Fireg0lem Posted July 11, 2003 Report Share Posted July 11, 2003 Originally posted by zarglif69 but if it has no movement, how does it move? (duh) Generally good bricks don't travel. Otherwise they wouldn't be so useful in houses and such. Quote Link to comment Share on other sites More sharing options...
Guest Champsguy Posted July 12, 2003 Report Share Posted July 12, 2003 Here's one that our GM made us fight. God, he was annoying as hell. You'd probably need to tone this guy down a whole bunch. We were JLA-level powerful, and while this guy wasn't really a threat in any way (to us), he certainly would be to 350 point characters. We ended up having to park his happy butt on the moon for a month until he'd decided to play nice (there's not really anything to do on the moon, and he was really bored). This guy is 4th Edition, so a few things would change in his writeup. Ladies and gentlemen, I give you... the unstoppable Nemian! Nemian 60 STR 50 20 DEX 30 30 CON 40 20 BODY 20 13 INT 3 11 EGO 2 20 PRE 10 20 COM 5 12/50 PD 0 6/50 ED 0 4 SPD 10 20 REC 4 60 END 0 75 STUN 10 Characteristics Cost: 184 30 Life Support,doesn't breathe,doesn't eat/sleep/excrete,safe in vacuum/pressure,safe in radiation,safe in heat/cold, immune to disease,immune to aging 26 EC (26),"durability" 78a) 50 PD,x3 Hardened(+3/4) 88b) 50 ED,x3 Hardened(+3/4) 44c) 40/40 Damage Resistance,x3 Hardened(+3/4) 34d) 75% Damage Reduction (PD),resistant 34e) 75% Damage Reduction (ED),resistant 34f) 75% Damage Reduction (Mental),resistant 26g) 32 Mental Defense,x3 Hardened(+3/4) 26h) 30 Lack Of Weakness,x3 Hardened(+3/4) 26i) 30 Power Defense,x3 Hardened(+3/4) 26j) 30 Flash Defense,Sight Group,x3 Hardened(+3/4 26k) 30 Flash Defense,Hearing Group,x3 Hardened(+3/4) 26l) 30 Flash Defense,Smell/Taste Group,x3 Hardened(+3/4) 34m) 6 BODY Regen Powers Cost: 496 Total Cost: 680 Base Points: 150 25 Psych Lim,"I am unstoppable!!!",very common,total 25 Psych Lim,"Overconfident",very common,total Disadvantages Total: 50 Experience Spent: 0 Total Points: 200 Quote Link to comment Share on other sites More sharing options...
Guest Keneton Posted July 12, 2003 Report Share Posted July 12, 2003 Kid Gloves Are Off! Now that Champsguy has weighed in, I can really start Power Gaming! Some people thought Uncut was too tuff so I posted Speed Pounder. As I said before Unut is not that tuff. This guy is tuff! Look very closely to find the true grace of this ultra efficient killing machine! CV and Speed combined with pure power! Nimrod the Hunter Player: NPC Val Char Cost 55 STR 45 30 DEX 60 50 CON 80 30 BODY 40 25 INT 15 30 EGO 40 50 PRE 40 30 COM 10 40 PD 9 35 ED 5 7 SPD 30 21 REC 0 100 END 0 85 STUN 2 15" RUN02" SWIM011" LEAP0Characteristics Cost: 376 Cost Power END 90 The Glaive of Power: Multipower, 90-point reserve [Notes: Although the Glaive appears to be an OAF it is just an effect of The Power Cosmic and hence can be summoned at will.] 1u 1) Blunt End Strike: Hand-To-Hand Attack +2d6, Reduced Endurance 0 END (+1/2) (15 Active Points); Hand-To-Hand Attack (-1/2) 9u 2) Fusion Blade: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance 0 END (+1/2), Penetrating (x2; +1) (90 Active Points) 7u 3) Naked Blade Strike: Killing Attack - Hand-To-Hand 3d6 +1 (plus STR) (vs. PD), Reduced Endurance 0 END (+1/2) (75 Active Points) 7u 4) Physical Spear Attack: Killing Attack - Hand-To-Hand 3d6 (plus STR) (vs. ED), Ranged (+1/2), Reduced Endurance 0 END (+1/2) (90 Active Points); Range Based On Strength (-1/4) 58 The Inescapable Net of Nimrod: Entangle 6d6, 12 DEF, Takes No Damage From Attacks Limited Group (+1/4), Cannot Be Escaped With Teleportation (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance 0 END (+1/2), Area Of Effect (2" radius; +3/4) (292 Active Points); OAF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -2), 1 Recoverable Charges (-1 1/4), Cannot Form Barriers (-1/4), Range Based On Strength (-1/4), Limited Power Power loses about a fourth of its effectiveness (-1/4) [Notes: Created from hypedense fibers found on the event horizon of the largest black hole in the galaxy. The net requires a 30 Strength just to lift. It is completely unique and indestructable. Other 1/4 limitation is due to immense weight and effects on range.] 315 Elder of The Universe Package: (Total: 394 Active Cost, 315 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points) (Real Cost: 75) plus 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 (Real Cost: 50) plus Healing 3 BODY (Can Heal Limbs, Resurrection), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (124 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 45) plus Flash Defense (10 points) (Sight Group) (Real Cost: 10) plus Flash Defense (5 points) (Hearing Group) (Real Cost: 5) plus Lack Of Weakness (-5) for Normal Defense (Real Cost: 5) plus Lack Of Weakness (-5) for Mental Defense (Real Cost: 5) plus Lack Of Weakness (-5) for Resistant Defenses (Real Cost: 5) plus Lack Of Weakness (-5) for Power Defense (Real Cost: 5) plus Luck 6d6 (Real Cost: 30) plus +10 Mental Defense (16 points total) (Real Cost: 10) plus Power Defense (10 points) (Real Cost: 10) 34 Enhanced Senses: (Total: 34 Active Cost, 34 Real Cost) Enhanced Perception (+5 to PER Rolls for All Sense Groups) (Real Cost: 15) plus Nightvision (Real Cost: 5) plus Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Sight Group; Additional Sense: Normal Hearing) (Real Cost: 9) plus Mental Awareness (Real Cost: 5) 33 Fleet of Foot: +9" Running (15" total), Reduced Endurance 0 END (+1/2) (33 Active Points) 7 Long Reach and/or Glaive: Stretching 1", Reduced Endurance 0 END (+1/2), Persistent (+1/2) (10 Active Points); No Noncombat Stretching (-1/4), Always Direct (-1/4) 200 Power Cosmic: VPP, 100 base + 100 control cost, Cosmic (+2) (250 Active Points); Limited Class Of Powers Available Limited (-1/2) [Notes: Cannot add to any existing power or characteristics, no defenses (this does not include desolidification, invisibility or missile deflection-these powers are acceptable). Generally Nimrod uses the Power Cosmic for attacks or for attacks or special effects. The GM may allow a more potent use of his powers to be a plot device. Nimrod also uses this power for flight and FTL when outside of his spaceship.] 10 Size and Density: Knockback Resistance -5" 27 Tireless: +0 STR, Reduced Endurance 0 END (+1/2) (27 Active Points) (Modifiers affect Base Characteristic) Powers Cost: 798 Cost Martial Arts Maneuver Hand to Hand Arts 4 1) Charge: 1/2 Phase, +0 OCV, -2 DCV, STR +2d6 +v/5 Strike, FMove 4 2) Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 Crush, Must Follow Grab 4 3) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike 5 4) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5 5) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove 3 6) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove 3 7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls 4 8) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 9) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs 3 10) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 4 11) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 3 12) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 5 13) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, STR +v/5; Target Falls; FMove 4 14) Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs 4 15) Root: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to resist Shove; Block, Abort 5 16) Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +4d6 Strike 3 17) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You Fall, Target Falls 4 18) Shove: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to Shove 5 19) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away 4 20) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR 6 21) Weapon Element: Blades, Fist-Loads, Nets, Off Hand, Polearms and Spears, Whips Ranged Martial Arts 4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 4 2) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls 4 3) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR 4 4) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC 5 5) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls 4 6) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC 5 7) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +10 STR 5 8) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike 5 9) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment 3 10) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 6 11) Weapon Element: Boomerangs and Throwing Clubs, Bows, Crossbows, Javelins and Thrown Spears, Thrown Knives, Axes, and Darts, Thrown Rocks Martial Arts Cost: 135 Cost Skill 3 Acrobatics 15- 3 Analyze: Combat 14- 3 Analyze: Style 14- 2 Animal Handler 19- 3 Breakfall 15- 3 Combat Piloting 15- 3 Computer Programming 14- 3 Concealment 14- 10 Defense Maneuver: I-IV 3 Fast Draw 15- 5 Navigation (Air, Dimensional, Land, Space) 14- 3 Oratory 19- 3 Paramedics 14- 3 PS: Galactic Hunter (INT-based) 14- 5 Rapid Attack (HTH) 5 Rapid Attack (Ranged) 3 Riding 15- 3 Security Systems 14- 25 Shadowing 25- 3 Stealth 15- 12 Survival (Arctic/Subarctic, Desert, Marine, Temperate/Subtropical, Tropical, Urban) 14- 3 Systems Operation 14- 3 Tactics 14- 3 Teamwork 15- 25 Tracking 25- 3 Trading 19- 10 Two-Weapon Fighting (HTH) 10 Two-Weapon Fighting (Ranged) 6 TF: Mecha, Riding Animals, Science Fiction & Space Vehicles 23 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Boomerangs and Throwing Clubs, Early Thrown Grenades, Flails, Garrote, Homemade Weapons, Lances, Nets, Off Hand, Sling, Small Arms, Staffs, Thrown Chain & Rope Weapons, Thrown Sword, Vehicle Weapons, Whips 6 Weaponsmith (Biological Weapons, Energy Weapons, Firearms, Muscle-Powered HTH, Muscle-Powered Ranged) 14- 32 +4 with All Combat 20 +2 Overall 3 Linguist 4 1) Language: Galactic Common (Imitate dialects) (5 Active Points) 2 2) Language: Hzeel (Completely Fluent, w/Accent) (3 Active Points) 2 3) Language: Mandaarian (Completely Fluent, w/Accent) (3 Active Points) 2 4) Language: Mon'Dabi (Completely Fluent, w/Accent) (3 Active Points) 2 5) Language: Perseid (Completely Fluent, w/Accent) (3 Active Points) 2 6) Language: Malvan (Completely Fluent, w/Accent) (3 Active Points) 2 7) Language: Se'ecran (Completely Fluent, w/Accent) (3 Active Points) 2 8) Language: Thorgonsic (Completely Fluent, w/Accent) (3 Active Points) 2 9) Language: Varanyi (Completely Fluent, w/Accent) (3 Active Points) 2 10) Language: Vlarian (Completely Fluent, w/Accent) (3 Active Points) 2 11) Language: Xenovoric (Completely Fluent, w/Accent) (3 Active Points) 3 Scholar 2 1) KS: Alien Races (INT-based) (3 Active Points) 14- 2 2) KS: Dangerous Beasts (INT-based) (3 Active Points) 14- 2 3) KS: Fighting techniques of ten thousand worlds (INT-based) (3 Active Points) 14- 1 4) KS: Galactic Empires (2 Active Points) 11- 2 5) KS: Lifeforms (INT-based) (3 Active Points) 14- 2 6) KS: The Galactic Powers (INT-based) (3 Active Points) 14- 3 Traveler 2 1) AK: The Local Group of Galaxies (INT-based) (3 Active Points) 14- 2 2) AK: The Milky Way Galaxy (INT-based) (3 Active Points) 14- 2 3) AK: The Andromeda Galaxy (INT-based) (3 Active Points) 14- 2 4) AK: The Known Universe of CU (INT-based) (3 Active Points) 14- Skills Cost: 302 Cost Perk 60 Follower: Numerous robotic servants aboard ship and at base locals (x16, 200 Base, 150 Disad) 15 Money: Filthy Rich 30 Vehicles & Bases (Hideouts in Many Space Locations) (x4, 100 Base, 100 Disad) 200 Vehicles & Bases: Starship-Grand Safari (1000 Base, 150 Disad) Perks Cost: 305 Cost Talent 3 Absolute Range Sense 3 Absolute Time Sense 9 Ambidexterity (Eliminate Off Hand Penalty entirely) 3 Bump Of Direction 37 Danger Sense (Area: General Area, Function as a Sense, Sensitivity: Any Danger) 14- 3 Environmental Movement (no penalties on/in Zero G Combat) 3 Environmental Movement (no penalties on/in Underwater Combat) 3 Lightsleep 24 Universal Translator 18- Talents Cost: 88 Total Character Cost: 2004 Val Disadvantages 25 Distinctive Features: Awesome Presence Not Concealable, Extreme Reaction, Detectable By Commonly-Used Senses 15 Distinctive Features: 10' Tall Golden Humanoid Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Hunted: Cosmic Forces beyond Human Understanding 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence 5 Hunted: The Other Elders of The Universe 11- (Frequently), As Powerful, Watching 20 Psychological Limitation: Driven to Hunt Most Challenging Game Common, Total 20 Psychological Limitation: Arrogance toward lesser beings. Very Common, Strong 10 Reputation: Uncontrollable Cosmic Force Sometimes (8-), Extreme Disadvantage Points: 105 Base Points: 200 Experience Required: 1699 Total Experience Available: 1699 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Wyrm Ouroboros Posted July 14, 2003 Report Share Posted July 14, 2003 ... Holy Sh!t !! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.