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Re: The Namesake Thread

 

Anyway, back to what you were saying originally....

 

Pariah was a character I played for several years with Lord Mhoram's group. He started out as a brick with a small Magic Multipower (20 Points) and over the years grew into a full-blown Brick-Mage. The version posted below is the most recent I'd made, built for a JLA/Avengers-level campaign.

 

Val   	Char    	Cost
90   	STR 	80
24   	DEX 	42
45   	CON 	70
20   	BODY 	20
18   	INT 	8
20   	EGO 	20
25   	PRE 	15
14   	COM 	2

15/35   	PD 	-3
15/35   	ED 	6
6   	SPD 	26
28   	REC 	2
90   	END 	0
90   	STUN 	2

14"   	RUN 	6
3"   	SWIM 	1
18"   	LEAP 	0
Characteristics Cost: 297


Cost   	Power 	END
30   	Traditional Brick Powers (GM Permission): Elemental Control, 60-point powers  	 
30   	1) Invulnerability I: Armor (20 PD/20 ED) (60 Active Points)  	0
30   	2) Invulnerability II: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)  	0
30   	3) Flying: Flight 14", Position Shift, x16 Noncombat, Reduced Endurance (1/2 END; +1/4) (60 Active Points)  	2

5   	Seeing in the Dark: UV Perception (Sight Group)  	0
22   	Sensitive to Magic: Detect Magic A Class Of Things 13- (Unusual Group), Discriminatory, Analyze, Range, Sense  	0
12   	Sensitive to Power: Detect 'People of Power' A Class Of Things 13- (Unusual Group), Range, Sense  	0
11   	Will of Iron: Mental Defense (15 points total)  	0
15   	Harmony with the Self: Power Defense (15 points)  	0
2   	Magic is Ageless: LS (Longevity: 400 Years)  	0
22   	The Strength to Endure: Reduced Endurance (1/2 END; +1/4) (22 Active Points) applied to STR  	 

128   	Society Spell Suite: Variable Power Pool, 80 base + 48 control cost, No Skill Roll Required for established spells (+1/2) (140 Active Points); Cannot use spells from opposing Elements at the same time (-1/4)  	 
0   	1) AIR: Raiment from Thin Air: Cosmetic Transform 2d6 (standard effect: 6 points) (Any clothes into any other clothes), Improved Target Group (+1/4), Ranged (+1/2), Area Of Effect Nonselective (3" Radius; +3/4), Usable Simultaneously (up to 16 people at once; +1 1/4) (37 Active Points); Limited Target (Clothing Only; -1/4) Real Cost: 30  	4
0   	2) AIR: Unseen Hand: Telekinesis (13 STR), Invisible Power Effects (Fully Invisible; +1) (39 Active Points); Affects Whole Object (-1/4) Real Cost: 31  	4
0   	3) AIR: Unseesn Hand: Stretching 4", Invisible Power Effects (Fully Invisible; +1) (40 Active Points) Real Cost: 40  	4
0   	4) AIR: Wind Walking: (Total: 40 Active Cost, 40 Real Cost) Teleportation 12", x4 Increased Mass (Real Cost: 34) plus Teleportation: Fixed Location (Watchtower Conference Room) (1 Locations) (Real Cost: 1) plus Teleportation: Floating Fixed Location (1 Locations) (Real Cost: 5) Real Cost: 40  	3
0   	5) AIR: Personal Atmosphere: LS (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), Usable By Other (+1/4) (37 Active Points) Real Cost: 37  	0
0   	6) AIR: Cloak of Air: Invisibility to Sight and Hearing Groups and Detect , No Fringe (38 Active Points) Real Cost: 38  	4
0   	7) EARTH: Strength from the Earth: +40 STR (40 Active Points); Increased Endurance Cost (x10 END; -4), No Figured Characteristics (-1/2), Only When In Contact With The Ground (-1/4), Only when Pushing natural STR (-1/4) Real Cost: 7  	40
0   	8) EARTH: Stature of the Mountain: (Total: 40 Active Cost, 40 Real Cost) Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,597 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (0 END; +1/2) (30 Active Points) (Real Cost: 30) plus Running +5" (17" total) (Real Cost: 10) Real Cost: 40  	1
0   	9) EARTH: Man of Stone: (Total: 39 Active Cost, 31 Real Cost) Density Increase (1,600 kg mass, +20 STR, +4 PD/ED, -4" KB), Reduced Endurance (1/2 END; +1/4) (25 Active Points); Visible (-1/4) (Real Cost: 20) plus Knockback Resistance -7" (14 Active Points); Visible (-1/4) (Real Cost: 11) Real Cost: 31  	1
0   	10) EARTH: Refresh Soil: Minor Transform 1d6 (standard effect: 3 points) (Non-viable soil to viable soil), Reduced Endurance (0 END; +1/2), Area Of Effect (128" Any Area; +2 1/2) (40 Active Points) Real Cost: 40  	0
0   	11) EARTH: Feast of Stones: Major Transform 2d6 (standard effect: 6 points) (Stones into Food and Drink), Reduced Endurance (1/2 END; +1/4) (37 Active Points) Real Cost: 37  	1
0   	12) EARTH: Stone Spear: HKA 2d6 (4d6 w/STR), Range Based On STR (+1/4) (37 Active Points); Beam (-1/4) Real Cost: 30  	4
0   	13) FIRE: Flame Blast: RKA 2 1/2d6 (40 Active Points); No Knockback (-1/4) Real Cost: 32  	4
0   	14) FIRE: Summon Smoke: Darkness to Sight Group 3" radius, Personal Immunity (+1/4) (37 Active Points) Real Cost: 37  	4
0   	15) FIRE: Sword of the Cherubim: HKA 2 1/2d6 (5d6+1 w/STR) (40 Active Points); No Knockback (-1/4) Real Cost: 32  	4
0   	16) FIRE: Light of the Sun: Change Environment: Natural Sunlight 16" radius, Reduced Endurance (0 END; +1/2) (37 Active Points) Real Cost: 37  	0
0   	17) FIRE: Pillar of Flame: EB 2d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1), NND (LS: Extreme Heat; +1) (40 Active Points) Real Cost: 40  	0
0   	18) FIRE: Wall of Fire: FW (10 ED), Transparent to PD Attacks (+1/2) (37 Active Points) Real Cost: 37  	4
0   	19) WATER: The Heavens Opened: Change Environment (Precipitation) 16" radius, Varying Effect Limited Group (any form of precipitation) (+1/2) (37 Active Points) Real Cost: 37  	4
0   	20) WATER: Denizen of the Deep: (Total: 33 Active Cost, 33 Real Cost) LS (Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) (Real Cost: 13) plus Swimming 11", Reduced Endurance (0 END; +1/2) (16 Active Points) (Real Cost: 16) plus Environmental Movement (No penalties underwater) (Real Cost: 4) Real Cost: 33  	0
0   	21) WATER: Washing Away Wounds: Healing BODY and STUN (Simplified Healing) 4d6 (40 Active Points) Real Cost: 40  	4
0   	22) WATER: The Path of Moses: Tunneling 6" through 6 DEF material, Custom Adder (40 Active Points); Limited Power (Only to pass through bodies of water; -1/2) Real Cost: 27 [Notes: The Custom Adder is Affects Porous, borrowed from Telekinesis with Special GM Permission]  	4
0   	23) WATER: Wall of Water: FW (7 PD/7 ED) (Opaque Normal Hearing) (40 Active Points) Real Cost: 40  	4
0   	24) WATER: Torrent Against the Flame: Drain 2d6+1, any one Fire power one at a time (+1/4), Ranged (+1/2) (40 Active Points) Real Cost: 40  	4

8   	Secured Radios: Mind Link , Specific Group of Minds, Number of Minds (x8) (25 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Sense Affected As More Than One Sense (Hearing) (-1/2), Does Not Provide Mental Awareness (-1/4)  	0
Powers Cost: 345


Cost   	Skill
15   	+3 with HTH Combat 
9   	+3 with Magical (VPP) Attacks 
3   	Scholar 
2   	1) KS: Heroes, Villains, and Organizations (3 Active Points) 13- 
2   	2) KS: International Law (3 Active Points) 13- 
2   	3) KS: Magic History and Theory (3 Active Points) 13- 
1   	4) KS: The Mystic World (2 Active Points) 11- 
2   	5) KS: World History & Politics (3 Active Points) 13- 
3   	Linguist 
2   	1) Language: Ancient Egyptian (fluent conversation; literate) (3 Active Points) 
2   	2) Language: English (completely fluent) (3 Active Points) 
2   	3) Language: Greek (completely fluent) (3 Active Points) 
0   	4) Language: Latin (idiomatic) (4 Active Points) 
3   	PS: Farmer 13- 
3   	Acting 14- 
3   	Concealment 13- 
3   	Conversation 14- 
3   	Criminology 13- 
3   	Disguise 13- 
3   	High Society 14- 
3   	Paramedics 13- 
3   	Riding 14- 
3   	Sleight Of Hand 14- 
3   	Survival 13- 
3   	Tactics 13- 
3   	Teamwork 14- 
5   	Cramming  
11   	Power: Magic Control Skill 17- 
Skills Cost: 100

Cost   	Perk
1   	Fringe Benefit: Passport 
Perks Cost: 1

Cost   	Talent
3   	Lightning Calculator 
4   	Speed Reading (x10) 
Talents Cost: 7

Total Character Cost: 750


Val   	Disadvantages
15   	Social Limitation: Secret ID (Azariah Sheppard) (Frequently, Major) 
10   	Distinctive Features: 6'5", 300 Pounds, Muscular build (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
15   	Psychological Limitation: Code vs. Killing (Common, Strong) 
15   	Psychological Limitation: Stubborn and determined; Doesn't give up easily (Common, Strong) 
10   	Psychological Limitation: Overconfident (Common, Moderate) 
10   	Psychological Limitation: Long memory of both Friends and Enemies (Uncommon, Strong) 
20   	Hunted: TAROT 8- (Mo Pow, NCI, Harshly Punish) 
20   	Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish) 
10   	Hunted: Thor 8- (As Pow, Capture/Defeat in Combat) 
10   	Social Limitation: Subject to Watchtower Code of Conduct (Frequently, Minor) 
10   	Reputation: Long-time Member of Watchtower, 11- 
5   	Mystery Disadvantage, TBD by GM 

Disadvantage Points: 150
Base Points: 200
Experience Required: 400
Total Experience Available: 400
Experience Unspent: 0 

 

BACKGROUND: Misfit.

 

Azariah had always been something of a maverick in the Society. He understood the need for secrecy. Had the rest of the world known of the Society's existence during the Dark Ages, the superstitious masses would have destroyed it in its infancy. Had the Society's magic been public knowledge, it would never have survived the Inquisition or the Enlightenment. The world wasn't ready to acknowledge such power. The world just wouldn't--couldn't--understand.

 

But all of that was in the past, or so it seemed to Azariah. With the advent of the age of superheroes, the world had learned to accept powers and concepts their fathers and grandfathers would have tried to destroy. And there was so much good that the Society could do for the world. Azariah began advocating openness with the world. He thought he could get others to see things his way, to realize the opportunity that lay before them.

 

He was wrong. He was given one chance to stop spreading his divisive opinions. When he continued, he was brought before the rulers of the Society and judged. It was decided that if Azariah wished for interaction with the 'normal' world, he would live as a part of it.

 

The Banishment Ritual was performed for the first time in memory. Azariah was stripped of most of his magical powers. His memory of Society strongholds and rituals was removed. He was exiled to a remote part of the world to live as a solitary farmer. And he was given a warning: if he used his magic publicly or revealed the existence of the Society, they would kill him.

 

Outcast.

 

Azariah Sheppard became a farmer in a remote valley in the mountains of northwestern Wyoming. He would never have made it were it not for his ability to create rain for his thirsty crops. He lived for a few years as a hermit, fearful of contact with the rest of humanity and of the reprisal that would come from the Society if any learned of his secret abilities.

 

But neither his remote location nor his remaining magical abilities were proof against human contact. He was forced to use his abilities to rescue a group of hikers that had become lost and wandered into his valley during a blizzard. The media searched for this mysterious Samaritan and found his home, but was never able to find him. The excitement died down after a few weeks, but Azariah was convinced that that little exposure would be more than enough to get the Society's attention and arouse their wrath.

 

He decided that his only course of action was to find a new location and hope that the Society would at least be delayed in their retribution. As he wandered the mountain wastes, he fell through a hidden crack in the snow and found himself atop a pile of hazardous waste. Curiosity got the best of him, and he followed the tunnel that led from the dumping ground. He soon found himself in a top secret Genocide base.

 

The Genocide troops captured him in quick fashion and placed him in a holding cell. Despite his magical abilities, he might have stayed there to rot had it not been for the timely attack on the complex by Watchtower, a prominent superhero group. He managed to escape in the confusion.

 

Over the next several weeks, Azariah discovered that his exposure to the hazardous waste had changed him. He was now a mountain of a man, nearly six and a half feet tall and at least three hundred pounds. Furthermore, he had vast strength and resistance to injury. With these new powers added to his own magical abilities, he now had the power to defend himself and others.

 

Let the Society bring their reprisals now. Azariah had nothing to fear from them, no reason to conceal his abilities or his story. There was too much that was evil in the world, too many that used power to prey on the weak. The Society might be able to ignore that, but he couldn't. He would use his abilities--all of them--to protect those who were unable to protect themselves. He would be more than an exile. He would be a hero.

 

Pariah.

 

QUOTE: "We will do this because it is the right thing to do. We need no other reason."

 

PERSONALITY: Azariah Sheppard is very much a product of his environment(s). The Society was closed, conservative, and stifling, almost paranoid. He learned morality in absolutes; good and evil were clearly drawn in black and white. He still has very definite opinions about right and wrong, but they're a little different than they once were.

 

Azariah is generally calm, self-assured, and reasonable. If there's anything that makes him upset, it's prejudice and persecution. He fights for equality and harmony between peoples, ideas that got him kicked out of the Society. He hates bullies and will try to thwart them at any opportunity. He is a staunch supporter of personal freedom and individual responsibility.

 

Azariah is an intelligent and soft spoken man. He's a doer, not a talker--he prefers to let his actions speak for him. He has a long memory for the deeds of friends...and enemies. If he has any personality failing, it's that he tends to carry a grudge. He also tends to be overconfident in battle, due to the varied nature of his abilities.

 

POWERS / TACTICS: Pariah is a brick with a twist. Like most bricks he has great strength and is very hard to hurt. But he also has magical powers that can give him a lot of tactical options in a fight. He likes to start a fight with Air magic because of the versatile things he can do with it (teleportation, invisibility, telekinesis, etc.). Against truly powerful opponents he will use the most powerful of his magics, Earth magic (growth, density increase, extra strength, etc.). He also has useful spells in Fire and Water that he'll use as specific circumstances require.

 

APPEARANCE: Azariah Sheppard is a big man: 6 foot 5, 300+ pounds. He has dark brown (almost black) eyes and darker than normal skin. His black hair is worn short in a very conservative cut. Most people would consider him North African or Mediterranean by his appearance, but even he doesn't know for sure where he was born.

 

Due to his magical abilities, Pariah's costume can vary from fight to fight. His typical costume is a sleeveless black bodysuit with a half-face coverage mask. Over the bodysuit he wears a white tabard with green trim and fastened with a white belt. The emblem on his tabard shows representations of earth, air, fire, and water, showing the elements from which he draws his magic.

 

PariahV2.png

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Re: The Namesake Thread

 

My namesake character is actually a 2E AD&D character. I've never converted her to HERO System. Her background would probably need to be edited considerably to make sense (it was set in the Forgotten Realms).

 

She'd be very Iron Age as a Champions character...

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Re: The Namesake Thread

 

Oh well.

 

I confess that I use a Character Name too.

I was never able to transfer him into Hero succesfully. He was a Aberrant Character the GM provided.

But he had Darkness/Teleportation Powers and he took his Codename because he had the nagging impression that his fellow Heroes where giving him the Mushroom Treatment.

 

(For those unfamiliar with it: Kept in the Dark, fed cr** and if you raise your head you get it cut off.)

 

Hence Black Ops.

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Re: The Namesake Thread

 

Naanomi isn't a superhero... but she could be! I'll come up with something and post it.... Naanomi is a Navajo word for 'Something without a name', used to name people secretly or because the person being talked about is 'banished'. Super Anonymous eh?

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Re: The Namesake Thread

 

Naanomi isn't a superhero... but she could be! I'll come up with something and post it.... Naanomi is a Navajo word for 'Something without a name'' date=' used to name people secretly or because the person being talked about is 'banished'. Super Anonymous eh?[/quote']

 

Mind Control limited to just making people forget them?

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Re: The Namesake Thread

 

I never typed out an official origin for my namesake but this really old post is pretty close:

 

Althought Hyper-Man has a twisted sense of humor he does exist in a somewhat serious 4 color champions setting. The short and easy of his origin is that his normal form' date=' Mike Maxwell ([i']nods to Billy Batson, Dexter Douglas, and Wally West to name just a few[/i]) is a talented young college bum :smoke: who happens to be extremely lazy with his studies. He can afford to because of the following Talents and skill enhancers that was born with: Lightning Calculator, Eiditic Memory, Cramming, Scholar, Scientist and x10 Speed Reading. These combined with his 18 INT he can pretty much ace any college course he takes with just a little time to put the cramming, speed reading and eiditic memory to good use (and making sure that he doesn't have 2 exams on the same day!)

 

My idea for the origin of his powers and and ability to transform to get them is borrowing a little from Flash, Johnny Quick and Freakazoid. He ends up taking a high level quantum physics course because he is actually interrested in understandng it as opposed to just memorizing it and making a grade. He actually promises himself early on to avoid using his short term cramming talent. He actually wants to learn the subject permanently! :joint: Unfortunately, his laziness kicks in and he forgets to study like he should since he promised himself to not 'cheat' this time. His other BIG concern is making sure to not put his A+ GPA in jepardy. He ends up having to cram the hard way all night before a big exam without using his special techniques and since he is not used to the long process involved in doing this normally, he really goes overboard on the caffiene. :idjit: This sets off a chemical reaction in his brain chemistry that when combined with his declaraton of astonishment when he realizes that he actually understands the theory and math behind the Higgs Bosons role in giving particles mass it transforms him into the embodiment of his inner hero: Hyper-Man! :doi: I was originally thinking something along the lines of Eureka! or Zipidydooda! to be what he first says which from then on triggers his transformations between forms.

 

Does anyone have any ideas for a better 1 or 2 word statement that would fit this origin? And should the same word(s) be used for going back to his normal form or does anyone have a better idea there?

 

Any help would be greatly appreciated! :love:

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Re: The Namesake Thread

 

My namesake is, well, me, based on a joke started at my alma mater when we had conclusive proof that I sometimes didn't need my surname. Therefore I resolved to change my name to "Kenn" so I could still be "Ken, for short."

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Re: The Namesake Thread

 

I used to joke with my players that Psybolt's write up was called the Ultimate Mentalist. This was the fourth edition book, which included really powerful stuff like mind swapping and such. I played a character early in my RP career called Psybolt, but I do not know where that character sheet ever went to.

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Re: The Namesake Thread

 

I used to joke with my players that Psybolt's write up was called the Ultimate Mentalist. This was the fourth edition book' date=' which included really powerful stuff like mind swapping and such. I played a character early in my RP career called Psybolt, but I do not know where that character sheet ever went to.[/quote']

 

You could always rewrite the character. That's what the posted write-up of my character (above) is. :)

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Re: The Namesake Thread

 

You could always rewrite the character. That's what the posted write-up of my character (above) is. :)

 

I think rewrites are cool. Updating characters after years of inactivity can be a nice look back at what major events shaped them. Some other people have posted that their character's were not originally for the hero system but other games. Post them anyway and maybe one of the creative minds here would be willing to take a crack at putting them in Hero terms. I mean the stories don't change just what the numbers look like.

 

To that effect I originally started using the name Certified back when HTML chat rooms were were king. Unable to come up a good name I looked at my keyboard trying to think of something when I saw Windows Certified listed at the bottom of it. For whatever reason I decided that Certified sounded cool and that I would run with it, since almost anything or anyone can be Certified.

 

The Character evolved from this. Also from the realm of White Wolf, not Aberrant like Black Ops but their main line World of Darkness. A chat room I had been visiting opened a role playing room and everyone seemed to be all about Vampire and posting absurd stats. So I decided to have a little fun and Certified became a starting level mage just to see how long he could survive in the proverbial lion's den. I had no clue that in his inception he would become both a regular patron part of the in crowd and completely loathed. Over the course of a couple of years the character evolved as they do into something that was fairly competent, but I'll put all of that in the bio when I finally finish the hero conversion.

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Re: The Namesake Thread

 

Mine is the name of a race I played in an old e-mail war game called Stars!

 

My race was of a type called War Monger, so I wanted an innocuous name. They retired undefeated after wreaking great slaughter on numerous galaxies.

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Re: The Namesake Thread

 

Here is the origin of my handle... it was a company in one of my original Champions campaigns that moved into the Wardens Chronicles campaign when I started merging some of the elements of my original campaigns into one unified campaign multiverse...

 

CONCORD TECHNOLOGIES

 

Adkinson Research

Shackleford Industries

Hendricks Electronics

Drakkar Enterprises

Protek Security Services

 

OFFICERS

 

Michael Hendricks, Jr - President

Patricia Shackleford Hendricks - Vice President, Operations

Paul Gerald Drakkar - Vice President, Research

Daniel Weldon - Vice President, Manufacturing

Candace Adkinson Leddy - Vice President, Marketing

Quenton Vereese - Vice President, Security Systems

 

OVERVIEW

 

Concord Technologies is a privately held firm specializing in electronics and materials technologies based in Carrington, New York. Concord Technologies produces a variety of products for the aviation and aerospace industry but is primarily known for its Protek line of security system products.

 

Concord Technologies was created from several mergers over the course of three decades and two of the original component companies date back to the 1930s. Three companies, Adkinson Research, Shackleford Industries and Hendricks Electronics, formed the basis for Concord Technologies with their merger in 1962 to form A.S.H. Enterprises. A.S.H. Enterprises merged with Drakkar Enterprises in 1980 to form Concord Technologies. The acquisition of Protek Security Services in 1988 brought Concord Technologies to its current form.

 

Concord Technologies has a long history of working as a contractor for the United States government. Adkinson Research and Hendricks Electronics worked on government projects during World War II. The merger that formed A.S.H. Enterprises took place while the three component companies were working for NASA on the Apollo program. Concord Technologies itself was formed while A.S.H. and Drakkar were working on Project: Panopticon. Concord Technologies has also worked on the Freedom Spacestation program, the Defense Department's Project: Watchman and the Federal Security Service uses a wide variety of Protek products.

 

In 1995, Concord Technologies suffered two major losses at the hands of paranormal criminals. The first, the destruction of a research facility, cost the company over one hundred million dollars and the loss of a government contract because of lost research. The second, an attack on a corporate trade show killed Michael Hendricks, Sr., caused a shake up in the corporate officers. The new president of Concord Technologies, Michael Hendricks, Jr. decided to revamp corporate security forces, so that they could deal with such threats in future.

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Re: The Namesake Thread

 

I've never had an origin for Assault that I have been really happy with. On the other hand, it is perfectly in character for him to lie about it for his own amusement. So there are multiple versions of his origin story.

 

There is a version of him here.

 

It's not more or less definitive than any other version, but it was the last version I actually played.

 

One other version is memorable. Five or six years ago on these boards I wrote up a version of him for a thread where a bunch of us created high powered supers. In this version, a mastermind villain had transferred his personality to Assault's body - and left something behind when he was defeated.

 

Essentially, Assault became a gadgeteer, as well as a brick. Except, of course, he was still Assault. So his gadgets tended to be a little... odd. His Freeze Gun also chilled beer. His portable rocket launcher weighed three tons and set the user on fire. Basic safety precautions simply didn't happen.

 

He was superstrong and virtually invulnerable, and he built according to his standards.

 

Anyway, I've pretty much retired him now, in favour of slightly straighter characters. A very large number of these, though, bear more than a slight resemblance to him on a mechanical level - they just tend to swap defences for movement powers, since he was rather overbuilt in the defence area.

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Re: The Namesake Thread

 

Lemming is a nickname I picked up, though I did write up an annoying character that kept jumping in front of attacks.

 

One of the other logins I use in a few places when lemming is taken is Ice Pirate, who was supposed to be a throw away character. I sketched something quick, couldn't come up with a name, but had just seen the film.

icepirate_web.gif

Alien Martial Artist with an energy sword, good with theft & forgery. Bounced thru many campaigns and picked up the second highest xp's of any of my chars.

 

The picture is a much better rendition that Sam Bell did.

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Re: The Namesake Thread

 

Certified Background PT 1:

 

Once a normal man like everyone else the man that would become Certified would first have to loose the two things he cared most for. Somewhere on the streets of Manhattan a couple drifts from bar to bar oblivious to the world. As the moved along an ally to a nearby club they were attacked. The man had phenomenal strength and speed smashing the man's body before taking the woman's life. Gnashing at her throat the night turned red as the assailant fed.

 

Panicked her lover wasn't sure what to do. Smashing a bottle of gen across his back he set fire to the attacker using his lighter. The assailant fled into the night, but not before snapping the woman's neck. The police found them the next day. The man was catatonic wrapped around her. It was too years before he spoke again.

 

Confined to a little white room the man was plagued by visions of that night. Slowly though they began to change, to evolve. Answers began to come to him when before there were none. From his cell his mind began to drift out through the walls into the world where he saw the world for what it truly was. Death had passed him by and opened his mind to new realms but he wanted none of this.

 

Two years to the day he spoke: I'm ready to leave now. It was another year before the doctors believed him. On the outside he drifted using his new eyes to prove that his asylum dreams had been real. At each dark corner they proved to be worse than what he envisioned. With each revelation he could sense himself changing and this frightened him. Was it a madman's haze, coincidence alone could no longer explain the events that seemed to shape to his will.

 

From the halls of academia to the receded stores of Chinatown Certified studied these phenomena he learned of traditions and rotes and a name for his will, an old name, magic. It was somewhere between a pint of bourbon and the Ars Magica he realized this was not his world and he could never return to the place he one knew. Consigning himself to death he began to study those what had taken his love. Again he finds the old names and the legends. Soon though he finds the place that would surely bring him a fitting end. A vampire bar on the coast overlooking the sea. here he could be done in and forgotten without a second thought from their clientele. this however was only the beginning of a new story.

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Re: The Namesake Thread

 

My name came to me one night in a dream. It never had anything to do with any comic character written by Warren Ellis during his Storm Watch run. It really truly has nothing to do with that same character who was later popular for punching people in their brains. :P

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Re: The Namesake Thread

 

So I think this a fairly accurate conversion, this is all off memory from years ago and from a very different system. Something I found kind of amusing is that Certified came very close to being a starting level Superhero PC. I added a few more herocentric things in his Variable Power Pool I think by the end Certified had a fairly wide smattering of Spheres with one or two at fives and fours. I added the second VPP to represent the lingering damage of a healing spell gone wrong. It never had any numeric effect but I think it's of a low enough value it should be okay.

 

Certified

 

 

Val Char Cost Roll Notes

8 STR -2 11- Lift 75.8kg; 1 ½d6

15 DEX 15 12- OCV: 5/DCV: 5

15 CON 10 12-

13 BODY 6 12-

23 INT 13 14- PER Roll 14-

28 EGO 36 15- ECV: 9

20+30 PRE 10 13- / 19- PRE Attack: 4d6/10d6

14 COM 2 12-

 

2+20 PD 0 Total: 2/22 PD (0/20 rPD)

3+20 ED 0 Total: 3/23 ED (0/20 rED)

3+3 SPD 5 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12

5 REC 0

30 END 0

25 STUN 0

Total Characteristic Cost: 95

 

Movement:

Running: 6"/12"

Leaping: 1"/2"

Swimming: 2"/4"

 

Cost Powers END

21 Certified's Bible: Multipower, 117-point reserve, all slots Limited Power Power loses less than a fourth of its effectiveness (Certified's Bible is writen in six languagesintertwined. ; +0) (117 Active Points); all slots Extra Time (1 Hour, -3), OAF Fragile (-1 ¼), Incantations (-¼)

2u 1) Soul Seeker: Detect A Class Of Things 14- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Perceive into a related group of dimensions, Range, Sense, Targeting, Tracking, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+¼) (117 Active Points); Extra Time (1 Hour, -3), OAF Fragile (-1 ¼), Incantations (-¼) 0

2u 2) Spell of Resurrection: Healing BODY 9d6, Can Heal Limbs, Resurrection (115 Active Points); Extra Time (1 Hour, -3), OAF Fragile (-1 ¼), Others Only (-½), Resurrection Only (-½), Incantations (-¼) 11

2u 3) Calling back his love: Major Transform 3d6-1 (Vampire to Mortal), Costs END Only To Activate (+¼), Penetrating (+½), Continuous (+1) (110 Active Points); Extra Time (1 Hour, -3), OAF Fragile (-1 ¼), Incantations (-¼) 10

100 Magic: Variable Power Pool (Magic Pool), 67 base + 33 control cost, Powers Can Be Changed As A Half-Phase Action (+½) (116 Active Points); Spell (-½), Incantations (-¼)

Notes: (x2 number of items)

 

0 1) Ward: Force Field (20 PD/20 ED), Reduced Endurance (0 END; +½) (60 Active Points) Real Cost: 60 0

 

0 2) "Right" Hook: Hand-To-Hand Attack +13d6+1 (67 Active Points); Hand-To-Hand Attack (-½) Real Cost: 45 7

 

0 3) Aging Curse: Killing Attack - Ranged 1d6 (standard effect: 3 BODY, 0 STUN), Damage Shield (+½), Reduced Endurance (0 END; +½), Continuous (+1), Area Of Effect (5" Radius; +1) (60 Active Points); Extra Time (1 Hour, -3), No Conscious Control (-2), -2 Decreased STUN Multiplier (-½), Cannot Be Used With Multiple-Power Attacks (-¼) Real Cost: 9 0

Notes: The Aging Curse Effects anything near Certified causing chairs or electronics to break and people to feel sick.

 

0 4) Seductive Charm: +30 PRE (30 Active Points) Real Cost: 30

 

0 5) Temporal Dilatation: +3 SPD (30 Active Points) Real Cost: 30

 

Perks

3 Anonymity

1 False Identity

1 Money: Well Off

20 Certified's Apartment: Vehicles & Bases

Notes: The Apartment is a bridge to the Spirit Worlds alowing those who enter to freely pass between the gates.

 

Talents

3 Absolute Time Sense

3 Bump Of Direction

5 Eidetic Memory

 

Skills

3 Acting 13- (19-)

3 Analyze: Magic 14-

3 Concealment 14-

3 Conversation 13- (19-)

3 Cryptography 14-

3 Deduction 14-

2 Forgery (Documents) 14-

3 Gambling 14-

3 Linguist

2 1) Language: Arabic (Modern) (fluent conversation; literate) (3 Active Points)

2 2) Language: Egyptian, Ancient (fluent conversation; literate) (3 Active Points)

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

2 4) Language: French (fluent conversation; literate) (3 Active Points)

2 5) Language: Greek (Byzantine) (fluent conversation; literate) (3 Active Points)

2 6) Language: Hebrew (Classical) (fluent conversation; literate) (3 Active Points)

2 7) Language: Irish (fluent conversation; literate) (3 Active Points)

2 8) Language: Italian (fluent conversation; literate) (3 Active Points)

2 9) Language: Japanese (fluent conversation; literate) (3 Active Points)

2 10) Language: Navajo (fluent conversation; literate) (3 Active Points)

2 11) Language: Old Persian (fluent conversation; literate) (3 Active Points)

3 Lipreading 14-

5 Persuasion 14- (20-)

11 Magic: Power 19-

3 Research 14-

3 Scholar

2 1) KS: Abnormal Psychology (3 Active Points) 14-

2 2) KS: Alchemy (3 Active Points) 14-

2 3) KS: Arcane and Occult Lore (3 Active Points) 14-

2 4) KS: Herbalism (3 Active Points) 14-

2 5) KS: Metaphysics (3 Active Points) 14-

2 6) KS: Occult History (3 Active Points) 14-

2 7) KS: Philosophy (3 Active Points) 14-

2 8) KS: Psychology (3 Active Points) 14-

2 9) KS: Secret Societies (3 Active Points) 14-

2 10) KS: Theology (3 Active Points) 14-

2 11) KS: Undead Lore (3 Active Points) 14-

3 Seduction 13- (19-)

3 Streetwise 13- (19-)

 

Total Powers & Skill Cost: 262

Total Cost: 357

 

200+ Disadvantages

20 Hunted: Pick Someone He's Met... 8- (Mo Pow, NCI, Harshly Punish)

10 Psychological Limitation: Introverted (Common, Moderate)

10 Psychological Limitation: Somber and Melancholy (Common, Moderate)

15 Psychological Limitation: Nightmares (Common, Strong)

15 Psychological Limitation: Alcoholic (Very Common, Moderate)

15 Reputation: Bad Omen, 14-

25 Social Limitation: Aura of decay (Very Frequently, Severe)

Notes: Those around Certified can feel the strangeness of the man. It is a tangible sensation. In addition to this things around him seem to simply break down, chairs collapse, batteries die don't try to play a CD.

20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe

20 Social Limitation: Harmful Secret (Frequently, Severe)

7 Experience Points

 

Total Disadvantage Points: 357

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