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She's a seal lady mixed with Ice Man

 

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2021-5 Deep Freeze

    Val    Char    Cost    Roll    Notes
    10    STR    0    11-    Lift 100.0kg; 2d6
    20    DEX    30    13-    OCV:  7/DCV:  7
    20    CON    20    13-
    15    BODY    10    12-
    13    INT    3    12-    PER Roll 12-
    10    EGO    0    11-    ECV:  3
    15    PRE    5    12-    PRE Attack:  3d6
    18    COM    4    13-

    10+15    PD    8        Total:  10/25 PD (5/20 rPD)
    10+15    ED    6        Total:  10/25 ED (5/20 rED)
    5    SPD    20        Phases:  3, 5, 8, 10, 12
    14    REC    16
    40    END    0
    30    STUN    0    Total Characteristic Cost:  122

Movement:    Running:    16"/32"
    Leaping:    2"/4"
    Swimming:    12"/24"

Cost    Powers    END
5    Damage Resistance (5 PD/5 ED)
     
36    Armor (15 PD/15 ED) (45 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)
16    Running +10" (16" total) (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)    2
40    Multipower, 50-point reserve,  (50 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)
4u    1)  Energy Blast 10d6 (50 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)    5
4u    2)  Energy Blast 8d6, Autofire (3 shots; +¼) (50 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)    5
2u    3)  Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)    4
     
58    Shape Shift  (Sight, Hearing, Smell/Taste and Touch Groups), Cellular, Reduced Endurance (0 END; +½), Persistent (+½) (58 Active Points)
3    Life Support  (Expanded Breathing) (5 Active Points); Linked (Shape Shift; -½)
7    Swimming +10" (12" total) (10 Active Points); Linked (Shape Shift; -½)    1
15    Healing BODY 1d6 (standard effect: 3 points), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Self Only (-½)

    Perks
3    Anonymity

    Talents
30    Danger Sense (immediate vicinity, out of combat, Function as a Sense) 15-
7    Beast Speech (15 Active Points); Limited Power Power loses about half of its effectiveness (Only sea animals; -1)
20    Animal Friendship

    Skills
10    +2 with HTH Combat
3    KS: Seas/Oceans 12-
3    KS: Supernatural 12-
5    Language:  Sea (imitate dialects)

Total Powers & Skill Cost:  271
Total Cost:  393

200+    Disadvantages
15    Physical Limitation:  unfamiliar with modern world (All the Time; Slightly Impairing)
15    Psychological Limitation:  Always hopeful (Common; Strong)
163    Experience Points

Total Disadvantage Points:  393
Earned Experience:  0
Spent Experience:  163
Unspent Experience:  0

Background/History:  Siobhan is a selkie, a seal woman who can transform into a human by shedding her skin and walking among us.  But in her last visit she was kidnapped by an organization who wanted to test her to see how their implants will work on the supernatural.  They got more than they bargained for and Siobhan managed to escape.  They did unlock super abilities in her though and now she uses them help others as Deep Freeze.  

Personality/Motivation:  Deep Freeze is unrelentingly positive and looks for ways to teach others either to use their powers or relater to others.  

Quote:  

Powers/Tactics:  Deep Freeze has two sets of powers.  The first is the ability to shape shift into a seal woman.  Before this required her seal skin, but is now intrinsic.  The second is a set of Ice/cold powers she uses at range.  Add the Ice Armour and her high recovery and you have a very durable opponent.  

Campaign Use:  

Appearance:  

 

 

This is a strange concept, but it manages to work.  I had to tweak a few things, but basically we have someone dangerous above water and very dangerous under it.  Also I should have added a Hunted More Powerful 8- (15 pts) to represent the people that experimented on her (they want their experiment back!)

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2021-5 Fernwick

    Val    Char    Cost    Roll    Notes
    15+40    STR    5    12- / 20-    Lift 200.0kg/51.2tons; 3d6/11d6 [1/5]
    21    DEX    33    13-    OCV:  7/DCV:  7
    20    CON    20    13-
    10+8    BODY    0    11- / 13-
    15    INT    5    12-    PER Roll 12-
    13    EGO    6    12-    ECV:  4
    15    PRE    5    12-    PRE Attack:  3d6
    14    COM    2    12-

    8+15    PD    5        Total:  8/23 PD (4/19 rPD)
    8+15    ED    4        Total:  8/23 ED (4/19 rED)
    5    SPD    19        Phases:  3, 5, 8, 10, 12
    10    REC    6
    40    END    0
    28+8    STUN    0    Total Characteristic Cost:  110

Movement:    Running:    6"/12"
    Leaping:    3"/6"
    Swimming:    2"/4"

Cost    Powers    END
4    Damage Resistance (4 PD/4 ED)
     
15    Elemental Control, 30-point powers
35    1)  Growth (+40 STR, +8 BODY, +8 STUN, -8" KB, 25,600 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide), Reduced Endurance (½ END; +¼) (50 Active Points)    2
16    2)  Stretching 5", Reduced Endurance (½ END; +¼) (31 Active Points)    1
30    3)  Toxic Spores:  Energy Blast 4d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1), Two-Dimensional (-¼), No Normal Defense ([Standard]; +1) (60 Active Points); No Range (-½)    6
50    4)  Hindering vines:  Telekinesis (30 STR), Personal Immunity (+¼), Area Of Effect (6" Radius; +1), Two-Dimensional (-¼) (90 Active Points); No Range (-½)    9
     
45    Armor (15 PD/15 ED)
     
48    Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

    Perks
4    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact) 11-
6    Contact (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-

    Skills
3    Deduction 12-
3    Criminology 12-
3    Forensic Medicine 12-
3    KS: Criminals 12-
3    KS: Organized Crime 12-
3    KS: Alien 12-

Total Powers & Skill Cost:  271
Total Cost:  381

200+    Disadvantages
20    Psychological Limitation:  Jaded (Very Common; Strong)
10    Hunted:  8- (Less Pow; NCI; Harshly Punish)
151    Experience Points

Total Disadvantage Points:  381
Earned Experience:  0
Spent Experience:  151
Unspent Experience:  0

Background/History:  Police woman Leslie Flaherty was becoming jaded.  She hoped to make a difference in her city and instead ran into corruption and graft.  Then came the call to investigate a strange device.  She advised caution, but her partner changed in and the spores in the device were released.  Her partner died, but after a long affliction, managed to recover.  But what nobody realized was that Leslie was changed.  She could change into a plant woman and use the tendrils and extra size to investigate and escape.  So now she is on her own undercover assignment as Fernwick>

Personality/Motivation:  Leslie is jaded to the corruption in the force.  Thus she hopes she can make a small change and redeem herself.  

Quote:  

Powers/Tactics:  Sneak in and use her growth and stretching to deal with opponents.  If facing many opponents she'll use her tendrils to hinder them and spores to take many out at once.  As well she carries Police issue items she liberated from the corrupt cops she encounters.  

Campaign Use:  

Appearance:  
 

 

 

Again a workable, solid, flavourful build.  Again lots of hooks,  Can make a good solo or team player.  

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