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My take on a 350 point Green Lantern type.


Hyper-Man

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Golden Gauntlet

Golden Gauntlet Travel Bubble

 

HDC Files

 

Golden Gauntlet

Val Char Cost Roll Notes

25 STR 5 14- Lift 800.0kg; 5d6 [2]

23 DEX 24 14- OCV: 8/DCV: 8

25 CON 10 14-

14 BODY 8 12-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV: 5

10 PRE 0 11- PRE Attack: 2d6

12 COM 1 11-

 

7/30 PD 2 Total: 7/30 PD (0/23 rPD)

7/30 ED 2 Total: 7/30 ED (0/23 rED)

5 SPD 12 Phases: 3, 5, 8, 10, 12

10 REC 0

50 END 0

40 STUN 0 Total Characteristic Cost: 77

 

Movement:

Running: 6"/12"

Flight: 10"/20"

Leaping: 5"/10"

Swimming: 2"/4"

 

 

Cost Powers END

Golden Gauntlet Inobvious Abilities, all slots IIF Unbreakable (-1/4), Arrangement (-1/4)

Notes: The Gaunlet can take the Inobvious form of a wristband of some sort and provides the enhancements. The Arrangement Limitation of (-1/4) also covers the recharge requirement of the device (Golden Generator?!). The use of the Enhanced Senses, EC & MP abilities requires the activation of the Gauntlet mode and is Obvious.

7 1) +10 STR (10 Active Points) 1

7 2) +5 DEX (15 Active Points); No Figured Characteristics (-1/2)

13 3) +10 CON (20 Active Points)

7 4) +1 SPD (10 Active Points)

17 5) Failsafe Defenses: Armor (7 PD/7 ED), Hardened (+1/4) (26 Active Points)

3 6) Lack Of Weakness (-5) for Resistant Defenses (5 Active Points)

2 7) Absolute Range Sense

2 8) Absolute Time Sense

2 9) Bump Of Direction

6 10) Instant Change (Improved): Cosmetic Transform 2d6 (Change Clothes (any)), Improved Target Group (+1/4) (12 Active Points); Limited Target (Clothes) Limited (-1/2) 1

 

Golden Gauntlet Sensors, all slots IIF Unbreakable (-1/4), Arrangement (-1/4)

21 1) Spatial Awareness (no Sense Group), Discriminatory, Analyze (32 Active Points)

18 2) HRRP (Radio Group), Discriminatory, Analyze, Tracking (27 Active Points)

 

23 Golden Gaunlet Powers: Elemental Control, 80-point powers, (40 Active Points); all slots OIF Unbreakable (-1/2), Arrangement (-1/4)

21 1) Golden Defenses: (Total: 80 Active Cost, 43 Real Cost) FF (16 PD/16 ED), Costs END Only To Activate (+1/4) (40 Active Points) (Real Cost: 23) plus LS (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; 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) (40 Active Points); Linked (FF; Greater Power is Constant or in use most or all of the time; -1/4) (Real Cost: 20) 3

22 2) Golden Movement: (Total: 80 Active Cost, 45 Real Cost) Flight 10", Variable Advantage (+3/4 Advantages; Possible Advantages: Megascale (1" = 1 km), Costs END Only To Activate, Reduced Endurance (0 END), No Turn Mode; +1 1/2) (50 Active Points) (Real Cost: 28) plus Faster-Than-Light Travel (3 Light Years/day) (30 Active Points) (Real Cost: 17) 5

 

37 Golden Gauntlet Powers: Multipower, 75-point reserve, (75 Active Points); all slots OIF Unbreakable (-1/2), Arrangement (-1/4), Conditional Power Affected By Adjustment Powers As An Elemental Control (-1/4)

Notes: The Arrangement Limitation is there to represent some type of GL Power Battery/24 Hour Recharge requirement.

4u 1) Golden Glove 1: EB 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3

4u 2) Golden Glove 2: EB 10d6, Does x1 1/2 Knockback (+1/2) (75 Active Points) 7

4u 3) Golden Hand: Telekinesis (40 STR), Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3

4u 4) Golden Fingers: Telekinesis (20 STR), Affects Porous, Fine Manipulation, Area Of Effect (One Hex; +1/2) (75 Active Points) 7

2u 5) Golden Laser: RKA 4d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Required Hands Two-Handed (-1/2), No Knockback (-1/4), Beam (-1/4) 3

4u 6) Golden Grab: Entangle 6d6, 6 DEF, Entangle And Character Both Take Damage (+1/4) (75 Active Points) 7

4u 7) Golden Wall: FW (15 PD/15 ED) (75 Active Points) 7

3u 8) Golden Sheild: (Total: 75 Active Cost, 33 Real Cost) Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Full Range (+1) (70 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 31) plus +1 with Ranged Combat (5 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 2) 8

3u 9) Golden Transport: Summon 150-point Vehicle, Difficult To Dispel (x2 Active Points; +1/4), Personal Immunity (+1/4), Slavishly Devoted (+1) (75 Active Points); Concentration (1/2 DCV; -1/4) 7

Notes: Bubble has very limited movement capabilities of its own (no FTL).

Perks

2 Fringe Benefit: Local Police Powers

Skills

0 AK: Native Country 8-

0 Acting 8-

0 Climbing 8-

0 Conversation 8-

0 Deduction 8-

0 Language: English (Idiomatic, native accent; Custom Adder)

Notes: Native Language

0 PS: Player's Choice 8-

0 Paramedics 8-

0 Persuasion 8-

0 Shadowing 8-

0 TF: Custom Adder, Small Motorized Ground Vehicles

Notes: Custom Mod is Everyman Skill

 

3 Concealment 12-

3 Navigation 12-

3 Stealth 14-

 

6 Custom Skill

Notes: Placeholder for various KS to be picked by player

 

3 Golden Gauntlet Skill: Power 12-

3 +1 with any three maneuvers or a tight group of attacks (Golden Gauntlet Multipower)

10 +1 Overall Skill Level

 

Total Powers & Skill Cost: 273

Total Cost: 350

 

200+ Disadvantages

20 Normal Characteristic Maxima

15 DNPC: ?? 8- (Normal; Unaware of character's adventuring career/Secret ID)

10 Hunted: Galactic Guardians 8- (Mo Pow, NCI, Watching)

15 Hunted: ?? 11- (Mo Pow, NCI, Watching)

15 Psychological Limitation: Stubborn (Common, Strong)

10 Psychological Limitation: Overconfidance (Common, Moderate)

10 Psychological Limitation: Code Against Killing (Common, Moderate)

10 Reputation: Member Of Galatctic Guardians , 11-

10 Social Limitation: Subject to Orders: Galactic Guardians (Occasionally, Major)

15 Social Limitation: Secret Identity Frequently (11-), Major

10 Vulnerability: 1 1/2 x STUN Anything Colored Green (Common)

10 Vulnerability: 1 1/2 x Effect Anything Colored Green (Common)

 

Total Disadvantage Points: 350

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Re: My take on a 350 point Green Lantern type.

 

Guardian II

 

[b]Guardian II - John Reed[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
15    STR     5   15      12-       HTH Damage 3d6  END [1]
23    DEX     39   23      14-       OCV 8 DCV 8
25    CON     30   25      14-
15    BODY    10   15      12-
13    INT     3   13      12-       PER Roll 12-
14    EGO     8   14      12-       ECV: 5
13    PRE     3   13      12-       PRE Attack: 2 1/2d6
16    COM     3   16      12-
12    PD      9   12/24             12/24 PD (0/12 rPD)
12    ED      7   12/24             12/24 ED (0/12 rED)
5    SPD     17   5                 Phases:  3, 5, 8, 10, 12
8    REC     0   8
60    END     5   60
40    STUN    4   40
8    RUN      4   8"                END [2]
4    SWIM     2   4"                END [1]
4    LEAP     1   4"                4" forward, 2" upward

[b]CHA Cost: 150[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
20     [b][i]Telekinesis[/i][/b]: Elemental Control, 60-point powers,  (30 Active Points); all slots OIF Durable (Focus: Psionic Amplifier Harness; -1/2) - END=
20     1)  Flight 20", x32 Noncombat (60 Active Points); OIF Durable (Focus: Psionic Amplifier Harness; -1/2) - END=6
20     2)  [b][i]TK Field[/i][/b]: Force Field (12 PD/12 ED) (Protect Carried Items), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (59 Active Points); OIF Durable (Focus: Psionic Amplifier Harness; -1/2) - END=0
84     [b][i]Telekinetic Powers[/i][/b]: Variable Power Pool, 60 base + 24 control cost,  (90 Active Points); Limited Special Effect: Telekinetic Powers Very Common SFX (-1/4) - END=

[b]POWERS Cost: 144[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     UNTIL Combat Training
4      1)  Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

[b]MARTIAL ARTS Cost: 4[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
0      Acting 8-
3      Breakfall 14-
2      Computer Programming (Personal Computers) 12-
0      Concealment 8-
0      Conversation 8-
3      Criminology 12-
3      Deduction 12-
7      Defense Maneuver I-IV (10 Active Points); OIF Durable (Focus: Psionic Amplification Harness; -1/2) 
0      High Society 8-
0      AK: Vancouver, B.C. 8-
0      Language:  English (basic conversation; literate) (2 Active Points)
1      Navigation (Air) 8-
0      Oratory 8-
0      Paramedics 8-
0      Persuasion 8-
3      Power:  Telekinesis 14-
2      PS: UNTIL Agent 11-
3      Scholar
1      1)  KS: International Law And Law Enforcement (2 Active Points) 11-
1      2)  KS: Law Enforcement World (2 Active Points) 11-
1      3)  KS: Local Organized Crime (2 Active Points) 11-
1      4)  KS: The Superhuman World (2 Active Points) 11-
1      5)  KS: The United Nations (2 Active Points) 11-
1      6)  KS: UNTIL (2 Active Points) 11-
0      Shadowing 8-
3      Stealth 14-
1      Streetwise 8-
3      Teamwork 14-
1      Tactics 8-
1      TF:  Small Motorized Ground Vehicles
0      WF:  Clubs, Fist-Loads, Thrown Rocks

[b]SKILLS Cost: 42[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
5      Fringe Benefit:  International Police Powers
1      Fringe Benefit:  Passport
2      Fringe Benefit:  Membership: SLP Member
2      Reputation:  UNTIL Superhero (A large group) 11-, +1/+1d6

[b]PERKS Cost: 10[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Dependent NPC: Heather Senkler, UNTIL Agent:  11- (Normal; Useful Noncombat Position or Skills)
10     Distinctive Features: Mutant:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15     Enraged: :  When Innocents Harmed (Uncommon), go 11-, recover 11-
20     Hunted: IHA's Project Genocide:  11- (Mo Pow, Harshly Punish)
15     Hunted:  Nemesis 11- (As Pow, Harshly Punish)
10     Hunted:  UNTIL 8- (Mo Pow, NCI, Watching)
15     Psychological Limitation: Believes in Justice, Not Law:  (Common, Strong)
10     Psychological Limitation: Kill Only to Protect Innocents:  (Uncommon, Strong)
15     Psychological Limitation:  Thrillseeker (Common, Strong)
10     Reputation: UNTIL Superhero: , 11-
5     Rivalry:  Professional (UNTIL SLP Members; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15     Social Limitation:  Secret Identity Frequently (11-), Major

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 15
Exp Unspent: 15
Total Character Cost: 350

 

Background/History: When Kaspian was 7yrs old he watched the media coverage of the “Battle of Detroit”. In the days and weeks that followed he watched the as events unfolded and the world learned that UNTIL had was ready and equipped to help deal with Doctor Destroyer and his minions, but the US denied them entry. In the media storm that followed it was revealed the final body count was over 60,000 civilians and nearly 50 superhero fatalities.

 

Shortly afterwards the US signed the treaty allowing UNTIL to deploy on US territory. Those events shaped a young boy’s dreams. He convinced his parents to let him study Martial Arts.

 

Kaspian matured quickly and graduated from high school with honours and was accepted a scholarship to Simon Frasier University. He enrolled in Criminology and Kinesiology as a double major. On Kaspian’s 21st birthday he wrote his applied for a position with UNTIL as a Defender Agent.

 

But the Fates had other plans. Kaspian was attending a benefit concert by the superstar superhero “Sapphire” of the Champions. Mid way through her send song Minute Man VII robots burst through the back of the concert hall and attacked her. The crowd panicked and stampeded for the exits Kaspian tried save a young woman knocked down by the mob. Under the stress his mutant powers manifested allowed him to save her and many others.

 

Kaspian did not have time to be surprised, but with the mob out of the way one of the Minute Man VII robots sensors detected him and attacked. His mutant powers changed to protect him. They changed their attacks and Kaspian instinctively changed his powers to protect himself and protect innocents from getting caught in the cross fire.

 

The battle seemed to last for hours. Finally he began to notice men with high tech weapons, armour, and equipment. UNTIL’s Defenders and the RCMP’s SERTs had arrived. After that the battle ended rather quickly.

 

When he looked up from his last opponent the battle was over. The fire department and paramedics arrived to take care of the injured. He was dazed and only snapped out of it when a Fireman handed him a blanket. The battle had shredded his cloths.

 

He was just deciding what to do next when Sapphire walked up and started talking to him. She was even more beautiful up close, if shorter.

 

“Thanks for the help man. It didn’t look too good there for minute.”

 

He mumbled a “You’re welcome”.

 

Before she could speak again the UNTIL and RCMP Commanders marched up and started asking questions. When they asked him his name Sapphire interrupted.

 

“Gentlemen, I think a better question is what are you called? As my friend Witchcraft is so fond of saying; “True Names are Power”.

 

Kaspian smiled at that. He turned away, thinking for a moment. When he turned back he smiled and offered his hand to them still smiling. “You can call me Guardian”

 

Guardian has achieved as successful record as a superhero and made good impressions with local Law Enforcement Agencies and UNTIL. He’s had run-in’s with VIPER, more Minute Man Robots, and several organized crime groups. He works closely with the RCMP and UNTIL through out the Pacific Rim.

 

Personality/Motivation: The Battle of Detroit created in Kaspian a need to protect the Innocent from the evils of the world and as a member of UNTIL he could. When his mutant powers manifested he needed to change his focus from joining UNTIL to becoming a Superhero. A dream comes true.

 

As Guardian he wears an armoured jumpsuit of “BioSteel silk”, combats boots, gloves, and stylized full helmet, a gift from a grateful citizen. He hopes one day to acquire an UNTIL Elite Combat Helmet.

 

Quotes:

 

Powers/Tactics: Kaspian is a Mutant. UNTIL Scientists have determined that Guardian’s Powers are Psionic in origin could potentially become more powerful. He is also the most versatile Telekinetic on the planet.

 

Campaign Use/Plot Seeds: 1.) Institute for Human Advancement (Anti Mutant), 2.) Campaign Villain or Group (GMO), 3.) Organized Crime (GMO), 4.) VIPER, 5.) Something happens at the University Labs and Guardian II struggles to protect his Secret ID and Innocents. 6.) ???.

 

Appearance: An attractive young man with the physique of a martial artist. His brown hair and eyes are unremarkable and he dresses in casual suits or printed t-shirts and jeans. As Guardian he wears an armored jumpsuit of “BioSteel silk”, combats boots, gloves, and stylized full helmet. Guardian’s powers allow his to create an opaque aura that he can use to conceal his identity when he can’t get to his uniform.

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Re: My take on a 350 point Green Lantern type.

 

I like the idea of the force bubble as a Vehicle.

 

I have to admit, I like that idea as well, and I think (and I admit, I'm bragging) I was the first one to suggest it on the boards, glad to see someone using it...

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Re: My take on a 350 point Green Lantern type.

 

I have to admit' date=' I like that idea as well, and I think (and I admit, I'm bragging) I was the first one to suggest it on the boards, glad to see someone using it...[/quote']

 

This is an update to a 'stand-by' character from our champions game from last year. He only got played if we had 5+ players that night and was shared amongst several players. It was a simple enough concept to explain to new players (especially new to HERO) since I could pull up an episode of JLU on Tivo. The travel bubble is relatively new and a result of the many Flight UOO, TK and FWall threads I've seen here. If you did suggest a vehicle first, thank you.

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Re: My take on a 350 point Green Lantern type.

 

23 Golden Gaunlet Powers: Elemental Control, 80-point powers, (40 Active Points); all slots OIF Unbreakable (-1/2), Arrangement (-1/4)

21 1) Golden Defenses: (Total: 80 Active Cost, 43 Real Cost) FF (16 PD/16 ED), Costs END Only To Activate (+1/4) (40 Active Points) (Real Cost: 23) plus LS (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; 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) (40 Active Points); Linked (FF; Greater Power is Constant or in use most or all of the time; -1/4) (Real Cost: 20) 3

22 2) Golden Movement: (Total: 80 Active Cost, 45 Real Cost) Flight 10", Variable Advantage (+3/4 Advantages; Possible Advantages: Megascale (1" = 1 km), Costs END Only To Activate, Reduced Endurance (0 END), No Turn Mode; +1 1/2) (50 Active Points) (Real Cost: 28) plus Faster-Than-Light Travel (3 Light Years/day) (30 Active Points) (Real Cost: 17) 5

 

Interesting take. Quick question for you.

 

Also, I am not sure if I am remembering the rule right, but I thought that if you linked one power to another (ie. ff to flight), you had to use them in proportion (i.e. 5" of flight = 1/2 power FF). Wouldn't that cause a problem if you are hovering (1" flight) or just doing a 1/2 move?

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Re: My take on a 350 point Green Lantern type.

 

Interesting take. Quick question for you.

 

Also, I am not sure if I am remembering the rule right, but I thought that if you linked one power to another (ie. ff to flight), you had to use them in proportion (i.e. 5" of flight = 1/2 power FF). Wouldn't that cause a problem if you are hovering (1" flight) or just doing a 1/2 move?

 

I think the proportion requirement would only affect any applicable END costs. The only thing I Linked in the quoted section was the Life Support to the Force Field. The Flight is a seperate EC slot.

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