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irchris5000

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  1. ....movable darkness field. I'm creating a demon that is covered in blindingly bright flames. What I wanted to do was create a darkness field that moves wherever he goes. Obviously it would have personal immunity and no range, it would also have a very small radius...all that stuff is self explanatory, that's the easy part. Can you guys think of a way to get it to move with him wherever he goes? Like its stuck to him?
  2. Re: Captain America Build 350 pts Since this is a 350pt build of Cap, i just quickly put together this build, its not really going in the direction you guys are thinking but maybe it will give you guys some more ideas. Now since this is a starting character. I figure I would build Cap right after he was thawed out by the Avengers. NOTE: my GM doesn't use everyman skills, and just allows 11 free skills, hence why the total point cost is 383 instead of 350.
  3. I'm in the process of making a character with telekinesis. I want it to have the AOE Any advantage. However I also want him to be able to very the size of the effect (ie have the attack just attack one hex, or even just the character himself) Now I'm trying to wrap my brain about how I could get that to work? Maybe a naked advantage? Problem with that is the TK is in a power framework.
  4. Re: Kolonel Kriegkopf (translation Colonal Warhead) No Bismarck is a person that the battleship was named after. He is wearing a helmet styled after the one Bismarck wore
  5. Re: Kolonel Kriegkopf (translation Colonal Warhead) To be honest gents I havn't given the character much thought than what you see. What I was looking for is using this as a springboard, what could people come up with. However, since there is some interest into what I've put down here are my thoughts regarding the comments already made. Interesting, I was thinking a slightly more brickish route myself. You are no doubt right, my German is extremely rusty, if not pretty much non-existent at this point. ABSOLUTELY NOT! This is a four color game, and honestly the Germans can cut quite a uniform, and Bismarck's helmet is just too awesome to pass up. Upon further reflection I have decided to use some of the pre-christian Germanic myths in the character's background. Seeing as how the Western/Southern Germanic translations of many of the common figures have been lost, I will simply use the more commonly heard of Norse analogs. Before the fading of the Aesir from existance, Odin and his wife Frigg created powerful spirits to watch over the lands they had once ruled, and give guidence to their people. For although their people were losing faith in the old ways, Odin god of wisdom and Frigg goddess of motherhood knew that thier "children" would always need them. 4 spirits were created to guard the lands of the Asgardians. These spirits were tied to the very earth. Their strength came from land itself and the people who inhabited it. For hundreds of years these spirits influenced the mortal world by granting great boons to warriors to fend off invaders. Germania had such a spirit. Then came the invaders from the East. In great waves the Hun armies invaded Germania forcing the people to flee westward. The spirit however could not go with them, for he was bound to the fatherland. However, his people's need of him was even greater in these trying times. With the last of the spirits godlike powers, he distilled himself into a single mortal. With the mortal's body he had the ability to travel beyond the fatherland should the need arise to protect it or its people. Eventually, the remaining peoples of Germania interbred with the occupying hun armies who eventually came under the protection of the spirit. However, no longer could the spirit maintain constant vigilence over the land and its people. Too widespread where his people, too chaotic were the times. So the spirit slept. Awakening once every generation, the spirit would take a mortal form in order to defeat the greatest threat to the fatherland or his people. Eventually as those germanic peoples who left the fatherland gradually asmilated the traits and beliefs of other peoples, the spirit of Germania lost its connection with them. Over the centuries he has been many figures, some have been well known, others have gone unrecorded in the great book of history. And just as the land and the people who inhabit the land changes, so does the spirit. He has had many names over the course of the centuries, and even more ways of combating evil. He has been a great swordsman and a talented archer. He has been able to make the earth quake with his steps and shatter mountains with his fists. By the early 1800's the spirit of Germania was the last of the 4 great spirits to remain. The other three had gradually faded away as the lands they guarded gradually gained a kind of perminant stability. Such was the state of Germania, that the spirit was continually forced to defend the fatherland. The spirit grew tired of his duty. Long had he been in a state of sleep or war. He was weary of his burden. Thus the fatherland and his people would have to be unified in order for stability to occur. By the mid 1800's the spirit inhabited a young Count named Bismarck, and through this mortal succeded in unifying the whole of Germania. Satisfied the spirit rested. By 1914 his people needed him again. War was upon the fatherland. This was the earliest age of superheroes, and the spirit's new mortal form reflected this. Known as the Imperial Eagle, he waged war against the enemies of Germany. However, The new weapons of war took such a toll on the people of Germany that it's champion had been weakened. Weakened so much in fact that his mortal form was destroyed by another mortal who possessed great powers of a differen origin, The Doughboy. Greatly weakened by the strain on the land and it's people the spirit was forced in hibernation. Over the next decade the spirit regained its strength as Germany itself once again became a prosperous nation. Then the fatherland and its people were threatened, but not by just war, but by the people themselves. Confused the spirit bided its time. After a few years, just seconds in the spirit's reckoning of time, the spirit had had enough. Not only were invaders knocking on the door of the fatherland, but the leader of men among its people was systematically killing many of those the spirit was supposed to protect. He had had enough. The spirit was needed again. But such was the power of Hitler's rule that there would have been no way to stop him. His core of supersoldiers would have been powerful enough to stop the still weakened spirit's mortal form. The spirit then approached the problem from a different angle. He inhabited the body of hitler himself. But so twisted and evil was the man's soul that the spirit could not completely control him. For two years the battle within hitler raged, and the longer it went on, the more tenuous hitler's grasp on reality became. Finally, after many long months, hitler's will was finally overcome and the spirit solved the problem by putting a bullet through his hosts brain. The year is 2009 and the spirit is once again needed. A dictator more dangerous than hitler could have ever been has taken the control of Germany. Having had several decades to recouperate, the spirit is strong.
  6. So I had an interesting idea in the car the other day. We often hear or see Nazi/German supervillains. Well what about a character that has a positive German influence on a game. So I came up with this character concept: Kolonel Kriegkopf. The living embodiment/spirit of Germania, he has been whispered of and told in legend since well before the Roman Empire. He has been in every major conflict that has involved Germania or in later times Germany. In fact this is one prime reason why the Roman Empire was never successful in conquering more territory past the Rhine river. As a spirit once every generation, he inhabits to form of a mortal in order to influence the mortal world. As time has passed his abilities and even his name have changed as the weapons technology have become more advanced. His last major appearance was in WWI when he was supposedly killed by the British super, the Doughboy. By the beginning of WWII he was nowhere to be seen. Disappointed by the way Germany had acted in allowing Hitler to come to power, he stayed out of the war, or so it was thought. Finally too angry by what the Nazis were doing to fellow Germans, Jewish or otherwise, the spirit of Germania awoke and slew Hitler in his bunker. Thus ending the war on the Western front. Again he slept. He was awoken by a new threat, one that seemed to not only threaten Germania but the world itself. The coming of Dr. Destroyer. (In the current campaign I am in, Dr D has taken over Germany.) Once again the Father land needs him. He currently resides in the body of Heinrich Schnider, a Physicist who teaches Quantum Mechanics at MIT. Awakening in the atomic age has given the spirit new powers, and he now calls himself by the moniker, Col. Warhead. Powers: He makes things explode. Appearence: No matter what is happening, he always has a squeaky clean appearence. He wears the brown uniform of a colonel in Germany's army. He has a sleek, short black cloak that he wears, and he tops it off with a WWI spiked helmet. He has strong, classically chiseled features with a thick mustache that curls up at the ends. Well ladies and gentlemen how would you build him? Char pts: 300 dis pts: 150
  7. Re: Which is your least favorite archetype to play? I disagree, have you ever seen what happens when batman is shot at. He runs, and no matter where the badguys are aiming, the bullets always trail his feet. If changing bullet trajectories isn't super I don't know what is.
  8. Re: Changing Into The Powersuit She drives an Ice Cream truck
  9. Re: THE BOOK OF THE MACHINE: What Do *You* Want To See? Tome of....?
  10. Re: Help me get into Bricks. I usually try to include some other major power with my bricks. The first character I ever played was Echeton. He was a shrinking brick (Think Ant man, but could still lift the empire state building when tiny). What was great was the gm had a hard time even finding me, let alone trying to get through my defenses. And if i wasn't effective at hurting the bad guy, he had a helmet with a whole range of senses to scout the area and come up with a better plane...oh yeah and hitting the badguy with a crane usually helped.
  11. Re: Concept to power help: Walking Computer Virus Well she could have mind control to simulate being able to corrupt the computer character files. Or a drain might work as well. just a thought
  12. Per Doc Samson's request here is the character that I'm retiring. Things to Keep in Mind: The campaign started as a suicide squad or thunderbolts campaign (villains captured and forced to go on missions for some gov't agency) it has since evolved into a four color campaign as the "villains" started to like the feeling of not being hated. There are no point costs because I'm going off of memory as I don't have the sheet with me. Captain Razortooth STR 90 DEX 20 CON 40 BODY 33 INT 15 EGO 12 PRE 14 COM 10 PD 33 all resistant and hardened(this includes his armor, so I'm not going to list that below) ED 30 all resistant and hardened(this includes his armor) SPD 4 REC 30 END 40 STN 80 RUN 6" SWIM 16" LEAP 14" Skills: Climbing Deduction Oratory Persuasion Tracking Stealth Survival Language (Atlantean) Tactics Breakfall Analyze: combat Strength Tricks +3 w/ HTH +3 w/ Wracking Spasms +3 w/ Power Punch There are some magic skills here, treat them like science skills Divination Evocation Invocation Conjuration Alchemist (like the science skill adder where all science skills are cheaper) Powers: Multipower: Atlantean Water Sorcery, with all powers must make 14- activation roll (persuading the spirits) and must have a significant amount of water to work with. 1) Tidal Wave - 4d6 energy blast, double knockback, area of effect 14" wide 1" tall, 4" deep 2) Wracking Spasms - (Halt the blood flow in someone's body) 6d6 NND, non-humanoid biology. Sensitive Nose - +12 to perception, targeting, smell/taste group Active Sonar Megalodon - Growth - Persistant (cant remember the exact details, but he is exactly 1 hex big) Damage Reduction - 50% Resistant, Energy/Physical, Stun ONLY. Power Defense- 10pts Mental Defense - 15pts Lack of Weakness-7pts Powerful Punch - 1d6 Hand attack, armor piercing. (For those days when you need to crack adamantium.) Precog. Clairsentience - no conscious control, sight/hearing, precog. only. (There is an oracle that speaks to him through water, whether its a puddle, raincloud or toilet, think of Jaga from Thundercats) Disadvantages: Distinctive Features - Big grey shark man Enraged - Blood in the air (i think->)-8 to go, -14 to recover Hunted - U.N.T.I.L. - Think checkmate or shield Social Lim - Public ID (he really can't keep it a secret) Social Lim - Unfamiliar with Surface world Psych Lim - Vengeful Psych Lim - Honorable Reputation - Scourge of the Oceans Character Description: Really large grey dude, with dark blue fins on forearms, back, and on top of his head. He doesn't have a "sharkshead" like the DC character King Shark. Instead think of a regular human head with no nose, just two holes for nostrils, a big fin, no eyebrows, small shark-like eyes, and of course a very toothy grin. Captain Razortooth was born an atlantean prince. He was the younger of twins. His older brother, Roman, was looked like any other atlantean (basically human, but lived underwater, with gils behind ears). Razortooth, named Namor, (a backwards derivation of Roman) was born looking like a shark. There was an ancient prophecy of the twins of neptune. Where one would seek destroy atlantis and the other would seek to save it. The royal advisors told the king of this prophecy. To make a long story short, Namor (as he didn't deserve an original name as he was obviously the evil son) was to be put to death. But the king couldn't do it, so he left him on the border of atlantis, a place where many sharks roamed. Namor, was picked up and raised by a band of refugees from the neighboring, recently destroyed country of Thule. He grew up in that lawless land, where might makes right. Not knowing his own name, he was called razortooth. Eventually he became the leader of a small army of pirate/raiders. He would run frequent raids into atlantis and onto surface vessels. Meanwhile, his brother Roman was raised as the rightful prince of Atlantis. He grew spoiled and arrogant. Eventually he would successfully and secretly murder his father to take his place as king. Razortooth was eventually captured by Oceana, a hero of the deep, who claimed that she was the protector of the seas. Because no atlantean prison could ever hold him, she called in a favor from surface friends and he was put into a metahuman prison. There he was recruited for the Taskforce X project by U.N.T.I.L. Before his capture he was approached by an oracle calling himself the old one. This man taught him the ancient magics of atlantis. Speaking in riddles, the oracle always told him he was destined for greater things than he could imagine. Razortooth, now knows the origin of his heritage. And when he's not watching his soaps or stuffing his face with crab cakes and pizza, he's smashing stuff, and seeking to claim the crown that is rightfully his. After all, he has no desire to destroy what he now knows are his own people. He must stop his brother. He is Namor rightful king of Atlantis.
  13. Re: New Character: The Veteran Thanks for the feedback, this was exactly what I was looking for, and you bring up some very good points. Admittedly I built the character in several stages, so many of things you picked up I probably forgot to edit out or change, but I will address all of your points. The issue is, that with all of these foci, since many of them are real weapons I wanted them to be replaceable but also if someone did manage to get them away from the character, I thought they should be able to use them. I didn't want to use Independent because again, I think most of the things on the sheet are replaceable. So I went with the catch all limitation to describe a kind of lesser version of independent. I thought it only deserved a 3/4 limitation but the program won't calculate one for this specific disadvantage I actually had forgotten that was still in there....removed. We do face a lot of aliens and robots and such, I have used it for an nnd before so I figured it would make sense, then again perhaps find weakness would be a better alternative. As for the restrainable, that's a good point I didn't catch, I'll be replacing that with a 14- activation roll (has to find something to make a suitable weapon). He doesn't care, when I brought up the idea, he built his take on it, and it included this. Whoops, its Mercenary society/culture A lot of these disadvantages I found from the master disadvantage list, which is located here if you did not know. http://lostcoastgaming.com/files/masterlists.htm Anyway, the difference to me is this, with "Ruthless" he never pulls his punches, he does maximum damage, no matter how outmatched his opponent has. In a four color campaign, where we fight mooks, and petty crooks, that could be a problem for him. Think of what would happen if you put the punisher in the JLA......in spite of the fact that Batman would beat him to a bloody pulp. With fights dirty, he uses every means at his disposal to win the fight, even in an "honorable" duel, he not above hitting below the belt, using defeated enemies as human shields, etc. The team that he is on in the campaign world is just breaking out as the premier superteam. The press is still unsure about them, so they have to keep up a good image. I always like to throw (very small mind you) wrenches at the party agenda because it makes play more interesting. I can see your point on their similarity, would you have any suggestions on making the distinction more clear? Not at all. In era's past a may have agreed with you. But General Patton said it best. "No man (<-replaced profanity) ever won a war by dieing for his country. He won it by making the other poor, dumb, man (<-replaced profanity) die for his." Now the point I'm trying to make is, with the coming of the 20th century the rules of war have changed dramatically. A soldier must be willing to do almost anything to combat the enemy and keep himself alive. Now for those in the military I mean no disrespect and I am certainly not arguing that military personelle are without honor, because that is simply not true. Simply put the rules and codes of conduct in war have been tossed out the window. Examples: Fighting during the day and retiring at night, lining up on a flat battle field in bright colors to easily be identified as to which side you are on, etc. If a soldier sees an enemy running for cover and trips and falls, he's going to shoot him while he's down. Not give him an opportunity to get up get to cover and shoot back. This is something a four color superhero, would probably frown upon, which is why I put it there as a separate disadvantage. We are not talking mercenary in the modern sense of contract soldiers. I mean sure if a country wanted to hire him, he would take its money. However, we are talking mercenary in the older sense. His job is, if someone pays enough money, no matter who, be it criminal organization or other wise. He will fight for your cause, whether your cause is to kill a single individual or destroy a neighboring village. If the price is right, he would do it. Now his occupation is known to a large group of people, so he will certainly be treated differently than the average person, or even hero would. He is always ready for battle. So paranoid is he about being prepared, that he MUST be armed. Whether its an MP5 or a steak knife, doesn't matter, he MUST have a weapon. In situations where he is required to remove his weapons (diplomatic missions the party enters in, or if he's captured, etc) He must make an ego roll in order give up his weapons, otherwise he will try to hide one, which could be problematic for the party. Well the guy isn't supposed to get hit in the first place. But I see your point. Any ideas? I'll have to play around with the points, but I figured increasing my stun and recovery should take care of the problem without turning him into a brick. Thanks for the suggestions that makes sense. Believe it or not, my last character got by just fine with 14 inches of leap. Whether or not its because I have a generous GM, that may be I don't know. Granted this character doesn't have the vertical mobility, but he has ranged attacks, the last character didn't. Sure, I'll post him up as best as I can remember him, as I don't have the sheet with me.
  14. So I'm about to retire my previous character (Captain Razortooth, very large shark man, think hulk/conan the barbarian/aqua man) This is the next one that I came up with.This character is loosely based on Deathstroke/Capt America, you know supersoldier/assassin type. The Veteran Real Name: Unknown Player: Val Char Cost 20 STR 0 30 DEX 0 20 CON 0 23 BODY 0 23 INT 0 25 EGO 0 28 PRE 18 10 COM 0 2/23 PD 0 2/23 ED 0 5 SPD 10 37 REC 0 38 END 0 30 STUN 0 13" RUN 14 2" SWIM 0 4" LEAP 0 Characteristics Cost: 42 Cost Power 40 Arsenal: Multipower, 90-point reserve, (90 Active Points); all slots If taken, Anyone Can Use Power does not work in Very Common Circumstances (-1), Cannot Be Used With [Martial Throw] (-1/4) 2u 1) Improvised Weapon: Hand-To-Hand Attack +9d6, No Normal Defense (Non-Human Physiology; +1) (90 Active Points); If taken, Anyone Can Use Power does not work in Very Common Circumstances (-1), Hand-To-Hand Attack (-1/2), Restrainable (-1/2), OIF Durable Expendable (Easy to obtain new Focus; -1/2), Cannot Be Used With [Martial Throw] (-1/4) 3u 2) Questionite Sword: Killing Attack - Hand-To-Hand 4d6 (4 1/2d6 w/STR), Penetrating (+1/2) (90 Active Points); If taken, Anyone Can Use Power does not work in Very Common Circumstances (-1), OIF Unbreakable Expendable (Difficult to obtain new Focus; -3/4), No Knockback (-1/4), Cannot Be Used With [Martial Throw] (-1/4) 2u 3) Sniper Rifle: Energy Blast 12d6, Scope - No Range Modifier (+1/2) (90 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), If taken, Anyone Can Use Power does not work in Very Common Circumstances (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), 4 clips of 6 Charges (-1/4), Cannot Be Used With [Martial Throw] (-1/4) 2u 4) Colt 1911: Energy Blast 14d6, 4 clips of 8 Charges (+0), Autofire (3 shots; +1/4) (87 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), If taken, Anyone Can Use Power does not work in Very Common Circumstances (-1), Beam (-1/4), Cannot Be Used With [Martial Throw] (-1/4) 2u 5) Poison Shuriken: Drain STUN 7d6, 16 Charges (+0), Range Based On STR (+1/4) (87 Active Points); OAF Durable (-1), If taken, Anyone Can Use Power does not work in Very Common Circumstances (-1), Restrainable (-1/2), Can Be Missile Deflected (-1/4), Cannot Be Used With [Martial Throw] (-1/4) 2u 6) Hand Grenades: Killing Attack - Ranged 3d6, +1 Increased STUN Multiplier (+1/4), Explosion (-1 DC/3"; +1), Nonselective Target (-1/4) (90 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), If taken, Anyone Can Use Power does not work in Very Common Circumstances (-1), 6 Charges (-3/4), Range Based On Strength (-1/4), Cannot Be Used With [Martial Throw] (-1/4) 2u 7) Flash Bang: Sight and Hearing Groups Flash 8d6, Explosion (-1 DC/4"; +1 1/4), Nonselective Target (-1/4) (90 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), 4 Charges (-1), If taken, Anyone Can Use Power does not work in Very Common Circumstances (-1), Range Based On Strength (-1/4), Cannot Be Used With [Martial Throw] (-1/4) 2u 8) High Tensile Steel Bolas: Entangle 9d6, 9 DEF (90 Active Points); 3 Charges (-1 1/4), OAF Durable Expendable (Easy to obtain new Focus; -1), If taken, Anyone Can Use Power does not work in Very Common Circumstances (-1), Can Be Missile Deflected (-1/4), Cannot Form Barriers (-1/4), Cannot Be Used With [Martial Throw] (-1/4) 1 Life Support (Longevity: 200 Years) 5 Super Soldier Augmentation: Elemental Control, 10-point powers 3 1) Superior Physique: +10 STR (10 Active Points); No Figured Characteristics (-1/2) 37 2) Supeior Muscle Memory: +20 DEX (60 Active Points); No Figured Characteristics (-1/2) 10 3) Superior Constitution: +10 CON (20 Active Points); No Figured Characteristics (-1/2) 14 4) Increased Bone Density: +13 BODY (26 Active Points); No Figured Characteristics (-1/2) 8 5) Faster Synaptic Responses: +13 INT (13 Active Points) 25 6) Iron Will: +15 EGO (30 Active Points) 15 7) Heightened Motor/Reflex Response: +2 SPD (20 Active Points) 61 8) Heightened Recovery: +33 REC (66 Active Points) 5 9) Enhanced Endurance: +19 END (10 Active Points) 5 10) Heightened Pain Threshold: +10 STUN (10 Active Points) 23 11) Robust Cellular Regeneration: Healing 2 BODY, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Resurrection Only (-1/2) Powers Cost: 269 Cost Martial Arts Maneuver 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 4d6 Strike 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 2 Weapon Element: Blades, Polearms and Spears Martial Arts Cost: 30 Cost Skill 3 Acrobatics 15- 3 Acting 15- 3 Analyze: Combat 14- 3 Breakfall 15- 3 Climbing 15- 3 Combat Driving 15- 32 +4 with All Combat 3 Computer Programming 14- 3 Concealment 14- 3 Deduction 14- 3 Demolitions 14- 3 Disguise 14- 3 Interrogation 15- 3 KS 14- 1 Language Vietnamese (basic conversation) 2 Language Chinese (basic conversation; literate) 2 Language Russian (basic conversation; literate) 1 Language Arabic (basic conversation) 2 Navigation 14- 3 Security Systems 14- 3 Stealth 15- 2 Survival 14- 3 Systems Operation 14- 3 Tactics 14- 3 Tracking 14- Skills Cost: 96 Cost Perk 10 Reputation (A large group) 11-, +5/+5d6 Perks Cost: 10 Cost Talent 42 Economy of Movement: Combat Luck (21 PD/21 ED) Talents Cost: 42 Total Character Cost: 489 Pts. Disadvantage 20 Social Limitation: Perminent Contract From Hazard: Protect Rochelle (Very Frequently, Major) 5 Psychological Limitation: Recurring Nightmares (Uncommon, Moderate) 15 Psychological Limitation: Prefers Force to Diplomacy (Common, Strong) 20 Psychological Limitation: Stoic (Common, Total) 15 Psychological Limitation: Ruthless in Combat (Common, Strong) 20 Psychological Limitation: Fights Dirty (Very Common, Strong) 10 Distinctive Features: Extensive Scarring (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Reputation: "Human Wreckingball", 8- 10 Social Limitation: Profession-Mercenary for Hire (Frequently, Minor) 15 Psychological Limitation: Soldier's Code (Common, Strong) 15 Psychological Limitation: Always Armed (Common, Strong) Disadvantage Points: 150 Base Points: 333 Experience Required: 6 Total Experience Available: 6 Experience Unspent: 0 I've been toying around with giving him a summon. Something like when he faces something TOO big, he has a plane on standby that drops by parachute, a missile platform or something. so a scene would play out like this. Veteran running away from big brick guy, "I need fire support, drop Package 1138", Vet continues to run....runs around a corner, hops into the missile platform that was just dropped. Brick runs around a corner, is wide eyed by the huge missiles staring him in the face. "Say goodbye Sweetness!" *BANG* Can you guys think of some ways to get this to work, or do you think its just too damn complicated to actually put on a sheet and should just be left for cinematic moments? Now the campaing I'm playing in, is a pretty high powered game. My GM DOES allow characteristics to be put into elemental controls. My GM also doesn't do the everyman skills thing, and just gives us 11 free skills, or in this case 33 free points for skills. His background is pretty simple at the moment. At the start of the Vietnam war the supersoldier program was rebooted. He was a product of that experiment. On his first mission into the interior of vietnam, all hell broke loose, and he was left behind and captured. He was tortured by the VC for 2 years. In those years he became disillusioned about the US gov't, and once he escaped became a mercenary. He's been in and out of wars for over 40 years, and has become a legend in the mercenary community. In the late 90's he met a guy codenamed hazard, and helped train him. They become proteges and worked together for a few years before splitting. Later hazard (who is the boyfriend of one of the PC's) died, but he didn't die before setting a few things up. Always protective of Rochelle (the PC) Hazard set aside a substantial amount of money to be sent to The Veteran every month as long as he kept her out of harms way. Keep in mind that this campaign started as kind like a Project Thunderbolts game. Now the way I see it, The Vet can be a mean SOB, but through working with actual heroes he may just learn that his notions of selfishness may be misplaced and that there really is something worth sacrificing for after all. Let me know what you think.
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