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12 Months 12 Characters. The Energy Projector


death tribble

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As March has started we now have a new character to start, the Energy Projector.

My first Champions character was an Energy Projector called the Flame.

The Energy Projector will have a Dex of 20-23 probably 23 and a speed of 5.

The first questions to be asked are these.

Is the Energy a specific type like fire or cold or lightning ?

Does our Energy Projector fly ?

Does our Energy Projector have force fields or equivalent ?

If the energy projector has a specific energy does that mean they suffer a vulnerability to the antithesis energy i.e. fire vs cold ?

 

Please do not do character sheets or fuller write ups until after 20th March.

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How about a non-brick earth/stone manipulater? Non-flying' date=' barrier for Def powers, powers are indirect - from the ground or other massess of earth thou the EBer need not be in contact with earth and no vulnerability to air powers[/quote']

 

This one sounds great.

Movement - Tunnelling and boosts to running through the ground moving.

At least two direct attacks - EB flavored as a rock throw and a Flash flavored as Dirt in Your Eyes.

 

STR 15 INT 18 EGO 18 CON 23

 

And this projector should be able to sense opponents through the ground.

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I like the earth/stone idea.

 

Possible direct attack powers:

* Earthen Fist - Blast, Indirect (from below), possibly Double Knockback

* Stone Shards - RKA

* Sand/Dust Storm - Flash

* Magma Eruption - RKA, Damage Over Time or Uncontrolled

* Sudden Pit - Blast + Tunneling UaA

* Area effect versions of all the above

 

Possible Control-Type Powers:

Way too many to even count - myriad forms of Entangle, Barrier, Control Environment, Darkness (sand/dust cloud), TK, even Images (make figures out of dirt, fool people using radar/spatial awareness to see through dust storms).

 

Movement:

Tunneling

Moving "wave" of earth for increased Running, possibly with "doesn't have to be standing / move legs" advantage. Also possibly shareable.

 

Possible Defense:

Shield of orbiting stone shards: ResDef, Protects Carried, RAR

Barrier + See Through Earth/Stone + Indirect

Tunneling + See Through Earth/Stone + Indirect; Ultra effective in the right conditions

Barrier with Trigger

Just be nimble as hell, confusing people who think "stone = slow"; Combat Luck, Flying Dodge, etc.

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  • 3 weeks later...

An image from a supervillain from Marvel Universe inspired me for this one. So the build was easy going as soon as I wrote the background adaptated to the CU.

 

And yes, it's a villain, not a hero, but even villains deserve attention :P

 

 

 

Basilisk

[TABLE]

 

 

[TR]

 

[TD]

[h=1]Val[/h]

[/TD]

 

[TD]

Char[/TD]

 

[TD]

[h=3]Cost[/h]

[/TD]

 

[TD]

[h=4]Roll[/h]

[/TD]

 

[TD]

Notes[/TD]

 

[/TR]

 

[TR]

 

[TD]

15[/TD]

 

[TD]

STR[/TD]

 

[TD]

5[/TD]

 

[TD]

12-[/TD]

 

[TD]

Lift 200.0kg; 3d6; [1][/TD]

 

[/TR]

 

[TR]

 

[TD]

23[/TD]

 

[TD]

DEX[/TD]

 

[TD]

26[/TD]

 

[TD]

14-[/TD]

 

[TD]

[/TD]

 

[/TR]

 

[TR]

 

[TD]

30[/TD]

 

[TD]

CON[/TD]

 

[TD]

20[/TD]

 

[TD]

15-[/TD]

 

[TD]

[/TD]

 

[/TR]

 

[TR]

 

[TD]

15[/TD]

 

[TD]

BODY[/TD]

 

[TD]

5[/TD]

 

[TD]

[/TD]

 

[TD]

[/TD]

 

[/TR]

 

[TR]

 

[TD]

24[/TD]

 

[TD]

INT[/TD]

 

[TD]

14[/TD]

 

[TD]

14-[/TD]

 

[TD]

PER Roll 14-[/TD]

 

[/TR]

 

[TR]

 

[TD]

16[/TD]

 

[TD]

EGO[/TD]

 

[TD]

6[/TD]

 

[TD]

12-[/TD]

 

[TD]

[/TD]

 

[/TR]

 

[TR]

 

[TD]

13[/TD]

 

[TD]

PRE[/TD]

 

[TD]

3[/TD]

 

[TD]

12-[/TD]

 

[TD]

PRE Attack: 2 1/2d6[/TD]

 

[/TR]

 

[TR]

 

[TD]

[/TD]

 

[TD]

[/TD]

 

[TD]

[/TD]

 

[TD]

[/TD]

 

[TD]

[/TD]

 

[/TR]

 

[TR]

 

[TD]

8/18[/TD]

 

[TD]

PD[/TD]

 

[TD]

6[/TD]

 

[TD]

[/TD]

 

[TD]

Total: 8/18 PD (0/10 rPD)[/TD]

 

[/TR]

 

[TR]

 

[TD]

8/22[/TD]

 

[TD]

ED[/TD]

 

[TD]

6[/TD]

 

[TD]

[/TD]

 

[TD]

Total: 8/22 ED (0/14 rED)[/TD]

 

[/TR]

 

[TR]

 

[TD]

5[/TD]

 

[TD]

SPD[/TD]

 

[TD]

30[/TD]

 

[TD]

[/TD]

 

[TD]

Phases: 3, 5, 8, 10, 12[/TD]

 

[/TR]

 

[TR]

 

[TD]

9[/TD]

 

[TD]

REC[/TD]

 

[TD]

5[/TD]

 

[TD]

[/TD]

 

[TD]

[/TD]

 

[/TR]

 

[TR]

 

[TD]

60[/TD]

 

[TD]

END[/TD]

 

[TD]

8[/TD]

 

[TD]

[/TD]

 

[TD]

[/TD]

 

[/TR]

 

[TR]

 

[TD]

42[/TD]

 

[TD]

STUN[/TD]

 

[TD]

11[/TD]

 

[TD=colspan: 2]

Total Characteristic Cost: 195[/TD]

 

[/TR]

 

[TR]

 

[TD]

[/TD]

 

[TD]

[/TD]

 

[TD]

[/TD]

 

[TD=colspan: 2]

[/TD]

 

[/TR]

 

 

[/TABLE]

 

 

Movement: Running: 12m / 24m

Swimming: 4m / 8m

Leaping: 4m / 8m

Flight: 30m / 60m

Teleportation: 10m / 20m

 

[TABLE]

 

 

[TR]

 

[TD]

[h=4]Cost[/h]

[/TD]

 

[TD]

Powers[/TD]

 

[TD]

[h=5]END[/h]

[/TD]

 

[/TR]

 

[TR]

 

[TD]

[/TD]

 

[TD]

Alpha-Stone Embued Body[/TD]

 

[TD]

[/TD]

 

[/TR]

 

[TR]

 

[TD]

8[/TD]

 

[TD]

1) Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week)[/TD]

 

[TD]

0[/TD]

 

[/TR]

 

[TR]

 

[TD]

36[/TD]

 

[TD]

2) Lizard-Tough Skin: Resistant Protection (10 PD/14 ED)[/TD]

 

[TD]

0[/TD]

 

[/TR]

 

[TR]

 

[TD]

30[/TD]

 

[TD]

Alpha-Stone Movements: Multipower, 30-point reserve[/TD]

 

[TD]

[/TD]

 

[/TR]

 

[TR]

 

[TD]

3f[/TD]

 

[TD]

1) Flight 30m (30 Active Points)[/TD]

 

[TD]

3[/TD]

 

[/TR]

 

[TR]

 

[TD]

2f[/TD]

 

[TD]

2) Teleportation 10m, No Relative Velocity, Position Shift (25 Active Points)[/TD]

 

[TD]

2[/TD]

 

[/TR]

 

[TR]

 

[TD]

[/TD]

 

[TD]

[/TD]

 

[TD]

[/TD]

 

[/TR]

 

[TR]

 

[TD]

60[/TD]

 

[TD]

Alpha-Stone Energy Projection: Multipower, 60-point reserve[/TD]

 

[TD]

[/TD]

 

[/TR]

 

[TR]

 

[TD]

6f[/TD]

 

[TD]

1) Blast 12d6 (60 Active Points)[/TD]

 

[TD]

6[/TD]

 

[/TR]

 

[TR]

 

[TD]

6f[/TD]

 

[TD]

2) Blast 9 1/2d6, Armor Piercing (+1/4) (60 Active Points)[/TD]

 

[TD]

6[/TD]

 

[/TR]

 

[TR]

 

[TD]

6f[/TD]

 

[TD]

3) Blast 8d6, Penetrating (+1/2) (60 Active Points)[/TD]

 

[TD]

6[/TD]

 

[/TR]

 

[TR]

 

[TD]

6f[/TD]

 

[TD]

4) Killing Attack - Ranged 4d6 (60 Active Points)[/TD]

 

[TD]

6[/TD]

 

[/TR]

 

[TR]

 

[TD]

6f[/TD]

 

[TD]

5) Slow Molecular Motion: Entangle 6d6, 6 PD/6 ED (60 Active Points)[/TD]

 

[TD]

6[/TD]

 

[/TR]

 

[TR]

 

[TD]

6f[/TD]

 

[TD]

6) Rearrange Molecular Structure : Major Transform 6d6 (Turn living being into stone, any Dispel power) (60 Active Points)[/TD]

 

[TD]

6[/TD]

 

[/TR]

 

[TR]

 

[TD]

[/TD]

 

[TD]

[/TD]

 

[TD]

[/TD]

 

[/TR]

 

 

[/TABLE]

 

 

[TABLE]

 

 

[TR]

 

[TD]

[/TD]

 

[TD]

Skills[/TD]

 

[/TR]

 

[TR]

 

[TD]

10[/TD]

 

[TD]

+2 with Alpha-Stone Multipower[/TD]

 

[/TR]

 

[TR]

 

[TD]

3[/TD]

 

[TD]

Breakfall 14-[/TD]

 

[/TR]

 

[TR]

 

[TD]

3[/TD]

 

[TD]

Bribery 12-[/TD]

 

[/TR]

 

[TR]

 

[TD]

3[/TD]

 

[TD]

Lockpicking 14-[/TD]

 

[/TR]

 

[TR]

 

[TD]

2[/TD]

 

[TD]

PS: Criminal 11-[/TD]

 

[/TR]

 

[TR]

 

[TD]

3[/TD]

 

[TD]

Security Systems 14-[/TD]

 

[/TR]

 

[TR]

 

[TD]

3[/TD]

 

[TD]

Stealth 14-[/TD]

 

[/TR]

 

[TR]

 

[TD]

3[/TD]

 

[TD]

Streetwise 12-[/TD]

 

[/TR]

 

[TR]

 

[TD]

[/TD]

 

[TD]

[/TD]

 

[/TR]

 

 

[/TABLE]

 

 

Total Powers & Skill Cost: 205

Total Cost: 400

 

[TABLE]

 

 

[TR]

 

[TD]

400+[/TD]

 

[TD]

Disadvantages[/TD]

 

[/TR]

 

[TR]

 

[TD]

10[/TD]

 

[TD]

Distinctive Features: Green lizard-scaled skin, plain big red eyes, slightly inhuman morphology (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)[/TD]

 

[/TR]

 

[TR]

 

[TD]

15[/TD]

 

[TD]

Secret Identity: Infrequently, Severe[/TD]

 

[/TR]

 

[TR]

 

[TD]

15[/TD]

 

[TD]

Hunted: PRIMUS Infrequently (Mo Pow; Capture)[/TD]

 

[/TR]

 

[TR]

 

[TD]

15[/TD]

 

[TD]

Hunted: UNTIL Infrequently (Mo Pow; Capture)[/TD]

 

[/TR]

 

[TR]

 

[TD]

20[/TD]

 

[TD]

Psychological Complication: Power Greedy (Common; Total)[/TD]

 

[/TR]

 

[TR]

 

[TD]

15[/TD]

 

[TD]

Psychological Complication: Violent and prone to sudden access of anger (Very Common; Moderate)[/TD]

 

[/TR]

 

[TR]

 

[TD]

15[/TD]

 

[TD]

Negative Reputation: Casual Killer, Frequently (Extreme)[/TD]

 

[/TR]

 

[TR]

 

[TD]

0[/TD]

 

[TD]

Experience Points[/TD]

 

[/TR]

 

 

[/TABLE]

 

 

Total Disadvantage Points: 400

 

Background/History: Basil Elks was a convicted burglar with an undistinguished criminal career. One of his fellow prison inmates, who was more erudite than the rest, mocked Elks by making a pun on his name and calling him "Basilisk," after the mythological creature which could kill with its glance. Other prisoners seized upon the new nickname as a means of ridiculing Elks, thus ironically contrasting the basilisk's fearsome reputation with Elks' own image of being a loser. leaving prison, Elks attempted to steal a large gem from a New York City museum. Elks was discovered by a museum guard and reached for his gun, unwilling to return to prison and face further ridicule. The guard fired his own gun, but his bullet struck not Elks but the gem, causing it to explode. Unknown to Elks and the museum authorities, the gem was actually the so-called Alpha-Stone, a power object once possessed by the alien Malvan. A Malvan starship crewman had stolen both the Alpha-Stone and another such gem, the Omega-Stone, and escaped in a small spaceship, which exploded; somehow the two gems ended up on Earth. The explosion of the Alpha-Stone transformed Elks into a superhuman being, who overpowered the guard and escaped. Elks adopted the name "Basilisk" as one that was appropriate to his newfound powers, and sought the Omega-Stone in order to increase them.

 

Personality/Motivation: Power greedy, psychotic and casual killer

 

Quote: ".... After I've destroyed the city you so feebly attempted to defend, heroes !"

 

Powers/Tactics: Basilisk's major power was the bodily generator of microwave-related energy, which he could emit at will through his eyes. After gaining further power from the Omega-Stone, Basilisk was able to fly. could also use his energy beams to accelerate for decelerate the molecular motion of the surface of any object upon which he casts his beams. By decelerating the molecular motion of an object and a small layer of air around it, he was able to encase it in a thin but debilitating layer of ice. The greater the duration of his energy bombardment, the greater the deceleration of the molecules, and thus the greater the amount of ice formed. If the Basilisk had used this power on a warm blooded organism for too long, the freezing effect would have penetrated more than the surface of the skin, resulting in tissue damage and possibly death. Basilisk could also accelerate the molecular motion of an object or organism, generating internal heat in the manner of a microwave oven. He could generate a maximum temperature of 3,000 degrees Fahrenheit, sufficient to melt steel. The Basilisk could control the degree of his energy beam's molecular disturbances at will.

Alpha-Stone transformed the Basilisk's body's cellular structure, granting him superhuman strength and resilience, making his skin tougher than ordinary human beings with a lizard-like thickness. He had a superhuman but limited ability to resist high temperatures. Basilisk could survive for extended periods of time without food or water. He had a limited capability to teleport himself, limited ability to rearrange the molecular structure of objects with his energy beams. The Alpha-Stone also increased the Basilisk's intelligence.

 

 

 

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  • 2 weeks later...

 

 

 

Geomancer - Tarra Wells

[table]

[tr]

[td=align: center]VAL[/td]

[td=align: center]CHA[/td]

[td=align: center]Cost[/td]

[td=align: center]Total[/td]

[td=align: center]Roll[/td]

[td=align: left]Notes[/td]

[/tr]

 

[tr]

[td=align: center]10[/td]

[td=align: center]STR[/td]

[td=align: center]0[/td]

[td=align: center]10[/td]

[td=align: center]11-[/td]

[td=align: left]HTH Damage 2d6 END [1][/td]

[/tr]

 

 

[tr]

[td=align: center]18[/td]

[td=align: center]DEX[/td]

[td=align: center]16[/td]

[td=align: center]18[/td]

[td=align: center]13-[/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]10[/td]

[td=align: center]CON[/td]

[td=align: center]0[/td]

[td=align: center]10[/td]

[td=align: center]11-[/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]18[/td]

[td=align: center]INT[/td]

[td=align: center]8[/td]

[td=align: center]18[/td]

[td=align: center]13-[/td]

[td=align: left]PER Roll 13-[/td]

[/tr]

 

 

[tr]

[td=align: center]10[/td]

[td=align: center]EGO[/td]

[td=align: center]0[/td]

[td=align: center]10[/td]

[td=align: center]11-[/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]10[/td]

[td=align: center]PRE[/td]

[td=align: center]0[/td]

[td=align: center]10[/td]

[td=align: center]11-[/td]

[td=align: left]PRE Attack: 2d6[/td]

[/tr]

 

 

[tr]

[td=align: center]7[/td]

[td=align: center]OCV[/td]

[td=align: center]20[/td]

[td=align: center]7[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]6[/td]

[td=align: center]DCV[/td]

[td=align: center]15[/td]

[td=align: center]6[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]3[/td]

[td=align: center]OMCV[/td]

[td=align: center]0[/td]

[td=align: center]3[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]3[/td]

[td=align: center]DMCV[/td]

[td=align: center]0[/td]

[td=align: center]3[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]2[/td]

[td=align: center]PD[/td]

[td=align: center]0[/td]

[td=align: center]2/11[/td]

[td=align: center][/td]

[td=align: left]2/11 PD (0/6 rPD)[/td]

[/tr]

 

 

[tr]

[td=align: center]2[/td]

[td=align: center]ED[/td]

[td=align: center]0[/td]

[td=align: center]2/11[/td]

[td=align: center][/td]

[td=align: left]2/11 ED (0/6 rED)[/td]

[/tr]

 

 

[tr]

[td=align: center]4[/td]

[td=align: center]SPD[/td]

[td=align: center]20[/td]

[td=align: center]4/8[/td]

[td=align: center][/td]

[td=align: left]Phases: 3, 6, 9, 12/2, 3, 5, 6, 8, 9, 11, 12[/td]

[/tr]

 

 

[tr]

[td=align: center]9[/td]

[td=align: center]REC[/td]

[td=align: center]5[/td]

[td=align: center]9/26[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]20[/td]

[td=align: center]END[/td]

[td=align: center]0[/td]

[td=align: center]20/128[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]10[/td]

[td=align: center]BODY[/td]

[td=align: center]0[/td]

[td=align: center]10[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]30[/td]

[td=align: center]STUN[/td]

[td=align: center]5[/td]

[td=align: center]30[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

[/table][table]

[tr]

[td]Movement[/td]

[td]Combat[/td]

[td]NCmbat[/td]

[td]Notes[/td]

[/tr]

 

[tr]

[td]Running[/td]

[td=align: center]6m[/td]

[td=align: center]12m[/td]

[td=align: left]END [1][/td]

[/tr]

 

 

[tr]

[td]Swimming[/td]

[td=align: center]2m[/td]

[td=align: center]4m[/td]

[td=align: left]END [1][/td]

[/tr]

 

 

[tr]

[td]Leaping[/td]

[td=align: center]4m[/td]

[td=align: center]8m[/td]

[td=align: left]4m forward, 2m upward[/td]

[/tr]

 

 

[tr]

[td]Flight[/td]

[td=align: center]24m[/td]

[td=align: center]48m[/td]

[td] [/td]

[/tr]

 

 

 

 

[tr]

[td]Tunneling[/td]

[td=align: center]5m[/td]

[td=align: center]5m[/td]

[td] [/td]

[/tr]

 

[/table][table=width: 1024]

[tr]

[td]Cost[/td]

[td]POWERS[/td]

[td]END[/td]

[/tr]

 

[tr]

[td=align: right]2[/td]

[td]2nd Sight: Detect Magic A Single Thing 13- (Sight Group) (3 Active Points); Sense Affected As More Than One Sense (Detect) (-1/4)[/td]

[td=align: right]0[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td] [/td]

[td=align: right][/td]

[/tr]

 

[tr]

[td=align: right]11[/td]

[td]Desolidification (40 Active Points); Does Not Protect Against Damage (-1), Limited Power Power loses about half of its effectiveness (only thought earth/stone; -1), IIF (Bracer of the Dragon of the Earth; -1/4), Unified Power (Earth powers; -1/4)[/td]

[td=align: right]4[/td]

[/tr]

 

[tr]

[td=align: right]5[/td]

[td]LS (Self-Contained Breathing) (10 Active Points); Linked (Desolidification; -1/2), IIF (Bracer of the Dragon of the Earth; -1/4), Unified Power (Earth powers; -1/4)[/td]

[td=align: right]0[/td]

[/tr]

 

[tr]

[td=align: right]8[/td]

[td]Flight 24m (24 Active Points); Limited Power Power loses about half of its effectiveness (only in earth/stone; -1), Linked (Desolidification; -1/2), IIF (Bracer; -1/4), Unified Power (Earth powers; -1/4)[/td]

[td=align: right]2[/td]

[/tr]

 

[tr]

[td=align: right]21[/td]

[td]Spatial Awareness (Unusual Group) (32 Active Points); IIF (Bracer; -1/4), Unified Power (Earth powers; -1/4)[/td]

[td=align: right]0[/td]

[/tr]

 

[tr]

[td=align: right]11[/td]

[td]+17 REC (17 Active Points); IIF (Bracer; -1/4), Unified Power (Earth powers; -1/4)[/td]

[td=align: right][/td]

[/tr]

 

[tr]

[td=align: right]14[/td]

[td]+108 END (22 Active Points); IIF (Bracer; -1/4), Unified Power (Earth powers; -1/4)[/td]

[td=align: right][/td]

[/tr]

 

[tr]

[td=align: right]27[/td]

[td]+4 SPD (40 Active Points); IIF (Bracer; -1/4), Unified Power (Earth powers; -1/4)[/td]

[td=align: right][/td]

[/tr]

 

[tr]

[td=align: right]20[/td]

[td]Tunneling 5m through 10 PD material, Fill In (35 Active Points); no Noncombat movement (-1/4), IIF (Bracer; -1/4), Unified Power (Earth powers; -1/4)[/td]

[td=align: right]3[/td]

[/tr]

 

[tr]

[td=align: right]80[/td]

[td]Multipower, 120-point reserve, (120 Active Points); all slots Unified Power (Earth powers; -1/4), IIF (Bracer; -1/4)[/td]

[td=align: right][/td]

[/tr]

 

[tr]

[td=align: right]4[/td]

[td]1) Flight 20m, x512 Noncombat, Noncombat Acceleration/Deceleration (+1) (120 Active Points); Limited Power Power loses about half of its effectiveness (only in earth/stone; -1), IIF (Bracer; -1/4), Linked (Desolidification; -1/4), Unified Power (Earth powers; -1/4)[/td]

[td=align: right]12[/td]

[/tr]

 

[tr]

[td=align: right]8[/td]

[td]2) Stone fist shot: Blast 12d6, Indirect (Source Point can vary from use to use, path is from Source Point to target; +1/2), Double Knockback (+1/2) (120 Active Points); Unified Power (-1/4), IIF (-1/4)[/td]

[td=align: right]12[/td]

[/tr]

 

[tr]

[td=align: right]8[/td]

[td]3) Barrier 8 PD/8 ED, 32 BODY (up to 9m long, 3m tall, and 1m thick), Opaque Sight Group, Mobile (+1/4), Configurable (+1/4) (120 Active Points); Unified Power (Earth powers; -1/4), IIF (Bracer; -1/4)[/td]

[td=align: right]12[/td]

[/tr]

 

[tr]

[td=align: right]6[/td]

[td]4) Telekinesis (80 STR) (120 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (Earth/stone; -1/2), Unified Power (Earth powers; -1/4), IIF (Bracer; -1/4)[/td]

[td=align: right]12[/td]

[/tr]

 

[tr]

[td=align: right]8[/td]

[td]5) Entangle 7d6, 7 PD/7 ED (Stops A Given Sense Group Sight Group), Indirect (Source Point can vary from use to use, path is from Source Point to target; +1/2) (120 Active Points); Unified Power (-1/4), IIF (-1/4)[/td]

[td=align: right]12[/td]

[/tr]

 

[tr]

[td=align: right]8[/td]

[td]6) Tunneling 18m through 10 PD material, Fill In, Usable As Attack (+1 1/2), Grantor pays the END whenever the power is used, Recipient must be within Standard Range of the Grantor for power to be granted (120 Active Points); Unified Power (Earth powers; -1/4), IIF (Bracer; -1/4)[/td]

[td=align: right]12[/td]

[/tr]

 

[tr]

[td=align: right]1[/td]

[td]7) Fertile Lands: Major Transform 1d6 (Stone to good earth), Costs Endurance Only To Activate (+1/4), Area Of Effect (4m Radius; +1/4), Selective (+1/4), Constant (+1/2), MegaScale (1m = 1 km; +1) (32 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Range (-1/2), Unified Power (Earth powers; -1/4), IIF (Bracer; -1/4)[/td]

[td=align: right]3[/td]

[/tr]

 

[tr]

[td=align: right]1[/td]

[td]8) Barren Lands: Major Transform 1d6 (Earth ot Stone), Costs Endurance Only To Activate (+1/4), Area Of Effect (4m Radius; +1/4), Selective (+1/4), Constant (+1/2), MegaScale (1m = 1 km; +1) (32 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Range (-1/2), Unified Power (Earth powers; -1/4), IIF (Bracer; -1/4)[/td]

[td=align: right]3[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td] [/td]

[td=align: right][/td]

[/tr]

 

[tr]

[td=align: right]26[/td]

[td]Telekinesis (60 STR) (90 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to push stuff with the wall; -1 1/2), Linked (Barrier; -1/2), IIF (Bracer; -1/4), Unified Power (Earth powers; -1/4)[/td]

[td=align: right]9[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td] [/td]

[td=align: right][/td]

[/tr]

 

[tr]

[td=align: right]4[/td]

[td]Combat suit: +3 PD (3 Active Points); OIAID (-1/4)+3 ED (3 Active Points); OIAID (-1/4)[/td]

[td=align: right]0[/td]

[/tr]

 

[tr]

[td=align: right]9[/td]

[td]Tech Bracer: Variable Power Pool (Gadget Pool), 7 base + 10 control cost, (12 Active Points); Limited Power Power loses about a third of its effectiveness (Vpp can only be changed at a lab; -1/2), Limited Power Power loses about a fourth of its effectiveness (VPP can only be changed between Scenes; -1/4), Limited Power Power loses about a fourth of its effectiveness (Only Zero END powers; -1/4); all slots IIF (-1/4)[/td]

[td=align: right][/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]1) Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense [very common Sense] (Hearing; -1/2), IIF (-1/4) Real Cost: 6[/td]

[td=align: right]0[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]2) Mental Defense (10 points total) (10 Active Points); Ablative BODY Only (-1/2), IIF (-1/4) Real Cost: 6[/td]

[td=align: right]0[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]3) Power Defense (10 points) (10 Active Points); Ablative BODY Only (-1/2), IIF (-1/4) Real Cost: 6[/td]

[td=align: right]0[/td]

[/tr]

 

[/table][table]

[tr]

[td]Cost[/td]

[td]SKILLS[/td]

[/tr]

 

[tr]

[td=align: right][/td]

[td]Everyman Skills[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]1) AK 8-[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]2) Acting 8-[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]3) Climbing 8-[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]4) Concealment 8-[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]5) Deduction 8-[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]6) Language: English (completely fluent; literate) (4 Active Points)[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]7) PS: Jewellery (crafting) 11-[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]8) Paramedics 8-[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]9) Persuasion 8-[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]10) Shadowing 8-[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]11) Stealth 8-[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td]12) TF: Everyman Skill, Small Motorized Ground Vehicles[/td]

[/tr]

 

[tr]

[td=align: right][/td]

[td] [/td]

[/tr]

 

[tr]

[td=align: right]5[/td]

[td]Cramming [Notes: set to Magical Theory][/td]

[/tr]

 

[tr]

[td=align: right]2[/td]

[td]Language: Spanish (fluent conversation)[/td]

[/tr]

 

[tr]

[td=align: right]1[/td]

[td]Language: Japanese (basic conversation)[/td]

[/tr]

 

[tr]

[td=align: right]3[/td]

[td]Electronics 13-[/td]

[/tr]

 

[tr]

[td=align: right]1[/td]

[td]Systems Operation 8-[/td]

[/tr]

 

[tr]

[td=align: right][/td]

[td] [/td]

[/tr]

 

[tr]

[td=align: right]3[/td]

[td]Scientist[/td]

[/tr]

 

[tr]

[td=align: right]1[/td]

[td]1) SS: Chemistry 11- (2 Active Points)[/td]

[/tr]

 

[tr]

[td=align: right]1[/td]

[td]2) SS: Computer Science 11- (2 Active Points)[/td]

[/tr]

 

[tr]

[td=align: right]1[/td]

[td]3) SS: Electrical Engineering 11- (2 Active Points)[/td]

[/tr]

 

[tr]

[td=align: right]1[/td]

[td]4) SS: Force Field Physics 11- (2 Active Points)[/td]

[/tr]

 

[tr]

[td=align: right]1[/td]

[td]5) SS: Geology 11- (2 Active Points)[/td]

[/tr]

 

[tr]

[td=align: right]1[/td]

[td]6) SS: Metallurgy 11- (2 Active Points)[/td]

[/tr]

 

[/table][table]

[tr]

[td]Cost[/td]

[td]TALENTS[/td]

[/tr]

 

[tr]

[td=align: right]12[/td]

[td]Combat Luck (6 PD/6 ED)[/td]

[/tr]

 

[tr]

[td=align: right]3[/td]

[td]Good looking: +1/+1d6 Striking Appearance (vs. all characters)[/td]

[/tr]

 

[/table][table=width: 1024]

[tr]

[td]COMPLICATIONS[/td]

[td=align: right]Value[/td]

[/tr]

 

[tr]

[td]Hunted: the Circle of the Scarlet Moon Infrequently (Less Pow; NCI; Harshly Punish)[/td]

[td=align: right]10[/td]

[/tr]

 

[tr]

[td]Hunted: the City Mayor Frequently (Less Pow; NCI; Limited Geographical Area; Mildly Punish) [Notes: Did we really need a rock garden in my park?][/td]

[td=align: right]5[/td]

[/tr]

 

[tr]

[td]Negative Reputation: The hero who wrecked the stone bust of the Mayor's father, the last mayor before the the current one., Frequently (Known Only To A Small Group)[/td]

[td=align: right]5[/td]

[/tr]

 

[tr]

[td]Psychological Complication: Code Vs. Killing (Common; Moderate)[/td]

[td=align: right]10[/td]

[/tr]

 

[tr]

[td]Psychological Complication: Tries to Live up to the Heroic Ideal (Common; Moderate)[/td]

[td=align: right]10[/td]

[/tr]

 

[tr]

[td]Social Complication: Secret Identity Frequently, Major[/td]

[td=align: right]15[/td]

[/tr]

 

[tr]

[td]Social Complication: The use of she powers can realty mess up Character's Surroundings, leaving pits where earth and stone was removed from to make the stone missiles and walls that now litter the battlefield. Frequently, Severe [Notes: Now why is the road a rock garden?][/td]

[td=align: right]20[/td]

[/tr]

 

[/table][table=width: 1024]

[tr]

[td]BACKGROUND/HISTORY[/td]

[/tr]

[tr]

[td]She was a budding collage age gadgeteer till she picked up a magic bracer[/td]

[/tr]

[/table][table=width: 1024]

[tr]

[td]PERSONALITY[/td]

[/tr]

[tr]

[td]Tries to Live up to the Heroic Ideal![/td]

[/tr]

[/table][table=width: 1024]

[tr]

[td]QUOTE[/td]

[/tr]

[tr]

[td]Yes, I'm a superhero, No, I can't fly, bounce bullets off my chest or fire blasts of fire! Not all heros are ah flying bricks like you think they should be. I did stop the super-villain, and yes I did have to move the sidewalk! Would you have liked my to have used the marble from the courthouse instead?[/td]

[/tr]

[/table][table=width: 1024]

[tr]

[td]TACTICS[/td]

[/tr]

[tr]

[td]She is low in DEF till she can find some earth/stone to use as cover[/td]

[/tr]

[/table]

Base Pts: 400

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 400

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  • 3 weeks later...
Nice work Tom. Reminds me too much of Terra from the Teen Titans however and the version we generate cannot fly as per requests above. I would however like to know a bit more about the background of this hero.

 

The Flight is used to let the hero move in 3d in the earth, or to stop a fall once she 'hits' earth with desolidification running. See Desolidification in most of the rule books, some of the drawbacks are bad..

 

The background is the teen was on a self made path to to being a super. She would have gone on to be a tech based hero of some type, but fate stepped in, half the fun would be who or what gifted her with the magic bracer, and why? Will she learn magic or stay with tech? Will she flunk out of collage?

 

The Bracer of the Dragon of the Earth is a very powerful bit of magic. I was thinking of having it come come out of Asia.

 

I would play her as a young hero that is having the time of her life at collage, when she is not getting reamd by uptight locals.

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  • 2 weeks later...

I came up with a former federal agent whose mutant ability activated in a firefight with "terrorists". She found she could manipulate zero-point energy, which meant she could do just about anything, since ZPE is essentially the same as "cosmic energy". And, since she was a former fed, she had all kinds of contacts in the law enforcement world and martial arts. (Yes I was ripping off Quantum from C:NM, only she was nicknamed "Casimir" because of the scientist Hendrik Casimir.

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Here is an idea I have had...The Funkmaster! The character's abilities are based on the ability to harness his stench and sweat glands to revolting, heroic degrees based on a catastrophe when he agreed to be a test subject for subdermal/implantable deodorant and antiperspirant. It had the opposite effect and magnified the power 1000 fold. Ear-Watering Blast for Flash, Stinking Cloud for Darkness, Blast being his odor and sweat, the shield that he creates is a miasma of odor, Deflection, etc.

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