS/TACTICS:

 

:straight:CAMPAIGN USE: William and Mary student majoring in Mathematics and Philosophy

PYTHGORAS.jpg

:straight:APPEARANCE: HANDSOME YOUTH

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Re: Love Child of the Marvel Universe

 

Here's the Team Energy Projector:

 

Of all of them, he belongs in the asylum the most,

and he's the comic relief.

 

[b]ROGUS - son of ROGUE & THANOS[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
23    STR     13   23      14-       HTH Damage 4 1/2d6  END [2]
23    DEX     39   23      14-       OCV 8 DCV 8
28    CON     36   28      15-
10    BODY    0   10      11-
18    INT     8   18      13-       PER Roll 13-
28    EGO     36   28      15-       ECV: 9
25    PRE     15   25      14-       PRE Attack: 5d6
0    COM     -5   0      9-
6    PD      1   6/20             6/20 PD (0/14 rPD)
6    ED      0   6/20             6/20 ED (0/14 rED)
4    SPD     7   4                 Phases:  3, 6, 9, 12
11    REC     0   11
56    END     0   56
36    STUN    0   36
6    RUN      0   6"                  END [1]
4    SWIM     2   4"                  END [1]
23    LEAP     3   22 1/2"                22 1/2" forward, 11" upward

[b]CHA Cost: 155[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
20     [b][i]Cosmic Body[/i][/b]: Elemental Control, 40-point powers - END=
23     1)  [b][i]Midgetry[/i][/b]: Shrinking (0.055 m tall, 0.043 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Always On (-1/2), Visible (-1/4) - END=
16     2)  [b][i]Life Leech (only when unconcscious)[/i][/b]: Transfer 2d6 (STR  to  BODY first , then STUN, END, then STR), Can Transfer Maximum Of 20 Points, Reduced Endurance (0 END; +1/2), Invisible to Sight + Hear  Group (+1/2), Area Of Effect Nonselective (14" Radius; +1) (102 Active Points); Conditional Power Power does not work in Ubiquitous Circumstances (-2), No Conscious Control (-2) - END=
13     3)  [b][i]Eye Beams (Cosmic)[/i][/b]: Energy Blast 5d6, Line Of Sight (+1/2) (37 Active Points); Beam (-1/4), Extra Time (Delayed Phase, -1/4) - END=4
13     4)  Life Support  (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; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (38 Active Points); Cosmic Power Power loses about a third of its effectiveness (-1/2) - END=
      - END=
10     [b][i]Suit[/i][/b]: Armor (14 PD/14 ED) (42 Active Points); Independent (-2), OIF Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4), Only In Heroic Identity (-1/4) - END=
5     Sight  Group Flash Defense (12 points) (12 Active Points); OAF Fragile (Gargoyles; -1 1/4), Real Armor (-1/4) - END=
15     [b][i]DISINTEGRATOR PISTOL[/i][/b]: Killing Attack - Ranged 1d6, +2 Increased STUN Multiplier (+1/2), Does BODY (+1), Attack Versus Limited Defense (POWER DEFENSE; +1 1/2) (60 Active Points); Fuel Dependent (fuel is Common; must refuel Once per 20 Minutes; takes two  9 volt batteries; -1 1/2), OAF Expendable (Difficult to obtain new Focus; -1 1/4), Beam (-1/4) - END=6
      - END=
35     [b][i]Man in Motion[/i][/b]: Multipower, 35-point reserve - END=
5m     1)  [b][i]Super-Leap[/i][/b]: Leaping +15" (19 1/2" forward, 9 1/2" upward) (Accurate, x4 Noncombat) (25 Active Points) - END=2
5m     2)  Teleportation 15", x4 Noncombat (35 Active Points); Limited Power Power loses about a third of its effectiveness (not through hermetically sealed or airtight walls; -1/2) - END=3
2m     3)  [b][i]Feather-Fall[/i][/b]: Gliding 3", x4 Noncombat (8 Active Points) - END=

[b]POWERS Cost: 162[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
5      Cramming 
2      PS: Cake Decorator 11-
3      Bugging 13-
3      Electronics 13-

1      Teamwork 8-

[b]SKILLS Cost: 14[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Vehicles & Bases
7      Fringe Benefit:  Federal/National Police Powers, License to Kill, Licensed Psionic, Security Clearance (17 Active Points); Only When Serving Good Purposes (-1/2), Conditional Power Power does not work in Common Circumstances (-1/2), Only In Heroic Identity (-1/4)

[b]PERKS Cost: 10[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
5     Susceptibility:  Intense Radiation (X-Ray, Gamma, Microwave), 1d6 damage Instant (Uncommon)
5     Vulnerability:  RADIATION BASED ATTACKS (Gamma, X-Ray, MicroW)   2 X STUN (Uncommon)
5     Physical Limitation:  Eighteen Inches Tall, all the time (Infrequently, Slightly Impairing)
5     Accidental Change:  Life Leech Kicks in when UNCOCNSIOUS or BODY is less than 5 8-, +1 for each BODY less than 10 (Uncommon)
5     Distinctive Features:  quite ugly, and quite short (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10     Dependent NPC:  Thanos doesnt care at all.; Rogue still kinda cares: 8-, Sends Care Packages, Useful Noncombat Position or Skills
5     Hunted:  US Government, Project Wideawake 8- (Mo Pow, Watching)

15     Enraged:  Berserk Someone implies THANOS not father, or degrades Thanos (Uncommon), go 8-, recover 14-, Berserk
5     Psychological Limitation:  Schizophrenic, Manic (Uncommon, Moderate)
5     Psychological Limitation:  Megalomaniac, Action Figure Fixation (Uncommon, Moderate)

10     Social Limitation:  No Priviledges or Citizenship (Frequently, Minor)
10     Disadvantage: ES Patient, No ID Cards, No Bank Accounts, No SSN, Ward of the State
10     Money:  cigarettes & priviledges Destitute

[b]DISADVANTAGES Points: 95[/b]

Base Pts: 250
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 341

ROGUS - son of ROGUE & THANOS

:straight:PERSONALITY/MOTIVATION: get more pudding priviledges

 

:straight:QUOTE: someday you'lll see.

 

:straight:POWERS/TACTICS: get'em guys!

 

:straight:CAMPAIGN USE: shoulder mounted offensive weaponry

 

:straight:APPEARANCE: Not her, the little guy down below....

ROGOSa.jpg

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Team Line-up

 

These are the 7 (Seven!) players who showed up.

had a blast on the first session.

It was just a simple danger-room session

so we could all get our heads back on straight,

since we hadnt played HERO in too many months

Plus many of the players had soiled their brains

in the intervening months with the D2O systems,

and so like we all had to remember that there were no

opportunity attacks in Champions, etc.Excelsior!

JUST LEFT the ASYLUM :nonp:

 

Name         ARCHETYPES         PLAYER     MOM  +  DAD
========================================================
Block-House  Brick              Leigh    Spiral  &  Wolverine
Trap-Door    Detective          Craig    Black Cat  &  Spiderman

Rogus        Energy Projector   Jon K.   Rogue  &  Thanos
Big Bro      Mentalist          Tim      Sue Storm  &   Kingpin Fisk

Ohm          Metamorph          Niel     Capt.Marvel (MR)  &  Electro
Arbiter      Mystic             Bob      Umar  & the Ancient One

P_J          Speedster          Roy      Hera  &  Rick Jones
Citizen Vee  Leader             NPC      (not stated)

V.E.R.B.I.E    Helper           NPC      Machine Man & Virgo LMD 
Sabre Prince   Defender         ELD      Lilandra & Unus

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LCotMU: Adventure One

 

Team got together for another Danger Room

Teamwork building exercise.

 

Simple hostage rescue scenario.

Went well. Defender Bots had to be destroyed with teamwork.

Defender_A.jpg

 

Yes the scenario went just like the old Midway Defender video game.

had to prevent the hostage from being eaten, turning the Landers into Mutants.

 

SEVEN players makes combat take forever however!

must work on speeding up the phases.

 

Adventure Date: Jan.30th 2006

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rough draft of the team magician

 

ARBITER

[b]ARBITER - Vice-Sorceror - Koshi Yama[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
56    STR     3   56      20-       HTH Damage 11d6  END [6]
15    DEX     15   15      12-       OCV 5 DCV 5
28    CON     36   28      15-
13    BODY    6   13      12-
28    INT     18   28      15-       PER Roll 15-
28    EGO     36   28      15-       ECV: 9
28    PRE     18   28      15-       PRE Attack: 5 1/2d6
13    COM     2   13      12-
13    PD      3   13             13 PD (7 rPD)
13    ED      0   13             13 ED (7 rED)
4    SPD     15   4                 Phases:  3, 6, 9, 12
9    REC     0   9
56    END     0   56
34    STUN    0   34
7    RUN      2   7"                  END [1]
3    SWIM     1   3"                  END [1]
6    LEAP     -5   6"                6" forward, 3" upward

[b]CHA Cost: 150[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
143     [b][i]MAGIC POOL[/i][/b]: Variable Power Pool (Magic Pool), 125 base + 18 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (219 Active Points); Independent (-2), Side Effects (Side Effect affects both character and recipient of Power's benefits; PRESENCE check on Magic Skill Roll to avois Negative Attention from the beings invoked; -1 1/4), Conditional Power Power does not work in Uncommon Circumstances (Power can be tapped by othere E D Es, Spells may Draw END from Personal END or the END reserve; -1/4), Gestures (-1/4), Incantations (-1/4), Requires An EGO Roll (-1/4) - END=
0     1) [b][i]________________[/i][/b]: _____  Real Cost: 0 - END=
0     2) [b][i]!! DANGEROUS SPELLS !! _[/i][/b]: botching the magic skill roll for !! spells !!  invokes harmful attentions or side effects  Real Cost: 0 [Notes: !! spells !! ============ ==================== =============== ============= ====== ========== ============= ========= ======= =========== === =============== ============= ====== ========= === =============== ============= ====== =========] - END=
0     3) [b][i]!! TENTACLES of TREPIDATION !! _[/i][/b]: Stretching 18", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (119 Active Points); Limited Body Parts (Functions Like Mage Hand; -1/4), Only In Heroic Identity (-1/4), Physical Manifestation (-1/4), Range Modifier Applies (-1/4), 1 Recoverable Continuing Charge lasting 5 Minutes (-1/4) Real Cost: 53 - END=
0     4) [b][i]!!  CURSE of AMOTOR the UNSPEAKABLE ! ! _[/i][/b]: Major Transform  (Cursed) 6d6 (normal person into person with 3d6 Unluck, heals back through another application of this spell, or any curse removal spell), Reduced Endurance (1/2 END; +1/4) (112 Active Points); OIF Fragile Expendable (Difficult to obtain new Focus; Titanium Amulet, Electro-Plated with Silver; -1), Side Effects (-1), Limited Target (living  beings; -1/4) Real Cost: 34 - END=4
0     5) [b][i]!!  FEARSOME FANGS of FARRALOH ! ! _[/i][/b]: Drain REC 3d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Years; +2 3/4) (120 Active Points) Real Cost: 120 - END=5
0     6) [b][i]!!  SEVEN STRANDS OF CYTTORAK ! ! _[/i][/b]: Entangle 7d6, 7 DEF (Stops A Given Sense Group:  Sight Group), Variable Special Effects (Limited Group of SFX; +1/4) (100 Active Points); 1 Recoverable Charge (-1 1/4) Real Cost: 44 - END=
0     7) [b][i]!! SUMMON the BORING BEETLES ! ! _[/i][/b]: Tunneling 4" through 12 DEF material (44 Active Points); Crew-Served [129-256] Crew of Bugs (-2), OAF Expendable (Easy to obtain new Focus; paper insect nest; -1), Custom Modifier (affected by adjustment powers concerning summoning; -1/2), Gradual Effect (1 Turn (Post-Segment 12); Can be a Dangerous Invocation; -1/4) Real Cost: 9 - END=4
0     8) [b][i]!!  CHAINS of SHUMA-GORATH ! ! _[/i][/b]: RKA 1d6, Trigger (as a Geas or Compulsion) (performing a forbidden action or not performing a commanded action, which may vary each time the Power is used; +1/2), NND (Invocation of Shuma-Gorath is not undertaken lightly ; +1), Does BODY (+1); Geas Dissipates After 9O days -Or- If Target Is Blessed By A Saint Or Like Being (-1/4) Real Cost: 42 - END=5
0     9) [b][i]!! DIMENSION DOOR !! _[/i][/b]: Personal Combat Teleportation 17", x64 Noncombat, Variable Special Effects (Limited Group of SFX; +1/4), Armor Piercing (+1/2) (103 Active Points) Real Cost: 103 - END=10
0     10) [b][i]!! CALL on the MINDLESS ONES   ! ! _[/i][/b]: Summon 4 350-point E D E, Weak-Willed -4 on EGO Rolls (+1/2) (120 Active Points); 1 Recoverable Charge (-1 1/4), Side Effects (-1) Real Cost: 37 - END=
0     11) [b][i]________________[/i][/b]: _____  Real Cost: 0 - END=
0     12) [b][i]## REGULAR SPELLS ##  [/i][/b]:   # May Have Up to INT/5 regular spells running at one time #   Real Cost: 0 [Notes:  ########## #################### ############### ############# ###### ########## ############# ######### ####### ########### ### ############## ############# ###### ######### ### ############### ############# ###### #########] - END=
0     13) [b][i]RAINS OF RAGGADORR[/i][/b]: Healing BODY, STR, & CON 6d6, Can Heal Limbs (65 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Fragile Expendable (Difficult to obtain new Focus; Vial of Rain; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect affects both character and recipient of Power's benefits; Rain & Water in the Area, Target & Caster Soaked; -1), Concentration, throughout (1/2 DCV; -1/2) Real Cost: 14 - END=6
0     14) [b][i]IRON BANDS of BILLARRO[/i][/b]: Entangle 5d6, 5 DEF, Affects Desolidified Any form of Desolidification (+1/2), Takes No Damage From Attacks All Attacks (+1/2) (100 Active Points); 1 Recoverable Charge (Recovers Under Limited Circumstances; -1 1/2), Physical Manifestation (-1/4), Real Weapon (-1/4) Real Cost: 33 - END=
0     15) [b][i]MAGIC MISSILES OF MUNNOPPORR[/i][/b]: RKA 1 point (standard effect: 1 BODY, 2 STUN), No Range Modifier (+1/2), Indirect ( Any origin, any direction; +3/4), Penetrating (x2; +1), Area Of Effect (8" Line; +1), Selective (+1/4), Autofire (5 shots; +1 1/2) (30 Active Points); OAF Fragile (String of Rubies; -1 1/4), Lockout (-1/2), Activation Roll 14-, Burnout (-1/4), Gradual Effect (1 Turn (Post-Segment 12); -1/4) Real Cost: 9 - END=3
0     16) [b][i]BLACK BLOOD of the EARTH[/i][/b]: Aid  Body, End, Stun 3d6, Can Add Maximum Of 28 Points, Continuous (+1) (70 Active Points); Custom Modifier (must be in contact with earth or rock; -1/2), Custom Modifier (maximum increase of 10 body; -1/4) Real Cost: 40 - END=
0     17) [b][i]HEAVY HAND of HOGGOTH[/i][/b]: +43 STR, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), Penetrating (x2; +1) (118 Active Points); No Figured Characteristics (-1/2), Limited Power Power loses about a third of its effectiveness (Just One Hand; -1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4), Physical Manifestation (-1/4), Visible (User Hand Transforms to Living Titanium; -1/4) Real Cost: 36 [Notes: one of he user’s hands will
burst into non-damaging flames, then turn
into a steel-taloned, manipulative hand
that is able to hold an item or be used as
a claw attack.] - END=5
0     18) [b][i]MAGIC is a MIGHTY MISTRESS[/i][/b]: Dispel Channeling, Essence, Or Mentalism 25d6, Reduced Endurance (1/2 END; +1/4), Variable Special Effects (Limited Group of SFX; +1/4) (112 Active Points) Real Cost: 112 - END=4
0     19) [b][i]VISAGE of the VISHANTI[/i][/b]: +40 PRE (40 Active Points); Only For Impressiveness/Fear Presence Attacks (-1 1/2), Requires A Wizardry Roll (-1/2), Costs Endurance (-1/2), Noisy (-1/4) Real Cost: 11 - END=4
0     20) [b][i]BLINDING LIGHT of AGAMOTTO[/i][/b]: Sight  Group Flash 6d6, Custom Adder, Personal Immunity (+1/4), Area Of Effect (10" Cone; +1) (79 Active Points) Real Cost: 79 [Notes: triggers Change Environment: _full broad sunny daylight_ in are for a full turn] - END=8
0     21) [b][i]OSHTUR's MIGHTY HANDS[/i][/b]: Telekinesis (makes a path, through foliage, crowds, water, sand)  -  {Objects of DEF 4 or less} (16 STR), Affects Porous, Area Of Effect Nonselective (One Hex; +1/4), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Any form of Desolidification (+1/2), Attack Versus Limited Defense (Power Defense, not STR or Mass; +1 1/2) (119 Active Points); Cannot Be Used for Attacks (-1/2) Real Cost: 79 - END=5
0     22) [b][i]BIT & BRIDLE of BROMAGDON[/i][/b]: (Total: 120 Active Cost, 90 Real Cost) Mind Control 8d6 ( Animal, Beastmaster class of minds), Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points) (Real Cost: 60) [b]plus[/b] Clairsentience (Hearing  And Sight  Groups And Normal Touch), +3 to PER Roll:  +3, Discriminatory, Tracking, Reduced Endurance (1/2 END; +1/4) (60 Active Points); Linked (Mind Control; -1/2), Custom Modifier (must be cast on an animal; -1/2) (Real Cost: 30) Real Cost: 90 - END=4
0     23) [b][i]DEFLECTIONS of DAGMAR[/i][/b]: Missile Deflection  (Any Ranged Attack), +6 OCV Real Cost: 40 - END=
0     24) [b][i]INHALATIONS of IKONN[/i][/b]: LS  (Immunity:  Asphyxiants; Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing), Usable Simultaneously (up to 16 people at once; +1 1/4) (36 Active Points); 1 Continuing Charge lasting 1 Hour (-1/4) Real Cost: 29 - END=
0     25) [b][i]TOMB of WATTOOMM[/i][/b]: (Total: 108 Active Cost, 34 Real Cost) Tunneling 1" through 7 DEF material, Fill In, MegaScale (1" = 1 km; +1/4), Ranged (+1/2), Usable As Attack (Negated by successful Dive For Cover; +1) (91 Active Points); 1 Recoverable Charge (Recovers Under Limited Circumstances; -2), Restricted Path (Only straight downwards; -1) (Real Cost: 23) [b]plus[/b] Life Support  (Eating::  Character does not eat; Longevity::  1600 Years; Self-Contained Breathing) (17 Active Points); Linked (Tunneling; -1/2) (Real Cost: 11) Real Cost: 34 [Notes: This dire spell imprisons its victim far under the earth. However he does not die - the enchantment also prolongs his life, dooming him to a long, tortuous imprisonment.] - END=
0     26) [b][i]GOSSIP of the ANCIENT ONE[/i][/b]: Retrocognitive, Precognitive Clairsentience (Sight , Related , Hearing  And Touch  Groups, Mind Scan And Mental Awareness), Analyze, Discriminatory, Microscopic (x1,000):  +3 (114 Active Points); Independent (-2), OAF Fragile Expendable (Difficult to obtain new Focus; email, scroll, carrier pigeon, you never know; -1 1/2), 1 Continuing Charge lasting 1 Minute which Recovers every 1 Week (-1 1/2), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 18 - END=11
0     27) [b][i]CLOSE the CIRCLE around the NEXUS[/i][/b]: Group Teleportation 1", No Relative Velocity, Position Shift, x8 Increased Mass, Usable Simultaneously (up to 2 people at once; +1/2), Sticky (+1/2), Ranged (+1/2), Transdimensional (Any Dimension; +1) (112 Active Points) Real Cost: 112 [Notes: Three Phase Teleport: One to go "astral", Two to Arrive at Scene back on Material Plane; Third Phase to recover from the boggling; Magic Skill Check to Arrive on Target. Recipients hold hands in a circle, or touch the circle.] - END=11
0     28) [b][i]DAILY ABJURATIONS[/i][/b]: Force Field (7 PD/7 ED/18 Mental Defense/28 Power Defense/7 Flash Defense:  Sight Group) (Protect Carried Items), Invisible to and Single Sense (+1/4), 1 Continuing Charge lasting 1 Day (+1/4) (115 Active Points); Spell (morning mediation starts the defenses; -1/2) Real Cost: 77 - END=
0     29) [b][i]________________[/i][/b]: _____  Real Cost: 0 - END=
10     [b][i]ENIGMATIC ENGINES of ETERNITY[/i][/b]: Endurance Reserve  (60 END, 7 REC) Reserve:  (13 Active Points); Incantations (Complex; E E o E; -1/2), Side Effects (Side Effect only affects the recipient of the benefits of the Power; Can be Tapped by Outside Forces; -1/4), Only In Heroic Identity (Crown of Flames when in use; -1/4), Visible (((halo)); -1/4) - END=

[b]POWERS Cost: 153[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     WINE of PURITY, ONLY USED for SELF DEFENSE
4      Joint Lock/Throw:  1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls
4      Nerve Strike:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
3      Defensive Throw:  1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls

[b]MARTIAL ARTS Cost: 11[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      PS: CONTRACT LAW (Haggling) 15-
3      KS: MAGIC ARCANA 15-
3      Power:  SPELLCRAFT 15-

3      Deduction 15-
3      Forensic Medicine 15-
3      Demolitions 15-
3      Lockpicking 12-
3      Sleight Of Hand 12-
1      Teamwork 8-
3      Ventriloquism 15-

5      Language:  Fluent & Literate (imitate dialects)
0      =EVERYMAN=  [Notes: * AK: [Home Area]
   * Climbing
   * Computer Programming
   * Concealment
   * Conversation
   * Deduction
   * Local Language (Engrich)
   * Paramedic
   * Professional Skill
   * Shadowing
   * Stealth
   * TF: Autos
   * Weapon Familiarity: Club]

[b]SKILLS Cost: 33[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Vehicles & Bases
7      Fringe Benefit:  Federal/National Police Powers, License to Kill, Licensed Psionic, Security Clearance (17 Active Points); Only When Serving Good Purposes (-1/2), Conditional Power Power does not work in Common Circumstances (-1/2), Only In Heroic Identity (-1/4)
1      Reputation:  unproved whelp (A small to medium sized group) 8-, +1/+1d6
3      Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has:  useful Skills or resources, Contact limited by identity) 8-
1      Contact 8-
1      Contact 8-
1      Contact 8-

[b]PERKS Cost: 17[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
4      Divine Favor (10 Active Points); Activation Roll 9-, Burnout (Calling on the Ancient One ((or half-sister Clea)); -1 1/4)
6      Magesight, Variable Special Effects (Limited Group of SFX; Discriminatory, Analyze; +1/4) (6 Active Points)
4      Universal Translator 15- (20 Active Points); No Conscious Control (-2), Gradual Effect (1 Hour; -1 1/4), Only In Heroic Identity (-1/4)

[b]TALENTS Cost: 14[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Vulnerability:  2 x Effect Ego Based Adjustment Powers (Uncommon)
9     Susceptibility:  Holy or Unholy Artifacts or Places, 2d6 damage Instant (Uncommon; Custom Adder)
20     Distinctive Features:  Magical Being with Celestial Blood (Not Concealable; Extreme Reaction; Detectable By Uncommonly-Used Senses)

10     Social Limitation:  No Priviledges or Citizenship (Frequently, Minor)
10     Disadvantage: ES Patient, No ID Cards, No Bank Accounts, No SSN, Ward of the State
10     Money:  cigarettes & priviledges Destitute

15     Psychological Limitation:  Catatonic at Times (Uncommon, Total)
15     Psychological Limitation:  Hooked on ZEN BS (Common, Strong)
5     Hunted:  Ancient One 11- (Mo Pow, Limited Geographical Area, Watching)
5     Distinctive Features:  Mystic Looking Asian Youth (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5     Accidental Change:  Invokation, Summonable 8- (Uncommon)
15     Physical Limitation:  unable for use if invoked (Infrequently, Fully Impairing)

[b]DISADVANTAGES Points: 129[/b]


Base Pts: 250
Exp Required: 0
Total Exp Available: 2
Exp Unspent: 2
Total Character Cost: 378

ARBITER - Vice-Sorceror - Koshi Yama

:straight:PERSONALITY/MOTIVATION: team sorceror

 

:straight:QUOTE: "Are you still some kind of half-wit slave to this material plane?"

 

:straight:POWERS/TACTICS: team support

 

:straight:CAMPAIGN USE: magician

 

:straight:APPEARANCE: clean-cut young asian lad

ARBITER.jpg

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Re: Love Child of the Marvel Universe

 

well lets go ahead ans summon one of the dang things, see what they're like, K?

 

[b]MINDLESS ONE - Chaos Trooper[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
58    STR     48   58      21-       HTH Damage 11 1/2d6  END [6]
18    DEX     24   18      13-       OCV 6 DCV 6
58    CON     96   58      21-
21    BODY    22   21      13-
8    INT     -2   8      11-       PER Roll 11-
8    EGO     -4   8      11-       ECV: 3
23    PRE     13   23      14-       PRE Attack: 4 1/2d6
8    COM     -1   8      11-
12    PD      0   12/18             12/18 PD (10/16 rPD)
12    ED      0   12/18             12/18 ED (10/16 rED)
3    SPD     2   3                 Phases:  4, 8, 12
24    REC     0   24
116    END     0   116
79    STUN    0   79
10    RUN      8   10"/12"                  END [2/3]
6    SWIM     4   6"                  END [1]
13    LEAP     1   12 1/2"                12 1/2" forward, 6" upward

[b]CHA Cost: 211[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
10     Lack of Weakness (-10) - END=
10     Knockback Resistance -5" - END=
10     Damage Resistance (10 PD/10 ED) - END=
10     Power Defense (10 points) - END=
4     Running  +2" (10"/12" total) - END=1
36     [b][i]Total Life Support[/i][/b]: Life Support  (Eating:  Character only has to eat once per week; Expanded Breathing; Immunity:  All terrestrial diseases and biowarfare agents; Immunity:  All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping:  Character only has to sleep 8 hours per week) - END=
18     Armor (6 PD/6 ED) - END=
10     Clinging (normal STR) - END=
75     [b][i]Eye-Fire[/i][/b]: Energy Blast 10d6, Personal Immunity (+1/4), Area Of Effect (24" Line; +1) (112 Active Points); Beam (-1/4), Incantations (RAAAAOAOAOAORRR; -1/4) - END=11
5     Sight  Group Flash Defense (5 points) - END=
5     Lack Of Weakness (-5) for Resistant Defenses - END=

[b]POWERS Cost: 193[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
12      +3 HTH Damage Class(es)
4      Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 16 1/2d6 Strike
3      Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 14 1/2d6 +v/5, Target Falls
3      Takedown:  1/2 Phase, +1 OCV, +1 DCV, 14 1/2d6 Strike; Target Falls

[b]MARTIAL ARTS Cost: 22[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Breakfall 13-
3      Climbing 13-
2      +1 with any single attack
3      Deduction 11-
5      Navigation (Astral, Dimensional, Space, Temporal) 11-
8      Survival (Arctic/Subarctic, Tropical, Desert, Mountain) 11-
3      Tactics 11-
3      Tracking 11-

[b]SKILLS Cost: 30[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Reputation (A small to medium sized group) 8-, +3/+3d6

[b]PERKS Cost: 3[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
23      Combat Sense (Tracking) 14-
3      Environmental Movement (no penalties on)

[b]TALENTS Cost: 26[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
20     Susceptibility:  Cold Iron, 3d6 damage Instant (Common)
30     Vulnerability:  2 x STUN Cold Iron (Very Common)
25     Social Limitation:  E D E (Very Frequently, Severe)
25     Enraged:  Berserk takes body, recovers from stun, commanded  (Very Common), go 8-, recover 14-, Berserk
25     Psychological Limitation:  weak willed (Very Common, Total)
25     Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
5     Accidental Change :  zapped to home dimension 8-, Uncommon
10     Phys. Lim. 8 ft tall:  Frequently, Slightly Impairing
10     2x mass:  Infrequently, Greatly Impairing
10     Vengeful:  Uncommon, Strong

[b]DISADVANTAGES Points: 185[/b]


Base Pts: 350
Exp Required: 0
Total Exp Available: 20
Exp Unspent: 20
Total Character Cost: 485

MINDLESS ONE - Chaos Golem

:straight:PERSONALITY/MOTIVATION: come piling out of a gate, ready to pillage

 

:straight:QUOTE: RROROAOOROROROOAOAOOAAARRRRR

 

:straight:POWERS/TACTICS: GET NEAREST OPPONENT, PULP

 

:straight:CAMPAIGN USE: MINIONS

 

:straight:APPEARANCE: BLEGGGH

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Watched By Zeus

 

[b]ZEUS - JUPITER[/b] 
[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
90    STR     80   90/105      27- / 30-       HTH Damage 18d6/21d6  END [9/10]
25    DEX     45   25      14-       OCV 8 DCV 8
35    CON     50   35      16-
20    BODY    20   20/23      13- / 14-
25    INT     15   25      14-       PER Roll 14-
45    EGO     30   45      18-       ECV: 15
35    PRE     25   35      16-       PRE Attack: 7d6
20    COM     5   20      13-
26    PD      8   26/29             26/29 PD (0/3 rPD)
15    ED      8   15/18             15/18 ED (0/3 rED)
6    SPD     25   6                 Phases:  2, 4, 6, 8, 10, 12
26    REC     2   26
80    END     5   80
107    STUN    24   107/110
8    RUN      4   8"                  END [2]
5    SWIM     3   5"                  END [1]
18    LEAP     0   18"/21"                18"/21" forward, 9"/10 1/2" upward

[b]CHA Cost: 349[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
75     [b][i]DIVINE ESSENCE[/i][/b]   Elemental Control, 150-point powers - END=

107     1)  Major Transform 15d6 (anything into anything, can bestow Immortality (by donating permanent END), magic, blessings,), Reduced Endurance (1/2 END; +1/4), Variable Special Effects (Limited Group of SFX; +1/4), Partial Transform (+1/2) (450 Active Points); Limited Power Power loses almost all of its effectiveness (when down 3 or more BODY; -2), Spell (-1/2) - END=19

90     2)  Mind Control 20d6 ( Additional Class of Minds and Additional Class of Minds classes of minds), Reduced Endurance (1/2 END; +1/4), Invisible Power Effects (Fully Invisible; +1), Lingering up to 5 Minutes (+1) (390 Active Points); Limited Power Power loses almost all of its effectiveness (not if down 3 or more BODY; -2), Mandatory Effect EGO +10 (Must Always Achieve [Particular Effect]; emotionals; -1/2) - END=18

203     3)  [b][i]Immortality[/i][/b]: Healing BODY 7d6, Can Heal Limbs, Resurrection, Difficult To Dispel (x2 Active Points; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2), Continuous (+1) (380 Active Points); Self Only (-1/2) - END=

151     4)  [b][i]Defense Field[/i][/b]: Force Field (3 PD/3 ED/24 Mental Defense/24 Power Defense/20 Flash Defense:  Sight Group) (Protect Carried Items), Difficult To Dispel (x1 Active Points; +1/4), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1), Continuous (+1) (378 Active Points); Limited Power Power loses about half of its effectiveness (only Half versus Other Gods; -1) - END=

140     5)  Teleportation 10", x2 Increased Mass, x32,768 Noncombat, Usable As Attack (+1), Area Of Effect (2" radius; +3/4), Selective (+1/4) (285 Active Points); Spell (-1/2) - END=28

73     6)  Healing BODY 8d6, Ranged (+1/2), Line Of Sight (+1/2), Lingering up to 5 Minutes (+1) (240 Active Points); Gradual Effect (5 Minutes; -3/4), Spell (-1/2) - END=24

136     7)  [b][i]Clair (Aud, Voy, Sent) visions[/i][/b]: Clairsentience (Hearing , Related  And Sight  Groups), x32,768 Range (16220160"), +5 to PER Roll, Discriminatory, Mobile Perception Point (can move up to 6" per Phase), Telescopic (+1 versus Range Modifier), Reduced Endurance (0 END; +1/2) (211 Active Points) - END=

77     8)  [b][i]Creation[/i][/b]: Summon 600-point Monsters & Plants, Side Effects (Side Effect only affects the environment near the character; spilled blood can make monsters; +0), Variable Special Effects (Limited Group of SFX; +1/4), Expanded Class of Beings Limited Group (monsters (Chimera, Griffon, Minotaur, Hydra, etc); +1/2) (210 Active Points); Spell (-1/2), Antagonistic Annoyed (-1/4) - END=21

75     9)  [b][i]Deflect the Hands of Enemies[/i][/b]: Negative Skill Levels (-10 with [any one Skill] (HtH Attacks)), Variable Special Effects (Limited Group of SFX; +1/4), Ranged (+1/2), Line Of Sight (+1/2), Invisible Power Effects, Source Only, Hide effects of Power (Fully Invisible; +1), Area Of Effect (40" Radius; +1 1/2), Selective (+1/4) (150 Active Points) - END=15

105     10) [b][i]Cloak of Fog or Darkness[/i][/b]: Change Environment 2048" radius, -10 to Normal Sight PER Rolls, Long-Lasting:  6 Hours, Varying Combat Effects, Reduced Endurance (1/2 END; +1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2) (180 Active Points) - END=7

300     11) [b][i]Lightning Bolts[/i][/b]: Energy Blast 20d6, Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2), Line Of Sight (+1/2), Area Of Effect (One Hex; +1/2), Selective (+1/4), Indirect ( Any origin, any direction; +3/4) (375 Active Points) - END=17

20     [b][i]Wisdom of Metis[/i][/b]:  +20 EGO (40 Active Points); Requires An INT Roll (-1/2), Extra Time (Full Phase, -1/2) - END=

90     [b][i]Shape Shift[/i][/b]: Monsters, Cattle, Boys & Men  (Sight , Mental , Radio , Hearing , Smell/Taste  and Touch  Groups, limited group of shapes), Cellular, Imitation, Instant Change, Variable Special Effects (Limited Group of SFX; +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (135 Active Points); Spell (-1/2) - END=

19     Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 1,064 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (1/2 END; +1/4) (19 Active Points) - END=1

11     Life Support + Water Breathing  (Eating:  Character only has to eat once per week; Expanded Breathing; Longevity:  Immortal; Safe in Intense Cold; Safe in Intense Heat; Sleeping:  Character only has to sleep 8 hours per week) (16 Active Points); Spell (-1/2) [Notes: water breathing is a spell, must be activated] - END=

[b]POWERS Cost: 1672[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
4      Reversal (Greco-Roman Wrestling):  var Phase, -1 OCV, -2 DCV, 105 STR  / 120 STR to Escape; Grab Two Limbs
3      Takedown:  1/2 Phase, +1 OCV, +1 DCV, 18d6 / 21d6 Strike; Target Falls
3      Defensive Throw:  1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls

[b]MARTIAL ARTS Cost: 10[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Acting 16-
11      Animal Handler  16-
   (Birds, Bovines, Canines, Dragons, Equines, Felines, Other, Raptors, Reptiles & Amphibians, Ursines)
3      Breakfall 14-
3      Bribery 16-
3      Bureaucratics 16-
3      Climbing 14-
48      +6 with All Combat

3      Concealment 14-
3      Conversation 16-
17      Deduction 21-
3      Disguise 14-
10      Gambling (Card Games, Dice Games, Sports Betting, Other (General), Other (General)) 14-
3      High Society 16-
3      Interrogation 16-

2      KS 13- Magic & Arcane
2      KS 13- Weather
2      KS 13- History
2      KS 13- Cosmology
2      KS 13- Gossip & Current Events
2      KS 13- Law

0      Language:  Greek (basic conversation; literate) (2 Active Points)
0      Language:  Russian (basic conversation; literate) (2 Active Points)
0      Language:  English (basic conversation; literate) (2 Active Points)
0      Language:  Arabik (basic conversation; literate) (2 Active Points)
0      Language:  Italian (basic conversation; literate) (2 Active Points)
0      Language:  Spanish (basic conversation; literate) (2 Active Points)
0      Language:  Egyptian (basic conversation; literate) (2 Active Points)
0      Language:  Turkish (basic conversation; literate) (2 Active Points)

2      KS 13- Area Knowedge Cosmos
2      KS 13- Alchemy & Herbalism
2      KS 13- Seduction
2      KS 13- Bard-craft
3      Lipreading 14-
3      Mimicry 14-
9      Navigation (Air, Astral, Dimensional, Land, Marine, Other, Space, Temporal) 14-
3      Oratory 16-
3      Persuasion 16-
35      Power:  MAGIC 34-
3      PS 14- King
3      PS 14- Lawyer
3      Riding 14-
3      Security Systems 14-
3      Seduction 16-
3      Shadowing 14-
3      Sleight Of Hand 14-
3      Stealth 14-
3      Streetwise 16-
10      Survival (Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 14-
3      Tactics 14-
3      Teamwork 14-
3      Tracking 14-
3      Trading 16-

22      TF:  Riding Animals, Agricultural & Construction Vehicles, Balloons & Zeppelins, Carts & Carriages, Chariots, Hanggliding, Large Military Ships, Large Rowed Boats, Large Wind-Powered Boats, Parachuting, Basic, Rafts, Skating (iceskating], Skiing (snow)(water), Sleds, Small Military Ships, Small Rowed Boats, Small Wind-Powered Boats, Snowboarding, Surfing, Windsurfing
10      Two-Weapon Fighting (HTH) 
3      Ventriloquism 14-
5      WF:  Common Melee Weapons, Lances, Nets, Staffs
110      +10 with any three maneuvers or a tight group of attacks (Custom Adder)
3      PS 14- Meteorologist
3      PS 14- Charioteer

[b]SKILLS Cost: 397[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Access
21      Contact (Contact has access to major institutions, Contact has been blackmailed by the character, Contact has significant Contacts of his own, Contact has:  extremely useful Skills or resources, Contact is slavishly loyal to character, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 8-
1      Custom Perk
7      Favors
16      Followers
36      Fringe Benefit:  Head of State of a single nation, Leader of Religion, Marshal, Member of the Aristocracy/Higher Nobility, Membership, Right to Marry:  Can perform the marriage ceremony, Squire
15      Money:  Filthy Rich
21      Reputation (A large group) 14-, +7/+7d6
16      Vehicles & Bases

[b]PERKS Cost: 136[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
20      Animal Friendship
15      Beast Speech
16      Berserk Fury
12      Combat Spellcasting (all spells)
2      Environmental Movement (no penalties on)
10      Fascination
11      Inspire
7      Lightning Reflexes: +7 DEX to act first with Lightning Bolt
5      Rapid Healing
23      Shapechanging ([up to eight pre-defined 300-point forms])

[b]TALENTS Cost: 121[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
5     Accidental Change:  under the influence, berserk 8- (Uncommon) 
30     Dependence:  worship of believers Powers Gain 13- Activation Roll (Extremely Difficult To Obtain, Addiction)
30     Enraged:  Berserk typical godly jealousies & purviews (Common), go 13-, recover 13-, Berserk
15     Psychological Limitation:  jealous of prerogatives & domains (Common, Strong)
25     Psychological Limitation:  God of the Sky, Weather, Lightning, Protector of Fugitives (Very Common, Total)
15     Physical Limitation:  "spell" powers shut off if injured for 3 or more BODY damage (Frequently, Greatly Impairing)
10     Rivalry:  Professional and Romantic (gods & demons, hundreds of insulted or offended beings over the centuries), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15     Distinctive Features:  godly mien (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20     Reputation:  big brash loud, lusty, , 14- (Extreme)

[b]DISADVANTAGES Points: 165[/b]


Base Pts: 1300
Exp Required: 1220
Total Exp Available: 1300
Exp Unspent: 80
Total Character Cost: 2685

ZEUS - JUPITER

:jupiter:PERSONALITY/MOTIVATION: Lusty Weird Old Man

 

:jupiter:QUOTE: "Why aint you on the Avengers yet, Son, instead of this booger-head Hampton Roads Team?"

 

:jupiter:POWERS/TACTICS: Shapeshift, Lightning Bolt

 

:jupiter:CAMPAIGN USE: Watcher, Hunted

 

:jupiter:APPEARANCE: whatever he likes

hfather1.gif

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Monday Knights

 

last monday our heros

 

responded to a trouble call from Pythagoras Jones.

 

he was out by a lake wooing a young co-ed,

when his step-father walks up.

 

just then a glowing black rock comes arcing

out of the lake and zangs right off Zeus' forehead,

knocking him down and out goliath-style.

 

so a small cadre of lizard men come up out

of the lake and start monologuing

about how they will now drain vital essence

from a god!

 

of course PJ switches to hero ID,

drags the big Z to safety, and calls in the team.

 

the asylum crew starts trashing reptile bozos of course.

and a bunch of gators come out of the lake,

(the crocs were x-formed lake fish)

 

at the end of the fight, Arbiter zaps the liz wiz

into the tomb of wattoomm.

 

Zeus comes to, Arbiter offers him the liz wiz to trash

as he sees fit. so the arbiter makes his first on-board

deal.

 

and the team kept the drain rocks to make future deals.

 

but what fall-out from these reptilian interlopers?

 

Feb 6th 2006 - Adventure One

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Love Child : TRAP_DOOR

 

:Pluto:Trap Door - Benjamin Parker :Pluto:

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
30    STR     20   30      15-       HTH Damage 6d6  END [3]
28    DEX     54   28      15-       OCV 9 DCV 9
23    CON     26   23      14-
13    BODY    6   13      12-
18    INT     8   18      13-       PER Roll 13-/17-
11    EGO     2   11      11-       ECV: 4
13    PRE     3   13      12-       PRE Attack: 2 1/2d6
10    COM     0   10      11-
10    PD      4   10             10 PD (3 rPD)
10    ED      5   10             10 ED (3 rED)
6    SPD     22   6                 Phases:  2, 4, 6, 8, 10, 12
11    REC     0   11
46    END     0   46
40    STUN    0   40
6    RUN      0   6"                  END [1]
2    SWIM     0   2"                  END [1]
26    LEAP     0   26"                26" forward, 13" upward

[b]CHA Cost: 150[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
15     [b][i]Genetic Gifts[/i][/b]: Elemental Control, 30-point powers - END=
10     1)  [b][i]Roof Hopping[/i][/b]: Clinging (10) Leaping +20" (26" forward, 13" upward) (Custom Adder) (30 Active Points); Requires A Skill Roll (-1/2) - END=3
7     2)  [b][i]Supernatural Dodge[/i][/b]: Physical and Energy Damage Reduction, Resistant, 25%, Custom Adder (30 Active Points); Limited Power Power loses about half of its effectiveness (Must be aware of attack; -1), Costs Endurance (Only Costs END to Activate; -1/4) - END=3
7     3)  [b][i]Sneaky[/i][/b]: Invisibility to Sight  and Hearing  Groups and Mind Scan  (30 Active Points); Requires A Skill Roll (Stealth Roll; -1/2), Only When Not Attacking (-1/2) - END=3
50     [b][i]Weapons and Utility belt[/i][/b]: Multipower, 100-point reserve,  (100 Active Points); all slots OIF (-1/2), Activation Roll 15- (-1/4), Gestures (-1/4) - END=
1u     1)  [b][i]Three-section-staff[/i][/b]: Hand-To-Hand Attack +6d6, Indirect: ignore shields and cannot be blocked ( Same origin, always fired away from attacker; +1/4) (37 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2), Real Weapon (-1/4), Activation Roll 15- (-1/4), Gestures (-1/4) - END=4
3u     2)  [b][i]Web-Glue Grenade[/i][/b]: Entangle 6d6, 6 DEF (Stops A Given Sense:  Normal Sight), Area Of Effect (One Hex; +1/2) (97 Active Points); 8 Charges (-1/2), OIF (-1/2), Can Be Missile Deflected (-1/4), Activation Roll 15- (-1/4), Gestures (-1/4) - END=
1u     3)  [b][i]Swingline shooters[/i][/b]: Swinging 25", x4 Noncombat (30 Active Points); OIF (-1/2), Activation Roll 15- (-1/4), Gestures (-1/4) - END=3
11     Missile Deflection  (Any Ranged Attack) (20 Active Points); Requires An INT Roll (-3/4) - END=
17     Luck 6d6 (30 Active Points); Requires An INT Roll (-3/4) - END=
3     [b][i]Tougher than nails[/i][/b]: Damage Resistance (3 PD/3 ED) - END=
8     +4 PER with Hearing Group - END=

[b]POWERS Cost: 133[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
5      Defensive Strike:  1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike
4      Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4      Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
5      Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
2      Weapon Element:  Clubs, Two-Handed Weapons

[b]MARTIAL ARTS Cost: 20[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
5      Defense Maneuver I-II 
3      Acrobatics 15-
3      Deduction 13-
3      Stealth 15-
3      Breakfall 15-
3      Teamwork 15-
3      Lockpicking 15-

[b]SKILLS Cost: 23[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
7      Custom Perk: National police powers, licensed mutant, security clearance, license to kill.
5      Base at eastern State

[b]PERKS Cost: 12[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
17      Danger Sense (immediate vicinity, in combat, Function as a Sense) (26 Active Points); Conditional Power Power does not work in Common Circumstances (Defeated by radio jamming, radio invisibility, radio darkness; -1/2) 17-

[b]TALENTS Cost: 17[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Enraged when reminded about Spiderman's bad reputation:  Newspaper article, people bad-mouthing, etc. (Common), go 11-, recover 14-
5     Dependent NPC of Mother:  Black Cat 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
10     Watched by Spiderman:  Spiderman the main dad figure 8- (Mo Pow, NCI, Watching)
20     Psychological Limitation: Self-destructive Overconfidence:  Ignores damage to himself when deciding actions. Deliberitly hurts himself when bored. (Very Common, Strong)
10     Social Limitation:  Eastern state patient (Frequently, Minor)
10     Susceptibility:  When exposed to high-frequency sounds at high intensity; jet engines, heavy metal concerts, etc., 1d6 damage per Turn (Uncommon)
10     Vulnerability:  2 x STUN High frequency high intensity sounds (Uncommon)
5     Money:  Part-time machinist at Eastern State Poor
5     Hunted:  Project Wide-Awake 8- (As Pow, NCI, Watching)
10     Psychological Limitation: Hatred of "supervillian masterminds":  wants to "beat them up" lots. Really a lot. (Uncommon, Strong)

[b]DISADVANTAGES Points: 100[/b]


Base Pts: 250
Exp Required: 5
Total Exp Available: 6
Exp Unspent: 1
Total Character Cost: 355

Trap Door - Benjamin Parker

:straight:PERSONALITY/MOTIVATION: You better take back what you said about my dad!

 

:straight:QUOTE: I got it!

 

:straight:POWERS/TACTICS: Whack em

 

:straight:CAMPAIGN USE: Team scout/detective

 

:straight:APPEARANCE: Leather and spandex black and blue roof-hopping outfit with ninja-styling.

TRAP_DOOR.jpg

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Re: Love Child of the Marvel Universe

 

:eg:BLOCK_HOUSE - Bubson:eg:


[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
90    STR     80   90/120      27- / 33-       HTH Damage 18d6/24d6  END [9/12]
18    DEX     24   18      13-       OCV 6 DCV 6
50    CON     80   50      19-
12    BODY    4   12      11-
9    INT     -1   9      11-       PER Roll 11-
8    EGO     -4   8      11-       ECV: 3
15    PRE     5   15      12-       PRE Attack: 3d6
10    COM     0   10      11-
22    PD      22   22             22 PD (20 rPD)
30    ED      20   30             30 ED (20 rED)
5    SPD     22   5                 Phases:  3, 5, 8, 10, 12
10    REC     0   10
100    END     0   100
37    STUN    0   37
6    RUN      0   6"                  END [1]
2    SWIM     0   2"                  END [1]
18    LEAP     0   18"/24"                18"/24" forward, 9"/12" upward

[b]CHA Cost: 252[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
10     [b][i]MUTANT HERITAGE[/i][/b]: Elemental Control, 20-point powers - END=
10     1)  Damage Resistance (20 PD/20 ED) (20 Active Points) - END=
12     2)  [b][i]Mini-Regen[/i][/b]: Healing BODY 1d6, Can Heal Limbs, Resurrection, Trigger (when unconscious (zero or less stun); +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (79 Active Points); Limited Power Power loses almost all of its effectiveness (versus hard radiation damage; -2), Conditional Power Power does not work in Extremely Common Circumstances (heart cut out and destroyed (burned, disintegrated, acid, etc); -1 1/2), 1 Continuing Charge lasting 1 Minute (-1), Does Not Work On Some Damage One Type of Damage (-1/4) - END=
10     3)  +30 STR (30 Active Points); No Figured Characteristics (-1/2), No Figured Characteristics (-1/2) (Modifiers affect Base Characteristic) - END=3
25     4)  +7 with HTH Combat (35 Active Points) - END=

[b]POWERS Cost: 67[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      PS 13-
0      TF:  Large Motorized Ground Vehicles
3      Analyze:  Agility Skills 11-
10      Defense Maneuver I-IV 
5      Rapid Attack (HTH) 
3      Breakfall 13-
3      Acrobatics 13-
3      Combat Driving 13-
3      Tactics 11-
3      Teamwork 13-
3      Climbing 13-

[b]SKILLS Cost: 39[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Vehicles & Bases
7      Fringe Benefit:  International Police Powers, License to Kill, Licensed Psionic, Membership, Weapon Permit (where appropriate) (20 Active Points); Independent (-2)

[b]PERKS Cost: 10[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Social Limitation:  trustee at Eastern State (Frequently, Major)
15     Distinctive Features:  six arms (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20     Psychological Limitation:  Overconfidently Brash (Very Common, Strong)
5     Hunted:  PROJECT WIDEAWAKE 8- (As Pow, NCI, Watching)
0     Hunted:  Wolverine Himself 8- (Mo Pow, Limited Geographical Area, Watching)
5     Money:  Poor
15     Psychological Limitation:  Hates Bigots, especially those who comment on gross physical differences (Common, Strong)
10     Enraged:  Bigotry (Uncommon), go 11-, recover 14-
15     Vulnerability:  Hard Radiation (Very Common)
10     Susceptibility:  Hard Radiation, 1d6 damage Instant (Common)

[b]DISADVANTAGES Points: 110[/b]


Base Pts: 250
Exp Required: 8
Total Exp Available: 8
Exp Unspent: 0
Total Character Cost: 368

BLOCK_HOUSE - Bubson

:straight:PERSONALITY/MOTIVATION: Blunder on Through

 

:straight:QUOTE: Do you need this guy's armor back?

 

:straight:POWERS/TACTICS: Hit it harder.

 

:straight:CAMPAIGN USE: fighting fury

 

:straight:APPEARANCE: four armed wiry rough neck

BLOCK_HOUSE.jpg

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OHM of the Marvel Universe

 

OHM - John D. Rambeau:smoke:


[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
18    STR     8   18      13-       HTH Damage 3 1/2d6  END [2]
16    DEX     18   16      12-       OCV 5 DCV 5
18    CON     16   18      13-
16    BODY    12   16      12-
28    INT     8   28      15-       PER Roll 15-
13    EGO     6   13      12-       ECV: 4
13    PRE     3   13      12-       PRE Attack: 2 1/2d6
10    COM     0   10      11-
5    PD      1   5/23             5/23 PD (5/23 rPD)
5    ED      1   5/23             5/23 ED (5/23 rED)
5    SPD     24   5                 Phases:  3, 5, 8, 10, 12
10    REC     4   10
36    END     0   36
34    STUN    0   34
6    RUN      0   6"                  END [1]
2    SWIM     0   2"                  END [1]
4    LEAP     0   3 1/2"                3 1/2" forward, 1 1/2" upward

[b]CHA Cost: 101[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
60     [b][i]ENERGY MANIPULATION[/i][/b]: Multipower, 105-point reserve,  (105 Active Points); all slots Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less;       Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
3u     1)  [b][i]FIRST SLOT, HI ENERGY FORM[/i][/b]: Armor (18 PD/18 ED), 8 Continuing Charges lasting 1 Hour each (+0), Hardened (+1/4) (67 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less;       Distinctive Features (Major); -1/2), Visible (-1/4), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
6u     2)  [b][i]basic ZOT!![/i][/b]: Energy Blast 14d6, Reduced Endurance (0 END; +1/2) (105 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less;       Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
6u     3)  [b][i]FLASH-BANG[/i][/b]: Sight  Group Flash 10d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (100 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less;       Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
5u     4)  [b][i]True Lightning Bolt[/i][/b]: Killing Attack - Ranged 2d6+1, 16 Charges (+0), Indirect ( Any origin, any direction; +3/4), Area Of Effect (24" Line; +1) (96 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less;       Distinctive Features (Major); -1/2), Visible (quite loud; -1/4), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
6u     5)  [b][i]DAMAGE AURA[/i][/b]: Energy Blast 8d6, 8 Continuing Charges lasting 1 Turn each (+0), Damage Shield (+1/2), Continuous (+1) (100 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less;       Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
6u     6)  [b][i]MEGA_ZOT[/i][/b]: Energy Blast 21d6, 16 Charges (+0) (105 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less;       Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
4u     7)  [b][i]WHOOOSH![/i][/b]: Flight 30", 1 Continuing Fuel Charge lasting 6 Hours (+1/4) (75 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less;       Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
2u     8)  [b][i]ZOOOOM!![/i][/b]: Flight 10", MegaScale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less;       Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
25     [b][i]Electronics[/i][/b]: Variable Power Pool (Gadget Pool), 20 base + 5 control cost,  (30 Active Points); OIF (-1/2), VPP Can Only Be Changed Between Adventures (the Lab; -1/2) - END=
5     Damage Resistance (5 PD/5 ED) - END=
32     [b][i]Electrical fields[/i][/b]: Detect A Large Class Of Things 15- (Unusual Group), Discriminatory, Range, Sense, Targeting - END=
5     +10 INT (10 Active Points); Conditional Power Power does not work in Very Common Circumstances (not in hi power form; -1) - END=
5     Mental Defense (8 points total) - END=
5     Power Defense (5 points) - END=

[b]POWERS Cost: 175[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
4      +2 with any single attack
3      Teamwork 12-
3      Power 15-
2      Navigation 15-
3      SS 15-

0      Custom Skill 

1      Analyze:  Style 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1      Computer Programming 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1      Cryptography 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1      Electronics 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1      Inventor 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1      KS (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 15-
1      Mechanics 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1      PS (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 15-
1      SS:  States of Matter (Hi End) 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1      Security Systems 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
3      Systems Operation (Communications Systems, Air/Space Traffic Control Systems, Metal Detectors, Radar, Recreation Systems, Sensor Jamming Equipment) 15- (7 Active Points); Conditional Power Power does not work in Extremely Common Circumstances (-1 1/2)
1      Stealth 12- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1      Weaponsmith (Energy Weapons) 15- (2 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)

[b]SKILLS Cost: 30[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
5      Vehicles & Bases
7      Fringe Benefit:  International Police Powers, License to Kill, Membership, Security Clearance (21 Active Points); Limited Power Power loses almost all of its effectiveness (-2)

[b]PERKS Cost: 12[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
5     Hunted:  Captain Marvel - Monica Rambeau 8- (Mo Pow, Watching)
10     Hunted:  Electro 8- (Mo Pow, Mildly Punish)
10     Hunted:  project wideawake 8- (Mo Pow, NCI, Watching)
10     Social Limitation:  Eastern State half-way (Frequently, Minor)

10     Distinctive Features:  energy signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10     Susceptibility:  Ex Dim Movements , Transdimensional SFX, 2d6 damage Instant (Uncommon)
10     Vulnerability:  1 1/2 x STUN (adj.powers of electrical sfx) or dimenisional sfx (Common)
9     Accidental Change:  surprised into hi energy form 8- (Common), Custom Adder
15     Physical Limitation:  low density   +3 Knockback (All the Time, Slightly Impairing)
20     Psychological Limitation:  schizo, dislikes some other forms (Very Common, Strong)

[b]DISADVANTAGES Points: 109[/b]


Base Pts: 250
Exp Required: 0
Total Exp Available: 6
Exp Unspent: 6
Total Character Cost: 318

OHM - John D. Rambaeu

:straight:PERSONALITY/MOTIVATION: upholding the good

 

:straight:QUOTE: why do people keep saying I do these things? that was other kids

 

:straight:POWERS/TACTICS: zot from aerial support

 

:straight:CAMPAIGN USE: energy projector, nominated for cheesiest build of an MP ever by a supporting hero.

 

:straight:APPEARANCE: crackling handsome black man

OHM.jpg

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Re: Love Child of the Marvel Universe

 

Our heroes had no clue where the reptilian losers came from that tried to zap Zeus. A week of fruitless searching revealed nothing. Then someone noticed that a new patient at the asylum was a local state trooper, one who had ticketed our heroes before on an outing.:sneaky:

 

So what was the deal?

the Trooper was suffering from a long term mental transform.

Someone had suggested he "go to Hawaii" for a while

Turns out 5 other LE personnel were also suffering

from similar problems.

 

Now they isolated the common neighborhood

where the officers either lived or worked.

 

Long story short, there was a huge fight in the cul-de-sac

between our heroes and a powerful mentalist

and his brainwashed munchkin agents.

 

The mentalist had werid green hair, and used powerful spells

as well as mental blasts. Finally Block-House got into hand-to-hand with

the bad guy and they noticed two things:

 

A. The hair was actually scales, like a snake.

B. The guy was famous, someone they should recognize.

 

Of course the bad guy triggered a massive charge rigged to kill

al witnesses. All the heroes but one escaped in time, due

to a deus ex-machina from PJ's watchers.

 

Rogus was left in the blast radius, and barely lived to tell what

he saw. The mentalist was actually HUGH JONES, former CEO

of Roxxon Oil, and his green "hair" was a newer more streamlined

SERPENT CROWN.

 

Apparently "essence of a deity" was a key ingredient

in whatever new plot was in motion.

 

Last item, just for spite, Jones took Rogus's blaster pistol

that was a gift from Thanos.

 

serpantcrown1.gif

 

Adevnture Two: Feb 13th

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Re: Love Child of the Marvel Universe

 

[b]Big Brother - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
13    STR     3   13      12-       HTH Damage 2 1/2d6  END [1]
18    DEX     24   18      13-       OCV 6 DCV 6
20    CON     20   20      13-
16    BODY    12   16      12-
18    INT     8   18      13-       PER Roll 13-
23    EGO     26   23      14-       ECV: 8
23    PRE     13   23      14-       PRE Attack: 4 1/2d6
10    COM     0   10      11-
10    PD      7   10/22             10/22 PD (0/12 rPD)
9    ED      5   9/21             9/21 ED (0/12 rED)
4    SPD     12   4                 Phases:  3, 6, 9, 12
7    REC     0   7
50    END     5   50
33    STUN    0   33
5    RUN      -2   5"                  END [1]
2    SWIM     0   2"                  END [1]
3    LEAP     0   2 1/2"                2 1/2" forward, 1" upward

[b]CHA Cost: 133[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
9     Mental Defense (14 points total) - END=
67     [b][i]Mental Powers[/i][/b]: Multipower, 100-point reserve,  (100 Active Points); Requires A PRE Roll (-1/2) - END=
6u     1)  Flight 30", x4 Noncombat (65 Active Points) - END=6
4u     2)  Telepathy 10d6 (50 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) - END=5
10u     3)  [b][i]Invisible Wall[/i][/b]: Force Wall (10 PD/10 ED; 10" long and 7" tall), Costs END Only To Activate (+1/4) (100 Active Points) - END=8
10u     4)  Ego Attack 10d6 ( Human class of minds) (100 Active Points) - END=10
5u     5)  Mental Illusions 10d6 (50 Active Points) - END=5
7u     6)  Telekinesis (50 STR) (75 Active Points) - END=7
15     [b][i]Mental Powers[/i][/b]: Elemental Control, 30-point powers - END=
12     1)  Mind Control 6d6 ( Human class of minds) (30 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) - END=3
10     2)  Mind Link , Human class of minds, Any Willing Target, Number of Minds (x8) (30 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) - END=3
12     3)  Mind Scan 6d6 ( Human class of minds) (30 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) - END=3
15     4)  Force Field (12 PD/12 ED), Costs END Only To Activate (+1/4) (30 Active Points) - END=2

[b]POWERS Cost: 182[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Bureaucratics 14-
3      Bribery 14-
3      PS 13-
3      Power 14-
3      Teamwork 13-
1      Disguise 8-
3      Conversation 14-
3      Persuasion 14-
3      Tactics 13-

[b]SKILLS Cost: 25[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
5      Vehicles & Bases
7      Custom Perk

[b]PERKS Cost: 12[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Hunted by Father:  King Pin 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching)
5     Vulnerability:  Poison (zoo toxins) (Uncommon)
20     Psychological Limitation (Hatred of Organized Crime):  (Very Common, Strong)
5     Physical Limitation (Fat Guy):  400 Pounds (Infrequently, Slightly Impairing)
5     Distinctive Features (White Eyes):  (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20     Social Limitation (Eatern State Universtity Patient):  (Very Frequently, Major)
5     Susceptibility to Caffeine: , 1d6 damage Instant (Uncommon)
5     Money:  Poor
5     Enraged:  When fighting the Mob (Uncommon), go 8-, recover 14-
15     Psychological Limitation (found of using Mental Control Powers):  (Common, Strong)
5     Watched by Project Wide Awake:  8- (Less Pow, Harshly Punish)

[b]DISADVANTAGES Points: 100[/b]


Base Pts: 250
Exp Required: 2
Total Exp Available: 6
Exp Unspent: 4
Total Character Cost: 352

Big Brother -

:straight:PERSONALITY/MOTIVATION: controller

 

:straight:QUOTE: Go get me a soda.

 

:straight:POWERS/TACTICS: Mentalist

 

:straight:CAMPAIGN USE: Scanner

 

:straight:APPEARANCE: large dude, not unlike orson welles in his early days

BIG_BROTHER.jpg

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Re: Love Child of the Marvel Universe

 

the heros arrive back from Athens in a first class jet.

(thanks to bureaucracy) then they go sift over

the destroyed suburban hideout of Mr.Jones.

 

They find a young heroine, Hurricane Tana,

imprisoned in a sleep set below the house,

and she'd been missing for seven years.

 

PJ got attacked by someone in the IRON-MONGER

armor, even though its "inventor" O.Stane

had been dead for several years.

And that someone had done their homework

knowing what poison to use on their NND darts :eg:

versus OJ.

 

No they don't have a team name yet.

They say "JLA" but you cant do that in the M.U.

even if its a diff. acronym

 

Clues lead them to the Port Norfolk cargo yard,

where an anchored cargo trawler contained

robots and yet another serpentine wizard.

 

Adventure Three - Feb.21st

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Re: Love Child of the Marvel Universe

 

Heroes try to help Hurricane Tana.

She's in for a long hospital stay and rehab.

 

Finally it clicks with the hero with Healing powers to heal her.

and where is her buddy Meteroid?

 

Detective work reveals the serpentine influence

running throughout every adventure so far.

 

Who hired Iron Monger?

 

Hera tasks PJ to deliver a message to her other son: ARES,

whereabouts unknown.

 

Big Bro interrogates Serp.Culter and gets lead to Wash.DC.

 

Magician taps the air-waves and get gossip graphic:

 

Seven gauntleted hands reaching for slices of an apple.

gauntlet gauntlet gauntlet gauntlet gauntlet gauntlet gauntlet

 

Deduction leads to evidence of a world wide conspiracy apparently

to garner divine essence and do something evil with it.

 

Blockhouse uses Google to find bad guys. (INCOMING!)

Players tick off GM:

1. wimped out, didnt want combat.

2. complained about lateness of game,

yet crosstalked it earlier.ugh. :hush:

3. oh well it balances out with the lap top issues.

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Re: Love Child of the Marvel Universe

 

Do not use Google for detective work.:thumbdown

 

Five Armored Weirdoes along with a dozen agent bots show up to trash

the Hero-Team.

 

Killer Shrike, a local boy gone bad.

two Ukrainian mercs wearing Crimson Dynamo knock-off armor.

two NYC mercs wearing copies of the Iron Monger armor.

 

Our heroes had warning time for the fight based on how much OHM the team genius made his programming roll by. (To repesent the strength of the team's firewall)

Well he only made by zero.

 

So I gave the guys a minute.

 

The 5 bad guys stayed up in the air, and pelted the heroes with grenades,

and dropped the droids into hand-to-hand.

 

Arbiter summoned the Mindless Ones for fire support, and instructed them to kill anyone not in "our group". Well later on OHM switched forms and so I dutifully had the Mindless killers shoot at him also. :eg:

 

Eventually they zapped enough so that the last one retreated, but the egoist BIG BRO zapped the last one while in full flight.

 

Adventure Five or So. March 6th 2006.

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