zakueins Posted May 27, 2006 Report Share Posted May 27, 2006 He's the team leader and specialist of Strikers 7. More details as they come... Midnight Man Player: Val Char Cost 20 STR 10 17 DEX 21 18 CON 16 18 BODY 16 18 INT 8 17 EGO 14 20 PRE 10 14 COM 2 4/13 PD 0 4/13 ED 0 5 SPD 23 8 REC 0 36 END 0 37 STUN 0 8" RUN42" SWIM04" LEAP0Characteristics Cost: 124 Cost Power END 26 Twin .45s: Multipower, 37-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (46 Active Points); all slots OIF (-1/2), Only In Heroic Identity (-1/4) 2u 1) Pounding Hard...: Hand-To-Hand Attack +5d6, Armor Piercing (+1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2), Only In Heroic Identity (-1/4) 2 2u 2) Guns Blazing!: Killing Attack - Ranged 2d6, Autofire (2 shots; +1/4) (37 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 2 1u 3) Tricky Shot: Telekinesis (24 STR) (36 Active Points); Limited Power Power loses about half of its effectiveness (Only to push or move something.; -1), OIF (-1/2), Only In Heroic Identity (-1/4) 2 15 Armored Duster: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 0 20 Ghostly Movements: Invisibility to Sight, Hearing and Mental Groups (30 Active Points); Only In Heroic Identity (-1/4), Bright Fringe (-1/4) 3 15 Encrypted Radio Link: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4) 0 8 Ring Of Midnights: Cosmetic Transform 2d6 (Into Secret ID) (10 Active Points); IIF (-1/4) 1 32 Walk The Shadows: Teleportation 20", x2 Increased Mass, Safe Blind Teleport (+1/4), Invisible Power Effects, SFX Only (Fully Invisible; +1/2) (79 Active Points); Limited Power Power loses about half of its effectiveness (Only From Shadow To Shadow; -1), Only In Heroic Identity (-1/4), Requires Light To Use (-1/4) 8 4 See The Night: Nightvision (5 Active Points); Only In Heroic Identity (-1/4) 0 4 Find The Heat: Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) 0 3 Toughened Skin: Damage Resistance (4 PD/4 ED) (4 Active Points); Only In Heroic Identity (-1/4) 0 Powers Cost: 132 Cost Martial Arts Maneuver 4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm 4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC 1 Weapon Element: Default Element, Handguns 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike Martial Arts Cost: 45 Cost Skill 3 Breakfall 12- 10 +2 with Ranged Combat 3 Concealment 13- 3 Criminology 13- 3 Cryptography 13- 3 Defense Maneuver I 3 Disguise 13- 3 Fast Draw 12- 3 Interrogation 13- 3 AK: San Francisco 12- 3 Lipreading 13- 3 Lockpicking 12- 2 Navigation (Land) 13- 3 Paramedics 13- 3 Security Systems 13- 3 Forensic Medicine 13- 3 Shadowing 13- 3 Stealth 12- 3 Streetwise 13- 2 Systems Operation (Communications Systems) 13- 3 Tactics 13- 3 Teamwork 12- 3 Tracking 13- 10 Two-Weapon Fighting (Ranged) 10 Two-Weapon Fighting (HTH) 3 Weaponsmith (Firearms, Swords And Daggers) 13- 2 KS: Organized Crime 11- 2 KS: GunKata 11- Skills Cost: 101 Cost Perk 3 Anonymity Perks Cost: 3 Cost Talent 9 Ambidexterity (no Off Hand penalty) 15 Danger Sense (self only, in combat) 13- 15 Combat Sense 13- 16 Universal Translator 13- (20 Active Points); Only In Heroic Identity (-1/4) Talents Cost: 55 Total Character Cost: 460 Val Disadvantages 10 Hunted: Mr. Mad 8- (Mo Pow, Limited Geographical Area, Harshly Punish) 5 Reputation: Grim Avenger of Justice, 8- 15 Accidental Change: Struck By The Light Of The New Moon 14- (Uncommon) 10 Vulnerability: 2 x STUN Sunlight-based Attacks (Uncommon) 10 Vulnerability: 2 x BODY Sunlight-based Attacks (Uncommon) 20 Social Limitation: Secret ID (Martin Lancaster) (Very Frequently, Major) 15 Distinctive Features: Extremely Detailed Shadow (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Dependent NPC: Younger Brother Pete 8- (Incompetent; Unaware of character's adventuring career/Secret ID) 10 Susceptibility: Green Jade, 2d6 damage per Minute (Uncommon) 20 Psychological Limitation: Honorable (Common, Total) 15 Psychological Limitation: Casual Killer (Uncommon, Total) Disadvantage Points: 150 Base Points: 200 Experience Required: 110 Total Experience Available: 110 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
David Johnston Posted May 27, 2006 Report Share Posted May 27, 2006 Re: (Character) Midnight Man Something appears to have been lost in translation Quote Link to comment Share on other sites More sharing options...
CBikle Posted May 27, 2006 Report Share Posted May 27, 2006 Re: (Character) Midnight Man The HTML is no longer active, that's why itcame out that way. If you launch the character in a separate browser and then copy & paste, that should work. Also, if you could include the HDC file, that'd help too. Thanks. Quote Link to comment Share on other sites More sharing options...
zakueins Posted May 27, 2006 Author Report Share Posted May 27, 2006 Re: (Character) Midnight Man Trying again... Midnight Man Val Char Cost 20 STR 10 17 DEX 21 18 CON 16 18 BODY 16 18 INT 8 17 EGO 14 20 PRE 10 14 COM 2 4/13 PD 0 4/13 ED 0 5 SPD 23 8 REC 0 36 END 0 37 STUN 0 8" RUN 4 2" SWIM 0 4" LEAP 0 Characteristics Cost: 124 Cost Power 26 Twin .45s: Multipower, 37-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (46 Active Points); all slots OIF (-1/2), Only In Heroic Identity (-1/4) 2u 1) Pounding Hard...: Hand-To-Hand Attack +5d6, Armor Piercing (+1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2), Only In Heroic Identity (-1/4) 2u 2) Guns Blazing!: Killing Attack - Ranged 2d6, Autofire (2 shots; +1/4) (37 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 1u 3) Tricky Shot: Telekinesis (24 STR) (36 Active Points); Limited Power Power loses about half of its effectiveness (Only to push or move something.; -1), OIF (-1/2), Only In Heroic Identity (-1/4) 15 Armored Duster: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 20 Ghostly Movements: Invisibility to Sight, Hearing and Mental Groups (30 Active Points); Only In Heroic Identity (-1/4), Bright Fringe (-1/4) 15 Encrypted Radio Link: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4) 8 Ring Of Midnights: Cosmetic Transform 2d6 (Into Secret ID) (10 Active Points); IIF (-1/4) 32 Walk The Shadows: Teleportation 20", x2 Increased Mass, Safe Blind Teleport (+1/4), Invisible Power Effects, SFX Only (Fully Invisible; +1/2) (79 Active Points); Limited Power Power loses about half of its effectiveness (Only From Shadow To Shadow; -1), Only In Heroic Identity (-1/4), Requires Light To Use (-1/4) 4 See The Night: Nightvision (5 Active Points); Only In Heroic Identity (-1/4) 4 Find The Heat: Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) 3 Toughened Skin: Damage Resistance (4 PD/4 ED) (4 Active Points); Only In Heroic Identity (-1/4) Powers Cost: 132 Cost Martial Arts Maneuver 4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm 4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC 1 Weapon Element: Default Element, Handguns 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike Martial Arts Cost: 45 Cost Skill 3 Breakfall 12- 10 +2 with Ranged Combat 3 Concealment 13- 3 Criminology 13- 3 Cryptography 13- 3 Defense Maneuver I 3 Disguise 13- 3 Fast Draw 12- 3 Interrogation 13- 3 AK: San Francisco 12- 3 Lipreading 13- 3 Lockpicking 12- 2 Navigation (Land) 13- 3 Paramedics 13- 3 Security Systems 13- 3 Forensic Medicine 13- 3 Shadowing 13- 3 Stealth 12- 3 Streetwise 13- 2 Systems Operation (Communications Systems) 13- 3 Tactics 13- 3 Teamwork 12- 3 Tracking 13- 10 Two-Weapon Fighting (Ranged) 10 Two-Weapon Fighting (HTH) 3 Weaponsmith (Firearms, Swords And Daggers) 13- 2 KS: Organized Crime 11- 2 KS: GunKata 11- Skills Cost: 101 Cost Perk 3 Anonymity Perks Cost: 3 Cost Talent 9 Ambidexterity (no Off Hand penalty) 15 Danger Sense (self only, in combat) 13- 15 Combat Sense 13- 16 Universal Translator 13- (20 Active Points); Only In Heroic Identity (-1/4) Talents Cost: 55 Total Character Cost: 460 Pts. Disadvantage 10 Hunted: Mr. Mad 8- (Mo Pow, Limited Geographical Area, Harshly Punish) 5 Reputation: Grim Avenger of Justice, 8- 15 Accidental Change: Struck By The Light Of The New Moon 14- (Uncommon) 10 Vulnerability: 2 x STUN Sunlight-based Attacks (Uncommon) 10 Vulnerability: 2 x BODY Sunlight-based Attacks (Uncommon) 20 Social Limitation: Secret ID (Martin Lancaster) (Very Frequently, Major) 15 Distinctive Features: Extremely Detailed Shadow (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Dependent NPC: Younger Brother Pete 8- (Incompetent; Unaware of character's adventuring career/Secret ID) 10 Susceptibility: Green Jade, 2d6 damage per Minute (Uncommon) 20 Psychological Limitation: Honorable (Common, Total) 15 Psychological Limitation: Casual Killer (Uncommon, Total) Disadvantage Points: 150 Base Points: 200 Experience Required: 110 Total Experience Available: 110 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
David Johnston Posted May 27, 2006 Report Share Posted May 27, 2006 Re: (Character) Midnight Man Normally you get focus or you get only in hero ID. Not both at the same time. If I took his guns away and he detransformed, would I still have his guns? Could he pick them up and use them in his secret ID? Or if I took his guns away and they disappeared, couldn't he retransform and instantly have them back? And incidentally, new moons don't shed light. Quote Link to comment Share on other sites More sharing options...
zakueins Posted June 4, 2006 Author Report Share Posted June 4, 2006 Re: (Character) Midnight Man And incidentally' date=' new moons don't shed light.[/quote'] The light of the new moon, when it is naturally the darkest...when all the nightmares and monsters come out and cause trouble. That's the heart and soul of where the Midnight Man comes from. He's the thing that bumps off the things that go bump in the night. Quote Link to comment Share on other sites More sharing options...
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