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Hero A Day...Sorta...


Enforcer84

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Guest Worldmaker

Re: Hero A Day...Sorta...

 

I'll get on it. I won't post them here though. Can you make use of Hero Designer Files?

 

Unfortunately, no... much to my chagrin every attempt I've made to acquire Hero Designer has come to naught.

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Re: Hero A Day...Sorta...

 

Unfortunately' date=' no... much to my chagrin every attempt I've made to acquire Hero Designer has come to naught.[/quote']

Its okay, How about RTF format? There are a number of HTML or RTF Export templates I can email you.

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Guest Worldmaker

Re: Hero A Day...Sorta...

 

Its okay' date=' How about RTF format? There are a number of HTML or RTF Export templates I can email you.[/quote']

 

I can do HTML and RTF with no worries.

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Guest Worldmaker

Re: Hero A Day...Sorta...

 

Cool. My time has been oddly limited as of late, I am afterall two days behind here. :(

But I'll get to it and start sending them to you.

 

Take your time. I appreciate the effort.

 

EDIT: Just so you know, a White Knight stepped in, and I am now capable of using .hdc files.

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Saturday 05/01/2004Happy 26th anniversary mom and dad. :bounce:AmphibianPlayer: NPC; Hero

Val Char Cost
35 STR 25
29 DEX 57
20 CON 20
12 BODY 4
23 INT 13
13 EGO 6
20 PRE 10
12 COM 1
17/23 PD 10
14/20 ED 10
6 SPD 21
11 REC 0
40 END 0
40 STUN 0
9" RUN08" SWIM019" LEAP0Characteristics Cost: 177
Cost Power END
10 Awareness: Increased Arc Of Perception (240 Degrees) with all Sense Groups 0
12 Basic Bulletproof Spandex Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
12 Enhanced Senses: +4 PER with all Sense Groups 0
5 Heat Sense: Infrared Perception (Touch Group) (Sight Group) 0
10 Hyper effective "micropods": Clinging (normal STR) 0
13 Leap Frog: Leaping +8" (19" forward, 9 1/2" upward) (Accurate) 1
27 Mutation Pool: Variable Power Pool (Mimicry Pool), 20 base + 7 control cost, (30 Active Points); VPP Can Only Be Changed Between Adventures (must mutate himself; -1/2) [Notes: This represents Amphibian's ability to make slight alterations to his human/amphibian physiology giving himself the odd power associated with a variety of amphibians.]
0 1) Hyper Leaping: Leaping +4" (19" forward, 9 1/2" upward), MegaScale (1" = 1 km; +1/4) (7 Active Points) Real Cost: 7 1
0 2) Poison: HKA 1 point, Damage Shield (+1/2), NND (LS: Poison/Venom from "Poison Arrow Frog"; +1), Continuous (+1) (17 Active Points); No STR Bonus (-1/2) Real Cost: 11 2
0 3) The most disturbing power ever.: Stretching 4" (20 Active Points); Always Direct (-1/4), Limited Body Parts (Tongue Only; -1/4) Real Cost: 13 2
6 Strong Legs: Running +3" (9" total) 1
6 Swims like a frog: Swimming +6" (8" total) 1
8 True Amphibian: LS (Expanded Breathing: Water; Safe in High Pressure; Safe in Intense Cold) 0
2 Water Adaption: Environmental Movement (Aquatic Movement)
Powers Cost: 111
Cost Martial Arts Maneuver
Savate
4 1) +1 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Coup de pied bas (low kick): 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
5 4) Coup de pied chasse (side kick): 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
4 5) Crochet (Hook): 1/2 Phase, +2 OCV, +0 DCV, 10d6 Strike
4 6) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll
5 7) Direct (Jab/Cross): 1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike
3 8) Footsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls
1 9) Weapon Element: Blades
1 10) Weapon Element: Clubs (Cane)
Martial Arts Cost: 35
Cost Skill
5 +1 with HTH Combat
3 Acrobatics 15-
2 Animal Handler (Reptiles & Amphibians) 13-
3 Breakfall 15-
3 Concealment 14-
3 Contortionist 15-
3 Inventor 14-
2 KS: Savate 11-
2 KS: The Superhero World 11-
3 Navigation (Air, Land) 14-
3 Paramedics 14-
3 Scientist
3 1) SS: Biochemistry 15- (4 Active Points)
2 2) SS: Biology 14- (3 Active Points)
2 3) SS: Marine Biology 14- (3 Active Points)
2 4) SS: Veterinary Medicine 14- (3 Active Points)
2 5) SS: Virology 14- (3 Active Points)
2 6) SS: Zoology 14- (3 Active Points)
4 7) SS: Zoology: Amphnibians 16- (5 Active Points)
3 Security Systems 14-
3 Shadowing 14-
3 Sleight Of Hand 15-
3 Stealth 15-
3 Streetwise 13-
2 Survival (Temperate/Subtropical) 14-
3 Systems Operation 14-
3 Teamwork 15-
1 WF: Blades
1 WF: Cane
Skills Cost: 77
Val Disadvantages
15 DNPC: Darcy McDonald (Girlfriend) 8- (Normal; Unaware of character's adventuring career/Secret ID)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Bulldozer 8- (As Pow, Harshly Punish)
10 Hunted: Armadillo 8- (As Pow, Harshly Punish)
10 Hunted: Devistator 8- (As Pow, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Excitable and talkative (Very Common, Moderate)
10 Psychological Limitation: still awed by his "Heroes" (Common, Moderate)
15 Psychological Limitation: Shy around women (Very Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 50Total Experience Available: 50Experience Unspent: 0Total Character Cost: 400

Height: 1.70 m Hair: Brown
Weight: 70.00 kg Eyes: Blue
Appearance: A handsome young man who is average size, even on the thin side. He wears a green bodysuit wth darker green gloves and boots, golden yellow trunks and belt. His face mask covers his entire head and has two bulbous yellow eyes. Personality: An ernest young man with a heroic outlook and a dreamer's heart. He's my silver age sendoff, a cross between Frog-man and Spiderman.Quote:"Let the girl go Ankylosaur. It'll be easier for you if you do. I mean you already have to tell the crooks in Stronghold you got beat up by a guy in a frog-suit."

Background: Ricky Reece loved two things growing up; superheroes and frogs. Thus it was only natural that when he grew older and worked at Crucible Industries, that he would attempt to create a superserum based on amphibian genomes. His success in the matter would never be found while he worked for CI. Unable to convince his superiors about the "Frog-man" formula's validity, he ended up being reassigned as an assistant to their "Fighting Tiger" program. Unwilling to give up on his ideas, Ricky created his formula on his own time with resources out of his own paycheck. His attention to detail and determination payed off and the formula was completed. Ricky knew from the moment he had begun that he would be the test subject and after a nasty three week illness where his body adapted to the biochemical genesplicing formula, he exhibited the superhuman powers he had theorized. Gaining the powers of a humanoid amphibian, he left CI and began working at a vetrinary science facility. At night, he donned a colorful costume and fought crime as the Astonishing Amphibian. Powers/Tactics: Bitten by a radioactive frog...oh wait, that's not it.

Amphibian is superhumanly strong and fast. He is skilled in the martial art of Savate (it appealled to his sense of humor) and has a number of useful if not exciting abilities, such as the ability to cling to vertical serfaces, breathe water and leap and swim very fast. He also found that he can induce temporary further mutations in his body by injesting a mutatgen of his own creation. The effects last for 24 hours at most, but it allows him to give himself "superfrog" abilities taylored to his cases.

Campaign Use: A capable single hero to add to temproary teams or simply meet on the street.
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Sunday 05/02/2004The first of my Fantastic Four Mystical Girl Homage! :love:

Gaia

Adrianna Snowden

Val Char Cost
75 STR 40
15 DEX 15
50 CON 80
25 BODY 30
13 INT 3
20 EGO 20
30 PRE 20
16 COM 3
20/35 PD 2
15/30 ED 2
4 SPD 15
25 REC 0
100 END 0
100 STUN 12
12" RUN 0
2" SWIM 0
20" LEAP 0
Characteristics Cost: 242
attachment.php?attachmentid=5821&stc=1

Cost Power END
118 Body Of Stone: (Total: 129 Active Cost, 118 Real Cost) Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); Visible (-1/4) (Real Cost: 45) plus Knockback Resistance -3" (Real Cost: 6) plus +25 STR (Real Cost: 25) plus +3 PD, Hardened (+1/4) (8 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 8) plus +3 ED, Hardened (+1/4) (7 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 7) plus LS (Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial diseases and biowarfare agents; Longevity 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (Real Cost: 27) 2
70 Brick Tricks!: Multipower, 70-point reserve
1u 1) Coal Into Diamonds: Major Transform 2d6 (lump of pure coal into a diamond) (30 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Target Pure Coal (-1), No Range (-1/2), All Or Nothing (-1/2) 3
4u 2) Earthquake Stomp: Energy Blast 8d6, Personal Immunity (+1/4), Explosion (+1/2) (70 Active Points); No Range (-1/2), Only Affects Grounded Targets (-1/4) 7
3u 3) Flick Of Unconsciousness: Energy Blast 6d6, No Normal Defense (Lack Of Weakness on Defenses covering head, or any innate rPD protecting the head; +1) (60 Active Points); No Range (-1/2), Requires A Strength Tricks Roll (-1/2), Side Effects (-1/4) 6
2u 4) The Big Wrap-Up: Entangle 6d6, 6 DEF, Side Effects (Side Effect only affects the environment near the character; +0) (60 Active Points); OIF (material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2) 6
2u 5) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
5u 6) Super-Digging: Tunneling 10" through 10 DEF material (50 Active Points) 5
40 It's Like Hitting A Brick Wall: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Does Not Work Against Persons Who Grab Or Are Getting Grabbed By The Character (-1/2) 0
12 Super-Strong Legs: Running +6" (12" total) 1
10 Super Strong Legs: Leaping +5" (20" forward, 10" upward) (Accurate) 1
Powers Cost: 267

Cost Skill
4 +2 with Punch
25 +5 with HTH Combat
3 Analyze: Magic 12-
3 Breakfall 12-
3 Climbing 12-
3 High Society 15-
4 Language: Gaelic (completely fluent) (3 Active Points)
4 Language: Terran (language of Earth Spirits) (idiomatic)
3 Paramedics 12-
3 Persuasion 15-
2 SS: Alchemy 11-
3 Scholar
2 1) KS: Arcane And Occult Lore (3 Active Points) 12-
1 2) KS: Flora And Fauna (2 Active Points) 11-
1 3) KS: Herbalism And Healing-Lore (2 Active Points) 11-
1 4) KS: Legends And Lore (2 Active Points) 11-
1 5) KS: The Superhuman World (2 Active Points) 11-
2 6) KS: Witchcraft (3 Active Points) 12-
3 Seduction 15-
13 Strength Tricks 17-
4 Survival (Temperate/Subtropical, Mountain) 12-
Skills Cost: 88

Cost Perk
3 Fringe Benefit: Membership: The Elementelles
5 Money: Well Off
4 Reputation: Popular Heroine (A large group) 11-, +2/+2d6
15 Vehicles & Bases: The Grove
Perks Cost: 27

Cost Talent
2 Environmental Movement (no penalties on quicksand/mud)
Talents Cost: 2

Val Disadvantages
15 Distinctive Features: Woman cast in stone (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Gravitar 8- (Mo Pow, Harshly Punish)
10 Physical Limitation: Heavy (800lbs) (Frequently, Slightly Impairing)
10 Physical Limitation: Very difficult to treat with medicine -10 to Paramedics roll (Infrequently, Greatly Impairing)
15 Psychological Limitation: Stubborn and unyielding (Very Common, Moderate)
20 Psychological Limitation: Worshiper of Gaia, The Earth Goddess (Common, Total)
15 Psychological Limitation: enjoys combat (particularly with men) (Very Common, Moderate)
10 Psychological Limitation: Protective of "Sisters" (Common, Moderate)
10 Reputation: "Witch", 8- (Extreme)
10 Vulnerability: 1 1/2 x STUN Wind Based Attacks (Common)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 276Total Experience Available: 276Total Character Cost: 626Height: 2.00 mHair: WhiteWeight: 363.00 kgEyes: Emerald greenAppearance: Although she is a living statue, she is very pretty. Her hair is white marble, and still acts like hair, her eyes are a deep emerald green and her skin has the color and sheen of polished black marble. She wears her hair long and it now reaches the small of ther back. Being immune to temperature extremes, she tends to wears whatever clothing suits her personal tastes at the time; often flowing skirts (with bike shorts underneath in case she has to fight) and bikini tops. She wears a gold band hin her hair, on her left arm, and silver bracers on her wrists. She never wears shoes anymore.Personality: Adrianna is the mother hen of the group. Her elemental nature has made her stubborn and slow to change her mind. She also really enjoys combat now; particuarly against men. Not because she dislikes men, but because they tend to react so badly to being bested by a woman. Her religious beliefs and her elemental nature have made it difficult for her to find romance, but she doesn't seemed to terribly concerned with that at the moment. Being a superhero is a kick, and she has become alot more outgoing of late.Quote:"Let's Rock."

"Gaia, lend me your strength."

Background: Adrianna Snowden had magic in her blood. Her father was a member of the Trismegistus Council and she had been raised to respect magic and its applications; to use it to better mankind and battle the corrupting influences of DEMON, the Circle of the Scarlet Moon, and others. Adrianna's childhood was rich with wonder and play. Her father, who had travelled much in his youth, managed to convince several of his friends form around the world to look into settling down in the same town, making something of a mytstic neighborhood; an area they could go about their studies and duties with out constant vigilance to the outside world. Adrianna had several friends who shared her interests in magic (though her worship of Gaia was something she did alone, it had been handed down by her grandmother) and they grew up to be as close as sisters. Aiko was the brilliant one, it was believed that she would become a member of the council. Brianne was the gifted one, an artist who actually had managed to learn rituals at the tender age of 11. Gabrielle was the enthusiastic one, she charged into whatever plans they made with gusto. Adrianne was the oldest, she protected everyone.

When they attented Woodland, a liberal arts college near Oxford, Maine, Aiko found a ritual in a book she bought at a rare bookstore. The four girls thought the idea of summoning elemental spirits was dangerous, exciting, and eminently appealing. Waiting until graduation, they spent two years planning the ritual. Deciding that they needed to do the ritual in a natural setting, one that was both beautiful and secluded, they "road tripped" to Montana, and rented a cabin in the mountains.

Although they never have revealed the extent of what happened during the ritual, the girls returned home a week later...changed. Adrianna had become a polished statue of a woman, strong and durable; Aiko had become a spirit of the water, flexible and versitile to the extreme, Brianne had become a wind spirit, beautiful, but capable of raging storms; and Gabrielle had embraced the fire spirit, enchanting, passionate, excitable. The four decided that their powers (which were great indeed) should be put to good use. They pooled their money and bought the land the cabin had been on, it turned out to be right on a gold vein. Hiring a few locals, they mined the vein and Aiko invested the dividends. The girls moved back to the east coast and bought an old manor house about 30 miles from Oxford (they had grown to love the area during college). Now they work as Heroines as well as doing "public" works for the Trismegistus Council, allowing the council to be active in the area but maintaining its secrecy.

Powers/Tactics: Being composed of stone has made Adrianna very strong and tough. She ranks among the sturdiest of heroes. Her "Brick Tricks" have been picked up quickly and it is believed that many of them might be more of an extension of her elemental nature than simply applied strength. She can take a beating and often acts as the front line for the Elementelles. She does however lament being the slowest.Campaign Use: If she's too tough for your campaign. Lower her FInal STR to 60 and her CON to 30 (along with the drop in figured characteristics) and reduce the number or eliminate entirely, her Brick Tricks Multipower. If she need toughening up raise her DEF to 40 and final STR to 80. Possibly increase the Brick Trick pool to 90.
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Monday 05/03/2004Changed Name since theothers took goddesses names...

Naya

Aiko Kusanagi

Val Char Cost
15 STR 5
23 DEX 39
55 CON 90
22 BODY 24
30 INT 20
17 EGO 14
18 PRE 8
18 COM 4
13/17 PD 10
12/16 ED 1
5 SPD 17
14 REC 0
110 END 0
63 STUN 5
6" RUN 0
32" SWIM 0
3" LEAP 0
Characteristics Cost: 237
attachment.php?attachmentid=5820

Cost Power END
80 Arcane Aquatic Powers: Multipower, 80-point reserve
3u 1) Body Of Water: Desolidification (affected by water, fire, cold attacks) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) 4
5u 2) Choking Blast: (Total: 60 Active Cost, 53 Real Cost) Energy Blast 8d6 (Real Cost: 40) plus Energy Blast 2d6, No Normal Defense (LS: Self-Contained Breathing or need not breathe; +1) (20 Active Points); Linked (Energy Blast; -1/2) (Real Cost: 13) 6
3u 3) Dehydrate: Energy Blast 5d6, No Normal Defense (Power DEF or body that lacks liquids; +1) (50 Active Points); Victim At Least 50% Immersed In Water Gets A Free Recovery Of This Damage Each Phase (-1/2) 5
4u 4) Drowning: Killing Attack - Ranged 1/2d6, No Normal Defense (LS: Self-Contained Breathing or need not breathe; +1), Does BODY (+1), Continuous (+1) (40 Active Points) 4
6u 5) Enhanced Swimming: Succor: Swimming 8d6, Ranged (+1/2) (60 Active Points) 6
4u 6) Fire Extinguisher: Dispel Fire Powers 12d6, One At A Time (+1/4) (45 Active Points) 4
6u 7) Fist Of Water: Energy Blast 8d6, Indirect (Any origin, always fired away from attacker; +1/2) (60 Active Points) 6
6u 8) Inhibit Swimming: Suppress: Swimming 12d6 (60 Active Points) 6
7u 9) Pushing Water Blast: Energy Blast 8d6, Double Knockback (+3/4) (70 Active Points) 7
6u 10) Strong Water Blast: Energy Blast 12d6 (60 Active Points) 6
4u 11) Wall Of Water: Force Wall (10 PD/8 ED) (45 Active Points) 4
1u 12) Water Column: Flight 8" (16 Active Points); Only Within 8" Of Water (-1 1/2) 2
4u 13) Water Control, Greater : Telekinesis (20 STR), Affects Porous, Area Of Effect (4" Any Area; +1) (80 Active Points); Only On Water (-1) 8
3u 14) Water Control: Telekinesis (40 STR), Affects Porous (70 Active Points); Only On Water (-1) 7
6u 15) Water Mastery: Suppress: Water Powers 4d6, All Powers Simultaneously (+2) (60 Active Points) 6
2u 16) Water Walkway: Flight 6", Usable Simultaneously (up to 8 people at once; (+1) (24 Active Points); Only In Contact Of Surface Of Water Of Designated Body Of Water (-1/4) 2
1u 17) Have A Drink: Life Support (Eating Character does not eat), 1 Continuing Charge lasting 1 Day (+0), Usable Simultaneously (up to 8 people at once; (+1) (6 Active Points); Only To Provide Water To Drink (-1) [1 cc]
5 Breathe Underwater: Life Support (Expanded Breathing) 0
15 Delphine Senses: Active Sonar (Hearing Group) 0
3 Enhanced Hearing: Ultrasonic Perception (Hearing Group) 0
30 Super-Swimming: Swimming +30" (32" total) 3
12 Supernatural Flesh: Armor (4 PD/4 ED) 0
3 Underwater Comfort: Life Support (Safe in High Pressure; Safe in Intense Cold) 0
3 Underwater Movement: Environmental Movement (Water)
5 Underwater Vision: UV Perception (Sight Group) 0
Powers Cost: 227

Cost Martial Arts Maneuver
Takijutsu
4 1) The Fortress Hand of Sohda Hiroshi: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) The Gentle Grasp of Master Shiokawa: 1/2 Phase, +0 OCV, +0 DCV, Grab One Limb, 10 STR for holding on
4 3) Hayata Setsuko's Hand of Passage: 1/2 Phase, +0 OCV, +0 DCV, 30 STR to Shove
4 4) The Response of the Stream: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 5) The Touch of Tsukiyomi: 1/2 Phase, +0 OCV, +1 DCV, 2d6 NND
4 6) The Waterfall Throw of Sakai Akemi: 1/2 Phase, +1 OCV, +1 DCV, +v/5, Target Falls
Martial Arts Cost: 25

Cost Skill
3 Acrobatics 14-
3 Analyze: Magic 15-
3 Breakfall 14-
3 Bureaucratics 13-
3 Conversation 13-
3 Deduction 15-
3 High Society 13-
4 Language: Aquan (language of Aquatic Creatures) (idiomatic)
5 Language: English (idiomatic) (4 Active Points)
0 Language: Japanese (idiomatic) (4 Active Points)
3 PS: Appraise 15-
3 PS: CEO: Elemental Industries 15-
3 Paramedics 15-
3 Persuasion 13-
2 SS: Economics 11-
3 Scholar
2 1) KS: Accounting/Bookeeping (3 Active Points) 15-
2 2) KS: Arcane And Occult Lore (3 Active Points) 15-
2 3) KS: Business Law (3 Active Points) 15-
2 4) KS: Business/Finance (3 Active Points) 15-
2 5) KS: Finance (3 Active Points) 15-
2 6) KS: High Society (3 Active Points) 15-
2 7) KS: International Business (3 Active Points) 15-
2 8) KS: Legends And Lore (3 Active Points) 15-
2 9) KS: Market Analysis (3 Active Points) 15-
1 10) KS: Shintoism (2 Active Points) 11-
2 11) KS: Stock Brokering/Trading (3 Active Points) 15-
2 12) KS: Stock Market (3 Active Points) 15-
1 13) KS: Takijutsu (2 Active Points) 11-
2 14) KS: The Mystic World (3 Active Points) 15-
2 15) KS: The Superhuman World (3 Active Points) 15-
3 Stealth 14-
3 Trading 13-
Skills Cost: 81

Cost Perk
6 Contact: Business Community, Organization Contact (x3) (6 Active Points) 11-
3 Fringe Benefit: Membership: The Elementelles
5 Money: Well Off
2 Reputation: Heroic Mystic (A large group) 11-, +1/+1d6
15 Vehicles & Bases: The Grove
Perks Cost: 31

Cost Talent
3 Bump Of Direction
Talents Cost: 3

Val Disadvantages
5 DNPC: Ido Kusanagi (Brother) 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills)
5 Distinctive Features: Blue haired japanese girl with green eyes; dark skin (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Firewing 8- (Mo Pow, Harshly Punish)
10 Hunted: Riptide 8- (As Pow, Harshly Punish)
20 Psychological Limitation: Code of Honor; wants to be a modern day Samurai (Very Common, Strong)
15 Psychological Limitation: Enjoys intellectual Challenges (Very Common, Moderate)
15 Psychological Limitation: Nerd; loves anime, martial arts, magic, and unicorns *giggle* (Very Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
20 Vulnerability: 2 x STUN Fire Attacks (Common)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 254Total Experience Available: 254Total Character Cost: 604Height: 1.65 mHair: BlueWeight: 59.00 kgEyes: GreenAppearance: A beautiful dark skinned japanese woman with long blue hair and green eyes. She paints her lips and eyelids blue. Her costume is a form fitting white kimono with aquatic designs in blue and green, with a dark blue under suit to keep her modest and a broad black belt. She wears green slippers. Unbeknownst to her parents she got a tattoo of a shark on the small of her back. When acting as the CEO of Elemental Industries, she wears a black wig and brown contacts.Personality: Cool under pressure, with a keen analytical mind, Aiko is still an excitable fan girl of the whole superhero lifestyle. She often sees herself as the star in one of the magical girl mangas she read as a girl. At the ripe old age of 25 she hasn't seemed to lost that much of her inner child. When acting as Naiad or in the board room she is cool and sharp as a tack.Quote:"Looks like your ship isn't coming in."Background: Aiko Kusanagi always wanted to be a superhero. She was brilliant, and had intended to study magic and become Arcanna, the Heroic Sorceress! She'd designed her costume, studied martial arts, and practiced magic almost daily. By the time she was thirteen she had also become obsessed with economics. When she attended Woodland College, she got a degree in Business Management with a minor in Accounting. It was Aiko that managed to peice together the ritual of spirit summoning. She eagerly joined the others in the trip to Montanna.

When they had received super powers she was slightly disappointed that Arcanna, the Heroic Sorceress was not going to become her future, but the Naya, sultry Nymph of the Waves and commander of the very element of water appealed to her. She invested thier money and proved to be a "Wizard" at investing. She oversees Elemental Industries; their holding company, in her spare time.

Her baby brother Ido has followed in her footsteps hoping to become a superhero. Adding magical training to his extensive Karate training he has been contemplating a heroic identity. She worries about him as he's "only" 18; and has been watching his activities closely. Her parents are very proud of their children and actually encourage them in their heroic endeavors.

Powers/Tactics: Able to command and summong vast quantities of water from the moisture around her, Naiad can create many spectacular effects. She prefers to not transform into water because it severely crimps her combat ability.Campaign Use: If she's too tough, drop her MP pool to 60 pts, and lose the martial arts. If you want to toughen her up or make her more versitile, increas the pool to 120 pts make the slots multis and increase her overal DEF to 20.
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Tuesday, 05/04/2004

Ishtar

Brianne Weis

Val Char Cost
15 STR 5
30 DEX 60
25 CON 30
10 BODY 0
20 INT 10
14 EGO 8
20 PRE 10
20 COM 5
8/28 PD 5
12/32 ED 7
6 SPD 20
8 REC 0
50 END 0
31 STUN 0
6" RUN 0
2" SWIM 0
3" LEAP 0
Characteristics Cost: 160
attachment.php?attachmentid=5822&stc=1

Cost Power END
81 Air Attacks: Multipower, 81-point reserve
6u 1) Air Mastery: Suppress 4d6, All Powers Simultaneously (+2) (60 Active Points) 6
5u 2) Airborne Supremacy: Suppress: Flight or Gliding 8d6, One Power At A Time (+1/4) (50 Active Points) 5
4u 3) Hardened Air: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Cannot Form Barriers (-1/4), Vulnerable (Air Powers; -1/4) 6
7u 4) Out Of Air: Energy Blast 6d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Self-Contained Breathing) (Standard; +1) (75 Active Points) 0
6u 5) Suffocation: Energy Blast 4d6, No Normal Defense (LS: Self-Contained Breathing; +1), Continuous (+1) (60 Active Points) 6
8u 6) Tornado Blast: Energy Blast 8d6, Random Knockback (+0), Area Of Effect (4" Radius; +1) (80 Active Points) 8
8u 7) Wind Blast : Energy Blast 8d6, Reduced Endurance (Half END; +1/4), Double Knockback (+3/4) (80 Active Points) 3
5u 8) Wind Gust: Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-1/2) 8
8u 9) Wind Manipulation: Telekinesis (36 STR), Reduced Endurance (0 END; +1/2) (81 Active Points) 0
17 Air Elemental: LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
4 Fall-Breaking Cushion: Breakfall 18- (9 Active Points); Only For Falls of 2 Segment Duration Or Longer (-1/2), Costs Endurance (-1/2) 1
9 Knockback Dampening Cushion: Knockback Resistance -7" (14 Active Points); Costs Endurance (-1/2) 1
11 Longsword: HKA 1 1/2d6 (2 1/2d6 w/STR) (25 Active Points); OAF (-1), No Knockback (-1/4) 2
25 Protective Air Bubble: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Area Of Effect (4" Radius; +1 1/4) (38 Active Points); Costs Endurance (-1/2) 4
22 Sense Air Currents: Spatial Awareness (Unusual Group) 0
40 Wind Powers: Elemental Control, 80-point powers
40 1) Air Shield: Force Field (20 PD/20 ED), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
50 2) Come Fly with Me: Flight 20", Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 8 people at once; (+1) (90 Active Points) 4
25 3) Come Sail Away: Succor Swimming 6d6, Megascale (1" = 1 km; +1/4), Ranged (+1/2), Area Of Effect (5" Radius; +1), Selective Target (+1/4) (90 Active Points); Only For Vehicles With The Sail Limitation (-1) 9
68 4) Fire Starvation: Dispel Fire 12d6, All Powers Simultaneously (+2) (108 Active Points) 11
117 5) Mistress of Flight: Flight 30", Improved Noncombat Movement (x8), Rapid Noncombat Movement (+1/4), Combat Acceleration/Deceleration (+1/4), No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2) (157 Active Points) 0
Powers Cost: 566

Cost Skill
3 +1 with Swords
6 +3 with Flight
20 +4 with Ranged Combat
3 Acrobatics 15-
3 Analyze: Combat 13-
3 Analyze: Magic 13-
3 Breakfall 15-
3 Climbing 15-
4 Language: Auran (Language of the Air Elementals) (idiomatic)
3 Language: German (completely fluent)
3 Language: Latin (completely fluent)
3 Lockpicking 15-
3 Persuasion 13-
3 SS: Meteorology 12-
3 Scholar
2 1) KS: Arcane And Occult Lore (3 Active Points) 12-
2 2) KS: Black Magic (3 Active Points) 13-
2 3) KS: Elemental Magic (3 Active Points) 13-
2 4) KS: Grey Magic (3 Active Points) 13-
2 5) KS: Occult History (3 Active Points) 13-
2 6) KS: Secret Societies (3 Active Points) 13-
1 7) KS: The Superhuman World (2 Active Points) 11-
2 8) KS: White Magic (3 Active Points) 13-
3 Security Systems 13-
3 Stealth 15-
3 Streetwise 13-
3 Teamwork 15-
3 Tracking 13-
1 WF: Blades
Skills Cost: 97

Cost Perk
15 Vehicles & Bases: The Grove (Contribution)
3 Fringe Benefit: Membership: The Elementelles
4 Contact: Witchcraft (Contact has useful Skills or resources, Good relationship with Contact) 11-
Perks Cost: 22

Cost Talent
3 Absolute Range Sense
3 Bump Of Direction
Talents Cost: 6

Val Disadvantages
10 Distinctive Features: Always in a breeze Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses, Not always noticeable
15 Enraged: If innocents Harmed (Uncommon), go 11-, recover 11-
20 Hunted: DEMON 8- (Occasionally), More Powerful, NCI, Harshly Punish
10 Hunted: Stormfront 8- (As Pow, Harshly Punish)
15 Hunted: Ultimates 8- (Mo Pow, Harshly Punish)
10 Hunted: Zephyer 8- (Occasionally) (As Pow, Harshly Punish) [Notes: To see who is the better flier]
10 Psychological Limitation: Agressive and Combative Common, Moderate
15 Psychological Limitation: Aloof and tempestuous (Very Common, Moderate)
20 Psychological Limitation: Code of Honor Common, Total
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Vulnerability: 2 x STUN Earth Based Attacks (Uncommon)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 501Total Experience Available: 501Total Character Cost: 851Height: 1.80 mHair: Pale BlondWeight: 54.00 kgEyes: BlueAppearance: A lovely young woman with pale blone hair and blue eyes. She wears a winged tiara and heavy blue and white robes tied at her waist with a silver silken rope-like belt. She has silver runes on her robes.Personality: Still the hothead, Brianne now sees herself as a modern day Valkyrie. She chose the name Ishtar because that sky goddess was also a war goddess. She has little patience for those who seek to improve their lot in life through the harm of others. Her code of honor is based on the chivalric codes, she is merciful when asked, treats both men and women with respect, takes no unfair advantage in combat (unless her opponent has proven dishonorable), and holds herself to higher standards of behavior in most cases.Quote:"Go away."Background: Brianne Weis is the daughter of two gifted magicians. The firestarter of the group, she had always seen it as her place to protect the weak. When she atteneded the local school she spent alot of time in the principal's office for fighting, she couldn't simply stand by and watch someone puick on a younger or weaker student and get away with it. In an attempt to better control her anger, she studied fencing, hoping the discipline required would help her keep a reign on her emotions. She might have gone on to be a superheroine in the vein of Witchcraft if she hadn't been granted the elemental Air aspect in a ritual years ago. But She was and as a result her magics have suffered from disuse. Brianne has always been gifted. She was a gifted user of magic and has displayed similar ease with adjusting to her powers and abilities. As Ishtar, the Sky Goddess, she is the team's transport and speed specialist.Powers/Tactics: Fast, agile, and did we mention fast? Ishtar prefers to fight at a distance because even with her air shields she isn't the most well defended of the team. However, she carries the sword for more than decorative reasons and will occasionally go toe to toe with another swordsman.Campaign Use: If she's too tough, cut the MP to 62 pts, the elemental control should be dropped to 60 pt range (except the flight, leave it alone). If you want to improve her power, crank the MP to 90-120 pts. Add some armor and martial arts maneuvers to represent her sword skill.
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Wednesday 05/05/2004

Pele

Gabirelle D'Amberville

Val Char Cost
10 STR 0
21 DEX 33
25 CON 30
10 BODY 0
15 INT 5
15 EGO 10
20/25 PRE 10
20 COM 5
26 PD 8
34/46 ED 5
5 SPD 19
7 REC 0
50 END 0
35 STUN 7
6" RUN 0
2" SWIM 0
2" LEAP 0
Characteristics Cost: 132
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Cost Power END
62 Fiery Attacks: Multipower, 62-point reserve
6u 1) Fiery Blast: Energy Blast 10d6, Reduced Endurance (Half END; +1/4) (62 Active Points) 2
6u 2) Melting Blast: Killing Attack - Ranged 3d6, Reduced Endurance (Half END; +1/4) (56 Active Points) 2
4u 3) Flashfire: Sight Group Flash 8d6 (40 Active Points) 4
4u 4) Immolation: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +1/2), Indirect (Any origin, always fired away from attacker; +1/2) (60 Active Points); No Knockback (-1/4), Not Vrs Targets In Or Under Water (-1/4) 6
1u 5) Kindle Fire: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Indirect (Any origin, always fired away from attacker; +1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1) (19 Active Points); Limited Range (20") (-1/4) 0
5u 6) Summer's Touch: Drain Ice/Cold Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5
6u 7) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points) 6
6u 8) Flame Constructs: Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), Reduced Endurance (Half END; +1/4), Indirect (Any origin, always fired away from attacker; +1/2) (60 Active Points) 2
6u 9) Fire Mastery: Suppress Fire Powers 4d6, All Powers Simultaneously (+2) (60 Active Points) 6
30 Fiery Powers: Elemental Control, 60-point powers
55 1) Flame Aura: Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (112 Active Points); No STR Bonus (-1/2) 0
30 2) Fiery Flight: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points) 0
30 3) Fiery Protection: Force Field (16 PD/24 ED), Reduced Endurance (0 END; +1/2) (60 Active Points) 0
40 4) Fiery Prison: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (90 Active Points); Targets Only Take Damage If They Touch Cage Or Move Into/Out Of The Hex (-1/2) 0
44 5) Fiery Wall: (Total: 85 Active Cost, 67 Real Cost) Force Wall (10 ED), Reduced Endurance (Half END; +1/4), Transparent PD (+1/2) (44 Active Points) (Real Cost: 44) plus Killing Attack - Ranged 1d6, Reduced Endurance (Half END; +1/4), Damage Shield (+1/2), Continuous (+1) (41 Active Points); Linked (-1/2), No Knockback (-1/4) (Real Cost: 23) 4
4 Fiery Form: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
12 Lesser Cold Resistance: Armor (0 PD/12 ED) (18 Active Points); Only Works Against Limited Type Of Attack Ice/Cold Powers (-1/2) 0
40 Fire Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Fire (-1/2) 0
5 Thermal Vision: Infrared Perception (Sight Group) 0
2 Fiery Seduction: +5 PRE (5 Active Points); Only vs Male Fire Elementals (-1)
Powers Cost: 398

Cost Skill
9 +3 with Fiery Attack Multipower
2 AK: Canada 11-
2 AK: Europe 11-
3 Climbing 13-
2 KS: Arcane And Occult Lore 11-
2 KS: The Superhuman World 11-
0 Language: English (idiomatic) (4 Active Points)
4 Language: French (idiomatic)
4 Language: Ignan (Language of Fire Elementals) (idiomatic)
2 Navigation (Air) 12-
3 Persuasion 13- (14-)
3 Seduction 13- (14-)
3 Shadowing 12-
4 Survival (Temperate/Subtropical, Tropical) 12-
3 Tactics 12-
3 Teamwork 13-
Skills Cost: 49

Cost Perk
10 Vehicles & Bases: The Grove (Contribution)
3 Fringe Benefit: Membership: The Elementelles
Perks Cost: 13

Val Disadvantages
10 DNPC: Richard D'Amberville (Father) & Allyson D'Amberville (Mother) 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)
5 Distinctive Features: very warm to the touch; red eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: DEMON 8- (Occasionally), More Powerful, NCI, Harshly Punish
10 Hunted: Firewing 8- (Mo Pow, Mildly Punish) [Notes: Firewing is enchanted by her and wants to have her as his consort.]
10 Hunted: Freon 8- (Occasionally) (As Pow, Harshly Punish)
15 Psychological Limitation: Exciteable and Hyperactive (Very Common, Moderate)
10 Psychological Limitation: Flirtateous and passionate (Common, Moderate)
10 Psychological Limitation: In love with PC Hero (by default its Nightwind) (Common, Moderate)
15 Psychological Limitation: Protective of normals Common, Strong
10 Rivalry: Professional and Romantic (Icicle; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Vulnerability: 2 x Effect Water Based attacks (Uncommon)
10 Vulnerability: 2x STUN Water Attacks Uncommon
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 242Total Experience Available: 242Total Character Cost: 592Height: 1.71 mHair: RedWeight: 53.00 kgEyes: RedAppearance: Beautiful young woman with red hair and eyes, her skin is tanned and she tends to wear red makeup. Her costume consists of a red "sports bra" with gold trim, and billowy gold pants with red flames on the side and a red sash. She wears no mask since her "Flame Aura" distorts her features enough to keep her identity secret.

When acting in a civilian manner she wears modern fashions on the revealing side (she is immune to temperature extremes) often in red, pink, gold, or orange. She also wears contact lenses that color her eyes green rather than their natural red. Her hair is long and wavy.

Personality: Like her elemental nature, Gabrielle is a passionate, seductive, energetic, and dangerous. She has little or no concept of fear and will jump right into almost any activity. She is the least successfull of the four in regards to her mystic studies so her powers are even more important to her as it puts her on the same level as her friends (she had always felt a little out of place amongst them).Quote:"I call this my Fire Lotus! Look at its dangerous bloom!"

"Ohhh! Nightwind! *sigh*"

Background: Gabirelle was always an energetic child. The wild instigater of her circle of friends growing up, she pointed the direction and they follwowed, as long as Adrianna was on board. When they transformed themselves into the Elementelles, Gabrielle became the embodiment of fire and flame. In their subsequent adventures she has had the twin headaches of 1) cold/water using villains seeking to "Snuff" her flames, and powerful male fire using villains seeking her as a bride. Ironically, she and Icicle have a unique relationship. They fight as a super heroine and villainess would fight, but they also both pine for the handsome hero Nightwind. The two have made the rivalry alot friendlier over the last year and a half, but they each have a job to do and won't let their budding friendship get in the way.Powers/Tactics: Tremendous control over fire and flame. She can be airborne and often is. Unlike Aiko or Adrianne, she has no reason to go hand to hand agianst anyone.Campaign Use: If she's too tough for your campaignl lower her attack multipower and drop her the attacks from her Elemental Control. If she's not tough enough, raise the MP to 90+ pts
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Re: Wednesday 05/05/2004

 

Well that was fun. The Elementelles look alright, but I wanted to use seasonal or elemental art for them I just couldn't find any that I liked and I wasn't thrilled with my attempts. I don't think that COH character generator will replace my art over the long haul though.

 

I must say that I have liked alot of the ideas I have seen there though.

The next group of characters which should catch me up to current date (I am six days behind) and then some is a fully developed character that came out of one of my sleep narrations. (I often create characters while I lie awake in bed)

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Thursday 05/06/04BurdenPlayer: NPC Hero

Val Char Cost
65 STR 55
15 DEX 15
30 CON 40
17 BODY 14
13 INT 3
15 EGO 10
25 PRE 15
10 COM 0
30 PD 17
30 ED 24
4 SPD 15
20 REC 2
70 END 5
70 STUN 5
10" RUN02" SWIM049" LEAP0Characteristics Cost: 220
Cost Power END
15 Toughness: Energy Damage Reduction, Resistant, 25% 0
15 Toughness: Physical Damage Reduction, Resistant, 25% 0
15 Durability: Damage Resistance (15 PD/15 ED) 0
16 Efficient Musculature: Reduced Endurance (1/2 END; +1/4) (16 Active Points) applied to STR
13 Superhuman Physique: LS (Extended Breathing: 1 END per 5 Minutes; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
7 Tough Minded: Mental Defense (10 points total) 0
8 Strong Legs: Running +4" (10" total) 1
30 Armsweep: Up to 60 STR: Area Of Effect (up to One Hex; +1/2) for up to 60 Active Points (30 Active Points) 3
26 Shockwave: Explosion on up to 60 STR, Hole In The Middle, Only Does Knockdown, Not Knockback (+0) (45 Active Points); Extra Time (Full Phase, -1/2), Only affects Targets On The Ground (-1/4) 4
24 Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
12 Supertough Form: (Total: 12 Active Cost, 12 Real Cost) Lack Of Weakness (-6) for Normal Defense (Real Cost: 6) plus Lack Of Weakness (-6) for Resistant Defenses (Real Cost: 6) 0
28 Super-Leaping: Multipower, 28-point reserve
3u 1) Basic Leaping: Leaping +28" (49" forward, 24 1/2" upward) (28 Active Points) 3
1u 2) MegaLeaping: Leaping +8" (49" forward, 24 1/2" upward), Megascale (1" = 1 km; +1/4) (13 Active Points) 1
Powers Cost: 213
Cost Skill
35 +7 with HTH Combat
2 CK: Millennium City 11-
3 Climbing 12-
3 Interrogation 14-
3 KS: Criminal Law 12-
3 KS: The Black Market 12-
3 KS: The Underworld 12-
2 PS: Laborer 11-
3 Paramedics 12-
3 Shadowing 12-
3 Streetwise 14-
3 Strength Tricks 12-
2 Survival (Urban) 12-
3 Teamwork 12-
Skills Cost: 71
Val Disadvantages
15 DNPC: Irina Wilson & Patrick Wilson 8- (Normal; Group DNPC: x2 DNPCs)
15 Distinctive Features: Huge man (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: DOSPA 8- (Mo Pow, NCI, Watching)
10 Hunted: Nighthawk 8- (Mo Pow, NCI, Watching)
25 Hunted: The Defilers 11- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Dedicated to Heroism (Common, Strong)
10 Psychological Limitation: In love with Irina Wilson (Common, Moderate)
10 Psychological Limitation: Seeks the capture of the Defilers (Uncommon, Strong)
10 Social Limitation: Ex-Con (Occasionally, Major)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 155

Base Points: 200Experience Required: 149Total Experience Available: 149Experience Unspent: 0Total Character Cost: 504

Height: 2.02 m Hair: Blonde
Weight: 175.00 kg Eyes: Brown
Appearance: Unusually tall and muscular, Burden stands out in a crowd even without his superhero costume. He has short blonde hair and brown eyes. His build is massively muscular, with slightly oversized hands and feet. The new costume is rather simple, gray body suit, full face mask, black trunks, boots, and gloves. His chest symbol is an open hand. It is red.

Personality: Burden is a pretty regular guy. He wasn't a world beater as a villain but he was a credible threat, street smart and a decent thinker. He has changed for the better, and plans to spend the rest of his life as the hero he feels he should have been in the first place. Although it might have alot to do with the guilt he feels for his part in the Protector's death, Chris can't get Irina Wilson out of his mind. He is haunted by her beauty and kind words at his trial. He thinks he's in love with her. He also feels a debt to her young son, Patrick who is only 22 months old.

Chris holds a special loathing in his heart for the Defilers, and the man who replaced him in their ranks. To his mind they are the worst kind of evil and although he knows they would kill him if they ever encountered eachother, he yearns to find a group of heroes to help him take them down but good.

Quote:"Here, let me help you."Background: He had to wonder why being a super villain had been so appealing to him at one point. Chris looked back on his life; the hard times with his folks, the death of his sister, his mutant powers awakening. Sure, he had idolized superheroes as a kid, but the world was tough and he had to be tougher. With the IHA on his back, his parents rejection of thier "freak" son, Chris found that in the big city, a man of his power could make a good living. He even enjoyed duking it out with superheros. For the most part it was a big game, and he was pretty good. The game got tougher and he found himself joining one loosely organized villain team after another, there was safety in numbers. The Defilers were simply one of many teams Powerfist had been a part of. Things went wrong this time. Sure, he and the Protector had squared off a lot. They were roughly equal in power and skill. But Necros hated the Protector. Powerfist never understood the depths of some men's hatred. He totally misjudged the situation. He never meant for anyone to die; especially not some guy's wife and infant child.

 

"Christopher Banner, please rise," The judge said.

With a glance at his attorney, Chris stood; his massively build fame dwarfing the bailiffs and security guards present. Gigantic manacles held his hands together.

"Mr. Banner, while I am not the type of person to simply ignore the past; I am inclined to look closely at it and the ramifications of it." Judge Juliana Thompson looked him straight in the eye as she spoke. It was obvious that she was not intimidated by his size or power.

"Your criminal file is a long one, with several instances of violence. Super villainy is frowned upon by the law, Mr. Banner, and your exploits as Powerfist are an example of why. You are solely or in part responsible for several billion dollars of damage, theft, and injury claims; people have lost their livelihoods for your betterment. Officers have had their careers shortened because of your actions, and you were directly responsible for the death of one of Millennium City's finest heroes, the Protector."

Chris had never allowed his gaze to waver, and stood motionless before Judge Thompson as the occasional cough was the only noise to disrupt typing of the court stenographer or the reporters present.

"However, there facts in this case that can't be overlooked either due to your larcenous nature. The fact of the matter is that you saved the lives of a woman and child. The wife and child of the very hero you fought so many times, the man who died from the injuries he sustained fighting you and your cohorts in the Defilers."

The name of his former team caused Chris' jaw to tighten.

"According to the wife of the Protector, whose name has been sealed to protect her and her child from unwanted publicity; you refused to take part in the Protector's torture after he gave himself up to the Defilers to protect his family. That you turned on them and fought side by side with the Protector until the Champions were able to arrive and drive the Defilers off. "Then you turned yourself in without incident. A week later you stood trial and were sentenced to 25 years for your crimes; a sentence you began serving six months ago."

"Since then you were recruited by agents of PRIMUS to aid them in foiling a scheme by your former team and tracking their current whereabouts. At this you were successful. You also turned evidence on four VIPER's nests that you had worked with, and helped guards at Stronghold repel a break in by The Ultimates."

She put the paper she had been holding and adjusted her glasses.

"I want to believe you when you say you have changed. I pray that the trust placed in you by PRIMUS and DOSPA hasn't been merely a facade for future criminal acts. It is with this trust that the Governor of the state of Michigan has granted you clemency. I pray you do not make him regret it. This court is adjourned."

With the last sentence the courtroom became a circus as reporters tried to get a quote from the released convict.

 

 

Defender and Nighthawk stood inside the PRIMUS meeting room on one side of a large table. Chris sat at the other. His heart was racing. He didn't like the looks of them. They were probably thinking he was nothing but a thug, who were they to judge him? They didn't live his life! They didn't know...

"You haven't proved anything yet," Nighthawk growled, "I will be watching you."

Chris simply nodded.

"What are you going to do, now?" Defender asked him. It was odd, but he heard more emotion from the armored hero than the vigilante; Defender actually seemed concerned about him.

"I got a call from Harmon Industries. One of their execs saw my story on the news and offered me a job in one of their warehouses."

Nighthawk growled and shot a glance at Defender, then stormed off.

"He doesn't seem to like ex-cons." Chris said to Defender.

"Among others." Defender said quietly, the he walked over to Chris. "Look, its going to get worse before it gets better. I'll admit I haven't gone through what you have, but I know some men and women who have. You'll get through it but it will be tough. Don't throw your life away, Chris. Powerfist is gone. Chris Banner, it’s your life now."

With that, Defender left too. Chris spent the next few minutes filling out some more paperwork. Then he was gone.

 

The job wasn't bad. The men seemed pretty indifferent to his past. He had an apartment, took the Tran to work, it wasn't a bad life, but something was missing. He took long walks at night, always finding himself at the address of Peter Wilson, the Protector. Standing outside and looking at the wreckage that was once a home. He'd been out of jail with a new life for almost six weeks when he made the call. The commission wasn't the flashiest they had ever done, but it when it was finished; Chris Banner had a new costume. Once again he stepped outside, his face concealed by silver goggles. He'd intended to be a hero as Powerfist; but it was hard. He hadn't been very strong, he was lazy and his powers allowed him to get what he wanted easily. But that was behind him now, it took the death of someone he respected, but he'd taken the easy road and hated the final destination. This time he wanted to make it right. This time he would take the hard road to heroism.

 

Powers/Tactics: Brick. Hit, take blow, repeat.

Campaign Use: Burden is pretty standard, with a slight increase in defense over the standard Champions character. If you want to make him a bit easier of a target, drop his STR to 55 and his DEF to 20 + the Damage Reduction or keep it where it is and drop the DR entirely. If he's not tough enough, give him some more strong man tricks. He's strong enough.
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Friday 05/07/2004NecrosPlayer: NPC; Leader of the Defilers

Val Char Cost
45 STR 0
21 DEX 0
27 CON 4
20 BODY 0
23 INT 13
17 EGO 14
30/40 PRE 10
12 COM 1
12/27 PD 3
6/21 ED 1
6 SPD 9
14 REC 0
54 END 0
63 STUN 6
9" RUN02" SWIM09" LEAP0Characteristics Cost: 61
Cost Power END
100 Armor of Necros Offensive Enchantments: Multipower, 125-point reserve, (125 Active Points); all slots OIHID (-1/4)
10u 1) Bolts of Eldritch Power: Energy Blast 10d6, Variable Special Effects (Any SFX; Arcane Effects (Fire, Lightning, Necromancy, etc...); +1/2), Variable Advantage (+1/2 Advantages; +1) (125 Active Points); OIHID (-1/4) 12
10u 2) Impdedement Spells: Entangle 6d6, 6 DEF, Reduced Endurance (0 END; +1/2), Variable Special Effects (Any SFX; Arcane Effects (Fire, Lightning, Necromancy, etc...); +1/2) (120 Active Points); OIHID (-1/4) 0
6u 3) Lethal Eldritch Power: Killing Attack - Ranged 2d6, Variable Special Effects (Any SFX; Arcane Effects (Fire, Lightning, Necromancy, etc...); +1/2), Variable Advantage (+1/2 Advantages; +1) (75 Active Points); OIHID (-1/4) 7
6u 4) Necromantic Healing : Transfer 4d6 (Body to Body), AVLD (Power Defense; +3/4) (105 Active Points); Doesn't affect the Unliving (-1/2), OIHID (-1/4) 10
3u 5) Summon Undead Legion: Summon 64 50-point Skeletons (40 Active Points); OIHID (-1/4) 4
36 Battle Armor: Armor (15 PD/15 ED) (45 Active Points); OIHID (-1/4) 0
4 Enahnced Movement: Running +3" (9" total) (6 Active Points); OIF (-1/2) 1
18 Enchanted Senses: (Total: 23 Active Cost, 18 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OIHID (-1/4) (Real Cost: 4) plus Ultraviolet Perception (Sight Group) (5 Active Points); OIHID (-1/4) (Real Cost: 4) plus Ultrasonic Perception (Hearing Group) (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus Increased Arc Of Perception (360-Degree) with Sight Group (10 Active Points); OIHID (-1/4) (Real Cost: 8) 0
8 Need Not Breath: Life Support (Self-Contained Breathing) (10 Active Points); OIHID (-1/4) 0
8 Skull Mask Protective Enchantments: (Total: 10 Active Cost, 8 Real Cost) Sight Group Flash Defense (5 points) (5 Active Points); OIHID (-1/4) (Real Cost: 4) plus Hearing Group Flash Defense (5 points) (5 Active Points); OIHID (-1/4) (Real Cost: 4) 0
6 Summon Necros Armor: Cosmetic Transform 2d6 (Clothes into Armor), Improved Target Group (+1/4) (12 Active Points); Limited Target Limited (-1/2), No Range (-1/2) 1
36 Wings of the Demon: Flight 15", Reduced Endurance (0 END; +1/2) (45 Active Points); OIHID (-1/4) 0
Enhanced Attributtes, all slots OIHID (-1/4)
16 1) +10 BODY (20 Active Points); OIHID (-1/4)
8 2) +10 PRE (10 Active Points); OIHID (-1/4)
26 3) +11 DEX (33 Active Points); OIHID (-1/4)
24 4) +15 CON (30 Active Points); OIHID (-1/4)
16 5) +2 SPD (20 Active Points); OIHID (-1/4)
28 6) +35 STR (35 Active Points); OIHID (-1/4) 3
4 7) Lord of the Undying: +10 PRE (10 Active Points); Only vs Undead (-1), OIHID (-1/4)
37 Necromantic Magic: Variable Power Pool (Magic Pool), 25 base + 12 control cost, (37 Active Points)
Powers Cost: 410
Cost Skill
6 +2 with Battle Armor Offensive Enchantments
3 Breakfall 13-
3 Conversation 15- (17-)
3 High Society 15- (17-)
3 Linguist
0 1) Language: English (Idiomatic, native accent; Native Language)
1 2) Language: French (Fluent Conversation) (2 Active Points)
1 3) Language: Japanese (Basic Conversation)
1 4) Language: Russian (Basic Conversation)
1 5) Language: Spanish (Fluent Conversation) (2 Active Points)
3 PS: Appraising 14-
3 Persuasion 15- (17-)
3 Scholar
2 1) KS: Alchemy (3 Active Points) 14-
2 2) KS: Arcane Magic (3 Active Points) 14-
2 3) KS: Arcane and Occult Lore (3 Active Points) 14-
2 4) KS: Black Magic (3 Active Points) 14-
2 5) KS: Demon Lore (3 Active Points) 14-
2 6) KS: Devil Lore (3 Active Points) 14-
2 7) KS: Dragon Lore (3 Active Points) 14-
2 8) KS: Flora and Fauna (3 Active Points) 14-
2 9) KS: Herbalism (3 Active Points) 14-
2 10) KS: Legendary Magic Items and Artifacts (3 Active Points) 14-
2 11) KS: Magic Item Crafting (3 Active Points) 14-
2 12) KS: Magical Research (3 Active Points) 14-
4 13) KS: Necromancy (5 Active Points) 16-
2 14) KS: Occult History (3 Active Points) 14-
2 15) KS: Paranormal Psychology (3 Active Points) 14-
2 16) KS: Secret Societies (3 Active Points) 14-
3 Seduction 15- (17-)
5 Stealth 14-
3 Streetwise 15- (17-)
3 Traveler
1 1) CK: Madrid (2 Active Points) 11-
1 2) CK: Moscow (2 Active Points) 11-
1 3) CK: New York City (2 Active Points) 11-
1 4) CK: Paris (2 Active Points) 11-
Skills Cost: 83
Cost Perk
15 Vehicles & Bases
6 Contact : DEMON Morbane (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-
10 Money: Wealthy
Perks Cost: 31
Cost Talent
Spirit Guide, all slots OIHID (-1/4)
2 1) Absolute Range Sense (3 Active Points); OIHID (-1/4)
2 2) Absolute Time Sense (3 Active Points); OIHID (-1/4)
2 3) Bump Of Direction (3 Active Points); OIHID (-1/4)
2 4) Lightning Calculator (3 Active Points); OIHID (-1/4)
4 5) Magesight (5 Active Points); OIHID (-1/4)
Talents Cost: 12
Val Disadvantages
10 Distinctive Features: Necromantic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Enraged: When rebuked or resisted (Common), go 11-, recover 14-
10 Hunted: Burden 8- (As Pow, Harshly Punish)
20 Hunted: The Champions 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
15 Physical Limitation: Cannot enter holy ground (Infrequently, Fully Impairing)
15 Psychological Limitation: Casual Killer (Common, Strong)
20 Psychological Limitation: Irredeemably Evil. (Common, Total)
20 Psychological Limitation: Megalomaniacal (Common, Total)
20 Reputation: Third Rate master Villain, 14- (Extreme)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Vulnerability: 2 x STUN Holy of Consecrated Weapons/Attack Effects (Uncommon)
10 Vulnerability: 2 x BODY Holy of Consecrated Weapons/Attack Effects (Uncommon)
Disadvantage Points: 220

Base Points: 200Experience Required: 177Total Experience Available: 177Experience Unspent: 0Total Character Cost: 597

Height: 1.68 m Hair: Bald, gray beard
Weight: 58.00 kg Eyes: Brown
Appearance: A man in a dirty bronze plate mail armor with no helmet. He wears a shiny brass skill face mask with glowing red eyes. Over this he wears a bloodred cloak. Personality: Power, preferably in a horrific, bloody manner. Anton is barely there anymore. He has been almost completely subsumed by the necromantic energies of his armor. He spends more time in the armored form now than as himself. Quote:"Die" Background: Anton Jerkovic wanted to be a DEMON Morbane more than anything. He had studied necromancy since his teen years, a morbid, disturbed little man who simply could not fit into society. His life changed for ever when he joined DEMON. He enjoyed the feeling of power that he got just by being in this organization, but it wasn't enough. He wanted more. He wanted to become a Morbane. Things didn't work out for him in this regard, but he did find mention of a terrible artifact. When he brought it to the attention of his Morbane master, a fellow devotee of the necromantic arts; it was decided that DEMON must have control of this artifact. Finding it proved to be the easy part. It had been disguised and protected in a small South American Cathedral for centuries. Anton was made the field leader of the team sent to "recover" it.

Things went wrond, the Church knew what it held, specially trained monks defended it to the last man. Anton managed to grab it during the battle; but he had no intention of turning over to his masters in DEMON. Reciting the curse that activated it, he offered his own blood and within moments was adorned in a baroque armor, covered in dark runes. The Mask was a gleaming brass skull with crystaline red eyes. He could see everything! With a somewhat nervous laugh, he flew off into the night.

Reapearing as Necros, he began his oft failed attempts at taking over the world. Early in his career, Necros was something of a joke. Powerful enough but limited in experience and his arrogance often lead him to over step his ability. He found himself defeated again and again by superheroes. Chief among his foes was the Protector, a classic flying brick archetype, who apparently recieved his powers via white magic. The Protector and his occasional allies among the Millennium City Superheroes became an obsession with Necros as the necromantic armor he wore began to corrupt him. He became more bloodthirsty and hell bent on Protector's death. He gathered about a group of relatively minor supervillains who had all run afoul of the Protector and dubbed them the Defilers. Even this team wasn't very successful. Necros was a horrible leader. Necros was smart enough to put a bounty on the Protector's identity; eventually this payed off.

He summoned the Defilers (they tended to go their separate ways between failed grasps at power) and they assaulted the home of Peter Wilson. Fearful for the safety of his wife and infant son, The Protector surrendered to the Defilers on the conditioned that they be spared. Necros ordered his men to assault the helpless Protector, all save for Powerfist took part in the beating, they too had become slowly corrupted by the Necros armor. Although having his greatest foe savagely beaten in his presence was satisfying, it wasn't the total defeat he had desired. Wanting more suffering, he ordered the deaths of The Protector's family. Barely able to stand due to his injuries, the Protector none the less tried to protect his wife and child.

Necros' victory was very short lived. Unable to simply stand by and watch an innocent woman and child be murdered in cold blood, Powerfist asssaulted Necros. Caught off guard; the leader of the Defilers was dropped quickly. Powerfist then attacked the others. He managed to hold them off long enough for the cities other heroes to arrive. Necros swore revenge as he abandoned his men. The Protector died from his injuries but the betrayal by Powerfist robbed Necros of the joy he should have had. His hatred had been transfered to his former underling.

Powerfist aided PRIMUS in halting one of the Defilers' schemes and locating their hideout. Again the team was captured, but this time Necros was corraled too. He was livid.

Once again free from prison, Necros has reformed the Defilers. He has added a replacement for Powerfist, an inhuman wrecking machine calling himself Slaughterfist.

Necros now leads a bloodthirsty team of murderers in hopes of conquering the United States and then the world.

Powers/Tactics: A powerful being of magic. HIs actual spell casting ability is low, but his armor makes up for it. Campaign Use: 
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Re: Hero A Day...Sorta...

 

Thanks. I feel like using COH for the art is cheating somehow though.. :)

Not at all. I think it is using the resources you have, and besides having a picture is better than not having a picture ;)

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Re: Hero A Day...Sorta...

 

Not at all. I think it is using the resources you have' date=' and besides having a picture is better than not having a picture ;)[/quote']

I'll see, they can't do capes and I'm not sure how I'd add them on, but I might beable to get some more art done this way....

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Re: Hero A Day...Sorta...

 

I'll see' date=' they can't do capes and I'm not sure how I'd add them on, but I might beable to get some more art done this way....[/quote']

I might be able to PhotoShop in a cape. Let me know if you want me to give it the old college try, and what you want the cape to look like. I can't make any promises, but I'm up for the challenge. If you want me to try, can you either email me the biggest res picture or post it if it will fit the size constraints of the board attachments?

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Saturday 05/08/2004Here is Burden's Replacement...

Slaughterfist

Dave Pritchard

Val Char Cost
55 STR 45
15 DEX 15
28 CON 36
14 BODY 8
10 INT 0
13 EGO 6
20 PRE 10
6 COM -2
15/35 PD 4
15/35 ED 9
4 SPD 15
17 REC 0
56 END 0
56 STUN 0
6" RUN 0
2" SWIM 0
29" LEAP 0
Characteristics Cost: 146
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Cost Power END
Brick Attacks
27 1) Bloody Knuckles: Penetrating (+1/2) (27 Active Points) applied to STR [Notes: Spikes on his nuckles.] 3
40 2) It's Like Hitting A Brick Wall: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Does Not Work Against Persons Who Grab Or Are Getting Grabbed By The Character (-1/2) 0
45 3) Rending Attack: Killing Attack - Hand-To-Hand 3d6 (6d6 w/STR) 4
24 4) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
48 Armor Plating I: Armor (20 PD/20 ED) (60 Active Points); Visible (-1/4) 0
33 Strong Legs: Leaping +18" (29" forward, 14 1/2" upward) (Improved Noncombat Movement (x16)) 3
12 Supertough Form: (Total: 12 Active Cost, 12 Real Cost) Lack Of Weakness (-6) for Normal Defense (Real Cost: 6) plus Lack Of Weakness (-6) for Resistant Defenses (Real Cost: 6) 0
10 Supertough Skin: Damage Resistance (10 PD/10 ED) 0
Powers Cost: 239

Cost Skill
25 +5 with HTH Combat
3 Climbing 12-
3 Interrogation 13-
2 KS: Demonology 11-
2 KS: The Superhuman World 11-
2 Navigation (Land) 11-
3 Shadowing 11-
3 Stealth 12-
3 Streetwise 13-
2 Survival (Underground) 11-
3 Tracking 11-
Skills Cost: 51

Cost Perk
3 Fringe Benefit: Membership: The Defilers
4 Reputation: Fierce Killer (A medium-sized group) 11-, +4/+4d6
Perks Cost: 7

Val Disadvantages
20 Distinctive Features: Demonic Looking Fellow; Black horns, Red Skin, yellow eyes. (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Enraged: In combat (Common), go 8-, recover 14-
15 Hunted: Burden 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: PRIMUS 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: The Champions 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Psychological Limitation: Casual Killer (Common, Total)
15 Psychological Limitation: Revels in violence and bloodletting (Very Common, Moderate)
15 Reputation: Fell Murderer, 11- (Extreme)
15 Social Limitation: Public Identity (Frequently, Major)
Disadvantage Points: 155
Cost Summary:Base Points:200Disadvantage Points: 155Experience Required: 88Total Experience Available: 88Total Character Cost: 443Height: 2.00 mHair: BlackWeight: 100.00 kgEyes: YellowAppearance: An armor plated Demon. HIs skin is red, his plates are dull gray, his hair which is in a top-knot is black. He has a neatly trimmed black beard. His eyes are yellow and he has great curved Ram Horns on his head. The horns are gray like his armor. He wears a loin cloth and a belt.Personality: Slaughterfist is an angry thug. He has a lot of power, likes using it on those weaker than him and angrily rages at anyone his equal.Quote:"Shutupanddiepunk!"Background: Dave Pritchard joined DEMON to gain power over his life. It was a mistake. Somewhere along the way he lost his freewill and simply followed the orders of a newer, less sympathetic master. Empowered for a job, Dave suddenly realized he was nothing more than a pawn. Finding this to be intolerable; he fled. Unwilling to return at the appropriate time to revert to his human form; he wandered the east coast working out a lifetime of frustration on the locals. His meetings with superheroes tended to go badly, but he generally managed to escape. It was when he arrived in Millennium City that Necros, also a former DEMON agent, found and recruited him. Necros has been very careful to treat Slaughterfist, as he dubbed his new ally, as an equal. This has enabled him to avoid the rages Slaughterfist occasionally finds himself in.Powers/Tactics: A brick with a brutal attitude, he strikes to cause pain and murder is nothing to him. He will often jump into a crowd, and start attacking the normals. He's bad news. Against anyone capable of putting up a fight, he tends to go enraged and flail. This often puts him at a disadvantage.Campaign Use: EVIL. If you want to tone him down, drop the Rending to 2D6 KA, his Armor Plating to 15 DEF, and lose the Bloody Knuckles. IF he's not tough enough raise his STR to 60+ and his DEX to 21 and SPD 5.
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Sunday 05/09/2004I'll catchup soon I promise! :cry:ChillbanePlayer: NPC; Member of the Defilers

Val Char Cost
15 STR 5
20 DEX 30
18 CON 16
11 BODY 2
18 INT 8
15 EGO 10
15 PRE 5
10 COM 0
4/17 PD 1
4/17 ED 0
5 SPD 20
7 REC 0
40 END 2
30 STUN 2
9" RUN02" SWIM03" LEAP0Characteristics Cost: 101
Cost Power END
45 Cryon Pistol: Multipower, 60-point reserve, 60 Charges (+1/2) (90 Active Points); all slots OAF (-1)
3u 1) Deep Freeze Blast: Energy Blast 6d6, No Normal Defense (defense is Life Support [safe Environment: Intense Cold]; +1) (60 Active Points); OAF (-1) 6
2u 2) Frozen In Ice: Entangle 6d6, 6 DEF (60 Active Points); Vulnerable (Fire/Heat; -1), OAF (-1), Requires 5 Charges Per Use (-1/2) 6
3u 3) Ice Blast I: Energy Blast 12d6 (60 Active Points); OAF (-1) 6
3u 4) Ice Blast II: Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); OAF (-1) 6
2u 5) Ice Blast III: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); OAF (-1), Requires 3 Charges Per Use (-1/2) 6
2u 6) Ice Sheet: Change Environment (create ice sheet) 32" radius, -4 to DEX Rolls to move on the sheet, Personal Immunity (+1/4) (49 Active Points); OAF (-1), Requires 4 Charges Per Use (-1/2), Only Affects Characters Who Are Moving on the Ground (-1/4) 5
2u 7) Icicle Darts: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); OAF (-1), Requires 2 Charges Per Use (-1/4) 4
5 Second Cryon Pistol: Identical to the Above Multipower (5 Active Points) 0
2 Willpower: Mental Defense (5 points total) 0
8 Swingline Guantlet & Belt Assembly: Swinging 12" (12 Active Points); OIF (-1/2) 1
18 Bulletproof Spandex: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 0
4 Reinforced Leather Jacket: Armor (4 PD/4 ED) (12 Active Points); Standard Vest (Protects Locations 11-13; -1 1/2), OIF (-1/2) 0
1 Ice Walking Boots: Environmental Movement (no penalties on Ice) (2 Active Points); OIF (-1/2)
3 Insulated Environmental Costume: LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-1/2) 0
6 Intense Physical Training: Running +3" (9" total) 1
7 Using Two Blasters At once: Autofire (2 shots; +1/4) for up to 60 Active Points of Multipower (15 Active Points); OAF (Requires Second Blaster; -1) 1
Powers Cost: 116
Cost Martial Arts Maneuver
Self Defense Training
3 1) Strike (Punch/Elbow/Knee/Kick): 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike
3 2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm
3 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
3 5) Grapple: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on
Martial Arts Cost: 16
Cost Skill
10 +2 with Ranged Combat
9 +3 with Cryon Pistols
5 Accurate Sprayfire
3 Acrobatics 13-
3 Breakfall 13-
3 Bribery 12-
3 Bureaucratics 12-
3 Climbing 13-
3 Defense Maneuver I
3 Fast Draw 13-
2 Forgery (Credit Cards, Machine/Vehicle Parts) 13-
3 Inventor 13-
2 KS: Arms Dealers 11-
2 KS: The Superhuman World 11-
3 Lockpicking 13-
3 Mechanics 13-
2 Navigation (Land) 13-
3 Paramedics 13-
5 Rapid Attack (Ranged)
3 Scientist
7 1) SS: Cryogenic Engineering 18- (8 Active Points)
2 2) SS: Energy Physics 13- (3 Active Points)
2 3) SS: Mathematics 13- (3 Active Points)
2 4) SS: Physics 13- (3 Active Points)
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 12-
4 Survival (Arctic/Subarctic, Urban) 13-
4 Systems Operation (Communications Systems, Environmental Systems) 13-
3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Teamwork 13-
10 Two-Weapon Fighting (Ranged)
2 WF: Small Arms
2 Weaponsmith (Energy Weapons) 13-
Skills Cost: 129
Cost Perk
3 Fringe Benefit: Membership: The Defilers
15 Vehicles & Bases: Workshop
Perks Cost: 18
Val Disadvantages
10 Hunted: Blowtorch 8- (As Pow, Harshly Punish)
10 Hunted: Laser 8- (As Pow, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: The Champions 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Doesn't Kill (Common, Strong)
15 Psychological Limitation: Fearful of his teammates (Common, Strong)
10 Psychological Limitation: Greedy (Common, Moderate)
15 Psychological Limitation: Professional; always acts in an honorable (for a villain) manner. Doesn't take needless risks or get sidetracked. (Common, Strong)
15 Reputation: Member of Feared Supergroup, 11- (Extreme)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Unluck: 2d6
Disadvantage Points: 150

Base Points: 200Experience Required: 30Total Experience Available: 30Experience Unspent: 0Total Character Cost: 380

Height: 1.81 m Hair: Brown
Weight: 80.00 kg Eyes: Blue
Appearance: A trim, athletic man, just under six feet tall. John has a well toned build. He wears a white body suit with dark blue belt, holsters, boots, gloves, and a blue snowflake on his chest. He wears a "bandit" style face mask (white) and a light blue leather jacket with the sleeves rolled up over the top of his costume. The Jacket has a white snowflake on the back.Personality: Greed, and excitement. He has perfected his weapons and in that regard is at peace with the universe. He loves the paycheck and the kick he gets from being a supervillain though. He is unlikely to leave his life behind.

Quote:"Chill out buddy. Take a chill pill. Here, take two."Background: John Snow loved his last name. He loved the snow, the ice. They reminded him of diamonds; and he liked that idea too. Some people don't know what they want to be, John wanted to be rich. He wanted to be respected, and he wanted to be feared. He began designing his "frost gun" in high school. Nothing in depth, but he wanted something portable and stylish. He worked on the style elements early on. When he went to Cal Tech, he began working on how the thing would actually work. Graduating with a degree in Cryogenic Engineering, he was considered one of the top men in his field; much was expected. He began working for various medical technology companies, well paying jobs with an emphasis on research. He would limit himself to consulting and limited term contracts. All the while he was training his body and his mind for criminal purposes. He began to build a hidden workshop. Once he had a place to stay and a significant budget, he began to develop his weapon. It was slower going than he had hoped and he ended up working with various criminal elements to make headway. Eventually he succeeded in developing an "Ice-Thrower"; a rifle hooked to a tank he wore on his back. He wasn't happy with the design, but it allowed him to start his criminal career.

As his reputation grew he made a few friends with eyes on improving the design of his weapon. A chance working relationship with the Warlord developed and he got his hands on some of their "Blue-Boy" technology. WIth this he was able to drastically reduce the size of his powercells. He developed a prototype pistol and sold it to the Warlord at a huge profit (the Warlord collects weapons of unique or unusual nature). Using this capital he perfected the pistol design, built two and began his 'two-gun' career. It was during this time he began working with the Defilers. Chillbane would love nothing more than to leave the team, but he's well aware of the corrupting effect of Necros. He knows that the others are fiercely loyal and far mor vicious to boot. He's sure he wouldn't get out alive. So he sits and bides his time. All the while hoping no one notices that he isn't a killer.

Powers/Tactics: Actually, Chillbane is pretty physical for a genius supervillain. He has spent years training to be an effective combatant. He can fight without his weapons but isn't a match for your average hero in this regard. He has excellent reflexes and reaction time. He prefers to use his weapons simultaneously, firing at two seperate opponents if possible. He has something of a "gunslinger" mentality and likes to test himself against his opponents. He prefers to avoid the RKA unless its a do or die situation or he fears his team is paying too close attention to his combat style.Campaign Use: He'd make a good member of a rogues gallery for a single hero or a nice mercenary villain. If he's too tough for you, get rid of his Autofire skills, Autofire ability and second Multipower. If you want to make him stronger, improve his hand to hand ability and increase his overall DEF.

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