Jump to content

Call for Replacements


Corven_Ren

Recommended Posts

Hey Herophiles. My Hero Central campaign Justice Squadron has recently lost two players do to personal issues. When the first one left we ran one down for a while but now that we have lost two I need replacements. Here are the campaign guidelines.

 

This thread is the official call for players. I am thinking of a roster of 5-7 characters.

 

Here is another link to the timeline and also the basic campaign background.

 

http://www.herogames.com/forums/show...17&postcount=1

 

Campaign Background....For years the Justice Squadron protected the world from superhuman and alien threats...Dr. Doom, Kill Ratio, Dr. Destroyer, the Skrulls. But these major threats eventually began to fade away. Dr. Doom made peace with the world and became one of the world's most beloved rulers. Dr. Destroyer was finally captured and is now in prison. Kill Ratio was last seen flying into space after a intense battle with the Hulk. And no alien has dared attack Earth. So the in 2008 the Squadron decided to disband, and while some minor threats occured, smaller groups of heroes, such as Vigilant & The Forces of Nature were able to take care of these. Now 20 years later a new Dr. Destoyer has emerged, Kill Ratio has returned and there are rumors of an invasion by an unknown alien speices. The Squadron is needed again. You are the child of one of the heroes of old.

 

Points 450+150 disads. Can be the child of any combination of DC/Marvel hero (heroes) Or even one of my custom heroes mentioned in the time line. If you want to go that route pm me and I will provide a character sheet so you could base powers of of that. I will post a Justice Squadron package later

 

House of M, Civil War did not happen. Inferno, X-Tinction Agenda (minus Cable) and Rise of the Midnight Sons story lines did. Certain villains also do not exist (Apocolypse, Mr. Sinister & Darksied for example) Also there is no mythtlogical pantheons.

Link to comment
Share on other sites

  • Replies 68
  • Created
  • Last Reply

Top Posters In This Topic

Re: Call for Replacements

 

Just a few more notes. Please read the time-line carefully if you don't see someone on there and want to do their offspring ask me. Here is a list of the current and former PC's so you know who's children are already in play.

 

Current PC's

 

WildCard- Son of Gambit & Rogue

 

Plastyque- Daughter of Reed & Susan Richards

 

Moon Knight II- son of the original Moon Knight

 

Spider-Lad- son of Spidey & Black Cat

 

Victor Reed VonDoom- son of Dr. Doom

 

Former PC's

 

Valkyrie- Daughter of Thor & Wonder Woman

 

Scion- Geneticlly engineered son of Namor & Susan Richards.

Link to comment
Share on other sites

Re: Call for Replacements

 

Actually one correction to above. I stated I was not using mythological pantheons. I have since changed that and have added the Asguardians and Olympians.

 

Also here is the required Justice Squadron Package

 

6 Justice Squadron Communicator: HRRP (Radio Group) (12 Active Points); OAF (-1)

5 Hall of Justice & Hoverjet Donation: Vehicles & Bases

3 Reputation: Justice Squadron Member (A large group) 14-, +1/+1d6

5 Fringe Benefit: International Police Powers

3 Paramedics 11-

3 Systems Operation 11-

2 KS: Justice Squadron Foes 11-

1 TF: Hoverjet

2 KS: International Law 11-

 

As far as disadvantages go

 

You must have some form of Code against killing and

5 Social Limitation: Must follow Justice Squadron Rules (Occasionally, Minor)

Link to comment
Share on other sites

Re: Call for Replacements

 

resubmitting

computer and Multivehicle are attached as HD files

 

 

Silk Detective

 

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [2]

24 DEX 42 14- OCV: 8/DCV: 8

25 CON 30 14-

14 BODY 8 12-

23 INT 13 14- PER Roll 14-

15 EGO 10 12- ECV: 5

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

10+25 PD 5 Total: 10/35 PD (0/25 rPD)

10+25 ED 5 Total: 10/35 ED (0/25 rED)

6 SPD 26 Phases: 2, 4, 6, 8, 10, 12

10 REC 0

50 END 0

40 STUN 0 Total Characteristic Cost: 169

 

Movement: Running: 6"/12"

Leaping: 5"/10"

Swimming: 2"/4"

Teleportation: 25"/50"

 

Cost Powers END

30 Mutation/learned/implanted technologies tech/magic/alien: Elemental Control, 74-point powers, (37 Active Points); all slots Only In Heroic Identity (-¼)

25 1) Transdermal force field: Armor (25 PD/25 ED) (75 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 7

30 2) Teleportation 25", No Relative Velocity, Reduced Endurance (½ END; +¼) (75 Active Points) 3

25 3) (Total: 75 Active Cost, 50 Real Cost) Find Weakness 14- with All Attacks (45 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 30) plus IR Perception (Sight Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees), Telescopic: +10 (13 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 9) plus Sight Group Flash Defense (17 points) (17 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 11) 7

40 Found/Modified weapons in a dimensional pocket: Multipower, 90-point reserve, (90 Active Points); all slots Restrainable (-½), Extra Time (Full Phase, -½), Only In Heroic Identity (-¼)

4u 1) 2x Colt M1911a1 .45 cal. pistols(endless clips magic): Killing Attack - Ranged 2d6, +1 STUN Multiplier (+¼), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (82 Active Points) 0

4u 2) Stun blaster(found and modified viper weapon): Energy Blast 7d6, STUN Only (+0), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (87 Active Points) 0

3u 3) C4 Demo packs w/varible trigger: Killing Attack - Ranged 3d6, Explosion (+½), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character can set Trigger multiple times, Two activation conditions apply simultaneously; +½) (90 Active Points); 32 clips of 1 Charge (-½) [1]

20 Luck 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (-1) 0

Notes: Only to figure out how somthing works

5 Defensive Strike +1 +3 5d6 Strike

4 Fast Strike +2 +0 7d6 Strike

3 Martial Throw +0 +1 5d6 +v/5, Target Falls

 

Perks

60 Personal computer,multi-vehicle,personal base,JS donation

3 Reputation (A large group) 14-, +1/+1d6

5 Fringe Benefit: International Police Powers

5 Money: Well Off

 

Skills

3 Breakfall 14-

3 Combat Piloting 14-

3 Combat Driving 14-

10 +2 with Ranged Combat

10 +1 Overall

12 +4 with all attacks vs range

12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 14-

3 Concealment 14-

3 Demolitions 14-

3 Electronics 14-

3 Forensic Medicine 14-

3 Inventor 14-

4 KS: Archeology 13-

3 Lockpicking 14-

3 Magic 14-

3 Mechanics 14-

6 Navigation (Air, Dimensional, Land, Marine, Space) 14-

3 Paramedics 14-

3 Security Systems 14-

2 KS: Justice Squadron's foes 11-

2 KS: international law 11-

3 Stealth 14-

3 Streetwise 13-

11 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Radar, Sonar) 14-

5 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14-

15 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Parachuting, Basic, SCUBA, Small Military Ships, Small Planes, Submarines, Tracked Military Vehicles, Wheeled Military Vehicles

9 WF: Beam Weapons, Energy Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

3 Language: A.S.L. (Completely Fluent, w/Accent)

2 Language: Anchient Egyptian (Fluent Conversation)

2 Language: Anchient Greek (Fluent Conversation)

0 Language: English (Imitate dialects; Custom Adder)

3 Language: French (Idiomatic, native accent; Custom Adder)

3 Language: German (Idiomatic, native accent; Custom Adder)

2 Language: Greek (Completely Fluent, w/Accent; Custom Adder)

2 Language: Latin (Completely Fluent, w/Accent; Custom Adder)

3 Language: Russian (Completely Fluent, w/Accent)

2 Language: Spanish (Completely Fluent, w/Accent; Custom Adder)

 

Total Powers & Skill Cost: 431

Total Cost: 600

 

450+ Disadvantages

10 Distinctive Features: Always looking around Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

20 Hunted: D.E.M.O.N. 8- (Occasionally), More Powerful, NCI, Harshly Punish

20 Hunted: Dr Destroyer 8- (Occasionally), More Powerful, NCI, Capture

10 Psychological Limitation: Curious Common, Moderate

10 Psychological Limitation: Hates Dr.Destroyer Uncommon, Strong

15 Psychological Limitation: annoyed by incompetence Common, Strong

15 Psychological Limitation: Code vs Killing Common, Strong

10 Reputation: Loose cannon, Frequently (11-)

15 Reputation: Property Damage, Frequently (11-), Extreme

5 Rivalry: other detective types Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

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

5 Social Limitation: Justice squadron rules (Occasionally, Minor)

 

Total Disadvantage Points: 600

 

Background/History: Caitlin is the result of genetic manipulation by Dr.Destroyer using material from Forge and Ilyanna Rasputin(Magix)

Dr Destroyer wanted a super powered agent that could be sent out to find various artifacts and figure out their use

Caitlin was all that but also had a mind of her own and had no use for the bad Dr.

 

Personality/Motivation: always curious for knowledge of everything around her

loves free will

 

Quote: you got a flaw there and there

 

Powers/Tactics: pocket diamention manipulation allows her to store her weapons & defenses

she is 1 that can pick up most any device and figure out how it is used also has some ability to meld and modifie various gadgets

 

Campaign Use: detective and scientific analysis

ranged combatant with some hand to hand

 

Appearance: Platium blond

blue costume

red boots

pulls weapons out of nowhere

Link to comment
Share on other sites

Re: Call for Replacements

 

r40 Found/Modified weapons in a dimensional pocket: Multipower, 90-point reserve, (90 Active Points); all slots Restrainable (-½), Extra Time (Full Phase, -½), Only In Heroic Identity (-¼)

4u 1) 2x Colt M1911a1 .45 cal. pistols(endless clips magic): Killing Attack - Ranged 2d6, +1 STUN Multiplier (+¼), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (82 Active Points) 0

4u 2) Stun blaster(found and modified viper weapon): Energy Blast 7d6, STUN Only (+0), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (87 Active Points) 0

3u 3) C4 Demo packs w/varible trigger: Killing Attack - Ranged 3d6, Explosion (+½), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset,

 

You are aware the active point limit is 75? You are above it so you probably won't be allowed in. However I'm sure the GM has already informed you of this.

Link to comment
Share on other sites

Re: Call for Replacements

 

By my first glance, hes only 'over active points' due to reduced endurance cost on powers.

 

Now, Im not sure what approach the GM in question takes on things like that, but in my experience, saying that (for example) 4d6 RKA is acceptable but 4d6 RKA 0END is not just changes how characters are built... suddenly people dont take reduced END advantages, they instead by END reserves, giant REC, or (the eternal favourite!) a big ole attack multipower with alot of different attacks, with charges on each slot.

 

Basic result: Foci, Guns, Battlesuits=Good, Innate Powers=Bad (because certain SFX fit game efficiency break-points better)

 

Sorry for the derail.

Link to comment
Share on other sites

Re: Call for Replacements

 

By my first glance, hes only 'over active points' due to reduced endurance cost on powers.

 

Now, Im not sure what approach the GM in question takes on things like that, but in my experience, saying that (for example) 4d6 RKA is acceptable but 4d6 RKA 0END is not just changes how characters are built... suddenly people dont take reduced END advantages, they instead by END reserves, giant REC, or (the eternal favourite!) a big ole attack multipower with alot of different attacks, with charges on each slot.

 

Basic result: Foci, Guns, Battlesuits=Good, Innate Powers=Bad (because certain SFX fit game efficiency break-points better)

 

Sorry for the derail.

My 2 cents as a mostly full time GM: In our campaign we use strict AP caps, including End Reduction. 0 END powers may not seem more powerful than other powers, but the results are there. The character can take half-phase moves, push str, movement, ect. all combat without worrying about END. Reduced END is worth the points and it should count against the AP cap due to its other effects.

 

As an aside, END Reserves cost most powers to take a 1/4 advantage in 5ER. Even a 37 REC (the campaign max) doesn't provide unlimited END. As far as Charges in a MP go, its an effective build, but at least the slots all cost more points.

Link to comment
Share on other sites

Re: Call for Replacements

 

She has not done all that much since she is a construct and pretty much made plans to jump ship right after meeting Dr Destroyer

 

Silk Detective

 

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [2]

24 DEX 42 14- OCV: 8/DCV: 8

25 CON 30 14-

14 BODY 8 12-

23 INT 13 14- PER Roll 14-

15 EGO 10 12- ECV: 5

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

10+25 PD 5 Total: 10/35 PD (0/25 rPD)

10+25 ED 5 Total: 10/35 ED (0/25 rED)

6 SPD 26 Phases: 2, 4, 6, 8, 10, 12

10 REC 0

50 END 0

40 STUN 0 Total Characteristic Cost: 169

 

Movement: Running: 6"/12"

Leaping: 5"/10"

Swimming: 2"/4"

Teleportation: 25"/50"

 

Cost Powers END

30 Mutation/learned/implanted technologies tech/magic/alien: Elemental Control, 74-point powers, (37 Active Points); all slots Only In Heroic Identity (-¼)

25 1) Transdermal force field: Armor (25 PD/25 ED) (75 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 7

30 2) Teleportation 25", No Relative Velocity, Reduced Endurance (½ END; +¼) (75 Active Points) 3

25 3) (Total: 75 Active Cost, 50 Real Cost) Find Weakness 14- with All Attacks (45 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 30) plus IR Perception (Sight Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees), Telescopic: +10 (13 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 9) plus Sight Group Flash Defense (17 points) (17 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 11) 7

33 Found/Modified weapons in a dimensional pocket: Multipower, 75-point reserve, (75 Active Points); all slots Restrainable (-½), Extra Time (Full Phase, -½), Only In Heroic Identity (-¼)

3u 1) 2x Colt M1911a1 .45 cal. pistols(endless clips magic): Killing Attack - Ranged 2d6, Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (75 Active Points) 0

3u 2) 2x Colt m1911a1 .45 cal with Mercy bullets: Energy Blast 6d6, STUN Only (+0), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (75 Active Points) 0

2u 3) alien power core on a staff setting 1: RKA 5d6 (75 Active Points); Required Hands Two-Handed (-½), Cannot Be Used With find weakness (-¼) 7

2u 4) alien power core setting 2: EB 15d6 (75 Active Points); Required Hands Two-Handed (-½), Cannot Be Used With find weakness (-¼) 7

3u 5) C4 Demo packs w/varible trigger: Killing Attack - Ranged 2d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character can set Trigger multiple times, Two activation conditions apply simultaneously; +½), Explosion (-1 DC/3"; +1) (75 Active Points); 32 clips of 1 Charge (-½) [1]

3u 6) Greek fire bomb: RKA 1d6, 8 clips of 1 Continuing Charge lasting 20 Minutes (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character can set Trigger multiple times; +¼), +1 Increased STUN Multiplier (+¼), Area Of Effect (One Hex; +½), Uncontrolled (+½), Sticky (+½), Penetrating (x2; +1), Continuous (+1) (75 Active Points) [1 cc]

2u 7) tangler grenades: Entangle 4d6, 8 DEF, Autofire (3 shots; +¼) (75 Active Points); 16 clips of 3 Charges (-¼), Range Based On STR (-¼), Can Be Missile Deflected (-¼) [3]

20 Luck 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (-1) 0

Notes: Only to figure out how somthing works

5 Defensive Strike +1 +3 5d6 Strike

4 Fast Strike +2 +0 7d6 Strike

3 Martial Throw +0 +1 5d6 +v/5, Target Falls

 

Perks

60 Personal computer,multi-vehicle,personal base,JS donation

3 Reputation (A large group) 14-, +1/+1d6

5 Fringe Benefit: International Police Powers

5 Money: Well Off

 

Skills

3 Breakfall 14-

3 Combat Piloting 14-

3 Combat Driving 14-

10 +2 with Ranged Combat

10 +1 Overall

12 +4 with all attacks vs range

12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 14-

3 Concealment 14-

3 Demolitions 14-

3 Electronics 14-

3 Forensic Medicine 14-

2 KS: Justice Squadron's foes 11-

2 KS: international law 11-

3 Inventor 14-

3 Lockpicking 14-

3 Magic 14-

3 Mechanics 14-

6 Navigation (Air, Dimensional, Land, Marine, Space) 14-

3 Paramedics 14-

4 SS: Archeology 13-

3 Security Systems 14-

3 Stealth 14-

3 Streetwise 13-

11 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Radar, Sonar) 14-

5 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14-

15 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Parachuting, Basic, SCUBA, Small Military Ships, Small Planes, Submarines, Tracked Military Vehicles, Wheeled Military Vehicles

9 WF: Beam Weapons, Energy Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

3 Language: A.S.L. (Completely Fluent, w/Accent)

2 Language: Anchient Egyptian (Fluent Conversation)

2 Language: Anchient Greek (Fluent Conversation)

0 Language: English (Imitate dialects; Custom Adder)

3 Language: French (Idiomatic, native accent; Custom Adder)

3 Language: German (Idiomatic, native accent; Custom Adder)

2 Language: Greek (Completely Fluent, w/Accent; Custom Adder)

2 Language: Latin (Completely Fluent, w/Accent; Custom Adder)

3 Language: Russian (Completely Fluent, w/Accent)

2 Language: Spanish (Completely Fluent, w/Accent; Custom Adder)

 

Total Powers & Skill Cost: 431

Total Cost: 600

 

450+ Disadvantages

10 Distinctive Features: Always looking around Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

20 Hunted: D.E.M.O.N. 8- (Occasionally), More Powerful, NCI, Harshly Punish

20 Hunted: Dr Destroyer 8- (Occasionally), More Powerful, NCI, Capture

10 Psychological Limitation: Curious Common, Moderate

10 Psychological Limitation: Hates Dr.Destroyer Uncommon, Strong

15 Psychological Limitation: annoyed by incompetence Common, Strong

15 Psychological Limitation: Code vs Killing Common, Strong

10 Reputation: Loose cannon, Frequently (11-)

15 Reputation: Property Damage, Frequently (11-), Extreme

5 Rivalry: other detective types Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

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

5 Social Limitation: Justice squadron rules (Occasionally, Minor)

 

Total Disadvantage Points: 600

 

Background/History: Caitlin is the result of genetic manipulation by Dr.Destroyer using material from Forge and Ilyanna Rasputin(Magix)

Dr Destroyer wanted a super powered agent that could be sent out to find various artifacts and figure out their use

Caitlin was all that but also had a mind of her own and had no use for the bad Dr.

Caitlin was able to transfer her expense account (funded by the Bad Dr)into cash,gems,metals and other easily liquid commodites to fund her self)

She has set her self up as an explorer for hire in her secret Id

 

Personality/Motivation: always curious for knowledge of everything around her

loves free will

 

Quote: you got a flaw there and there

 

Powers/Tactics: pocket dimention manipulation alows her to store her weapons & defences

she is 1 that can pick up most any device and figure out how it is used also has some ability to meld and modifie various gadgets

 

Campaign Use: detective and scientific analysis

ranged combatant with some hand to hand

 

Appearance: Platiium blond

blue costume

red boots

pulls weapons out of nowhere

apperant age 25

Link to comment
Share on other sites

Re: Call for Replacements

 

As an aside' date=' END Reserves cost most powers to take a 1/4 advantage in 5ER. Even a 37 REC (the campaign max) doesn't provide unlimited END. As far as Charges in a MP go, its an effective build, but at least the slots all cost more points.[/quote']

 

I find most players divide powers between using the reserve and using regular END, and don't take the advantage. Even if they do take the advantage, +1/4 impacts AP less than +1/2.

Link to comment
Share on other sites

Re: Call for Replacements

 

I find most players divide powers between using the reserve and using regular END' date=' and don't take the advantage. Even if they do take the advantage, +1/4 impacts AP less than +1/2.[/quote']

It's true that a +1/4 advantage will affect the AP cap less, but the overall points are somewhat made up in the Reserve Cost. Strict AP caps are definately not for every group, but they sure make potentially off balancing builds alot easier to spot (hmm...why does the player have exactly 16 charges on every slot of his MP?). Sorry for the tangent all.

 

As an aside, if I had the time to play I would have submitted the great, great, grandson of Cyrus Gold. After researching his family tree, he finds out that his great, great, grandfather is none other than the infamous Solomon Grundy. His powers were bestowed up him by the Parliament of Trees after he layed to rest soul of his tortured ancestor by bringing the great, great, grandson of Grundy's murderer to justice (he also was a murderer). He is now the second hulking brute to bear the name Solomon Grundy except he uses his vast strength to fight evil and avenge his family's name. His powers would be similar to the original except he can transform into a normal human form (and possibly be able to Duplicate himself if there is enough nearby plant matter).

Link to comment
Share on other sites

Re: Call for Replacements

 

I should likely go out to Hero Central and look but you mentioned the 75pt cap. What are the rest of the caps/guidelines? I actually had just finished building an archer with 200/150 (350 total) for the heck of it with a 75 pt multipower. I could actually do a lot with another 100 pts. Somehow, though, I don't think a 14 find weakness combined with 12 vs hit locations and 6 vs range with a 4d6 killing would endear the character to the GM.:angel:

Link to comment
Share on other sites

Re: Call for Replacements

 

Points 450+150 disads.

 

I should likely go out to Hero Central and look but you mentioned the 75pt cap. What are the rest of the caps/guidelines? I actually had just finished building an archer with 200/150 (350 total) for the heck of it with a 75 pt multipower. I could actually do a lot with another 100 pts. Somehow' date=' though, I don't think a 14 find weakness combined with 12 vs hit locations and 6 vs range with a 4d6 killing would endear the character to the GM.:angel:[/quote']

I'm not the GM, but one of the players in this campaign. You actually have another 250 pts to play with. I think that those skill levels would make you competitive with other characters and villains. Don't want to speak for our GM though.

 

You should go and check out the other characters in the game for comparison.

Link to comment
Share on other sites

Re: Call for Replacements

 

I should likely go out to Hero Central and look but you mentioned the 75pt cap. What are the rest of the caps/guidelines? I actually had just finished building an archer with 200/150 (350 total) for the heck of it with a 75 pt multipower. I could actually do a lot with another 100 pts. Somehow' date=' though, I don't think a 14 find weakness combined with 12 vs hit locations and 6 vs range with a 4d6 killing would endear the character to the GM.:angel:[/quote']

 

OCV/DCV Cap is 12. I could see this with a speedster or an extremely well written Weapons master. I do not use hit locations. I have no problem with a 4d6 ka as long as it a rarely used attack. As alwyn suggested go to the HeroCentral sight and look at the characters there.

 

Also one note to anyone else interested the team does not have a pure brick

Link to comment
Share on other sites

Re: Call for Replacements

 

VERY rough draft here. Part of the problem is that I never followed anything seriously in DC or Marvel except a few titles, and even that stopped in the early 90s.

 

Obviously, subject to the GM's approval. One comment concerning the character is that most of his abilities really should be OIHID but I couldn't think of any valid thing that would prevent him from changing. I'll still take the hit if he's walking around in his alter ego.

 

Information on Captain Atom used as a reference found here:

http://en.wikipedia.org/wiki/Captain_Atom

 

 

Nathanial Allen Cobert

 

 

 

BACKGROUND

Son of Captain Atom and Catherine Cobert

 

Holds dual citizenship between US and and France.

 

Intiially raised by his mother, he didn't find out who his father was until later. With his combined engineering and science background he worked initially with the French space program. On a join US/French project, a torrorist attack resulted in emergency conditions with with the potential of the destruction of a major city. One of the US scientists, Dr. Andrew Glover, found Nate and suggested they put Nate through the same process that created both Captain Atom and Major Force, stating that he believed the time shift had been compensated for. The process is successful, as is the rescue.

PERSONALITY

Nate is a scientist with abilities both in the theoretical world and in practical world. He wishes to work to improve the human condition, and follow in his father's footsteps

QUOTE

"Don't call me Captain Atom. My father held that name. He earned the rank of Captain. So far, I haven't earned any name. If you to call me by a name other than the one I was born with, you can call me Quantum".

 

 

Val Char Points Total Roll Notes

15 STR 5 15/30 12- / 15- HTH Damage 3d6/6d6 END [1/2]

23 DEX 39 23 14- OCV 8 DCV 8

20 CON 20 20 13-

12 BODY 4 12/20 11- / 13-

18 INT 8 18 13- PER Roll 13-

18 EGO 16 18 13- ECV: 6

15 PRE 5 15 12- PRE Attack: 3d6

15 COM 3 15 12-

 

 

7 PD 4 7/30 7/30 PD (0/20 rPD)

10 ED 6 10/30 10/30 ED (0/20 rED)

5 SPD 17 5 Phases: 3, 5, 8, 10, 12

7 REC 0 7/25

40 END 0 40/60

30 STUN 0 30/46

6" Running 0 6"

2" Swimming 0 2"

3" Leaping 0 3"/6" Total Characteristics Cost: 127

 

Cost Powers END

Metal Skin

75 1) Metal Skin I: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points) 0

30 2) Metal Skin II: Energy Damage Reduction, Resistant, 50% 0

30 3) Metal Skin III: Physical Damage Reduction, Resistant, 50% 0

 

56 Atom Flight: Multipower, 56-point reserve

6u 1) Combat mode: Flight 20", Position Shift, Usable [As Second Mode Of Movement] (+1/4) (56 Active Points) 6

3u 2) Flight 10", MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (35 Active Points) 3

 

75 Energy Control: Multipower, 75-point reserve

7u 1) Energy Blast 14d6 (70 Active Points) 7

7u 2) All forms of Energy: Energy Blast 12d6, Variable Special Effects (Limited Group of SFX; +1/4) (75 Active Points) 7

 

Atomic Effects

15 1) Radar (Radio Group) 0

5 2) Healing 1 BODY, Can Heal Limbs (15 Active Points); Extra Time (Regeneration-Only) 5 Minutes (-1 3/4) 1

20 3) Life Support (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) 0

16 4) +8 BODY

30 5) +15 REC

10 6) +20 END

15 7) +15 STR 1

 

6 High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0

 

Perks

5 Vehicles & Bases

3 Reputation (A large group) 14-, +1/+1d6

5 Fringe Benefit: International Police Powers

 

Skills

3 Paramedics 13-

3 Systems Operation 13-

2 KS: Justice Squardon Foes 11-

2 KS:International Law 11-

5 Language: French (idiomatic; literate)

2 TF: Science Fiction & Space Vehicles

 

3 Jack of All Trades

1 1) PS: Electronics (2 Active Points) 11-

2 2) PS: Mechanic (3 Active Points) 13-

2 3) PS: Zero-G Operations (3 Active Points) 13-

2 4) PS: electrician (3 Active Points) 13-

 

3 Navigation (Air, Space) 13-

3 SS: Optics 13-

Notes: The field of optics usually describes the behavior of visible, infrared, and ultraviolet light; however because light is an electromagnetic wave, similar phenomena occur in X-rays, microwaves, radio waves, and other forms of electromagnetic radiation and analogous phenomena occur with charged particle beams. Optics can largely be regarded as a sub-field of electromagnetism. Some optical phenomena depend on the quantum nature of light relating some areas of optics to quantum mechanics. In practice, the vast majority of optical phenomena can be accounted for using the electromagnetic description of light, as described by Maxwell's Equations.

2 SS: Physics 11-

 

Combat Skills

3 1) Combat Piloting 14-

6 2) +2 with any three maneuvers or a tight group of attacks

10 3) +2 with DCV

 

Total Powers & Skills Cost: 474

 

Total Cost: 600

 

450+ Disadvantages

10 Psychological Limitation: code vs killing (Common, Moderate)

10 Psychological Limitation: Living up to his father (Common, Moderate)

5 Psychological Limitation: Gets wrapped up in solving scientific issues he can be oblvious to whats arround him. (Uncommon, Moderate)

15 Psychological Limitation: Protective on Innocence (Common, Strong)

15 Psychological Limitation: Avoids the Press (Very Common, Moderate)

 

15 Hunted: Justice Squadron, Rogues Gallery 11- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

 

10 Social Limitation: Public ID (Occasionally, Major)

10 Physical Limitation: Goes BOOM if he looses half his BODY (Infrequently, Greatly Impairing)

Notes: If he loses more than half his body, he has about 30 seconds before his body detonates in a nuclear blast. Damage up to GM.

5 Hunted: Military Intellegence 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching)

15 Hunted: Father's old enemies 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

 

10 Reputation: Occationally detonates like a nuclear blast, 8- (Extreme)

5 Social Limitation: Must follow Justice Squadron Rules (Occasionally, Minor)

10 Vulnerability: 2 x STUN Magic (Uncommon)

15 Dependent NPC: girl friend - Barbara Kincaid 11- (Normal)

Notes: Think Barbara Straisand's character from What's Up Doc: Brilliant, scattered, all kinds of strange knowledge, unlucky

 

Total Disadvantages Points: 150

Link to comment
Share on other sites

Re: Call for Replacements

 

Ok Submissions I have recieved so far.

 

Dr. Strange II- Son of Dr. Strange & Clea.

Silk Detective- artifically created being made from the DNA of Forge & Magik

Quantum- Son of Captain Atom.

 

 

I will keep submissions open for a little longer. I like what I am seeing so far, but one thing the team honestly needs is a brick.

Link to comment
Share on other sites

Re: Call for Replacements

 

Well, if you think we need a brick...

 

I'm not stuck on the being the son of Cpt Atom, although I think I've built what could be a fun character. However, I've tweaked him somewhat to make him tougher. I've actually been trying to keep the cheese down.

 

Changes include upping his strength and Con, and giving him an Absorb option to make him even stronger and tougher. In addition, his Damage Reduction has been raised both for PD and ED to 75% resistant.

 

I'm willing to take suggestions on construction here. Keep in mind 1) I'm still trying to get a feel for the boundaries, 2) I've never purposely built a brick before and 3) trying to stay with the concept without going over the top in cheese.

 

I'd be happy to take a shot at building a son of Colossus.

Link to comment
Share on other sites

Re: Call for Replacements

 

I will keep submissions open for a little longer. I like what I am seeing so far' date=' but one thing the team honestly needs is a brick.[/quote']

 

How can that be? It takes no time at all on the Boards to be blasted with the fact that STR is hideously overpowered and underpriced.

 

Congrats, Corven Ren - you must have the only pool of players, existing and prospective, in the entire world that includes no one trying to take advantage of blindingly underpriced constructs!

 

Or am I spending too much time on the 6e Boards?

Link to comment
Share on other sites

Re: Call for Replacements

 

Well, if you think we need a brick...

I'm not stuck on the being the son of Cpt Atom, ...

 

I have been working on making a brick to submit during last night. I wasn't planing on posting anything till I was done, but I thought I should say something now since people are thinking about changing there plans.

 

It would be the child of Luke Cage and Jessica Jones.

 

Nevertheless, if you would prefer to make the brick, I'll whip up something else to submit.

Link to comment
Share on other sites

Re: Call for Replacements

 

here is Wraith a gravity based Brick

 

 

Wraith

Val Char Cost Roll Notes

60 STR 15 21- Lift 102.4tons; 12d6 [2]

24 DEX 42 14- OCV: 8/DCV: 8

15/30 CON 10 12- / 15-

14 BODY 8 12-

18 INT 8 13- PER Roll 13-

15 EGO 10 12- ECV: 5

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

5/37 PD 0 Total: 5/37 PD (0/20 rPD)

4/35 ED 1 Total: 4/35 ED (0/20 rED)

3/6 SPD 0 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12

11/24 REC 6

30/60 END 0

32/70 STUN -3 Total Characteristic Cost: 104

 

Movement: Running: 6"/12"

Flight: 21"/84"

Leaping: 5"/10"

Swimming: 1"/2"

Teleportation: 5"/10"

 

Cost Powers END

37 Mutation Gravity manipulation: Elemental Control, 74-point powers

25 1) Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Visible (all flesh turns invisible but outline can be seen; -1/4) 7

26 2) (Total: 79 Active Cost, 50 Real Cost) +35 STR, Reduced Endurance (0 END; +1/2) (52 Active Points); No Figured Characteristics (-1/2) (Real Cost: 35) plus Flight 5", Costs END Only To Activate (+1/4), Usable As Attack (x4 maximum weight per inanimate target; +1 1/2) (27 Active Points); Linked (STR; -1/2), Only In Contact With A Surface (-1/4) (Real Cost: 15) 2

37 3) Flight 16", x4 Noncombat, Costs END Only To Activate (+1/4), Usable Underwater (+1/4), No Gravity Penalty (+1/2) (74 Active Points) 6

 

Gravity enhancements, all slots OIHID (-1/4)

24 1) +15 CON (30 Active Points)

10 2) +12 PD (12 Active Points)

6 3) +8 ED (8 Active Points)

24 4) +3 SPD (30 Active Points)

16 5) +10 REC (20 Active Points)

24 6) +30 STUN (30 Active Points)

14 7) Knockback Resistance -9" (18 Active Points)

33 8) N-Ray Perception (Touch Group), +2 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting, Telescopic: +10, Transmit (49 Active Points); Limited Power Power loses about a fourth of its effectiveness (Cannot read or see colors; -1/4)

Notes: stopped by force walls/ fields

16 9) LS (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) (20 Active Points)

 

6 Justice Squadron comm: HRRP (Radio Group) (12 Active Points); OAF (-1)

 

75 Intense gravity manipulation: Multipower, 75-point reserve

7u 1) Gravity locking: Drain STR 1d6, Alterable Size, Costs END Only To Activate (+1/4), Damage Shield (+1/2), Continuous (+1), NND ([standard]Gravity based powers,mass,or density altering powers; +1), Area Of Effect (12" Radius; +1 1/4) (75 Active Points) 7

7u 2) Invisibility to Sight, Mental, Radio and Hearing Groups and Spatial Awareness , No Fringe, Reduced Endurance (0 END; +1/2) (75 Active Points)

7u 3) Gravitic Crush: Drain BODY 7 1/2d6 (75 Active Points) 7

7u 4) Gravity warping: Teleportation 5", x16 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (75 Active Points) 7

7u 5) Desolidification (affected by Force wall/fields), Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 2 people at once; +1/2) (70 Active Points) 3

 

Perks

5 Horror writer profession: Money: Well Off

5 Vehicles & Bases

3 Reputation (A large group) 14-, +1/+1d6

5 Fringe Benefit: International Police Powers

 

Skills

2 KS: Justice Squadron foes 11-

2 KS: international law 11-

3 Concealment 13-

3 Criminology 13-

3 Deduction 13-

3 Mimicry 13-

5 Navigation (Air, Land, Marine, Space) 13-

3 Paramedics 13-

3 Systems Operation 13-

3 Shadowing 13-

5 various monster lore: KS 14-

5 PS: Horror writer 14-

3 Stealth 14-

20 +4 with HTH Combat

1 TF: Grav Vehicles/Hovercraft

3 Language: Russian (completely fluent; literate) (4 Active Points)

3 Language: Lithuanian (completely fluent; literate) (4 Active Points)

0 Language: English (idiomatic; literate) (5 Active Points)

 

Total Powers & Skill Cost: 496

Total Cost: 600

 

450+ Disadvantages

20 DNPC: Publisher Fred Garvin editor Dameon Grey 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)

10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

20 Hunted: Dr Destroyer 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Capture)

20 Hunted: Comunist super soldiers 8- (Mo Pow, NCI, Harshly Punish)

10 Psychological Limitation: dislikes killing (Common, Moderate)

10 Psychological Limitation: Loves playing the spooky motif (Common, Moderate)

15 Psychological Limitation: Thrill seeker (Common, Strong)

15 Psychological Limitation: annoyed by incompetence (Common, Strong)

15 Psychological Limitation: Hates Commies (Uncommon, Total)

15 Social Limitation: Secret Id (Frequently, Major)

 

Total Disadvantage Points: 600

 

Background/History: Rena is a mutant late bloomer(she is 28 yrs old)

she also 1 of Dr Destroyer's genetic experiments using gravity manipulating elements from the DNA of Binary and the Blob

this was done during a pre-natal test by a dr that Destroyer had on his payroll

when no powers appeared during puberty,Destroyer thought the experiment failed but kept a watch on Rena till she was 25

with still no results Dr Destroyer gave up on Rena

Her powers manifested 2 yrs ago she has spent most of here time learning how to use them and is only now getting back to writing horror stories/novels

she is a first generation born american on her father's side of the family

Rena's father was a Soviet Sub captian who defected with his sub(a boomer)and most of the officers(3 yrs before she was born)

when Rena's powers manifested her father used his contacts with the US goverment to get some help and training for her for her

Rena got sent to Primus be trained

Rena has helped out Primus but perfers to be a writer

that was until Dr Destroyer detected the gentic markers he placed in his work

 

Personality/Motivation: thrill seeker

 

Quote: gennerally Wraith does not speak much

 

Powers/Tactics: 60 str :brick plain and simple

can use

flight :flys upright(ala Magneto)and walks while flying

increasing gravity field those in it are being made heavier by making them more attuned to the planet's gravity

increased stats: time space is being stretched around here, the universe slowed greatly in relation to her

N-ray perception:mass based and very accurate but cannot read unless it is carved or raised and cannot percieve colors

Mega-scale teleportation she is using gravity to warp 2 points in time space thing would be bad should she go under 1 km(think leaving a crease in time/space

Drain(gravitic crush)she is creating an intense gravitc field to crush her target down to as small as a singularity)think going past crush depth in a sub)

invisibility just extending the field from skin tight to include her clothing and refining it as to be perfect camoflage

knock back resistance using gravity to hold her in place

desolid warping space around her and a friend

 

Campaign Use: Front line brick

some stealth

transport

this character is coming from goverment training but has no wish to be a governemt agent(would prefer to just write horror novels or a movie)

but fate has handed her other things to her hand

word got out less than a yr ago about her father that he survived

those who had a grudge paid him back by killing him and his wife they are after the daughter but did not know that she was super powered much to their surprise

 

Appearance: clothing a waffenrok made for a woman 15/16 century battle dress for a landskennect

tall(thigh high)boots

elbow length gloves

great cloak with hood

all clothing looks to be worn but no body is visible

Link to comment
Share on other sites

Re: Call for Replacements

 

How can that be? It takes no time at all on the Boards to be blasted with the fact that STR is hideously overpowered and underpriced.

 

Congrats, Corven Ren - you must have the only pool of players, existing and prospective, in the entire world that includes no one trying to take advantage of blindingly underpriced constructs!

 

Or am I spending too much time on the 6e Boards?

 

 

That or the two characters we lost were bricks...

 

It's not like we are completely deprived of high strength characters. Valeria is a stretching brick (60 STR, 30 PD/ED with 50% Dam reduction). Spider-Lad is a pseudo brick since he has the resistance of a brick but the SPD, and DCV of a martial artist (plus martial arts).

Wildcard is a pseduo brick at 40 STR, 30sish def but is centered more around Gambit's powers than Rogue's (or really Ms Marvel's since he doesn't appear to have inherited Rogue's absorbing powers)

Victor is almost a brick with 40 STR and 30s defence but his low (for the group's power level) Stun and concentration on his EB's makes less of a brick..

 

Really the only character currently on the roster who isn't brick-like is Moon Knight. But all of us pseudo bricks are focused more on our non-brick aspects than our brick aspects. Which is why we are thinking a pure brick might be a good idea. But really, as a player in the game, I'm more interested in good quality characters than what power set is brought to the table, and whether the concept and personality fits in well with the team. Also a player who is good at role playing, will be active and won't leave would be another selling point :)

 

We are after all the Justice Squadron, so we really should be looking for the best of the best, or at the very least characters who are on the cusp of becoming the elite. So i'm sure Victor is looking for experienced, proven heroes who will mesh well with the current team, preferably bringing something to the table that we don't have (which really, considering our wide range of skills and powers is going to be hard).

Link to comment
Share on other sites

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...