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(Character) Midnight Man


zakueins

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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

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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.

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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

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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.

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  • 2 weeks later...

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.

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