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Project 1000: Build a Legend/Megahero


megaplayboy

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In honor of my 1000th gaming post(or non-NGD post, anyway), I'm starting a thread devoted to one of my pet interests in gaming, epic-level PCs. I'm working on developing a campaign suitable for any level of gameplay, especially for supers on the level of the JLA/Avengers/Z-fighters etc.

 

In light of that, I'd like to get some idea of what folks would do, concept and ability-wise, to fill a "point budget" larger than anything in the canon products.:)

there are two varieties of epic hero to build, in terms of starting parameters:

1. 850 base + 150 disads, perks not counted toward total points(within reason), 100 to 150 active points in powers

2. 1000+ base + 200+ disads(technically no strict point ceiling), up to 150-180 active points in combat-related/frequently used abilities, with more for plot-device type abilities/really difficult to pull off combat abilities

Also, for PCs of type 2, they should possess one or more "Achilles heels" which tend to balance out their overwhelming capability

They should definitely be built to a genre-suitable concept, rather than a concept developed to explain their nigh-omnipotence. ;)

 

Other guidelines:

1. the Digital Hero article, "Point-less Champions", is a good guideline for "building to concept", Shtick control and spotlight management

2. A good idea to define areas the PC does not excel at.

3. think in terms of characters who would be inclined/willing to serve on a team, and fill a niche

4. staging is one useful way to approach power level, from a RP flexibility standpoint(character has to power up to achieve level x, or transforms from their normal superagent self to a mighty deity, or jumps into a giant robot, etc)

5. notes on silver/bronze/iron/comical variants would be cool:thumbup:

 

 

I'll be posting a few of my own in a few days, but I thought it'd be neat to see what the creative folks on this board could come up with:D

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Re: Project 1000: Build a Legend/Megahero

 

In honor of my 1000th gaming post(or non-NGD post, anyway), I'm starting a thread devoted to one of my pet interests in gaming, epic-level PCs. I'm working on developing a campaign suitable for any level of gameplay, especially for supers on the level of the JLA/Avengers/Z-fighters etc.

 

In light of that, I'd like to get some idea of what folks would do, concept and ability-wise, to fill a "point budget" larger than anything in the canon products.:)

there are two varieties of epic hero to build, in terms of starting parameters:

1. 850 base + 150 disads, perks not counted toward total points(within reason), 100 to 150 active points in powers

2. 1000+ base + 200+ disads(technically no strict point ceiling), up to 150-180 active points in combat-related/frequently used abilities, with more for plot-device type abilities/really difficult to pull off combat abilities

Also, for PCs of type 2, they should possess one or more "Achilles heels" which tend to balance out their overwhelming capability

They should definitely be built to a genre-suitable concept, rather than a concept developed to explain their nigh-omnipotence. ;)

 

Other guidelines:

1. the Digital Hero article, "Point-less Champions", is a good guideline for "building to concept", Shtick control and spotlight management

2. A good idea to define areas the PC does not excel at.

3. think in terms of characters who would be inclined/willing to serve on a team, and fill a niche

4. staging is one useful way to approach power level, from a RP flexibility standpoint(character has to power up to achieve level x, or transforms from their normal superagent self to a mighty deity, or jumps into a giant robot, etc)

5. notes on silver/bronze/iron/comical variants would be cool:thumbup:

 

 

I'll be posting a few of my own in a few days, but I thought it'd be neat to see what the creative folks on this board could come up with:D

only 1200 pts? I dont' know if I can do that. See my Thor write up!

 

actaully it sounds cool! I have just the guy to do as well. I'll post him tonight.

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Re: Project 1000: Build a Legend/MegaheroVanguard IIVal Char Cost Roll Notes100 STR 90 29- Lift 26.2ktons; 20d6 [5]23 DEX 39 14- OCV: 8/DCV: 850 CON 80 19-25 BODY 30 14-15 INT 5 12- PER Roll 14-20 EGO 20 13- ECV: 740 PRE 30 17- PRE Attack: 8d616 COM 3 12-50 PD 30 Total: 50 PD (25 rPD)40 ED 30 Total: 40 ED (20 rED)5 SPD 17 Phases: 3, 5, 8, 10, 1230 REC 0100 END 0100 STUN 0 Total Characteristic Cost: 374Movement: Running: 6"/12" Flight: 30"/60" Leaping: 20"/40" Swimming: 2"/4"Cost Powers END80 Brick Tricks: Variable Power Pool (Silver Age Goodness), 60 base + 20 control cost, (90 Active Points); all slots Requires A Brick Tricks Skill Roll (-1/2) Active Superhuman Senses16 1) Comlink Node: High Range Radio Perception (Radio Group), Telescopic: +85 2) Low Light Vision: Nightvision15 3) Parabolic Hearing: +10 versus Range Modifier for Hearing Group8 4) Radio Hearing: Radio Perception3 5) Super Hearing: Ultrasonic Perception (Hearing Group)15 6) Telescopic Vision: +10 versus Range Modifier for Sight Group7 7) Thermal Imaging: Infrared Perception (Sight Group), Tracking (10 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) Empyrean Legacy20 1) Cosmic Travel: Faster-Than-Light Travel (3 Light Years/month)25 2) Efficient Strength: Reduced Endurance (1/2 END; +1/4) (25 Active Points) applied to STR10 3) Empyrean Mental Shielding: Mental Defense (24 points total)57 4) Empyrean Physiology: LS (Eating: Character only has to eat once per month; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Inherent (+1/4) (57 Active Points)5 5) Empyrean Physiology: Lack Of Weakness (-5) for Resistant Defenses10 6) Empyrean Physiology: Power Defense (10 points)27 7) Empyrean Toughness: Damage Resistance (25 PD/20 ED), Hardened (+1/4) (27 Active Points)227 8) Gravitational Command: Flight 30", Position Shift, Reduced Endurance (0 END; +1/2), Variable Advantage (+1 Advantages; +2) (227 Active Points)12 9) Greater Density: Knockback Resistance -5", Inherent (+1/4) (12 Active Points)6 10) Keen Senses: +2 PER with all Sense Groups10 11) Toughened Form: Hardened (+1/4) (10 Active Points) applied to ED12 12) Toughened Form: Hardened (+1/4) (12 Active Points) applied to PD Life has Strengthened Me13 1) Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 211 2) Fast Healing: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)40 3) It's Like Hitting A Brick Wall: HKA 1d6+1 (2 1/2d6 w/STR), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Does Not Work Against Persons Who Grab Or Are Grabbed By The Character (-1/2)20 4) Just Catching My Breath: +20 REC (40 Active Points); Only When Character Takes A Full Phase Recovery (-1)6 5) Pain Tolerance: (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (24 points total) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3)23 6) Resilient Healing: Healing 2d6, any one Characteristic other than BODY, END, or STUN at a time (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Self Only (-1/2)60 7) Supertough Body: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)Kung Fu (Wu Shu) Maneuver OCV DCV Notes5 Block +1 +3 Block, Abort4 Disarm -1 +1 Disarm; 110 STR to Disarm roll4 Dodge -- +5 Dodge, Affects All Attacks, Abort4 Escape +0 +0 115 STR vs. Grabs3 Joint Lock/Grab -1 -1 Grab Two Limbs, 110 STR for holding on3 Legsweep +2 -1 21d6 Strike, Target Falls4 Punch +0 +2 22d6 Strike3 Throw +0 +1 20d6 +v/5, Target Falls4 Tien-hsueh Strike -1 +1 2d6 NND4 Uproot/Sand Palm +0 +0 115 STR to ShovePerks5 Makes a decent living: Money: Well Off3 Can do things: Fringe Benefit: International Driver's License, Membership: Inactive member of the Sentinels, Passport6 Well Regarded Hero: Reputation: Legacy Hero (A large group) 14-, +2/+2d63 Well-Connected8 1) Contact: Arcadia (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-2 2) Contact: Ravenswood Academy (Contact has useful Skills or resources) (3 Active Points) 11-4 3) Contact: Ravenswood Class of '09 (Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 12-1 4) Contact: The Champions (2 Active Points) 11-2 5) Contact: The Sentinals (3 Active Points) 12-Talents Immortality Perks3 1) I can keenly sense the flow of Time: Absolute Time Sense5 2) I remember everything: Eidetic Memory3 3) Catnapper: Lightsleep Inhuman Speed Tricks11 1) Superspeed!: Lightning Reflexes: +7 DEX to act first with All Actions3 2) Fastmather!: Lightning Calculator8 3) Reads by Osmosis: Speed Reading (x1,000)Skills10 +1 Overall10 +2 with HTH Combat24 +3 with All Combat15 +3 with Computer Skills3 Breakfall 14-3 Computer Programming 12-3 Defense Maneuver I 3 Electronics 12-3 High Society 17-3 Hoist 12-1 Language: Aida (basic conversation)1 Language: Assembler (basic conversation)1 Language: Basic (basic conversation)1 Language: C (basic conversation)1 Language: C++ (Computer Language) (basic conversation)3 Language: Cantonese (fluent conversation) (2 Active Points)3 Language: French (fluent conversation) (2 Active Points)1 Language: Mandarin (fluent conversation) (2 Active Points)1 Language: PASCAL (basic conversation)1 Language: PASCAL (basic conversation)1 Language: RPG (basic conversation)3 Mechanics 12-3 Paramedics 12-19 Power: Brick Tricks 20-3 Scholar1 1) KS: Chinese Healing (2 Active Points) 11-2 2) KS: Computer Databases (3 Active Points) 12-2 3) KS: Computer Hacking (3 Active Points) 12-2 4) KS: Computer Interfaces (3 Active Points) 12-2 5) KS: Computer Network Administration (3 Active Points) 12-2 6) KS: Computer Networking (3 Active Points) 12-2 7) KS: Computer Viruses (3 Active Points) 12-2 8) KS: Kung Fu (3 Active Points) 12-1 9) KS: The Superhuman World (2 Active Points) 11-2 10) KS: internet security (3 Active Points) 12-3 Scientist2 1) SS: AI Technology 12- (3 Active Points)2 2) SS: Computer Control Systems 12- (3 Active Points)1 3) SS: Mathematics 11- (2 Active Points)2 4) SS: Neural Interface Technology 12- (3 Active Points)2 5) SS: Software Engineering 12- (3 Active Points)3 Security Systems 12-3 Systems Operation 12-3 Teamwork 14-Total Powers & Skill Cost: 1007Total Cost: 13811000+ Disadvantages25 Dependent NPC: The Young Family (Mother, Father, five siblings) 8- (Normal; Group DNPC: x8 DNPCs)10 Hunted: Blackguard 8- (As Pow, Harshly Punish)20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)15 Hunted: Lemurians 8- (As Pow, NCI, Harshly Punish)20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)10 Physical Limitation: Medical-Resistant Skin (Infrequently, Greatly Impairing)15 Psychological Limitation: Disdain for bullies and tyrants (Common, Strong)15 Psychological Limitation: Overconfident (Very Common, Moderate)10 Psychological Limitation: Protective of adoptive Family (Uncommon, Strong)20 Psychological Limitation: True Blue Hero (Common, Total)15 Social Limitation: Secret Identity (Frequently, Major)20 Vulnerability: 2 x Effect Magical Attacks (Common)20 Vulnerability: 2 x STUN Magical Attacks (Common)166 Experience PointsTotal Disadvantage Points: 1381Background/History: Alex Young is the son of two superhuman beings. He has no idea which two he is related to, if they are on Earth or even alive. He prays they are or were heroes. Alex was a lucky child in many regards. He was raised in a loving foster family with six siblings. The Youngs were unable to have children of their own and taking care of children discarded by society was their calling. Mr. Young was a math teacher and Mrs. Young was a part time pharmacist at a well run assisted living facility. Alex and his siblings got along well, and never felt like outsiders. Until he turned twelve that is. When Alex turned twelve he exhibited his superhuman abilities for the first time. He accidently broke his younger sister's hand squeezing it too tightly. His guilt over this event was amplified by his accidental destruction of much of the house. Not all at once, but he broke things constantly. At first his parents thought he was acting out, but he seemed more frustrated by his inability to touch anything or anyone without hurting them that they took him to a doctor rather than a child psychologist. It was at his physical he first flew.

Realizing that their son was developing metahuman powers and that his control was so minimal, they agreed to let the local DOSPA representatives send him to a "field camp" where he'd better learn to control his powers. Alex was horrified and sad to leave his family, but the camp was far from the distopian "meta-prison camp" that he'd feared. After a few months at the camp he gained better control of his abilities and regained much of his motor skills. His parents were pleased to have him back. For a while everything was fine, but when school came around Alex didn't want to go. He considered himself dangerous and didn't want to hurt anyone. He was becoming more and more introverted and withdrawn. It was then that a woman appeared and told the Youngs about a special school.

Alex Young had a pretty good life for a while. Now he doesn't know what he's got.

 

Upon Graduation from the Ravenswood Academy, Alex and his fellow graduates went their respective ways. Alex was quick to join a supergroup and took up the mantle of his hero Vanguard. He used the name Young Vanguard for a few years but dropped the "Young" title in 2010. By 2015 he'd been contacted by the Empyreans and spent a few years in Arcadia, overcoming his weaknesses to Mental powers. However, one of his adventures took him to the Lands of Legend and there, a fierce encounter with the greek Goddess Hecate left Alex with a new vulnerability to magic. Since then Vanguard has fought the good fight for Earth and her peoples. Personality/Motivation: Growing up and his visits to Arcadia and the Olympus has done much to create Vanguard. He learned control of his abilities in Ravenswood; studied Kung Fu with fellow studen An Yuan, and achieved his potential in Arcadia. Though he now bears the brand of Hecate's anger (a small lightning shaped scar on his left shoulder) and has a weakness to magic effects and attacks, he is a powerhouse if there ever was one. Vanguard seemingly has no fear for his own safety but he is occasionally considered overly concerned for others. Quote: "This is probably not your best plan, Viperia. Prepare for a spanking."Powers/Tactics: A paragon archetypical brick, Vanguard is strong, tough, and has several silver agey special attacks and abilities (Represented by the "Brick Tricks" VPP).Don't get in his way. Campaign Use: Just your archetypical superguy. Appearance: Vanguard is tall. powerfully built, and possessing a higher than normal density for a man his height and build. He wears a modern version of the original Vanguard's costume. His is white and red with a gold cape. He wears no mask.

As Alex Young, a computer programmer and author of a few books on computer hardware/software design and game design, he affects the classic 'Kent' disguise, glasses, and introverted demeanor.

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Re: Project 1000: Build a Legend/Megahero

 

Notes: oops, need to give him PS: Writer.

Also the VPP assumes GM is allowing some of the "Naked Advantage" Abilities from the Ultimate Brick to be used if not, then I gotta break them down.

The HRRH node is an implant so it doesn't really deserve a focus limitation but can be removed for story purposes.

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Re: Project 1000: Build a Legend/Megahero

 

The Programing Language "Aida" should be "Ada", I really need to submit a corrected prefab to TPTB to fix that.

 

Personally, I find buying programming languages to be a little silly. I don't think they are worth that much or are that hard to learn so even 1 pt a piece seems to be a big rip-off. They can really be considered a severaly pared down version of english (for the vast majority of them). Knowing how to program is the key thing to know and that I'd consider to be rolled into PS: Computer Programmer, or Systems Operations skill alone. A good programmer can program in any language (with only a couple of weeks to familiarize themselve with the general aspects of the language)

 

TB

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Re: Project 1000: Build a Legend/Megahero

 

The Programing Language "Aida" should be "Ada", I really need to submit a corrected prefab to TPTB to fix that.

 

Personally, I find buying programming languages to be a little silly. I don't think they are worth that much or are that hard to learn so even 1 pt a piece seems to be a big rip-off. They can really be considered a severaly pared down version of english (for the vast majority of them). Knowing how to program is the key thing to know and that I'd consider to be rolled into PS: Computer Programmer, or Systems Operations skill alone. A good programmer can program in any language (with only a couple of weeks to familiarize themselve with the general aspects of the language)

 

TB

Perhaps a single :Common Computer Coding Languages 1 pt with literacy 1 pts?

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Re: Project 1000: Build a Legend/Megahero

 

This thread gave us a bunch of really cool concepts for ultra-high-level characters, some general and some CU-specific. Unfortunately a few of them were posted using HTML code, which these discussion boards no longer support; so they ended up virtually illegible.

 

I was able to clean the scrambled ones up so that they can be read, although they don't look as pretty as when originally posted. :( I'll put them up below, in the order in which they appear on the original thread.

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Re: Project 1000: Build a Legend/Megahero

 

Originally Posted by lemming

 

For your online reading.

Professor Cinnabar

 

Player:

 

Val Char Cost

30 STR 20

38 DEX 84

22 CON 24

11 BODY 2

13 INT 3

15 EGO 10

25 PRE 15

26 COM 8

 

20 PD 4

20 ED 6

10 SPD 52

10 REC 0

70 END 13

40 STUN 3

 

35" RUN 0

2" SWIM 0

6" LEAP 0

Characteristics Cost: 244

 

Cost Power END

242 Superspeed: Running +29" (35" total), Improved Noncombat Movement (x128), Combat Acceleration/Deceleration (+1/4), Reduced Endurance (0 END; +1/2), Noncombat Acceleration/Deceleration (+1) (242 Active Points) [Notes: It is Professor Cinnabar's Superspeed which gives creedence to his claim to be "The Worlds' Fastest Man" While others, such as Doc Rocket and Damocles and Gamut and Lazare are capable of much higher top speeds, none can match Cinnabar's INSTANTANEOUS ACCELERATION. Whereas the others take some amount of time to reach their maximum speeds, Cinnabar does it within one step, which can make all the difference in combat.]

79 Superspeed Tricks: Multipower, 138-point reserve, (138 Active Points); all slots No Range (-1/2), Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4)

4u 1) Air Ram: Energy Blast 10d6, Double Knockback (+3/4), Area Of Effect (18" Cone; +1) (137 Active Points); Extra Time (Full Phase, Character May Take No Other Actions, -3/4), Gestures (Requires both hands; -1/2), No Range (-1/2), Concentration (1/2 DCV; -1/4), Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4) 14

4u 2) Superspeed Punch: Energy Blast 6d6, Reduced Endurance (Half END; +1/2), Penetrating (+1/2), Autofire (10 shots; +1) (90 Active Points); No Range (-1/2), Custom Modifier: Single target only, cannot spread attack (-1/2), Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4) 3

5u 3) Multi Attack: Energy Blast 6d6, Penetrating (+1/2), Area Of Effect (10" Any Area; +1 1/4), Selective Target (+1/4) (90 Active Points); No Range (-1/2), Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4) 9

5u 4) Superspeed Takeaway: Telekinesis (40 STR), Area Of Effect (6" Any Area; +1), Selective (+1/4) (135 Active Points); : Only to Disarm or Grab Objects (-1), No Range (-1/2), Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4) 13

7u 5) Vortex Creation: Telekinesis (46 STR), Area Of Effect (7" Any Area; +1) (138 Active Points); No Range (-1/2), Affects Whole Object (-1/4), Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4) 14

Defensive Powers

170 1) Inertial Field: (Total: 225 Active Cost, 170 Real Cost) Force Field (10 PD/10 ED/10 Mental Defense/10 Power Defense/10 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Invisible to Hearing, and Sight Groups (Inertial Field is Visible to the Radio Sense Group; +3/4) (150 Active Points); Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4) (Real Cost: 120) plus Physical Damage Reduction, Resistant, 75% (60 Active Points); Linked (Superspeed; -1/2) (Real Cost: 40) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Linked (Force Field; -1/2) (Real Cost: 10)

11 2) Lightning Reflexes: Missile Deflection (Bullets & Shrapnel), Adjacent Hex (+1/2) (22 Active Points); Costs Endurance (-1/2), Will Not Work Against Heavy Missiles (-1/4), Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4) 2

Miscellaneous Powers

9 1) Quantum Conveyors: Extra-Dimensional Movement (Related Group of Dimensions, Any Location), Travel Through Time, x16 Increased Weight (75 Active Points); Increased Endurance Cost (5x END; -2), OAF Immobile (-2), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Linked (Superspeed; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) [Notes: The Quantum Conveyors allows Professor Cinnabar to travel between His home "earth" Futura and Worldwatch's Earth. He can do this alone or with up to 16 others. The Conveyors also allows him (and a group) to travel forward and back in time on those alternate Earths. One conveyor is located in Cinnabar's basement rec room in his home in Futura City. The other is located on Earth in the laboratory of Dr. Thelonius Quod inTechnopolis. Both are required for the power to function.] 35

8 2) Clinging (normal STR) (10 Active Points); Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4)

5 3) Nightvision

12 4) Rapid with Normal Sight (15 Active Points); Linked (Superspeed; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4)

7 5) Hyper Efficient Musculature - Reduced END Cost STR: Naked Modifier, Reduced Endurance (Half END; +1/4) (7 Active Points)

Powers Cost: 568

 

 

Cost Skill

80 +10 with Superspeed Powers

Skills Cost: 80

 

 

Cost Talent

8 Speed Reading: x1000

Talents Cost: 8

 

 

Total Character Cost: 900

 

Val Disadvantages

20 Enraged: when Mara Lysse harmed Uncommon, go 14-, recover 11-

30 Hunted: The Agency (especially Doppler and Forerunner) 14- (Very Frequently), More Powerful, NCI, Harshly Punish

25 Hunted: The IntelligenCIA 11- (Frequently), More Powerful, NCI, Harshly Punish

20 Hunted: The Cartel 8- (Occasionally), More Powerful, NCI, Harshly Punish

10 Hunted: Dr. Tertius Quod, evil twin of Dr. Thelonius Quod 8- (Occasionally), Less Powerful, NCI, Harshly Punish

20 Psychological Limitation: Protective of Mara Lysse Common, Total

20 Psychological Limitation: Code vs. Killing Common, Total

15 Psychological Limitation: Vengeful Common, Strong [Notes: This limitation is in force after the dimensional barriers between Futura and Earth are sealed and is meant to reflect Naram's anger and feelings of helplessness at being apart from Mara Lysse]

10 Dependent NPC: Dr. Thelonius Quod, Quantum Physicist 11- (Occasionally), Normal, Useful noncombat position or skills

5 Dependent NPC: Mara Lysse (wife) 8- (Infrequently), Slightly Less Powerful than the PC [Notes: At the beginning of the Worldwatch campaign. Mara Lysse begins as a talented normal. Just after the beginning of the campaign, Nirvana's arrival disrupts the dimensional barriers between Earths, sealing Worlwatch's Earth and Futura from one another and Naram from Mara Lysse. When she next appears in the campaign it is (relative) years later and in her new, superheroic guise of Sister Friction. At this point she is slightly less powerful than Cinnabar.]

5 Rivalry: with Eikon Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

20 Vulnerability: 2x STUN Surprise Attacks Common [Notes: Another thing to remember is that, if caught by surprise before he can activate his Superspeed, Cinnabar's Inertial Field is inactive, which makes him much more vulnerable to attack.]

 

Disadvantage Points: 200

 

Base Points: 200

Experience Required: 500

Total Experience Available: 500

Experience Unspent: 0

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Re: Project 1000: Build a Legend/Megahero

 

Originally Posted by Chromatic

 

I started thinking about a concept that would lead to being a complete combat oriented character. This is what I came up with:

 

Penultimata

 

Player:

 

100 STR 90

14 DEX 12

98 CON 176

35 BODY 50

18 INT 8

17 EGO 14

40 PRE 30

10 COM 0

 

50 PD 30

50 ED 30

6 SPD 36

40 REC 0

80 END -58

150 STUN 16

 

6" RUN 0

2" SWIM 0

25" LEAP 0

Characteristics Cost: 434

 

Cost Power END

25 Reduced End -> Str: Naked Modifier, Reduced Endurance (1/2 END; +1/4) (25 Active Points)

50 Chitinous skin: Damage Resistance (50 PD/50 ED)

25 Hardened PD/ED (Chitinous skin): Naked Modifier, Hardened (+1/4) (25 Active Points)

15 Sight Group Flash Defense (15 points)

10 Increased Arc Of Perception (360 Degrees) with Sight Group

46 Life Support (Eating Character only has to eat once per year; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep)

5 Insectoid body: Extra Limbs (3)

20 Leaping +5" (25" forward, 12 1/2" upward) (Accurate, x8 Noncombat) 2

10 Alien physiology: Lack Of Weakness (-10) for Resistant Defenses

12 Insectoid Mind: Mental Defense (15 points total)

15 Power Defense (15 points)

30 Uncanny grace in combat: Physical Damage Reduction, Resistant, 50%

30 Uncanny grace in combat: Energy Damage Reduction, Resistant, 50%

Unbeatable combatant

10 1) Gladitorial Spirit: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Can only be used on successive attacks on same target Power loses about a third of its effectiveness (-1/2) 2

20 2) I shall prevail!: Absorption 4d6 (physical, hand-to-hand attack and increasing the maximum), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Persistent (+1/2), [two powers] simultaneously (+1/2) (50 Active Points); Conditional Power Power Only Works Versus Attacks from Current Target (-1 1/2)

20 3) I shall prevail: Absorption 4d6 (energy, hand-to-hand attack and increasing the maximum), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Persistent (+1/2), [two powers] simultaneously (+1/2) (50 Active Points); Conditional Power Power Only Works Versus Attacks from Current Target (-1 1/2)

37 Healing BODY 1 point, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points); Self Only (-1/2)

30 Aid Stun 2d6, Trigger when Stun is negative (+1/4), Persistent (+1/2), Uncontrolled (+1/2) (45 Active Points); Self Only (-1/2)

Powers Cost: 410

 

Cost Martial Arts Maneuver

Krav Maga

5 1) Kick: 1/2 Phase, -2 OCV, +1 DCV, 24d6 Strike

4 2) Fast KIck: 1/2 Phase, +2 OCV, +0 DCV, 22d6 Strike

3 3) Throw: 1/2 Phase, +0 OCV, +1 DCV, 20d6 +v/5, Target Falls

4 4) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 5) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND

4 6) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 110 STR to Disarm roll

4 7) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 8) Escape: 1/2 Phase, +0 OCV, +0 DCV, 115 STR vs. Grabs

3 9) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 110 STR for holding on

1 10) Weapon Element: Blades

1 11) Weapon Element: Clubs

Martial Arts Cost: 37

 

Cost Skill

75 +15 with HTH Combat

3 Bugfall 12-

3 Demolitions 13-

3 Combat Piloting 12-

5 Rapid Attack (HTH)

3 Tactics 13-

3 Teamwork 12-

Skills Cost: 95

 

 

Cost Talent

24 Combat Sense (Rapid (x10), Sense) 17-

Talents Cost: 24

 

 

Val Disadvantages

25 Distinctive Features: 7.5' tall mantis: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

5 Physical Limitation: No fine manipulation on pincers (Infrequently, Slightly Impairing)

20 Physical Limitation: Alien physiology, Earth medicines do not work (All the Time, Greatly Impairing)

20 Social Limitation: Public ID: Gr'rrittck Th'htick (Very Frequently, Major)

10 Money: Destitute

10 Reputation: Mantis Alien gladitorial combatant, 11-

25 Psychological Limitation: Code of Honor (Very Common, Total)

15 Psychological Limitation: Will fight to the death (Common, Strong)

20 Psychological Limitation: Seeks gladitorial combat (Common, Total)

20 Psychological Limitation: Sees self as guardian of Earth, protector of the soft pasty things (Very Common, Strong)

15 Enraged: Berserk When losing in battle (Uncommon), go 8-, recover 14-, Berserk

15 Hunted: Firewing: 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

 

Disadvantage Points: 200

 

 

Base Points: 300

Experience Required: 500

Total Experience Available: 500

Experience Unspent: 0

Total Character Cost: 1000

 

 

Height: 2.25 m Hair: None

Weight: 150.00 kg Eyes: Red

Appearance: Gr'rrittck Th'htick, or Penultimata as it is known on Earth, is a large insectoid alien. Roughly seven and a half feet tall praying mantis with pale green skin and large red multifaceted eyes.

Personality: As Penultimata, Gr'rrittck Th'htick has resigned itself to understand that while it was defeated once, and is thus not the ultimate fighter any longer; it has successfully found the place of softlings. Penultimata lives to recreate its surrogate hive of beings that need protection and guardianship. But more than that, Penultimata seeks out those that would claim title over itself, and defeat them in combat.

Quote:[Chitter, click] Do not worry small pasty softling, Penultimata will prevent your further humiliation in battle.

Background: Gr'rrittck Th'htick could not conceive defeat. The concept itself was anthema to its very being. The fact that it had never lost a combat in the arena of battle in over fifty cycles was just a consequence. To find itself laying in the mud on its back with a foes weapon pointed at its thorax was completely inconceivable. None the less, that is exactly the situation that it found itself in. The ignomy and dishonor of hearing the roar of the fickle crowd was just the mustard topping on the ice cream sundae of disgust. This same crowd used to quake the caverns with echos of Gr'rrittck Th'htick's name being chanted. This same crowd would gleefully toss their own body parts for its consumption in victory. This same crowd was now chanting for Gr'rrittck Th'htick's blood.

 

Having lost in gladitorial combat was utterly disenchanting to Gr'rrittck Th'htick. Its honor destroyed (in it's own mind) it felt it had no other choice but to self-exile from the only home it had ever known. Tales abounded in the dark secret passages of a distant world with bright skys and strange beings; soft beings with tender flesh; beings that perhaps could offer the limited challenge that one such as the puny and defeated Gr'rrittck Th'htick would barely be able to meet. Gr'rrittck Th'htick vowed that it would find this other place where it could again regain its honor and wash the painful memory of defeat.

Powers/Tactics: Penultimata is focused in battle, it will not be deterred from taking down its chosen foe. Once its foe has been defeated, and only then, will it move to a new target. While it is fully capable of fighting with weapons, it prefers to duke it out open handed with the soft and pasty humans of Earth. While Penultimata is engaged in combat, as long as it continues to fight the same foe, it will increase the power of its attacks.

Campaign Use:

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Re: Project 1000: Build a Legend/Megahero

 

Originally Posted by GestaltBennie

 

Here's one that some may recognize from his PBeM. Edited to remove a dubious EC and fix a power

 

Scott Bennie

----

Omega

 

Player: Scott Bennie

 

Val Char Cost

75 STR 65

26 DEX 48

35 CON 50

23 BODY 26

13 INT 3

20 EGO 20

30 PRE 20

30 COM 10

 

30 PD 15

30 ED 23

6 SPD 24

22 REC 0

80 END 5

80 STUN 1

 

8" RUN 4

3" SWIM 1

15" LEAP 0

Characteristics Cost: 315

 

Cost Power END

110 Magic/Probability Powers: VPP (Magic Pool), 50 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (125 Active Points); all slots Limited Power Defenses May Be Boosted At Double Cost (-1/4)

34 Champion Against Black Magic: Aid STR, BODY, END, and STUN 1 1/2d6, Trigger,By Physical Contact With Black Magic (+1/4), [four powers] simultaneously (+1) (34 Active Points)

45 Notice/Intimidation Field: Change Environment 8" radius, -1 to PRE vs. PRE checks, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (45 Active Points)

21 Near Invulnerability: Damage Resistance (21 PD/21 ED)

8 Knockback Resistance -4"

36 Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep)

12 Mental Defense (16 points total)

10 Power Defense (10 points)

11 Healing (Regeneration) 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

116 Mach IV Flight: Flight 19", Improved Noncombat Movement (x32), Rapid Noncombat Movement (+1/4), Combat Acceleration/Deceleration (+1/4), Reduced Endurance (0 END; +1/2) (116 Active Points)

22 Detect Magic A Large Class Of Things 17- (Unusual Group), Discriminatory, Sense

9 +3 PER with all Sense Groups

17 High Range Radio Perception (Radio Group), Tracking

5 Infrared Perception (Sight Group)

5 Mental Awareness

10 N-Ray Perception: Not Through Extremely Thick (5 cm of metals, 15 cm of stone, 60 cm of earth) Substances (Sight Group)

Powers Cost: 471

 

Cost Martial Arts Maneuver

Wrestling

4 1) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND

4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 90 STR vs. Grabs

3 3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 85 STR for holding on

5 4) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable

4 5) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls

4 6) Reversal: var Phase, -1 OCV, -2 DCV, 90 STR to Escape; Grab Two Limbs

3 7) Slam: 1/2 Phase, +0 OCV, +1 DCV, 15d6 +v/5, Target Falls

5 8) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 85 STR to take weapon away

3 9) Take Down: 1/2 Phase, +2 OCV, +1 DCV, 15d6 Strike; You Fall, Target Falls

Martial Arts Cost: 35

 

Cost Skill

16 +2 with All Combat

3 +1 with Wrestling

3 Acrobatics 14-

3 Acting 15-

5 AK: Los Angeles 14-

4 AK: Plains States 13-

3 Breakfall 14-

3 Climbing 14-

3 Computer Programming 12-

3 Conversation 15-

3 Criminology 12-

1 Demolitions 8-

3 Interrogation 15-

2 KS: The Magical World 11-

5 KS: The Superhuman World 14-

2 Language: Spanish (Fluent Conversation)

2 Navigation 12-

11 Power: Strength Manipulation 15-

5 PS: Farmer 14-

1 SS: Neurology 8-

3 Seduction 15-

3 Tactics 12-

Skills Cost: 87

 

Cost Perk

10 Money: Wealthy

3 Contact: Agent 12-

18 Contact: Avery and Alexi Stone, CIA sorcerors (Contact has access to major institutions, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-

15 Contact: LAPD Brass (Contact has access to major institutions, Contact has significant Contacts of his own), Organization Contact (x3) (15 Active Points) 12-

8 Contact: Michael Carleton, powerful sorcerer (Contact has significant Contacts of his own, Very Good relationship with Contact) 14-

6 Contact: The Protectorate Monolith (Contact has access to major institutions, Contact has significant Contacts of his own, Good relationship with Contact) 12-

Perks Cost: 60

 

Cost Talent

31 Danger Sense (self only, in combat, Discriminatory, Function as a Sense) 21-

Talents Cost: 31

 

 

Total Character Cost: 999

 

Val Disadvantages

5 Distinctive Features: Compulsive Swearing Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses

20 Hunted: the Black Priest 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

10 Hunted: the Brickyard 8- (Occasionally), Less Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

10 Hunted: the Woman in Red 8- (Occasionally), Less Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

10 Psychological Limitation: Greedy Common, Moderate

10 Psychological Limitation: Loves To Fight Common, Moderate

15 Psychological Limitation: Overconfidence Very Common, Moderate

10 Psychological Limitation: Vain Common, Moderate

10 Reputation: Mystically Chosen Harbinger of the Apocalypse, Frequently (11-), Extreme, Known Only To A Small Group

0 Rivalry with other superhero bricks: Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Social Limitation: Public Identity (Tommy Champion) Frequently (11-), Major

 

Disadvantage Points: 115

 

Base Points: 200

Experience Required: 684

Total Experience Available: 685

Experience Unspent: 1

 

Background/History: Omega is the great grandson of David Champion, a being fabricated like a Frankenstein monster from pieces of angels, devils, and man by a mad scientist at the turn of the 20th Century. After terrorizing Europe for twenty years, the horrors of World War I prompted David to settle down, so he moved to America in 1920, eventually settling down on a farm in Milford, Nebraska. Three generations of farmers later, Tommy Champion was born in 1982 to Bradley and Rose Champion. Tommy's childhood was rocked with tragedy: his older brother died when he was two, and a sister died in infancy when he was five, and his parents' marriage was an unhappy one.

 

As a boy, Tommy was nearly uncontrollable. A smart student and a gifted student, he rarely took direction from an adult without a fight - the only people to whom he ever deferred were his grandfather Thomas (a retired World War II hero who inspired Tommy's trademark "potty mouth") and his dad. Neither were strong disiciplinarians; his dad felt that the best way to become a man was to sit back and let the world discipline you, while his grandfather enjoyed watching his namesake raise hell. And Tommy *was* a hellraiser, whether it was blowing up stuff around the farm with his cousin Buck, pulling practical jokes on his teachers, or terrorizing his other cousin, Steve Doerksen.

 

Tommy hit puberty early and hard. In seventh grade, he looked like a handsome tenth grader, and he'd already turned to his two favorite pursuits: amateur wrestling and womanizing. He excelled at both. It was a good distraction from home life, which had turned into a soap opera. In eighth grade, an auto accident resulted in the death of his aunt and uncle, and his cousin Buck suffered permanent brain damage. Buck and his two sisters were brought into Tommy's home to stay. Unfortunately. Tommy's cousin Cynthia developed a sick crush on him, and when Tommy rejected her, Cynthia cried rape to her brain damaged brother, who responded by nearly killing Tommy. Tommy's mother tried to have Buck committed, but Tommy sided with his cousin and protected him by pointing the accusing finger at his mother. This was the final straw for Tommy mother; she promptly abandoned the family and hasn't spoken with her son since.

 

All of these were dramatic developments in a teenager's life, but the most dramatic was yet to come. When Tommy was In 11th grade, his entire world changed. One day before school, while finishing up school, he was hit by a bolt of lightning. He was in a coma for weeks, but when he awoke, he had powers. He was superhumanly strong and tough, and had the ability to alter reality with a thought.

 

It was also (though he was not to discover the truth for years) one hundred years to the day that David Champion was born.

 

The idea of becoming a superhero never occured to Tommy, he'd never much cared for the "capeboys" growing up, and it was more fun to make peoples' lives miserable by using his powers to make them miseranble. After six months of terrorizing the locals, a supervillain called Soulkeeper appeared in Omaha, attacking City Hall and demanding a huge ransom for the mayor's daughter. When Tommy told his friends - the few he hadn't driven away - that he could kick Soulkeeper's butt, they dared him to do it. So Tommy flew to Omaha and did it. This public victory garnered him national attention and a contract as a Nike spokesman. Tommy's attitude immediately gave him a reputation as a "bad boy", but after seeing in action, no one could deny his ability or determination, and over time the values that his father had quietly instilled into him began to show. He became dedicated to protecting innocents, even though he still enjoyed fighting villains and tormenting petty criminals. He fought the worst villains that the world had to offer: the Black Priest, Autocrat, Mindshadow, Echelon. He sired an illegitimate son when he coerced sex from the supervillainess Bandita, watched a demon-possessed vampire murder his high school sweetheart, was trapped for months in an extra-dimensional prison, had his casual drug use exposed on national television, and lost his powers for a few months and tried to reinvent himself as a vigilante.

 

Omega's life has been nothing if not interesting or tumultuous.

 

Presently, Omega's adjusting to the restoration of his powers and a new position with the world's premier superhero team, the Protectorate. He also has to deal with the revelation that his archenemy, an immortal 2000-year old sorcerer known as the Black Priest, helped to create David Champion a hundred years ago as part of a master plan to invoke A rmaggeddon - and Tommy's existence is somehow critical to his master plan.

 

Personality: To put it bluntly, Tommy's an egotistical jerk who experiences occasional borderline psychotic episodes. Having said that, there is a heroic heart at his core, and he likes to do the right thing. But he also likes to have a good time, and that involves woman and violence. As some football players put it "IU get to hurt people and it's legal." Tommy has a simiular motivation, though he'd rather terrify and humiliate an opponent than cripple them. He's a barely repetent schoolyard bully who's found an appropriate venue for his favorite pastime.

 

Nonetheless, there are limits to what Tommy will do under normal circumstances. The idea of killing troubles him, though he has no Code vs. Killing. Tommy is firmly on the side of the angels; with powers such as his, he's finding that he doesn't need a lot of wealth (not when you can create your heart's desire with a whim), but he still likes his fat Nike contract. Tommy's got an insecure side, and tends to bond with others - both male and female - a bit more strongly than is healthy for him. He's extremely protective of family and friends, and many villains know this and have tried to use this weakness against him.

 

Quote: Hi gang, Omega's in town. I'll let you know when you can stop gaping in %$#@#$% awe and start breathing again."

 

Powers/Tactics: Tommy's the magically supercharged superhuman great grandson of one of the most potent (and portentious) mystical beings in human history. Like the other descendents of David Champion, Tommy was at the peak of human potential even before his powers kicked in; now he's one of the most powerful superhumans on Earth, a living magical battery of almost unmatched magical strength. The angelic portion of the Champions family line affords him special protections against black magic. The diabolic portion manifests itself in the tragedy that often besets the Champions family line. The Champions family genetics is extremely strong (most recessive genetic traits are dominant) and any offspring of a Champion who reaches superhuman levels (as at least two others have done) is virtually a clone.

 

Tommy's a physical powerhouse, and knows it. and enjoys it. Against bricks he likes to use his magic pool to boost his strength (typically by about 20 points of Density Increase) and slug it out. A gainst less macho opponents, he likes to use his Magic Pool to see if he can't win by subterfuge or cleverness.

 

Campaign Use: Tommy's a PC in the Titans of Tomorrow campaign. http://members.cox.net/titansoftomorrow/all.html

 

Appearance: One of the world's most famous - and familiar - supers, Tommy is a strapping twenty-one year old cornfed Nebraskan powerhouse who's been bronzed by the California sun. His costume is a form-fitting spandex bodysuit, red with gold trim. He's been compared to a lot of people, but the one that's stuck in the popular media is "Brad Pitt in tights".

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Re: Project 1000: Build a Legend/Megahero

 

Originally Posted by Argus

 

A 1000 Point Argus.

 

Argus

 

Player:

 

Val Char Cost

25 STR 15

26 DEX 48

25 CON 30

15 BODY 10

23 INT 13

23 EGO 26

25 PRE 15

18 COM 4

 

25 PD 20

25 ED 20

7 SPD 34

20 REC 20

80 END 15

41 STUN 0

 

6" RUN 0

2" SWIM 0

5" LEAP 0

Characteristics Cost: 270

 

Cost Power END

52 Enhanced Senses Pool: Variable Power Pool (Only Sense Powers), 30 base + 22 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (75 Active Points); Limited Class Of Powers Available Very Limited (-1)

0 1) Detect META Humans A Large Class Of Things 14-, Analyze, Discriminatory, Range, Rapid (x10), Sense (30 Active Points) Real Cost: 30

0 2) Radio Perception/Transmission (10 Active Points) Real Cost: 10

0 3) N-Ray Perception (10 Active Points) Real Cost: 10

0 4) Nightvision (5 Active Points) Real Cost: 5

0 5) Radar (15 Active Points) Real Cost: 15

60 Find Weakness 17- (All Attacks)

10 Flash Defense (10 points) (Sight Group)

10 Flash Defense (10 points) (Hearing Group)

10 Flash Defense (10 points) (Radio Group)

10 Flash Defense (10 points) (Unusual Group)

25 Damage Resistance (25 PD/25 ED)

60 Eye Beams: Multipower, 60-point reserve

6u 1) Energy Blast 12d6 (vs. ED) (60 Active Points) 6

6u 2) Energy Blast 8d6 (vs. ED), Armor Piercing x1 (+1/2) (60 Active Points) 6

6u 3) Energy Blast 8d6 (vs. ED), Double Knockback 1.5x KB (+1/2) (60 Active Points) 6

4u 4) Missile Deflection (Any Ranged Attack), Ranged Full Range (+1) (40 Active Points)

6u 5) Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points) 6

6u 6) Energy Blast 6d6 (vs. ED), Area Of Effect (7" Cone; +1) (60 Active Points) 6

40 Flight Powers: Multipower, 40-point reserve

4u 1) Flight 20" (40 Active Points) 4

4u 2) Flight 13", Variable Advantage (+1/4 Advantages +1/2) (39 Active Points) 4

4u 3) Flight 12", Position Shift, x8 Noncombat (39 Active Points) 4

Powers Cost: 323

 

Cost Martial Arts Maneuver

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +30 STR vs. Grabs

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +5d6 Strike

4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +7d6 Strike

4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND; Target Falls

12 +3 HTH Damage Class(es)

Martial Arts Cost: 41

 

Cost Skill

3 Shadowing 14-

3 Persuasion 14-

3 Oratory 14-

3 Lockpicking 14-

3 Security Systems 14-

2 Navigation (Air) 14-

3 Inventor 14-

3 Forensic Medicine 14-

3 Electronics 14-

3 Mechanics 14-

3 Deduction 14-

3 Criminology 14-

3 Concealment 14-

3 Computer Programming 14-

3 Bureaucratics 14-

3 Cryptography 14-

15 +3 with Ranged Combat

15 +3 with HTH Combat

16 +2 with All Combat

30 +3 Overall

3 Stealth 14-

3 Streetwise 14-

3 Systems Operation 14-

3 Paramedics 14-

3 Scientist

2 1) SS: Subatomic Physics (INT-based) (3 Active Points) 14-

2 2) SS: Robotics (INT-based) (3 Active Points) 14-

2 3) SS: Hydrology (INT-based) (3 Active Points) 14-

2 4) SS: Physics (INT-based) (3 Active Points) 14-

2 5) SS: Biophysics (INT-based) (3 Active Points) 14-

Skills Cost: 148

 

Cost Perk

15 Money: Filthy Rich

10 Computer Link

40 Vehicles & Bases (200 Base, 25 Disad)

53 Follower (x16, 165 Base, 100 Disad)

Perks Cost: 118

 

Cost Talent

3 Absolute Time Sense

3 Absolute Range Sense

3 Bump Of Direction

56 Danger Sense (Area: General Area, Discriminatory, Function as a Sense, Sensitivity: Any Danger, Targeting Sense) 18-

3 Lightning Calculator

5 Eidetic Memory

8 Lightning Reflexes: +5 DEX to act first with All Actions

4 Speed Reading (x10)

15 Combat Sense 14-

Talents Cost: 100

 

 

Total Character Cost: 1000

 

Val Disadvantages

25 Hunted: By The Eye-Glass 14- (As Pow; Harshly Punish; Extensive Non-Combat Influence)

25 Hunted: The Miami Cartel (Super Human Drug Lords) 14- (As Pow; Harshly Punish; Extensive Non-Combat Influence)

15 Psychological Limitation: Code Vs Killing (Common; Strong)

10 Reputation: Real Superhero 11-

25 Dependent NPC: Family(Wife and three children) 8- (Normal; Group DNPC: x4 DNPCs; Unaware of character's adventuring career/Secret ID)

20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe

15 Psychological Limitation: Overconfidance (Common; Strong)

15 Psychological Limitation: Protect Innocents (Common; Strong)

 

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 650

Total Experience Available: 650

Experience Unspent: 0

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Re: Project 1000: Build a Legend/Megahero

 

I have a multitude of concepts and writeups(the most extreme of which is posted in the New Circle thread), but sadly, many of them were written before my old computer crashed for the last time:( I will try to get around to redoing them and posting them here as I do.

 

Here's a draft list of various heroic and semi-heroic concepts, compiled here to a) provide examples of how varied character concepts can still be at high levels and B) remind myself to do the writeups ;)

 

Deus Ex Machina--bored dimensional conqueror becomes superhero, hops into giant spartan warrior machina to battle giant monsters and other menaces

Overman--bioweapon of Infinite Reich rebels, becomes a passionate artist/actor/musician and reluctant superhero

Chaos Knight--dilettante Scottish lord discovers mystic artifacts in dungeon of castle, becomes a warrior for justice and...stuff

Balancer--complaints/returns manager chosen by infernal/holy council to balance good and evil, rule Strife(celestial battleground), and retreive wayward spirits

Bio Armor Ultima--supergenius polyhistor develops special metamorphic bioarmor, fights evil

 

Intercepting Fist--the Ultimate Martial Artist

Positron--the Antimatter Man; kind of a Silver Surfer/Dr. Manhattan type, member of Leading Edge

Vigilance--the ultimate vigilante

Daimya--Amaterasu Yamamota, a mutant with light powers, uses her designed power armor swimsuit, cursed sword and giant space battlecarrier to...

Cosmic Defender--college student finds mystic/cosmic uniform, power grows to match level of threat

 

Dr. Eternity--human 'awakens' to discover tremendous powers, seeks to prevent others from abusing theirs

Reptilikon--superagent trapped at nuke test, awakens to find self merged with spirit of ancient dinosaur like alien, changes back and forth

Metatheos Akhenaten/cybermage/tech wiz/technowizard/metamage/megaplayboy--young inventor develops into young metadeity(reality alteration)

Mountain Storm--giant amazon warrior with great skill and unparalleled, near infinite reservoir of strength

Princess Victory--Greco-Egyptian goddess of battle and bliss

 

Paragon--Superman-type with ability to adapt new powers to fit situation

Avenger--leader of Force One; vet, powersuit, special gauntlets

Weaponeer--lieutenant in F 1; variable energy weapon

Blackbird--recon in F 1; flight, stealth, neuroelectric blasts, supersenses

Thunderstreak--speedster in F 1; superspeed, martial arts, duplication

 

Strongarm--heavy hitter in F 1; superstrength, toughness, megascale throwing

Wunderkind/Phenomenon/Kid Wonder--"adolescent male wish fulfillment" version of Superboy

Avenging Skull--a mystical revenant out to punish criminals

Morgenstern, the Morning Star--Light-based superbrick with a heck of a split personality problem

Meson--brick superscientist, member of Leading Edge

 

Vector--superscientist, ability to absorb and redirect energy, member of Leading Edge

Helix--superscientist, ability to alter personal DNA to augment self, member of Leading Edge

Dr. Dimension--superscientist, ability to traverse dimensions

Captain Galactic--legendary cosmic hero, lots of powers, megascale everything

Navron legendary Guard--Emerald, lord champion--a cross between Gladiator, Green Lantern, and Maxima

 

Redstar/Antares Novastar--wielder of stellar energies, massive growth, energy blasts, etc.

Chrome--fka Iron Golem, military vet, superstrength, nigh-invulnerability, disintegrator eyebeams

Edge--the Ultimate Super Agent

Voyager--speedster, carries a plot device called the Axis of All Things around

Omega Z--hero of the Star Knights of Sibor--cyborg, wears Warp Armor

 

The Fist of Spartis--alien martial artist with mystical abilities

Carbeaux--Monad elite warrior--basically a female saiyan type warrior

Brigita--Meltrani Titan (gigantic, wears powersuit, flies cruiser sized "fighter")

Azreala--avenging angel, flaming sword, strength, power, must complete 10,000 good deeds before returning to heaven

Olympia--neo-goddess, may channel the powers of various earth deities

 

Mr. Tomorrow, the 40th century man--"where I come from, everybody can do this"

American Dream--a patriotic type, with some superstrength, martial arts, PRE skills, etc.

Paragal--All of Paragon's powers, none of his intellect

Kid Bahamut(speaks magic word, turns into big dragon)

Avatar--former companion of Overman, superman type powers, plus formidable psychokinetic/esper powers, healing

 

Morph--the Ultimate Metamorph

Prodigy--the Ultimate Skill, also has developing mental powers

Achilles--immortal and nigh-indestructible warrior

Magister Rex--the Ultimate Mystic

Psi Majestrix Ilia--the Ultimate Mentalist

 

mentors:

Elysia--space goddess

Hand of the Cosmos--martial arts guru

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Re: Project 1000: Build a Legend/Megahero

 

But...um...it's worth it, right?

;)

 

Sometimes trying to keep that list up to date is a royal pain in the kiester. :( But then I hear the thanks from all the people who have made use of it:

 

Other RPGs converted to HERO System ---- I have wasted many hours of my life reading stuff from this thread

Haven't looked at this list in a while. Awesome work!

Rep for you. Very handy...

See, this is one of those ideas everyone has, but only one person actually does... Good jorb!

FANTASTIC!!! Thanks for the links!

Dude you are a great GM support tool

With all the work put in here it shows he loves the game.

All the setting conversion work is tres cool

Can't rep you enough for this post; what a delicious resource.

PS - love the links page.

Man, you're helpful

It's an older post, but still supremely rep-able.

THanks for the LOTR link. Very helpful!

You rock dude.

This a seriously handy thread.

15 under par going to the 18th hole!

Nice job on the link index for conversions!

Thanks for the compilation.

Thanks for supporting the community.

 

So yeah, it's worth it. :)

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Re: Project 1000: Build a Legend/Megahero

 

Ok, here's a character concept I've been working with for a game that's hopefully going to start sometime soon. I simply took the concept up to 1000pts to see what it might look like. As with anything, feedback is always welcome.

 

[b]Melt - Yvette "Ivy" Durden[/b]
[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
10    STR     0    10      11-       HTH Damage 2d6  END [2]
24    DEX    42    24      14-       OCV 8 DCV 8
30    CON    40    30      15-
15    BODY   10    15      12-
18    INT     8    18      13-       PER Roll 13-/18-
40    EGO    60    40      17-       ECV: 13
18    PRE     8    18      13-       PRE Attack: 3 1/2d6
16    COM     3    16      12-
15    PD     13    15/40             15/40 PD (0/25 rPD)
15    ED      9    15/40             15/40 ED (0/25 rED)
6     SPD    26    6/12              Phases: 2,4,6,8,10,12 / 1,2,3,4,5,6,7,8,9,10,11,12

15    REC    14    15
60    END     0    60
70    STUN   35    70
6     RUN      0   6"                END [1]
2     SWIM     0   2"                END [1]
2     LEAP     0   2"                2" forward, 1" upward
[b]CHA Cost: 268[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
40     [b][i]Fast Mind[/i][/b]: +6 SPD (60 Active Points); Limited Power: Mental Actions Only (-1/2) - END=
96     [b][i]Psionic[/i][/b]: Multipower, 120-point reserve,  (120 Active Points); all slots Limited Power: Gnostic (must meditate everyday to maintain) (-1/4) - END=
9u     1)  [b][i]Brain Melt[/i][/b]: Ego Attack 6 1/2d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (114 Active Points); Limited Power: Gnostic (must meditate everyday to maintain) (-1/4) - END=5
10u    2)  [b][i]Mental Fist[/i][/b]: Energy Blast 16d6, Targetted with EOCV (+1/4), Reduced Endurance (1/2 END; +1/4) (120 Active Points); Limited Power: Gnostic (must meditate everyday to maintain) (-1/4) - END=5
9u     3)  [b][i]Wither[/i][/b]: Drain EGO 4d6+1, Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (118 Active Points); Limited Power: Gnostic (must meditate everyday to maintain) (-1/4) - END=5
9u     4)  [b][i]Spike[/i][/b]: Drain Mental Defense 4d6+1, Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Based On EGO Combat Value (Power Defense applies; +1) (118 Active Points); Limited Power: Gnostic (must meditate everyday to maintain) (-1/4) - END=5
9u     5)  [b][i]Mind Fog[/i][/b]: Mental Group Flash 12d6, Reduced Endurance (1/2 END; +1/4), Based On EGO Combat Value (Mental Flash Defense Applies; +1), Invisible Power Effects (Fully Invisible; +1) (117 Active Points); Limited Power: Gnostic (must meditate everyday to maintain) (-1/4) - END=5
    Fortified Mind -
10     1)  Mental Group Flash Defense (10 points) - END=0
27     2)  Mental Defense (28 points total), Hardened (+1/4) (27 Active Points) - END=0
6      3)  Damage Resistance (10 Mental Def.), Hardened (+1/4) (6 Active Points) - END=0
60     4)  Mental Damage Reduction, 75% - END=0
12     5)  Power Defense (10 points), Hardened (+1/4) (12 Active Points) - END=0
    Mind's Eye - 
0      1)  Mental Awareness - END=0
7      2)  Detect Minds 13- (Mental Group), Sense, Telescopic:  +4 - END=0
22     3)  Spatial Awareness (Mental Group) - END=0
10     4)  +5 PER with Mental Group - END=0
10     5)  Discriminatory with Mental Group - END=0
10     6)  Analyze with Mental Group - END=0
20     7)  Targeting with Mental Group - END=0
10     8)  Increased Arc Of Perception (360 Degrees) with Mental Group - END=0
29     [b][i]Psychokenesis[/i][/b]: Elemental Control, 86-point powers,  (43 Active Points); all slots Requires A Psionics Roll  (-1/2) - END=
34     1)  [b][i]Blackout[/i][/b]: Darkness to Mental Group 5" radius, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Based On EGO Combat Value (Standard Defenses apply; +1), Invisible Power Effects (Fully Invisible; +1) (94 Active Points); Requires A Psionics Roll  (-1/2) - END=0
29     2)  [b][i]Mental Static[/i][/b]: Suppress Psionics 6d6+1, any Psionic power one at a time (+1/4), Reduced Endurance (0 END; +1/2), Based On EGO Combat Value (Mental Defense applies; +1) (88 Active Points); Requires A Psionics Roll  (-1/2) - END=0
29     3)  Flight 24", Position Shift, x4 Noncombat, Reduced Endurance (0 END; +1/2) (87 Active Points); Requires A Psionics Roll  (-1/2) - END=0
29     4)  [b][i]Mind Shields[/i][/b]: Force Field (25 PD/25 ED/10 Power Defense) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (87 Active Points); Requires A Psionics Roll  (-1/2) - END=3
32     5)  [b][i]Mind Shields II[/i][/b]: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (100 Active Points); Requires A Psionics Roll  (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) - END=10
[b]POWERS Cost: 568[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Self Defense Classes
3      1)  Defensive Throw:  1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
4      2)  Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3      3)  Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 3d6 Strike, Target Falls
[b]MARTIAL ARTS Cost: 10[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     Private Investigator
3      1)  Interrogation 13-
3      2)  Bureaucratics 13-
3      3)  Conversation 13-
3      4)  Criminology 13-
3      5)  Deduction 13-
3      6)  KS: NYC Police Laws 13-
3      7)  PS: Private Investigator 12-
1      8)  WF:  Handguns
10     9)  +2 with Interaction Skills
     Hobbies
2      1)  KS: Kung Fu Movies 11-
2      2)  KS: Superhero History 11-
3      3)  Language:  Italian (completely fluent)
2      4)  KS: Italian History 12-
3      5)  CuK: Italians 13-
2      6)  KS: Yoga 11-
3      KS: Bus/Subway Routes 13-
3      CK: NYC 13-
3      Breakfall 14-
3      Shadowing 13-
5      Streetwise 14-
3      Psionics: Power 17-
3      Stealth 14-
15     +5 with Psionics
10     Defense Maneuver I-IV 
8      +4 with Flight
0      Language:  English (idiomatic) (4 Active Points)
[b]SKILLS Cost: 103[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
2      Fringe Benefit:  Private Investigator License
[b]PERKS Cost: 2[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
3      Absolute Time Sense
3      Bump Of Direction
3      Lightsleep
40     Danger Sense (self only, any danger, Analyze, Discriminatory, Function as a Sense) 16-
[b]TALENTS Cost: 49[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Dependent NPC:  Mother, Joanna Durden 8- (Normal; Unaware of character's adventuring career/Secret ID)
15     Distinctive Features:  Always wears sunglasses/Abnormal eyes (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5      Distinctive Features:  Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
15     Hunted:  Rogues Gallery 11- (As Pow, Harshly Punish)
20     Hunted:  Viper 8- (Mo Pow, NCI, Harshly Punish)
5      Money:  PI assistants get lowsy pay Poor
5      Physical Limitation:  Blind (Infrequently, Slightly Impairing)
10     Psychological Limitation:  Workaholic (Common, Moderate)
20     Psychological Limitation:  Code Vs Killing (Very Common, Strong)
10     Psychological Limitation:  Law Abiding (Common, Moderate)
10     Social Limitation:  Subject to orders from Senior PI (Occasionally, Major)
5      Social Limitation:  No Drivers Liscense (Occasionally, Minor)
15     Social Limitation:  Secret Identity (Frequently, Major)
[b]DISADVANTAGES Points: 150[/b]

Base Pts: 850
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 1000

Background: Yvette never knew her father, he left before his mother could even tell him she was pregnant. Yvette grew up watching Superheros, she admired them and wanted to be one of them. Unforetunately she was a stunningly average person. She was pretty, but not overly smart and not very athletic. At sixteen, as she abandoned the idea of being a superhero and focused on school. That's when the headaches started, and persisted. Doctors were baffled by the migraines, unable to even ease the pain when they set in. They blinded Yvette when they set on, and all she could do to get rid of them was sit in a dark quiet room. She withdrew, the headaches prevented her from a normal life. She couldnt' get a drivers liscense, not a big deal in New York City but it effectively trapped her in the city. She was prevented from entering her new choice of carreer, law enforcement, as well. She had figured if she couldn't be a Super Hero she'd have to be a Normal one. Bt that wasn't panning out either. Out of desperation she became a Private Investigator after dropping out of college at age twenty. She liked her boss, and her job and settled down to a life. She had one real passion - kung fu movies. Beyond that it was work and more work, it distracted her from her headaches. It wasn't until she was twenty-two that life changed. Dramatically. She'd been set up on a blind date by a friend of her mothers and as he walked her up to her apartment she was decided if she should blow him or invite him in. When she looked up into his eyes her mental powers triggered.She knocked him unconcious in a single violent psionic blow and she herself realed in pain from feedback. Weeks later she'd learned to control her powers, and the headaches went away, as long as she maintained a strict mental and physical discipline, mostly through Yoga. The biggest drawback was that as her mental powers gained in strength her eyes weakened. Eventually she went blind, but her mind opened up in ways most people can only dream about. As such being blind only limits her in her secret identity (and even then she has an uncanny knack for object avoidence). She wouldn't have minded so much is she could still watch her beloved kung fu movies - though she listens to them frequently.

Personality/Motivation: Yvette, Ivy to friends, isn't one to socialize much. Especially now that she's blind. She is driven by a strong sense of justice and is happy her childhood dream of being a Superhero has come true. She takes it seriously, after all it did come at a price. She is easy going and friendly, if a bit reserved. She's also a dismal failure at relationaships, they never last more than a few months before ending.

Quote: "A properly trained mind is a very powerful weapon. Remember that."

Powers/Tactics: Yvette is not a physical combatant, and does everything possible to avoid getting into a standup fight. Her tactics are to take snapshots from cover or to put a lot of distance between her and her enemies. She isn't nearly as limited at range as most others are. Melt is a Psionic swrecking ball, able to break even the most powerful of minds in time. As such her tactics are to disable as many targets as possible and let the Law deal with their actions.

Appearance: Yvette has strait black hair that reaches just below her shoulders, she usually wears it down. She always wear her sunglasses, even at night. Her eyes are a very pale blue, the pupils have completely disappeared giving her eyes a very strange look to the of solid blue iris and whites. When working she prefers jeans and flannel shirts. In costume she wears black leather pants and heavy boots with a white top and black gloves. She wears a half mask covering the bottom half of her face and mirrorshades. Her hair is free.

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