OddHat Posted March 2, 2006 Report Share Posted March 2, 2006 Re: Project 1000: Build a Legend/Megahero Well, here it is: 50 heroes plus one mentor figure, all on a handy(?) table(well, it's a 17x22 table, so not sure exactly how handy). Basic stats, movement, senses, attacks, defenses, skills and perks, weaknesses and a brief description. next step, writing up the backgrounds and putting them all into HD. Whew. Oppenheimer didn't make the cut? Quote Link to comment Share on other sites More sharing options...
megaplayboy Posted March 2, 2006 Author Report Share Posted March 2, 2006 Re: Project 1000: Build a Legend/Megahero Oppenheimer didn't make the cut? oops--actually that was my list of pcs(that I still have to do full writeups for.) I'll try to add the others to it in a future post. Oppenheimer will most certainly be on that one. Quote Link to comment Share on other sites More sharing options...
OddHat Posted March 2, 2006 Report Share Posted March 2, 2006 Re: Project 1000: Build a Legend/Megahero oops--actually that was my list of pcs(that I still have to do full writeups for.) I'll try to add the others to it in a future post. Oppenheimer will most certainly be on that one. Groovy. That's a long list. Quote Link to comment Share on other sites More sharing options...
megaplayboy Posted March 2, 2006 Author Report Share Posted March 2, 2006 Re: Project 1000: Build a Legend/Megahero Groovy. That's a long list. Tell me about it. I get tired just thinking about it now. Quote Link to comment Share on other sites More sharing options...
Kristopher Posted March 2, 2006 Report Share Posted March 2, 2006 Re: Project 1000: Build a Legend/Megahero 15 writeups so far. pretty cool. Think we have a pretty fair range of archetypes and backgrounds in there. I'll try to get some of the HD writeups done this weekend. Did you get a chance to look at my links? I can provide HDC files if you want. Quote Link to comment Share on other sites More sharing options...
OddHat Posted March 2, 2006 Report Share Posted March 2, 2006 Re: Project 1000: Build a Legend/Megahero Galaxy Man, Galaxy Man, does whatever a Galaxy can... GALAXY MAN Val Char Cost Roll Notes 30/270 STR 20 15- / 63- Lift 1600.0kg/450359962737.0ktons; 6d6/54d6 [3/27] 20 DEX 30 13- OCV: 7/DCV: 7 28 CON 36 15- 25/49 BODY 30 14- / 19- 18 INT 8 13- PER Roll 13- 14 EGO 8 12- ECV: 5 65 PRE 20 22- PRE Attack: 13d6 20 COM 5 13- 12/81 PD 6 Total: 12/81 PD (0/45 rPD) 12/81 ED 6 Total: 12/81 ED (0/45 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 12 REC 0 56 END 0 54/78 STUN 0 Total Characteristic Cost: 189 Movement: Running: 6"/12" Flight: 14"/7168" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 72 Space-Time Powers: Elemental Control, 180-point powers, (90 Active Points); all slots Only In Heroic Identity (-1/4) 72 1) Bigger than Big! Taller than Tall!: Growth (+120 STR, +24 BODY, +24 STUN, -24" KB, 2.097E9 kg, -16 DCV, +16 PER Rolls to perceive character, 512 m tall, 256 m wide), Reduced Endurance (0 END; +1/2) (180 Active Points); Only In Heroic Identity (-1/4) 72 2) Gravity Warping!: Force Field (45 PD/45 ED), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2) (180 Active Points); Only In Heroic Identity (-1/4) 74 3) Striding Accross The Galaxy: Flight 14", Position Shift, x512 Noncombat, Reduced Endurance (0 END; +1/2), Variable Advantage (+1/2 Advantages; +1) (182 Active Points); Only In Heroic Identity (-1/4) Notes: Gravity means nothing to Galaxy Man. He can drift slowly with some precision, "Jog" at over 3 Kilometers per step, or use his Variable Advantage to accellerate to truly absurd speeds. 48 4) Massive Personality!: Killing Attack - Hand-To-Hand 3d6+1, Reduced Endurance (0 END; +1/2), Penetrating (+1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (187 Active Points); No STR Bonus (-1/2), Always On When In Hero ID (-1/4), Only In Heroic Identity (-1/4) Notes: Galaxy Man is impossibly dense and massive; just coming near him will eventually destroy most forms of matter. 33 5) Growth Eternal!: Healing 7 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (190 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only In Heroic Identity (-1/4) Notes: When your body can restructure itself to become half a kilometer tall and absurdly massive, a little thing like repairing damage is child's play. Only the complete dispersion of the atoms making up his body could truly kill Galaxy Man. Galactic Powers II, all slots Only In Heroic Identity (-1/4) 120 1) Heavier than Heavy! Just Galactically Heavy!: Density Increase (2,097,152,000 kg mass, +120 STR, +24 PD/ED, -24" KB), Reduced Endurance (0 END; +1/2) (180 Active Points); Linked (Bigger than Big! Taller than Tall!; Greater Power is Constant or in use most or all of the time; -1/4), Only In Heroic Identity (-1/4) 324 2) A Man With Big Hands!: Area Of Effect (up to 27" Radius; +1) for up to 270 Active Points of STR, Reduced Endurance (0 END; +1/2) (405 Active Points); Only In Heroic Identity (-1/4) 108 3) Efortless Bigness!: Reduced Endurance (0 END; +1/2) for up to 270 Active Points of STR (135 Active Points); Only In Heroic Identity (-1/4) 40 4) Little Things Do Not Concern Me!: Life Support (Eating: Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (50 Active Points); Only In Heroic Identity (-1/4) 48 5) Your Puny Attacks Mean Nothing to Galaxy Man!: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only In Heroic Identity (-1/4) 48 6) I'm Far Too Huge to Hurt!: Physical Damage Reduction, Resistant, 75% (60 Active Points); Only In Heroic Identity (-1/4) 48 7) Galactically Dense Brain!: Mental Damage Reduction, 75% (60 Active Points); Only In Heroic Identity (-1/4) 28 8) Look At Me! I'm Huge!: +35 PRE (35 Active Points); Only In Heroic Identity (-1/4) 20 9) Uncompromising Bulk!: Power Defense (20 points), Hardened (+1/4) (25 Active Points); Only In Heroic Identity (-1/4) 68 10) Galactic Senses!: Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Microscopic: x1000, Perceive into the "normal" universe when in the Macroverse, and into the Macroverse when still on a human scale, Range, Rapid: x1000, Telescopic: +30, Tracking (85 Active Points); Only In Heroic Identity (-1/4) Notes: Galaxy Man senses the gravitic imprint of objects, and is able to do so with astonishing precision on any scale and over vast distances. 20 11) To the Macroverse!: Extra-Dimensional Movement (Related Group of Dimensions, Single Location) (25 Active Points); Only In Heroic Identity (-1/4) 2 Notes: Galaxy Man can move himself into any layer of the Macroverse, becoming eventually the size of an entire galaxy. When in the Macroverse, his interaction with objects on a less absurd scale should be determined by the GM. See the Ultimate Metamorph for details. 27 Translator Microbes: Universal Translator 20- 11 Your Now is My Then!: Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1), Only Knowledge of the history of this timeline (-1), Vague and Unclear (-1/2) 4 Notes: Galaxy Man was born in 3012, and had a life long interest in history. He knows a fair number of facts about the "past", our present, but he can't alway remember them correctly. Further, this may not even be his original timeline, so much of what he knows is probably wrong. Venusian Aikido Maneuver OCV DCV Notes 5 Redirect +1 +3 Block, Abort 5 Strike +1 +3 6d6 / 54d6 Strike 4 Escape +0 +0 45 STR / 285 STR vs. Grabs 3 Hold -1 -1 Grab Two Limbs, 40 STR / 280 STR for holding on Perks 5 Money: Well Off Notes: Accounting pays well when you're Galaxy Man! 2 Deep Cover: Martin Fishbein, CPA 3 Fringe Benefit: License to practice a profession (CPA), Low-level executive of a minor business, Passport Talents In the Galactic Know! 3 1) Absolute Range Sense 3 2) Absolute Time Sense 3 3) Bump Of Direction 3 4) Lightning Calculator Skills Hot Accontant Action! 2 1) PS: Tax Acountant 11- 3 2) Bureaucratics 22- 3 3) Computer Programming 13- 3 4) Forgery (Documents, Other Electronic Documentation) 13- Galactic Hero! 3 1) Deduction 13- 4 2) Navigation (Dimensional, Hyperspace, Space) 13- 4 3) TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles 3 Scholar 1 1) KS: American Tax Law (2 Active Points) 11- 1 2) KS: Late Twentieth Century Earth History and Culture (2 Active Points) 11- 2 3) KS: The Metahuman World (3 Active Points) 13- 2 4) KS: Things that Man was Not Meant to Know! (3 Active Points) 13- 3 Scientist 1 1) SS: Mathematics 11- (2 Active Points) 2 2) SS: Physics! 13- (3 Active Points) 2 3) SS: Temporal Physics 13- (3 Active Points) 2 4) SS: Weird Science! 13- (3 Active Points) Total Powers & Skill Cost: 1361 Total Cost: 1550 1000+ Disadvantages 10 Accidental Change into Galaxy Man: When exposed to Temporal Powers, Dimensional Powers or Gravity Powers 11- (Uncommon) 5 Social Limitation: Secretly Martin Fishbein, CPA (Occasionally, Minor) 15 Psychological Limitation: Blissfully unaware of property damage caused by his powers (Common, Strong) Notes: Galaxy Man is not a casual killer, but he thinks nothing of the absurd amount of property damage he causes just by trying to help. 15 Psychological Limitation: Annoyingly Chirpy and Optimistic, Loves Playing the "Hero" (Very Common, Moderate) 15 Hunted: Heroes, Law Enforcement, Villains, you name it eventually 8- (As Pow, NCI, Harshly Punish) 5 Physical Limitation: Not entirely familliar with the culture and history of the early 21st century (Infrequently, Slightly Impairing) 135 Galaxy Bonus! 350 Experience Points Total Disadvantage Points: 1550 Background/History: A graduate student at the University of Venusburg, Martin Fishbein volunteered for a time travel experiment. Target: Earth, 1980. Unfortunately, things didn't work out as planned. Martin "landed" more than 25 years late, more than ten years after he was to have been picked up. On the other hand, the side effects of the trip made him into a vastly power superhuman, so there's always an up side. Martin had planned to observe Earth Culture in the guise of a tax accountant, and had studied his role extensively. He also had the skills to forge a past for himself. He has recently begun using his powers to attempt to help 21st century Earthers, with mixed success. Personality/Motivation: Martin may have become slightly unhinged due to his trip. Handsome, charming, and almost annoyingly chirpy and cheerful, Martin makes friends easily and then drives them slowly mad. Martin studied the period of 1850 to 2020, but tends to make minor mistakes when it comes to any number of small details. As Galaxy Man, Martin likes to put on a show. He sometimes fails to think through the consequences of, say, growing to 300 feet tall inside an office building, and rarely thinks twice about inflicting outrageous amounts of property damage. Quote: "I'm bigger than big, taller than tall!" Powers/Tactics: As a side effect of his transformation, Martin has become almost superhumanly strong and tough. He is skilled in the art of Venusian Aikido, very well trained in the history of Earth's 20th and 21st centuries, and a competent weird scientist. He has been implanted with translator microbes to allow him to communicate with virtually anyone. Galaxy Man is a walking fold in the fabric of space-time, a gravitic anomaly with a personality. At human size he can destroy almost anything he comes into contact with, ignore gravity, move incredibly quickly in any direction, and sense his surroundings at an almost primal level. He is, for all practical purposes, indestructible. He can also get very, very big. At his maximum size while still interacting on a human scale, he can become just over 1/2 Kilometer tall and weigh in at just under 27 Million Kilograms. At that point, use the table in the Ultimate Metamorph on p.21 to determine the absurdly disruptive effects of his presence. In combat, Martin will use his Aikido. As Galaxy Man, he will generally start out fighting on a human scale before expanding to larger and larger sizes as he tries to subdue his foe. Galaxy Man is capable of entering the Macroverse. Campaign Use: Mostly a joke, but if you need a just-this-side-of-Galactus class hero or villain Galaxy Man could work for you. Appearance: A Martin Fishbein, CPA, a large, handsome, well dressed black man with short black hair and brown eyes. As Galaxy Man, a huge figure of absolute darkness filled with what appear to be distant stars and galaxies. No practical maximum size, but the largest he becomes before entering the Macroverse is just over half a kilometer tall. Character By Robert Dorf, Copyright 2006. Quote Link to comment Share on other sites More sharing options...
megaplayboy Posted March 2, 2006 Author Report Share Posted March 2, 2006 Re: Project 1000: Build a Legend/Megahero Did you get a chance to look at my links? I can provide HDC files if you want. yep--pretty detailed writeups. Nice work. I'll append the 15 or so writeups which have appeared here to my list and repost. Quote Link to comment Share on other sites More sharing options...
megaplayboy Posted March 2, 2006 Author Report Share Posted March 2, 2006 Re: Project 1000: Build a Legend/Megahero Galaxy Man reminds me of my original comedic writeup for Captain Galactic(k). Quote Link to comment Share on other sites More sharing options...
megaplayboy Posted March 2, 2006 Author Report Share Posted March 2, 2006 Re: Project 1000: Build a Legend/Megahero okay, here's a revised appended table, with the other posters' pcs listed in bold. Quote Link to comment Share on other sites More sharing options...
megaplayboy Posted March 6, 2006 Author Report Share Posted March 6, 2006 Re: Project 1000: Build a Legend/Megahero might try to extrapolate a few other fields for that chart: Damage from 10/20/30d6 physical/energy(or 12/24/36) Average OCV/Highest OCV Average DCV/Highest DCV Average attack damage/highest attack damage Stun#(expressed in dice needed to stun) Quote Link to comment Share on other sites More sharing options...
megaplayboy Posted May 1, 2006 Author Report Share Posted May 1, 2006 Re: Project 1000: Build a Legend/Megahero bump. hopefully, I'll be able to post a few writeups here soon. Computer problems seem to be abating. Quote Link to comment Share on other sites More sharing options...
Lumbering Ox Posted May 2, 2006 Report Share Posted May 2, 2006 Re: Project 1000: Build a Legend/Megahero Hero name. Imortal Urberguy Concept. Big fat white guy was at his computer on Cornwall Ontario, when he read a Project 1000 thread on the hero games website forum. He worked on a character based on the sort of powers he would like to have. Sure enough when he was done, it came true, making himself the worlds first, and hopefully only superhero. Stats, based on makeing everything except for speed at a legendary level, Can deadlift more then twice the current powerlifting champ at a 30 str, I assume similar for the other 30s Enough resistant PD and ED to shurg off any body damage except from a good roll on a anti tank missle, or I assume a anti tank arty round. Regen in case there is a good roll. Danger sense so I can get out of dodge should some large object hit the earth, or should someone lob a nuke at me. Teleport, to get out of dodge Time travel, so when humanity dies out one way or another, I can start over again at say 4000 BC PRE based skills reflecting a general smoothness as opposed to skill Enough skills to allow fast learning of anything, assumeing in real life one can actually learn skills without going on adventures, as there is no GM Achillies Heel. Built to avoid getting killed by normals, if there were supers, he would be dead. Not much ability in terms of attack, or other external powers. Aspect Points Details SUM 1000 Str 20 30 Con 40 30 Body 40 30 Dex 60 30 Int 20 30 Ego 40 30 Pre 20 30 Com 10 30 PD 80 86 6 ED 80 86 6 Rec 24 24 12 Stun 0 60 60 End 0 60 60 Speed 0 4 Running 0 12” Swimming 0 6” SUM 434 Danger Sense 50 Plus 8, As sense, any danger, Global Eidetic Memory 5 Lightning Calculator 3 Speed Reading 8 1000X SUM 66 Damage Resistance 72 72 ED and PD Night Vision 5 Infrared vision 5 UV vision 5 Extra Dimensional Move 97 50 billion years forward or back, anywhere in dimension safe travel Flight 28 6” 8X NCM 2.25 mph times speed usable in water Regen 40 2 pts per turn, no end, persist, self and others, on lost limbs, resurrection Self Contained Breath 10 No eating 3 No Sleep 3 Safe environment 9 Vacuum, High Pressure, Radiation, Cold and Heat Immortal 5 Immunity 20 All disease, poison, biowar and chem Running 12 +6” Swimming 4 6” total Teleport 50 10”, 1”=1000km[+1], 2Xnoncombat speed, safe teleport [+1/4] Can Scale down to 1km [+1/4] SUM 368 Jack of all trades 3 Ps -1 Linguist 3 Language -1 Scholar 3 Ks -1 Scientist 3 Sci -1 Traveler 3 Area city and culture -1 10 point skill levels 80 +8 on everything Acrobatics 3 Animal Handler 5 Horses, Bears, Dogs, Cats Cramming 5 Deduction 3 Mathematical Deduction 3 Inventor 3 Oratory 3 More cha then skill Persuasion 3 Seduction 3 Stealth 3 Chess 3 SUM 132 Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted July 19, 2007 Report Share Posted July 19, 2007 Re: Project 1000: Build a Legend/Megahero Archon Val Char Cost Roll Notes 15/70 STR 5 12- / 23- Lift 200.0kg/409.6tons; 3d6/14d6 [1/6] 13/20 DEX 9 12- / 13- OCV: 4/7/DCV: 4/7 15/35 CON 10 12- / 16- 10/22 BODY 0 11- / 13- 15 INT 5 12- PER Roll 14- 12/20 EGO 4 11- / 13- ECV: 4/7 15/28 PRE 5 12- / 15- PRE Attack: 3d6/5 1/2d6 10 COM 0 11- 7/30 PD 4 Total: 7/30 PD (0/23 rPD) 7/30 ED 4 Total: 7/30 ED (0/23 rED) 3/6 SPD 7 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12 6/21 REC 0 30/100 END 0 30/100 STUN 4 Total Characteristic Cost: 57 Movement: Running: 6"/12" Flight: 36"/72" Leaping: 3"/6" Swimming: 2"/4" Teleportation: 10"/2560" Cost Powers END 100 Armaments (Multipower): Multipower, 125-point reserve, (125 Active Points); all slots Only In Heroic Identity (-1/4) 6u 1) Final Light: RKA 5d6 (75 Active Points); Only In Heroic Identity (-1/4) 7 7u 2) Jericho's Horn: Energy Blast 5d6, Personal Immunity (+1/4), Continuous (+1), Area Of Effect (9" Radius; +1), Attack Versus Limited Defense (Hearing Flash Defense; +1 1/2) (119 Active Points); No Range (-1/2), Only In Heroic Identity (-1/4) 12 7u 3) Light of Judgement: Energy Blast 15d6, Reduced Endurance (1/2 END; +1/4) (94 Active Points); Only In Heroic Identity (-1/4) 3 10u 4) Omniwave Wall Generator: Force Wall (14 PD/14 ED), Affects Desolidified One Special Effect of Desolidification (+1/4), Backlash (+1/2) (122 Active Points); Only In Heroic Identity (-1/4) 12 7u 5) The Sound and Fury: (Total: 125 Active Cost, 75 Real Cost) Energy Blast 16d6 (80 Active Points); Beam (-1/4), Only In Heroic Identity (-1/4) (Real Cost: 53) plus Hearing Group Flash 10d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Linked (The Fury; Lesser Power can only be used when character uses greater Power at full value; -3/4), Only In Heroic Identity (-1/4) (Real Cost: 22) 8 9u 6) The White Cross: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (6" Any Area; The "Any" Area is a misnomer. This is Area Affect "Cross" a cross pattern of two equidistant (6")paths of Energy. A bisecting AE Line. ; +1) (112 Active Points); Only In Heroic Identity (-1/4) 5 8u 7) Warding Light: (Total: 110 Active Cost, 76 Real Cost) Entangle 7d6, 7 DEF (70 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 56) plus Backlash (+1/2); Only In Heroic Identity (-1/4) for up to 80 Active Points of Entanlge (40 Active Points); Only vs Supernatural Evil (-3/4) (Real Cost: 23) 11 51 Wings: Multipower, 90-point reserve, (90 Active Points); Restrainable (-1/2); all slots Only In Heroic Identity (-1/4) 7u 1) Combat Flight: Flight 20", No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), No Gravity Penalty (+1/2) (90 Active Points); Only In Heroic Identity (-1/4) 7u 2) Supersonic Flight: Flight 16", Megascale (1" = 1 km; +1/4), No Gravity Penalty (+1/2), Noncombat acceleration/deceleration (+1) (88 Active Points); Only In Heroic Identity (-1/4) 9 1u 3) Translight Speed: Faster-Than-Light Travel (10 Active Points); Only In Heroic Identity (-1/4) ARk-1 Archon Battlesuit, all slots Only in Hero ID (-1/4) 23 1) Bio-Feedback Enhancement I: +20 CON (40 Active Points); No Figured Characteristics (-1/2), Only in Hero ID (-1/4) 14 2) Bio-Harness : +12 BODY (24 Active Points); No Figured Characteristics (-1/2), Only in Hero ID (-1/4) 24 3) Bio-Rehabilitator: +15 REC (30 Active Points); Only in Hero ID (-1/4) 28 4) BioFeedback Enhancer II: +70 END (35 Active Points); Only in Hero ID (-1/4) 56 5) BioFeedback Enhancment III: +70 STUN (70 Active Points); Only in Hero ID (-1/4) 17 6) Eden's Gateway: Teleportation 10", Improved Noncombat Movement (x256) (55 Active Points); No Conscious Control (-2), Only in Hero ID (-1/4) 5 16 7) Golden Shield: Missile Deflection (Any Ranged Attack) (20 Active Points); Only in Hero ID (-1/4) 13 8) Iron Will Enhancement: +8 EGO (16 Active Points); Only in Hero ID (-1/4) 55 9) Light Assault Armor: Armor (23 PD/23 ED) (69 Active Points); Only in Hero ID (-1/4) 31 10) Monofiliment Muscular web: +55 STR (55 Active Points); No Figured Characteristics (-1/2), Only in Hero ID (-1/4) 5 6 11) Nanite Defenses: Power Defense (7 points) (7 Active Points); Only in Hero ID (-1/4) 12 12) Neuro Control Web: +7 DEX (21 Active Points); No Figured Characteristics (-1/2), Only in Hero ID (-1/4) 24 13) Protected Senses: Hearing Group Flash Defense (10 points), Sight Group, Radio Group (30 Active Points); Only in Hero ID (-1/4) 3 14) Psionic Shielding: Mental Defense (8/10 points total) (6 Active Points); Costs Endurance (-1/2), Only in Hero ID (-1/4) 1 24 15) Reaction Enhancement: +3 SPD (30 Active Points); Only in Hero ID (-1/4) 4 16) Regeneration: Healing 1d6 (10 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Only in Hero ID (-1/4) 1 10 17) Spirit of the Heavens: +13 PRE (13 Active Points); Only in Hero ID (-1/4) 36 18) Total Life Support: Life Support (Eating Character does not eat; 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; Self-Contained Breathing; Sleeping Character does not sleep) (45 Active Points); Only in Hero ID (-1/4) Personal "Magics" 10 1) Fortunate Son: Luck 2d6 8 2) Marching To Battle: Cosmetic Transform 2d6 (Summon Armor from Extradimensional Storage (Instant Change), Counter Summons) (10 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1 Notes: Nanite Implant that summons the Archon suit to it's pilot. 30 3) The Sword of Light: Killing Attack - Hand-To-Hand 2d6, Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points); No STR Bonus (-1/2), Restrainable (-1/2) Sensor Suite, all slots Only In Heroic Identity (-1/4) 22 1) Arcane Scanners: Detect A Large Class Of Things (Magic) 14-/12- (Unusual Group), Discriminatory, Analyze, Range, Sense, Sense Affected As Sight (+0) (27 Active Points); Only In Heroic Identity (-1/4) 25 2) Aura Scanners: Detect A Class Of Things (Supernatural beings) 14-/12- (Unusual Group), Discriminatory, Analyze, Range, Targeting Sense, Telescopic (+2): +2, Sense Affected As Sight (+0) (31 Active Points); Only In Heroic Identity (-1/4) 8 3) Coded Radio: Radio Perception/Transmission (Radio Group), Concealed (-3 with Radio Perception/Transmission PER Rolls), Telescopic (+1): +1 (14 Active Points); Sense Affected As Sight or Hearing [very common Sense] (-1/2), Only In Heroic Identity (-1/4) 5 4) Heightened Senses: +2 PER with All Sense Groups (6 Active Points); Only In Heroic Identity (-1/4) 4 5) IR Vision: Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) 4 6) Light Enhancement: Nightvision (5 Active Points); Only In Heroic Identity (-1/4) Commando Training Maneuver OCV DCV Notes 4 Boxing Cross +0 +2 5d6 / 16d6 Strike 3 Aikido Throw +0 +1 3d6 / 14d6 +v/5, Target Falls 4 Karate Chop -2 +0 HKA 1d6 +1 4 Choke -2 +0 Grab One Limb; 2d6 NND 4 Judo Disarm -1 +1 Disarm; 25 STR / 80 STR to Disarm roll 4 Kung Fu Block +2 +2 Block, Abort Perks 3 Access: Operation Gabriel 4 Computer Link: UNTIL 3 Anonymity 12 Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Lieutenant, Membership: Operation Gabriel, Passport Talents Micro Computer, all slots IIF (-1/4) 2 1) Atomic Clock: Absolute Time Sense (3 Active Points); IIF (-1/4) 4 2) Audio/Video Recorders: Eidetic Memory, Audio/Visual only (+0) (5 Active Points); IIF (-1/4) 12 3) Combat Computer: Combat Sense (15 Active Points); IIF (-1/4) 12- 2 4) Gyroscope: Bump Of Direction (3 Active Points); IIF (-1/4) 2 5) Onboard Computer: Lightning Calculator (3 Active Points); IIF (-1/4) 2 6) Range Finder: Absolute Range Sense (3 Active Points); IIF (-1/4) 11 7) Translator: Universal Translator 12- (20 Active Points); Terran Languages only (-1/2), IIF (-1/4) Skills 8 +1 with All Combat 12 +2 with HTH and Ranged Combat 20 +4 with Powered Armor Wepaons Systems 4 +2 OCV with firearm of choice 3 Acting 12- (15-) 3 Cryptography 12- 9 Interrogation 15- (18-) 3 Scholar 2 1) KS: Arcane & Occult Lore (3 Active Points) 12- 2 2) KS: Military Ettiquette (3 Active Points) 12- 4 3) KS: Military/Mercenary/Terrorist World (5 Active Points) 14- 2 4) KS: Operation Gabriel (3 Active Points) 12- 3 Lockpicking 12- (13-) 3 Navigation (Air, Space) 12- 2 PS: Operation Gabriel Operative 11- 3 Paramedic 12- 3 Paramedics 12- 12 Penalty Skill Levels: +6 vs. Range Modifier with Firearms 3 Security Systems 12- 5 Stealth 13- (14-) 3 Streetwise 12- (15-) 8 Survival (Arctic/Subarctic, Marine, Desert, Urban) 12- 2 TF: Common Motorized Ground Vehicles 4 TF: one more 1-point TF of choice, SCUBA, Skiing (snow), Two-Wheeled Motorized Ground Vehicles 3 Tactics 12- 3 Tracking 12- 2 Weapon Familiarity: Unarmed Combat & Clubs, Small Arms Total Powers & Skill Cost: 943 Total Cost: 1000 400+ Disadvantages 15 Hunted: The Covenant of Five 11- (As Pow, Harshly Punish) 15 Hunted: Lords of Nine 8- (Occasionally) (Mo Pow, Harshly Punish) 20 Hunted: The Order of the Black Rose 8- (Occasionally), More Powerful, NCI, Harshly Punish 25 Watched : Project Gabriel 14- (Very Frequently), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Watching 20 Secret Identity: Unknown Frequently (11-), Severe 10 Distinctive Features: Technowizardry Aura Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses 15 Psychological Limitation: Hatred of Supernatural beings Common, Strong 15 Psychological Limitation: Grim, Humorless Common, Strong 20 Psychological Limitation: Protective of Innocents Common, Total 10 Reputation: Slayer of the Supernatural, Frequently (11-), Extreme, Known Only To A Small Group 435 Experience Points Total Disadvantage Points: 1000 Background/History: It was a glorious day to be one of the Lords of Hell. Summoned to Earth by the Covenant of Five, the Duke Avessh was laying waste to a human city. Sure, blue clad defenders had tried to stop him. But after slaying a few they retreated. Then came the more powerful, more colorful defenders. Avessh was little impressed. The mightiest of these only afforded him a few moments of sport before the had fallen. The female with the glowing silver aura would be a fine trophy. Things were going well indeed, until "It" showed up. At first, it appeared to be no more than a metal clad "Superhero"; a being similar to the ones that Avessh had just vanquished. But as it came closer he could see the runes of power, invisible to the mortal eye, but all too visible to his own. He snarled and summoned his flames, a searing heat smashed into this new champion. The explosion dissipated and the golden warrior still hovered above him. Avessh roared. "Anger will get you no where, Avessh." The Demon Duke stopped and stared at the warrior with curiosity. How could this thing know his name? It was a golem of sorts, worn as armor around a mortal. He flew to destory it with his axe. The Golden Warrior, as he referred to it, avoided his first slash and connected with a mighty blow of its own. Stronger than even the "Superhero" who had almost given him a challenge. Before he could act again a blinding, painful light errupted from the gauntlets of the Warrior. Avessh howled in pain. Then the Warrior struck him again. Avessh was no longer having a good day. The battle between the monstrous Avessh and the golden clad Archon lasted a few more minutes before the armored hero managed to send the Duke back to it's realm. Then, as the police, emergency crews, and media began to encroach, the golden warrior flew into the sky and disappeared. Personality/Motivation: Archon is deeply motivated to battle the supernatural. He is efficient and is seemingly without mercy. Cryptic comments have lead most to believe that he has lost family or friends to supernatural creatures. He also seems very protective of innocents in the area when he is confronting his query. Quote: "The wrath of the Angel of Vengeance is upon you monster, feel the searing light of your doom." Powers/Tactics: The Archon battle armor is seemingly technologically based, but those who have studied magic feel uneasy in its presence. It also is far more effective against the supernatural than other high tech combat armors. Campaign Use: Grim, mysterious, and powerful; the Archon is an NPC that might aid the heroes against a powerful vampire or supernatural entity. However, if their powers are based on being supernatural beings, they might be confronted by him. Appearance: The Archon battle suit is humanoid, about 6.5 feet tall,white, and has Metallic Gold trim. The helmet has communications gear that sticks up like little wings and when it flies, great "light wings" stretch out from its back. The whole thing is an angel motif. Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted September 24, 2008 Report Share Posted September 24, 2008 Re: Project 1000: Build a Legend/Megahero Brother Voodoo Rides Again :LINKAGE What if the Voodoo Master were Sorceror Supreme ?!? Quote Link to comment Share on other sites More sharing options...
Bloodstone Posted September 24, 2008 Report Share Posted September 24, 2008 Re: Project 1000: Build a Legend/Megahero Bubamancy! Quote Link to comment Share on other sites More sharing options...
Hazel Posted September 25, 2008 Report Share Posted September 25, 2008 Re: Project 1000: Build a Legend/Megahero And here's one I made earlier . This is an early draft, so it's only 400 points....... Mini Munchkin Player: Val Char Cost 20 STR 10 30/38 DEX 60 19 CON 18 25 BODY 30 15/40 INT 5 20/32 EGO 20 20/45 PRE 10 10 COM 0 4/69 PD 0 4/69 ED 0 7 SPD 0 8 REC 0 38 END 0 45 STUN 0 6" RUN 0 2" SWIM 0 4" LEAP 0 Characteristics Cost: 153 Cost Power 18 Supreme Being: Elemental Control, 36-point powers 38 1) Armor (20 PD/20 ED), Inherent (+1/4) (75 Active Points); Always On (-1/2) 18 2) Life Support (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (35 Active Points) 14 3) Danger Sense (self only, out of combat, Intuitional, Microscopic (x10), Rapid (x10), Targeting Sense, Tracking) (36 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 12-/17- 14 4) Impossible Speed: +3 SPD (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 35 Magic: Multipower, 70-point reserve, (70 Active Points); all slots Required Hands Two-Handed (-1/2), Gestures (-1/4), Incantations (-1/4) 3u 1) God Giveth, God Taketh Away: Drain BODY 7d6 (70 Active Points); Required Hands Two-Handed (-1/2), Gestures (-1/4), Incantations (-1/4) 3u 2) Killing Attack - Hand-To-Hand 5d6-1 (6d6 w/STR) (70 Active Points); Required Hands Two-Handed (-1/2), Gestures (-1/4), Incantations (-1/4) 3u 3) Entangle 7d6, 7 DEF (70 Active Points); Required Hands Two-Handed (-1/2), Gestures (-1/4), Incantations (-1/4) 3u 4) Fate Shields Me: Force Field (35 PD), Activates when he is targetted by a PD attack which would otherwise kill him (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (70 Active Points); Required Hands Two-Handed (-1/2), Gestures (-1/4), Incantations (-1/4) 3u 5) Fate Shields Me: Force Field (35 ED), Activates when he is targetted by an ED attack which would otherwise kill him (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (70 Active Points); Required Hands Two-Handed (-1/2), Gestures (-1/4), Incantations (-1/4) 49 Variable Power Pool (Magic Pool), 25 base + 24 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (49 Active Points) 0 1) Godlike Reactions: +8 DEX (24 Active Points); No Figured Characteristics (-1/2) Real Cost: 16 0 2) +25 INT (25 Active Points) Real Cost: 25 0 3) +12 EGO (24 Active Points) Real Cost: 24 0 4) In the Presence of the Gods: +25 PRE (25 Active Points) Real Cost: 25 0 5) Succor STUN 5d6 (25 Active Points) Real Cost: 25 0 6) Darkness to Sight Group and Danger Sense 1" radius, MegaScale (1" = 1 km; +1/4), Selective Target (+1/2) (23 Active Points) Real Cost: 23 0 7) Circle of Runes: Extra-Dimensional Movement (Related Group of Dimensions, Single Location) (25 Active Points); Gestures (Complex; Requires both hands; -3/4), Incantations (-1/4) Real Cost: 12 0 8) Beyond Mortal Senses: Invisibility to Sight Group and Mind Scan (25 Active Points) Real Cost: 25 0 9) Force Field (10 PD/10 ED), Difficult To Dispel (x2 Active Points; +1/4) (25 Active Points) Real Cost: 25 0 10) Force Field (10 Mental Defense/10 Power Defense), Difficult To Dispel (x2 Active Points; +1/4) (25 Active Points) Real Cost: 25 0 11) Teleportation 3", x2 Increased Mass, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 100 km (+1/4) (25 Active Points) Real Cost: 25 0 12) Teleportation 2", x8 Increased Mass, MegaScale (1" = 1 km; +1/4) (24 Active Points) Real Cost: 24 0 13) Teleportation 2", No Relative Velocity, Position Shift, x2 Increased Mass (24 Active Points) Real Cost: 24 Powers Cost: 201 Cost Martial Arts Maneuver 20 +5 HTH Damage Class(es) 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4 1/2d6 NND 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 32 Cost Skill 0 Language: English (idiomatic) (4 Active Points) 3 Teamwork 15- (17-) Skills Cost: 3 Cost Talent 3 Absolute Range Sense 3 Absolute Time Sense 3 Bump Of Direction 5 Eidetic Memory 3 Lightning Reflexes: +2 DEX to act first with All Actions Talents Cost: 17 Total Character Cost: 406 Base Points: 300 Experience Required: 106 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Certified Posted September 25, 2008 Report Share Posted September 25, 2008 Re: Project 1000: Build a Legend/Megahero To avoid taking up to much room here is a link to one of Metahumans Rising's most powerful villain who weighs in at 2400 points. The actual can be found at the third post. Grey Matter Quote Link to comment Share on other sites More sharing options...
nexus Posted September 25, 2008 Report Share Posted September 25, 2008 Re: Project 1000: Build a Legend/Megahero Sweet Christmas! Most of the characters here are hundreds (or thousands in a couple of cases) of points past where I generally retire characters Some cool characters, I'm just more comfortable on the low end of things. I actually run out of the things I want to get after about 400 points. Quote Link to comment Share on other sites More sharing options...
megaplayboy Posted September 25, 2008 Author Report Share Posted September 25, 2008 Re: Project 1000: Build a Legend/Megahero Sweet Christmas! Most of the characters here are hundreds (or thousands in a couple of cases) of points past where I generally retire characters Some cool characters, I'm just more comfortable on the low end of things. I actually run out of the things I want to get after about 400 points. If it helps, don't think of them as characters. Think of them as Star Destroyers with opposable thumbs. Quote Link to comment Share on other sites More sharing options...
Logan D. Hurricanes Posted September 28, 2008 Report Share Posted September 28, 2008 Re: Project 1000: Build a Legend/Megahero I have never tried to create a 1000 pointer. I think I will have to give it a shot. I only have two characters that could hit that point easily without concept bending. Hmmm... Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted September 29, 2008 Report Share Posted September 29, 2008 Re: Project 1000: Build a Legend/Megahero I like the challenge of keeping a character tightly focused at that point level. It's too easy to create a Swiss-Army-Knife on 1000 points. I've got only one character that made it over 900 points during play before we retired the group. It was definitely an interesting campaign. Perhaps tomorrow I'll export that character and post them here. Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 29, 2008 Report Share Posted September 29, 2008 Re: Project 1000: Build a Legend/Megahero It's pretty easy to spend 1000+ points trying to exactly model a fictional character, especially characters from long running series. 100+ books can leave a character with a list of special abilities, valuable contacts and cool gadgets as long as your arm. I remember posting a version of Remo Williams once that clocked in at 1400+ points. A version done today after another dozen or so books would probably cost closer to 1600, even without the optional extras that got dropped over the years. I rarely run NPCs built on anywhere near that number of points; it's not usually necessary to model the types of characters that show up in my games. Quote Link to comment Share on other sites More sharing options...
Bloodstone Posted September 29, 2008 Report Share Posted September 29, 2008 Re: Project 1000: Build a Legend/Megahero My character Robin Fletcher is a weapon master/gageteer with a mystical bent. I was pretty happy with his build at 350 pts, though there were a few corners that I needed to cut to make him fit. I played him until he was around 400 points... then we took a break from that game. I'm not sure if/when I will get back to playing him However, on a whim I decided to bring him up to the level of such heroes as Hawkeye and Green Arrow. I wasn't at all surprised when he clocked in at over 1100 points, even though most people would balk at the idea that either of those character are that expensive I should probably post him on this thread now that I think about it... Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 29, 2008 Report Share Posted September 29, 2008 Re: Project 1000: Build a Legend/Megahero However, on a whim I decided to bring him up to the level of such heroes as Hawkeye and Green Arrow. I wasn't at all surprised when he clocked in at over 1100 points, even though most people would balk at the idea that either of those character are that expensive Some people would. On the other hand, both characters have been accumulating tricks, contacts, skills, martial arts, etc. for a very long time. 1100 points to cover everything is pretty conservative. Of course, Comic Book authors have the luxury of keeping power levels in check through writer's fiat, PIS, or just forgetting huge chunks of character continuity; fanboys never forget. Quote Link to comment Share on other sites More sharing options...
nexus Posted September 29, 2008 Report Share Posted September 29, 2008 Re: Project 1000: Build a Legend/Megahero Some of it depends on the degree of granularity you like on the character sheet too. Do you think everything the character has done, every one they've met and befriends and every bit of equipment they've picked or happened to know should be represented even "normal" folks can get into high point totals. I've seen write ups for cab drivers and other normals that push the upper end of Heroic. If you assume somethings are just plot devices, stunts and dramatic license some characters come in cheaper. Quote Link to comment Share on other sites More sharing options...
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