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Trencher

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  1. Like
    Trencher reacted to Zed-F in Supers With Pictures: Fun For All   
    Re: Supers With Pictures: Fun For All
     
    Last one for now, until I get around to coming up with some more ideas. Here's another guy set up for a Dark Champions or Animated Dark Champions game, who could be a sometime partner for KingOfPain, Raven, and Coon. He's a street mage by the name of:
     
    Cynwyddon
     

    [b]Cynwyddon - John Conklin[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13 12- HTH Damage 2 1/2d6 END [1] 18 DEX 24 18 13- OCV 6 DCV 6 18 CON 16 18 13- 10 BODY 0 10 11- 13 INT 3 13 12- PER Roll 12- 14 EGO 8 14 12- ECV: 5 18 PRE 8 18 13- PRE Attack: 3 1/2d6 10 COM 0 10 11- 4 PD 1 4/14 4/14 PD (0/10 rPD) 4 ED 0 4/14 4/14 ED (0/10 rED) 4 SPD 12 4 Phases: 3, 6, 9, 12 7 REC 0 7 36 END 0 36 26 STUN 0 26 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward [b]CHA Cost: 75[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 33 [b][i]Ritual Combat Shotgun[/i][/b]: Multipower, 50-point reserve, (50 Active Points); all slots OIF Shotgun (-1/2) [Notes: Shotgun has a strap to prevent loss.] - END= 2u 1) [b][i]Cold Iron Buttstroke[/i][/b]: Hand-To-Hand Attack +5 1/2d6, Affects Desolidified: Mystic SFX (+1/4), Reduced Endurance (0 END; +1/2) (49 Active Points); Hand-To-Hand Attack (-1/2), OIF Shotgun (-1/2) [Notes: 8d6 w/ STR.] - END=0 2u 2) [b][i]Standard Shot[/i][/b]: Killing Attack - Ranged 2 1/2d6, +1 Increased STUN Multiplier (+1/4) (50 Active Points); OIF Shotgun (-1/2), Reduced Penetration (-1/4), Reduced By Range (-1/4), 4 clips of 6 Charges (-1/4) - END=[6] 2u 3) [b][i]Rock Salt Pellets[/i][/b]: Energy Blast 10d6, STUN Only (+0) (50 Active Points); OIF Shotgun (-1/2), Reduced By Range (-1/4), 4 clips of 6 Charges (-1/4) - END=[6] 2u 4) [b][i]Cold Iron Slugs[/i][/b]: Killing Attack - Ranged 2d6-1, Affects Desolidified: Mystic SFX (+1/4), +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2) (50 Active Points); 2 clips of 6 Charges (-1/2), OIF Shotgun (-1/2) - END=[6] 2u 5) [b][i]Dragon's Breath Shells[/i][/b]: Energy Blast 8d6, Affects Desolidified: Mystic SFX (+1/4) (50 Active Points); 2 clips of 6 Charges (-1/2), OIF Shotgun (-1/2) [Notes: Magnesium/phosphorous w/ cold iron filings.] - END=[6] 2u 6) [b][i]Mists of the Forgetful Sea[/i][/b]: Change Environment 4" radius, -6 INT Roll and all INT Skill Rolls, Long-Lasting 20 Minutes, Affects Desolidified: Mystic SFX (+1/4) (50 Active Points); 2 clips of 6 Charges (-1/2), OIF Shotgun (-1/2) [Notes: Tear Gas shells w/ replacement contents.] - END=[6] 2u 7) [b][i]Grave Dust Shells[/i][/b]: Sight and Mystic Groups Flash 9d6 (50 Active Points); 2 clips of 6 Charges (-1/2), OIF Shotgun (-1/2) [Notes: Beanbag shells w/ replacement pellets.] - END=[6] 2u 8) [b][i]Lightning Ley Line[/i][/b]: Teleportation 15", No Relative Velocity, x8 Noncombat (50 Active Points); 2 clips of 6 Charges (-1/2), OIF Shotgun (-1/2), Must Pass Through Intervening Space (-1/4) - END=[6] 5 [b][i]Detachable IR Scope[/i][/b]: (Total: 13 Active Cost, 5 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF IR Scope (-1) (Real Cost: 2) [b]plus[/b] +1 with Ranged Combat (5 Active Points); OAF IR Scope (-1) (Real Cost: 2) [b]plus[/b] Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF IR Scope (-1) (Real Cost: 1) - END=0 8 [b][i]Armoured Clothing[/i][/b]: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Real Armor (-1/4) - END=0 8 [b][i]Luckstone[/i][/b]: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points); Restrainable (-1/2), Nonpersistent (-1/4), Must Be Aware Of Attack (-1/4), Physical Manifestation (-1/4) - END=0 - END= 5 [b][i]Magesight[/i][/b]: Detect Magic 12- (Sight Group) [Notes: Sight: Includes Sense, Range, Targeting.] - END=0 3 [b][i]Mystic Longevity[/i][/b]: Life Support (Eating: Character only has to eat once per week; Longevity: 200 Years; Sleeping: Character only has to sleep 8 hours per week) - END=0 18 [b][i]Druidic Power Items[/i][/b]: Multipower, 32-point reserve, (32 Active Points); all slots Physical Manifestation (-1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Spells produce magically constructed items.] - END= 1u 1) [b][i]Glain Naddair[/i][/b]: Succor Characteristic 3d6+1 (standard effect: 10 points), any Characteristic one at a time (+1/4), Range Based On STR (+1/4), Costs END Only To Activate (+1/4) (30 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Physical Manifestation (-1/4), Incantations (-1/4), Gestures (-1/4) [Notes: An 'egg' of power, anyone can hold only one.] - END=2 1u 2) [b][i]Torc of Cernunnos[/i][/b]: Succor Attack Powers 3d6+1 (standard effect: 10 points), any Attack Power one at a time (+1/4), Costs END Only To Activate (+1/4), Range Based On STR (+1/4) (30 Active Points); Extra Time (Full Phase, to Activate, -1/4), Physical Manifestation (-1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Confers accuracy, anyone can hold only one.] - END=2 1u 3) [b][i]Cold Iron Lodestone[/i][/b]: Suppress Magic 2d6, all Magic powers simultaneously (+2), Costs END Only To Activate (+1/4) (32 Active Points); Range Based On Strength (-1/4), Beam (-1/4), Physical Manifestation (-1/4), Incantations (-1/4), Gestures (-1/4) - END=3 1u 4) [b][i]Herbal Sachet of Regrowth[/i][/b]: Healing Characteristics 0 1/2d6, Costs END Only To Activate (+1/4), Continuous (+1), Decreased Re-use Duration (1 Turn; +1 1/2), all Characteristics simultaneously (+2) (29 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Physical Manifestation (-1/4), Incantations (-1/4), Gestures (-1/4) - END=3 1u 5) [b][i]Animal Mask[/i][/b]: Shape Shift (Sight, Touch and Hearing Groups, Animal shapes), Costs END Only To Change Shape (+1/4) (32 Active Points); Concentration (0 DCV, to change shape; -1/2), Physical Manifestation (-1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Mask is distinctly visible to mystic senses.] - END=3 1u 6) [b][i]Cloak of the Winds[/i][/b]: Gliding 18", Usable By Other (+1/4), Usable As Leaping (+1/4) (27 Active Points); Physical Manifestation (-1/4), Incantations (-1/4), Gestures (-1/4) - END=0 1u 7) [b][i]Cloak of Deep Shadow[/i][/b]: Invisibility to Sight and Hearing Groups , Costs END Only To Activate (+1/4) (31 Active Points); Not In Bright Direct Light (-1/4), Physical Manifestation (-1/4), Incantations (-1/4), Gestures (-1/4) - END=2 1u 8) [b][i]Airbe Drtiad[/i][/b]: Force Field (5 PD/5 ED/5 Power Defense), Costs END Only To Activate (+1/4), Usable By Other (+1/4), Hardened (+1/4) (26 Active Points); Physical Manifestation (-1/4), Incantations (-1/4), Gestures (-1/4) [Notes: A mystic cloak of tough twigs and fibers.] - END=2 1u 9) [b][i]Conch Shell of Awen's Waters[/i][/b]: Mind Link , Human and Animal classes of minds, Any Willing Target, Number of Minds (x2) (30 Active Points); Nonpersistent (-1/4), Physical Manifestation (-1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Acts as a mystic phone for one's mind.] - END=0 - END= [b]POWERS Cost: 105[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] Everyman 0 1) Climbing 8- 0 2) Concealment 8- 0 3) Deduction 8- 0 4) Language: Native Language (idiomatic; literate) (5 Active Points) 0 5) Paramedics 8- 0 6) PS: Profession / Hobby 11- 0 7) Shadowing 8- 0 8) Stealth 8- 0 9) TF: Small Motorized Ground Vehicles 3 Acting 13- 3 Analyze: Magic 12- 3 Animal Handler (Birds, Canines) 13- 3 Breakfall 13- 3 Conversation 13- 3 Fast Draw: Firearms 13- 3 High Society 13- 3 Interrogation 13- 2 Language: Seelie (fluent conversation) 3 Persuasion 13- 3 Power: Magic 12- 3 Scholar 1 1) KS: Druidic Lore (2 Active Points) 11- 1 2) KS: Ghosts, Spirits, & The Undead (2 Active Points) 11- 1 3) KS: Mystic World (2 Active Points) 11- 1 4) KS: Occult Groups, Threats, & Practices (2 Active Points) 11- 1 5) KS: Tales, Myths, & Legends (2 Active Points) 11- 1 6) KS: The Seelie (2 Active Points) 11- 3 Seduction 13- 3 +1 with Ritual Combat Shotgun 10 +1 Overall 3 Sleight Of Hand 13- 3 Streetwise 13- 1 Survival (Temperate/Subtropical) 8- 3 Teamwork 13- 3 WF: Small Arms, Clubs, Crossbows, Fist-Loads, Thrown Rocks, Unarmed Combat [b]SKILLS Cost: 70[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Dependent NPC: Gwyn Hollis, Would-be Apprentice 11- (Slightly Less Powerful than the PC) [Notes: A perky college-age Buffy wannabe, eager for action. (75+75)] 15 Dependent NPC: Gwyn's Crew 8- (Normal; Group DNPC: x2 DNPCs) [Notes: Occasionally Gwyn's schoolmates become tag-alongs.] 15 Hunted: Various Lesser Nobles of the Unseelie Court 8- (Mo Pow, Capture) [Notes: Usually they hunt him alone or in small groups.] 15 Psychological Limitation: Sworn to Confront Mystic Evil (Common, Strong) [Notes: Will not shy away from combat, even if odds are grim.] 20 Normal Characteristic Maxima 15 Psychological Limitation: Protective of Innocents (Very Common, Moderate) 10 Psychological Limitation: Devoted To Finding His Family (Uncommon, Strong) [Notes: Long-term project; doesn't come up on a daily basis.] [b]DISADVANTAGES Points: 100[/b] Base Pts: 150 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 250
     
    Height: 1.75 m Hair: Black
    Weight: 75.00 kg Eyes: Brown
    Appearance: A caucasian man of middling height and average build, Cynwyddon usually dresses in a white dress shirt, a dark ties, pants, duster, and often hat. He keeps his shotgun on him practically at all times, hidden under his duster. He doesn't smoke, but often keeps a twig or matchstick in his mouth. His hair is black, and his face lined with grief, weathering, and age. He looks to be in his forties, though he's actually closer to 60.
     
    Personality: Cynwyddon is typically somewhat withdrawn and reluctant to talk about his past, preferring not to dwell on his past trials and mistakes. Instead he focuses on the task ahead of him, his current foe, and, of course, on his long-term goal of recovering his wife and sons. He has made a handful of attempts over the years to contact them in the Seelie realm, and though he has made a few enemies there in the process, so far he has met with no success. Nevertheless, he refuses to give up his quest. No longer needing to sleep or eat much, Cynwyddon doesn't really have much use for money or much of a life aside from his self-appointed job as a monster hunter. He will occasionally visit a homeless shelter, often in a church, if he feels he needs a meal and a night's rest. Despite his Druidic learning, Cynwyddon is very embracing of different traditions, realizing that many of them have different and often valuable perspectives on the truth; associating with practitioners of different religions is not a trouble to him.
     
    Quote: "Step away from the girl, pal. It's time you went back where you came from."
     
    Background: If I'd known then what I know now, I'd never have taken that vacation to Great Britain. I'd have taken Brenda and my kids, Joey and Michael, to a nice beach in south France, or Spain, or maybe Italy. For sure I would never have gone to Glastonbury Tor. For damn sure I would never have said word one to that old man.
     
    Now, of course, it's far too late.
     
    But that's where it all started. At the time, things were looking good. I was a mid-level executive in a profitable brewery. I had a good benefits package, enough vacation time to make a decent trip. Both the wife and I had roots of a sort in England, Wales, and Scotland, relatives there. Truth to tell, our ancestries were so mixed there were only a few distant cousins. We went as much for the beer as anything; it was something of a wonder that we bothered to visit them. The first week in and around London was great, met a few relatives, saw some sights, drank a lot of beer. We made our way west slowly, touring, enjoying the countryside.
     
    We got to the Tor around the middle of the second week, just about halfway through our vacation schedule. We wanted to check out the sights, the boys wanted to see the maze. The boys won, of course. I can still remember walking up the hill of the Tor when this old fellow accosts me, wants to talk to me. The kids want to get to the maze, I tell Brenda to go ahead with them, I'll be right behind. The old guy starts yammering away, about times of yore when the Druids still walked the earth, about how those times aren't so far removed as one might think, about faeries and doors to the underworld, about fate, about how sometimes one chooses one's destiny, and how other times one's destiny is chosen by others, or by circumstance. I don't really remember what all he said, but I wasn't really listening that closely. I was just being polite, trying to think how to get away from the old guy without seeming rude, one eye on him and the other on the door to the only entrance to the maze. I didn't want to disappoint the boys.
     
    Finally I got tired of the prattle and took my leave. Rather impatiently, I entered the maze. It wasn't the kind of maze that had branching paths, it just wound its way toward the center. There was only one way to go. I had seen them go in, hadn't seen them come out, but I hadn't really been delayed all that long, just a few minutes; I knew they had to be ahead of me somewhere. I wasn't worried. Not, that is, until I got to the center, and they were nowhere to be found. The went in, but never came out -- vanished without a trace.
     
    Worried sick, I ran back out of the maze, hoping against hope that I'd somehow missed them and that they'd be waiting for me at the entrance. They weren't. The old man was, sorrow in his eyes. He waited for me while I searched the Tor for my family, fruitlessly. Then he took me away from there, and began to teach in earnest. I didn't want to hear what he had to tell me, I didn't want to believe -- but I had to. It was the only explanation I had. It was the only chance I might have to see them again.
     
    The remainder of that week, that month, and the next several months after that, I spent in England. I took disability from my job, then eventually quit, citing emotional stress. I never did learn that old man's name, but he started my education before he died, left me a few books, sent me to another teacher. And so it went, moving from place to place, learning a bit here, a bit there. Developing my own connection to the mystic realms, my own style, my own weapons. Searching for a way to recover my family.
     
    Thirty years later, I'm still searching. I've learned a lot since then, about magic, about the supernatural, different traditions, different threats. My eyes have been opened. I've come to realize that while the odds grow shorter by the year, my quest is not utterly hopeless. People can sometimes spend half a mortal lifetime in the faerie realm and emerge later unchanged, not having aged a day. If so, there's still time; we can still be together. I can't give up hope, it's all I have left. Hope, and the responsability not to let others fall victim to the perils of the world that lies beyond sight, as my family did.
     
    Powers/Tactics: Cynwyddon's main mode of attack is his customized shotgun, for which he has a wide variety of loads, both mundane and magically-enhanced. It is a fairly potent weapon but not exceptionally so, but makes up for this with versatility. His other powers all involve the creation of a variety of temporary enchanted items of druidic power, most of which confer some sort of benefit to the holder, but all of which last only so long as Cynwyddon maintains the enchantment.
     
    Cynwyddon's tactics depend on which of his power items he is currently using or plans to use. If he is using his Cloak of Deep Shadow or his Animal Mask, for instance, he will rely on stealth and attacking from surprise. On the other hand, if he is expecting an encounter with a close combat specialist, he may use his Cloak of Winds to keep his distance and avoid being grappled. If Cynwyddon does get grappled, he will be at a significant advantage, and knows it; fortunately, he is skilled enough at maintaining control of his shotgun that disarming him is quite difficult, and he will often be able to find a way to use it even if grappled or entangled. Cynwyddon prefers not to call too much attention to himself, but is not afraid of fighting his battles in public venues if necessary, as one of his cloaks or his mask will usually let him slip away unhindered afterward if he so desires.
     
    Campaign Use: Cynwyddon's a monster hunter and source concerning matters of the occult. He's fairly strong against many mystic opponents because of his knowledge of their proclivities and weaknesses and because his weapons often tend to affect them even when normal weapons will not. He also has some decent investigative skills and a versatile suite of minor magics to help him uncover mystic events of importance wherever he roams. On the other hand, he doesn't have as many special advantages against more conventional opponents, and his defenses aren't strong enough to withstand a major assault, should he attract more attention than he can handle.
  2. Like
    Trencher got a reaction from BoneDaddy in Musings on Random Musings   
    Re: Musings on Random Musings
     

    It's all greek to me.
  3. Like
    Trencher got a reaction from zornwil in Musings on Random Musings   
    Re: Musings on Random Musings
     

    Please! Stop. With. The. Bimbo. Routine!
    Please! For the love of all that is holy! PLEASE!
  4. Like
    Trencher got a reaction from AliceTheOwl in Musings on Random Musings   
    Re: Musings on Random Musings
     

    Please! Stop. With. The. Bimbo. Routine!
    Please! For the love of all that is holy! PLEASE!
  5. Like
    Trencher reacted to Storn in Storn's Art & Characters thread.   
    Re: Storn's Art & Characters thread.
     
    I decided to combine my digital watercolor look for the background and keep to the more comic-booky coloring for the figure busting the frame of reference.
     

  6. Like
    Trencher reacted to teh bunneh in Storn's Art & Characters thread.   
    Re: Storn's Art & Characters thread.
     
    I'm not Storn (so I hope it's OK to post these in this thread), but here are some miniatures -- based off of Storn artwork -- that I did for RDUNeil and his players. I only know the name of one of them -- Geist (I'm including his Storn piccie for reference).
  7. Like
    Trencher reacted to AliceTheOwl in Musings on Random Musings   
    Re: Musings on Random Musings
     

    A witch or wizard from the Harry Potter universe whose parents are muggles (non-magical, mundanes).
     
    It basically plays off the idea of 'purebloodedness' and those who discriminate against those not in their elite little club that's based on nothing they have any control over.
     
    In the case of Hermione, who is currently Ben's avatar, she was born to 2 muggle parents, but is arguably the best witch of her generation. Despite her hard work and study, though, people discriminate against her just because she wasn't born to parents who'd had magic in their family for hundreds and hundreds of years.
  8. Like
    Trencher reacted to lensman in Rifts HERO?   
    Re: Rifts HERO?
     
    Errr... Here now my Skelebot conversion
  9. Like
    Trencher reacted to Amused in Musings on Random Musings   
    Re: Musings on Random Musings
     
    wrote this a while ago...just thought of it again and typed up real quickly.
     
     
    So you walk into a room full of people there are big booths all around the room where these people come to congregate. Not unlike a convention, but it lasts much longer than any convention would.
    There are smaller booths with a members name on each that are connected to each other but locked from people that do not bear the persons name. These booths seem only for private communication between members and general appearance upkeep for the member.
    Everyone in the room is wearing a name tag with usual and unusual names. All their faces are boxes with strange images in them, sometime bright and vibrant other dark and mystical, others just plain goofy.
    I step hesitantly in the room, my face the image of an upside down Nightcrawler.
    I cautiously make my past the booths glances at the large signs above them that allude to the conversations within.
    Random Musings, Compliment the Person Above, Why is Bush Still in Office… all sorts of topics.
    Some of the booths are larger than the others, filled with life and vibrance, others nearly empty.
    I make my way into the Quick Apology to the Boards both. It had started as a general I’m sorry to the convention goers, but it seemed to have transformed into a bawdy joke fest.
    I see my opportunity and say hello, making a joke. The words appear in front of my head, before they are plastered to the extensive booth wall.
    A person steps in, his boxy face the image of a crazed clown.

    Sheep’s…lewdness…general mayhem


    His tag says his name is Mightybec and even when my bland body that all the convention goers have morphs into that of a fifteen year old girl, he shrugs. A couple others back off quickly, but I laugh and continue joking.
    The convention continues even as the some of the booths are lit on fire. The yelling and screaming echo out faintly as the babysitters quickly come in with fire extinguisher and begin throwing members out of the convention.
    A female duo morphs into one member and their body morphs from two sexy woman to one creepy man. The whole convention takes notice, but eventually the members calm again.
    The convention continues to go on, as it most likely will for years to come. It is the convention of the NGD.
     
    The End
  10. Like
    Trencher got a reaction from Mightybec in Musings on Random Musings   
    Re: Musings on Random Musings
     

    Well. Can't have that now, can we?
     
     
     
     
    Kidding.
  11. Like
    Trencher got a reaction from Amused in Musings on Random Musings   
    Re: Musings on Random Musings
     

     
    Do as the doctor says, the earlier you deal with the problem the better.
    That "won’t leave the house" problem gets worse with age.
    There is no better way to deal with it than the hard boring way.
  12. Like
    Trencher got a reaction from Highwayman in Supers With Pictures: Fun For All   
    Re: Supers With Pictures: Fun For All
     
    Shoo-shoo
    Damm what are all these crickets doing here?
    Well anyway I just made up another character sheet for one of my characters in the pics that could be a superteam thread.
    -----------
    HORRORSONG
    Val Char Cost Roll Notes
    8 STR -2 11- Lift 75.8kg; 1 1/2d6 [1]
    11 DEX 3 11- OCV: 4/DCV: 4
    8 CON -4 11-
    8 BODY -4 11-
    10 INT 0 11- PER Roll 11-
    12 EGO 4 11- ECV: 4
    10 PRE 0 11- PRE Attack: 2d6
    6 COM -2 10-
     
    4 PD 2 Total: 4 PD (0 rPD)
    4 ED 2 Total: 4 ED (0 rED)
    3 SPD 9 Phases: 4, 8, 12
    4 REC 0
    16 END 0
    20 STUN 4 Total Characteristic Cost: 10
     
    Movement: Running: 5"/10"
    Leaping: 1"/2"
    Swimming: 2"/4"
     
    Cost Powers END
    71 Horror generator: Drain PRE 8d6, Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2), Cumulative (96 points; +3/4), Area Of Effect Nonselective (16" radius; +1 1/4) (320 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 20 Minutes; -1 1/4), IAF Bulky (Huge horror machine; -1), Arrangement (-1/4), Gradual Effect (5 Minutes; -3/4), Real Weapon (-1/4)
    11 Colt python: Killing Attack - Ranged 2d6-1, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (Gun; -1), 6 Charges (-3/4), Beam (-1/4), No Knockback (-1/4) [6]
     
    Skills
    3 Bureaucratics 11-
    7 Concealment 13-
    3 Conversation 11-
    3 Deduction 11-
    1 WF: Handguns
    2 TF: Common Motorized Ground Vehicles
    3 Electronics 11-
    2 Sound engineering: SS 11-
    4 Computer Programming (Personal Computers, Military Computers) 11-
     
    Total Powers & Skill Cost: 110
    Total Cost: 120
     
    150+ Disadvantages
    15 Psychological Limitation: Sadist (Very Common, Moderate)
    10 Psychological Limitation: Dislike causing pain (Common, Moderate)
    5 Hunted: Police 8- (Less Pow, Harshly Punish)
    10 Rivalry: Professional (With other fear based villian; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
    5 Distinctive Features: Shabby (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
     
    Total Disadvantage Points: 45
     
    Background/History:
    Horrorsong has been a sadist since he learned to interact with other people. His strict and unforgiving parents “taught” him to dislike physical pain however and he got interested in psychological torture in stead. When he was young he imagined presence as a “force” some people had and some people lacked. Clearly the ones who wielded this force should rule the others. After an un-eventful childhood Horrorsong got a job as a scientist working to find a way to psychologically influence soldiers to give up. He rejected the fear gas the other inventors came up with and designed his own fear generator which used sub vocal sound waves to influence the brain pattern of the subjects.
    He failed to make the horror generating machine portable however and the machine produced waves in all directions making all people sick with fear not just the enemy, he tried to generate a projector device but he just did not have the skills necessary.
    The machine was rejected and Derrick was to start another project when he got the not so bright idea to use the machine to play a joke on one of his subordinate researchers. He tricked her into coming over to his lab and then he switched on the machine to see who could “stand” the fear effect for the longest. To his surprise she went into a hysteric fit right away and when he turned it off she promptly quit her job. Then she sued the company for millions of dollars. Derrick got fired for his stupid stunt and his over-specialization and arrogant personality made it difficult for him to find a job that he did not feel was beneath him.
    Unemployed and alone Horrorsong started to slowly sunk more and more down into self-pity and his anti-social ideas from his childhood started to return in full force.
    Only he understood the “force” that made some people better than others.
    People rejected him because they were envious of the potential they saw in him.
    He desired vengeance and over the years he almost sub-concisely collected all the parts he needed for creating another machine.
    He loaded onto a truck and drove into town, parked it turned on the machine and left the truck. As a diversion he had donned a gasmask and used several fear inducing gas grenades. Then he proceeded to rob a jewelry store. A superhero showed up and using his powers over air quickly got rid of the gas but it did not help him with the sound waves.
    Horrorsong could leave in peace while security, customers, the superhero and the police lying on the ground shaking with fear.
    He had never felt so powerful! Now Horrorsong truly went over the bend and became more and more delusional, he started to see himself as an artist a master of the horror force, fit to be king over man!
     
    Personality/Motivation: Horrorsong see himself as an artist in horror. He through his power over horror is better than others and have the (natural) right to do as he please.
    He dislike pain both causing it and feeling it himself.
     
    Quote: And gigants walk among us tall, but on clay feet..
     
    Powers/Tactics: Hide the machine/truck on a corner and walk into a store and fill his bags with loot.
    If faced with serious resistance he tries to shoot them with his gun. Horrorsong is arrogant and not prone to change his plans just because he should.
     
    Campaign Use: As a one trick pony Horrorsong could be used in an adventure or two. His equimpment might fall into a more competent vilians hands.
    Since Horrorsong has faced some hard times and does not try to kill or injure people some heroes might try to cure Derrick of his delusions and help him into a normal life. That will probably fail since Horrorsong is a sociopath just with a taste for causing fear rather than pain. It would take long time in a very good mental asylum to help him live a normal life.
     
    Appearance: Average size and weight. Allthough Horrorsong like to wear expensive suits he does not clean them as often as he should so he comes off as a little dirty and scruffy looking. He has black greasy hair and brown eyes. He often goes a day or two witouth taking baths.
  13. Like
    Trencher reacted to BoneDaddy in The "Nice Happy" Thread   
    Re: The "Nice Happy" Thread
     
    I gotta job! Not a great job, not a long term job, not a high paying job, but I gotta frickin' job!
     
    Yippee!
     
    I'll celebrate with tequila at Oddhat's place...
  14. Like
    Trencher reacted to Zed-F in Supers With Pictures: Fun For All   
    Re: Supers With Pictures: Fun For All
     
    Here's Eidolon: http://www.herocentral.net/test/get/files/premium/Eidolon_v0.01.htm
     

    [b]Eidolon - Jessica Umbridge[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 15 STR 5 15/30 12- / 15- HTH Damage 3d6/6d6 END [1/2] 20 DEX 30 20/30 13- / 15- OCV 7/10 DCV 7/10 13 CON 6 13 12- 10 BODY 0 10 11- 13 INT 3 13 12- PER Roll 12-/17- 14 EGO 8 14 12- ECV: 5 13 PRE 3 13 12- PRE Attack: 2 1/2d6 10 COM 0 10 11- 3 PD 0 3/21 3/21 PD (3/10 rPD) 3 ED 0 3/21 3/21 ED (3/10 rED) 3 SPD 0 3/5 Phases: 4, 8, 12/3, 5, 8, 10, 12 6 REC 0 6 26 END 0 26 25 STUN 0 25 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 3"/6" 3"/6" forward, 1 1/2"/3" upward [b]CHA Cost: 55[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 10 [b][i]Psionic Powers[/i][/b]: Elemental Control, 20-point powers [Notes: Most invisible to sight/sound; all visible to mental.] - END= 15 1) [b][i]Photokinetic/Sonokinetic Shield[/i][/b]: Invisibility to Sight, Hearing and Radio Groups , Costs END Only To Activate (+1/4) (37 Active Points); Side Effects: 3d6 STUN Drain (-1/2), Requires A Psionics Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) - END=3 5 2) [b][i]Dermal Psi-shield[/i][/b]: Force Field (7 PD/7 ED), Costs END Only To Activate (+1/4), Invisible to Hearing, and Sight Groups, SFX Only (+1/4) (21 Active Points); Requires A Psionics Roll (-1/2), Side Effects: 2d6 PD & ED Drain (-1/2) - END=2 4 3) [b][i]Pain Damping[/i][/b]: (Total: 20 Active Cost, 10 Real Cost) +8 PD, Invisible to Hearing, and Sight Groups, SFX Only (+1/4) (10 Active Points); Stun Only (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Must Be Aware Of Attack (-1/4) (Real Cost: 5) [b]plus[/b] +8 ED, Invisible to Hearing, and Sight Groups, SFX Only (+1/4) (10 Active Points); Stun Only (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Must Be Aware Of Attack (-1/4) (Real Cost: 5) - END=2 4 4) [b][i]Psychic Healing[/i][/b]: Healing 1 BODY, Invisible to Hearing, and Sight Groups, SFX Only (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) - END=0 4 5) [b][i]Instill Rage[/i][/b]: Succor 1d6+1, Costs END Only To Activate (+1/4), Invisible to Hearing, and Sight Groups, Source Only (+1/4), Continuous (+1), STR, CON, BOD, STUN simultaneously (+1) (24 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Concentration (0 DCV to Activate; -1/2), Side Effects: Enraged In Combat Go 14- Recover 11-, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; -1/2), Requires A Psionics Roll (-1/2) [Notes: Max 20 AP per stat, uses 2 END per phase.] - END=2 4 6) [b][i]Telekinetic Mass Amplification[/i][/b]: Density Increase (500 kg mass, +15 STR, +3 PD/ED, -3" KB), Costs END Only To Activate (+1/4) (19 Active Points); Requires A Psionics Roll (-1/2), Side Effects: 3d6 STR Drain (-1/2), Increased Endurance Cost (x2 END; -1/4) [Notes: Density Increase is naturally invisible.] - END=2 6 7) [b][i]Telekinetic Levitation[/i][/b]: Gliding 14", Usable As Leaping (+1/4), Invisible to Hearing, and Sight Groups, SFX Only (+1/4) (21 Active Points); Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: 17"/20" with Leaping.] - END=2 4 8) [b][i]Ethereal Presences[/i][/b]: Summon 2 25-point Telekinetic Ghosts, Expanded Class of Beings Very Limited Group (+1/4), Invisible to Hearing, and Sight Groups, Source Only (+1/4), Slavishly Devoted (+1) (25 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Requires A Psionics Roll (-1/2), Side Effects: 3d6 BOD Drain (-1/2) - END=8 4 9) [b][i]Psionic Link[/i][/b]: Mind Link , Any Willing Target, Number of Minds (x2) (20 Active Points); Requires A Psionics Roll (-1/2), Side Effects: 3d6 STUN Drain (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) - END=2 5 10) [b][i]Mind's Eye[/i][/b]: Clairsentience (Sight Group), Costs END Only To Activate (+1/4) (25 Active Points); Only Through The Senses Of Others (-1/2), Requires A Psionics Roll (-1/2), Side Effects: 2d6 INT & EGO Drain (-1/2), Increased Endurance Cost (x2 END; -1/4) - END=4 40 [b][i]Prescient Reflexes[/i][/b]: (Total: 40 Active Cost, 40 Real Cost) +10 DEX (Real Cost: 30) [b]plus[/b] +1 SPD (Real Cost: 10) - END=0 10 [b][i]Limited Prescience[/i][/b]: +1 Overall - END= 6 [b][i]Psionic Toughness[/i][/b]: (Total: 6 Active Cost, 6 Real Cost) Damage Resistance (3 PD/3 ED) (Real Cost: 3) [b]plus[/b] +3 Mental Defense (6 points total) (Real Cost: 3) - END=0 50 [b][i]Latent Potential[/i][/b]: Reserved For Future Use - END=0 - END= 40 [b][i]MOM Handunit[/i][/b]: Multipower, 70-point reserve, (70 Active Points); all slots IAF MOM (-1/2), Not In Intense Magnetic Fields (-1/4) [Notes: Meson Overspin Modulator, visible to smell (ozone)] - END= 3u 1) [b][i]Quantum Teleportation[/i][/b]: Teleportation 5", No Relative Velocity, Position Shift, x2 Increased Mass, x4 Noncombat, Safe Blind Teleport (+1/4), Invisible to Hearing, and Sight Groups, SFX Only (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Extra Time (Full Phase, -1/2), IAF MOM (-1/2), Not In Intense Magnetic Fields (-1/4) - END=0 3u 2) [b][i]Distance Teleportation[/i][/b]: Teleportation 1", No Relative Velocity, Position Shift, x2 Increased Mass, Safe Blind Teleport (+1/4), Invisible to Hearing, and Sight Groups, SFX Only (+1/4), Reduced Endurance (0 END; +1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (66 Active Points); Extra Time (Full Phase, -1/2), IAF MOM (-1/2), Not In Intense Magnetic Fields (-1/4) - END=0 3u 3) [b][i]Quantum Phase Shift[/i][/b]: Desolidification (affected by Dimensional, Quantum, or Radiation), Invisible to Hearing, and Sight Groups, SFX Only (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); IAF MOM (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Not In Intense Magnetic Fields (-1/4) - END=0 3u 4) [b][i]Quantum Displacer Beam[/i][/b]: Teleportation 9", Position Shift, Invisible to Hearing, and Sight Groups, SFX Only (+1/4), Limited Range: 64" (+1/4), Reduced Endurance (0 END; +1/2), Usable As Attack (+1) (69 Active Points); IAF MOM (-1/2), no Noncombat movement (-1/4), Not In Intense Magnetic Fields (-1/4) - END=0 3u 5) [b][i]Meson Beam[/i][/b]: Energy Blast 8d6, Invisible to Hearing, and Sight Groups, SFX Only (+1/4), No Normal Defense (ED Forcefield; +1/2) (70 Active Points); IAF MOM (-1/2), Beam (-1/4), Cannot Be Bounced (-1/4), 4 clips of 6 Charges (-1/4), Not In Intense Magnetic Fields (-1/4) - END=[6] 3u 6) [b][i]Meson Barrage[/i][/b]: Energy Blast 5 1/2d6, Invisible to Hearing, and Sight Groups, SFX Only (+1/4), No Normal Defense (ED Forcefield; +1/2), Area Of Effect Nonselective (11" Cone; +3/4) (70 Active Points); IAF MOM (-1/2), 4 clips of 6 Charges (-1/4), Not In Intense Magnetic Fields (-1/4) - END=[6] 3u 7) [b][i]Overcharged Meson Beam[/i][/b]: Energy Blast 14d6 (70 Active Points); IAF MOM (-1/2), 4 clips of 6 Charges (-1/4), Not In Intense Magnetic Fields (-1/4) - END=[6] 1 [b][i]MOM Teleport Memory[/i][/b]: Teleportation: Fixed Location (2 Locations) (2 Active Points); IAF MOM (-1/2) [Notes: Home, Last location teleported from] - END=0 5 [b][i]Backup Handunit[/i][/b]: Another MOM - END=0 Mirrorshades: List, all slots IAF Shades (-1/2) - END= 3 1) [b][i]Image Enhancer[/i][/b]: +5 PER with Normal Sight (5 Active Points); IAF Shades (-1/2) - END=0 1 2) [b][i]Zoom Function[/i][/b]: +5 versus Range Modifier for Normal Sight (2 Active Points); IAF Shades (-1/2) - END=0 3 3) [b][i]Mirrored Surface[/i][/b]: Sight Group Flash Defense (5 points) (5 Active Points); IAF Shades (-1/2) - END=0 5 4) [b][i]Data Display / Earbug / Subvocal Mike[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Sight & Hearing (-1/2), IAF Shades (-1/2), Nonpersistent (-1/4) - END=0 - END= [b]POWERS Cost: 250[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] Everyman 0 1) Acting 8- 0 2) Climbing 8- 0 3) Conversation 8- 0 4) Language: English (idiomatic; literate) (5 Active Points) 0 5) Paramedics 8- 0 6) Persuasion 8- 0 7) PS: Scientist 11- 0 8) Shadowing 8- 0 9) TF: Everyman, Two-Wheeled Motorized Ground Vehicles 0 10) WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat 3 Computer Programming 12- 3 Concealment 12- 3 Deduction 12- 3 Electronics 12- 3 Inventor 12- 11 Power: Psionics 16- 3 Scientist 1 1) SS: Biology 11- (2 Active Points) 1 2) SS: Engineering 11- (2 Active Points) 1 3) SS: Optics 11- (2 Active Points) 1 4) SS: Physics 11- (2 Active Points) 2 5) SS: Psionics 12- (3 Active Points) 2 6) SS: Quantum Physics 12- (3 Active Points) 3 Stealth 13- (15-) 3 Systems Operation 12- [b]SKILLS Cost: 43[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 2 Money: Well Off - $200K per annum [b]PERKS Cost: 2[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Hunted: PSI 8- (Mo Pow, NCI, Capture) 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture) 10 Watched: PRIMUS 8- (Mo Pow, NCI, Watching) 20 Normal Characteristic Maxima 15 Psychological Limitation: Underconfident (Very Common, Moderate) 15 Psychological Limitation: With Great Power Comes Great Responsability (Very Common, Moderate) 5 Psychological Limitation: Doesn't Trust The Government (Uncommon, Moderate) 15 Psychological Limitation: Code vs. Killing (Common, Strong) 15 Social Limitation: Weirdness Magnet (Very Frequently, Minor) [Notes: Wild Psi talent attracts all manner of strange people.] 15 Social Limitation: Consistently Unappreciated & Pushed Around At Work (Frequently, Major) [Notes: Resulting from her underconfidence and odd acquaintances.] [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350
     
    Height: 1.55 m Hair: Blonde
    Weight: 60.00 kg Eyes: Blue
    Appearance: Blonde shoulder length hair, dresses in casual clothes, usually light fabrics in light colors. White is a staple part of her wardrobe. She wears a lab coat while in the lab, of course. Her costume is a white single-piece bodystocking she wears under her clothes, with a silver starburst on her chest and a utility belt, in silver, about her waist. The utility belt includes several pouches for storing things in, including her street clothes when she's not wearing them.
     
    Personality: Eidolon is a novice heroine who is still pretty unsure about her abilities and about her ability to handle a combat situation. She is very self-effacing and deferential as a result, and can be pretty naive. Nevertheless she has come to realize that she has a responsability to help defend her community against the forces of chaos.
     
    Quote: "Betcha didn't see that coming..."
     
    Background: Dr. Kleiner looked down at me with derision as he erased my equations from the chalkboard, destroying hours of work. "Yes, yes, but have you considered the what the leptons will transform into when they change from up-spin to down-spin? Your proof is incomplete. I'd advise you to start again." And with that, he left the room. I'm sure Dr. Kleiner's right; he's far more experienced with quantum physics than I am. Not as experienced as Dr. Lewis was, not by a long shot, but then who was, really. I try to keep old memories from resurfacing, try to keep the tears from coming. A drop of moisture at the corner of my eye; I fail.
     
    Back in Seattle, things were different. I was Dr. Lewis's grad student, and he was wonderful. Brilliant, a literal genius, though his field of expertise was perplexing to most anyone else. There are so few people who really understand quantum physics, and even those who study it joke that anyone who claims to do so is lying. Dr. Lewis was one of the exceptions that proved the rule; no-one else could follow him at all once he got really going. I did my best, and I think I captured some of the mystery, but large parts continue to elude me. I'm just not smart enough to grasp it all intuitively, I guess. I have to work hard at it, and even then I make mistakes.
     
    Dr. Lewis was patient with my mistakes. Being considered a bit of an oddball himself, he was patient with all the strange people that keep turning up, seems like every time I turn around. People from Wyoming who live on a commune and claim to know me. I've never even been to Wyoming. Anyway, it never seemed to bother him much. My secret never seemed to bother him either. I'm sure he must have known I was keeping something from him, though in those days I hid my secret from everyone as carefully as I could. He was certainly smart enough to figure I wasn't telling him everything when I came to the lab with a splitting headache. But he never said anything about it.
     
    We were working on a couple prototype meson emitters when it happened. Really, they were Dr. Lewis's emitters, I was just helping him with calibration and testing. I understood how they worked, sort of, but the idea had been all his. He said someone from the government had given him a big grant to build them. I was a bit nervous about that, considering my secret, but I didn't say anything; it wasn't my business, really. Then one day, while we were working late at the university lab, running some final tests to make sure they worked as designed, there was a ruckus. I heard some shots fired. Dr. Lewis pointed to the fire door, urged me to come with him and began running that way. I hesitated, grabbed the prototypes, the laptops, and only then started running. Almost too late. Some men in green combat gear stormed the lab just as I was leaving. Fortunately I managed to get away, made it home.
     
    That was the last time I saw Dr. Lewis. I got a message on my machine the next morning that he was safe, in good hands, but that I shouldn't go back to the university. I should get out of town, before they could find me. And that I should use every trick I knew to stay out of sight. That's when I knew the Feds had got Dr. Lewis, and they were going to sit on him, make him work at a secure think tank. And that's when I knew for sure that Dr. Lewis knew my secret. The secret that I'm a psi.
     
    I'm not a powerful psi, like Menton or whatever. Just a beginner, self-taught with whatever tricks I could figure out, really. Nothing special. But I'm a psi, and the government does things to psis. Hunts us down, locks us up, tries to figure out what makes us tick. I'm not in for that, so I don't trust 'em much. Dr. Lewis, he's no psi as far as I know, they won't be dissecting him -- just using him. I might not be so lucky. So instead of telling the police what I knew about the guys in green combat armour, I just called Mom and Dad in Florida, told them I was changing universities and not to worry, and left.
     
    I decided to head to Millenium City. I took the MOMs with me; I guess they're mine now. Dr. Lewis seemed to imply as much when he told me to leave town; he knew I had them. I took the laptops too, so I could study up on the schematics. Turned out there was some other useful stuff in there as well. Once I got to Millenium City and started a new life, I filed a couple patents Dr. Lewis had written up but never sent in. It gave me an income and enough up front cash to settle in. I applied for a grad student position at one of the local universities. And I started seriously looking at what I wanted to do.
     
    I'd never used my psi powers in public. Never even so much as used them to my own benefit, except in trivial ways. Now it seemed like I was going to have an enemy no matter what. And it seemed like sometimes, even when you do everything you can to keep a low profile, sometimes bad things will happen to people who don't deserve it. Unless someone stops them. I decided I'd been hiding my powers too long, that denying they existed wasn't the answer. It was time to start using them. By themselves, maybe they don't amount to much. But I didn't just have my psi powers anymore. Now I had MOM to help me out.
     
    I had, by the grace of God or plain dumb luck, been gifted with abilities beyond normal everyday folk not once, but twice. It was time I started owning up to what that should mean. It was time for me to do something more than just be a grad student, hiding away and pretending like I was just like everyone else. Instead I would do something to stop people like those guys in green combat armour from ruining some other grad student's life.
     
    Of course, that doesn't mean I can't still follow Dr. Lewis's advice and use every trick I know to stay out of sight. It just means that when I bring MOM out into the schoolyard, the bad kids won't know what hit them.
     
    Powers/Tactics: Eidolon is a low-grade pan-psionic, able to manifest a wide variety of psionic talents. Most of her abilities are individually not very strong, but she is able to maintain a remarkable number of them active simultaneously. On the other hand, she is completely self-taught and has incomplete mastery over her abilities, so that she does not always achieve the effect she intends; if she loses control while doing so, oftentimes deleterious effects will result. Eidolon has demonstrated abilities to generate psychic shields that render her invisible and protect her physically and mentally, to reinforce her body, ignore pain, and otherwise render herself more potent physically, to subconsciously predict the future to a limited degree, to levitate, communicate with others min-to-mind, and see through the senses of others. She even has an unusual ability to summon telekinetic 'ghosts', reflections of her will encased in telekinetic energy. She is a wild talent, with potential to be a very powerful psychic, but most of that potential currently remains unrealized. Partly this is due to her relative lack of self-confidence, but it is also due to her having focused much of her time pursuing other interests, primarily her scientific career.
     
    That scientific career is the source of Eidolon's other abilities. She knows enough quantum physics and engineering to be able to maintain, and perhaps recreate, the MOM devices that she's inherited since VIPER destroyed the lab she used to work in in Seattle, even if she could never have come up with them to begin with on her own. The MOM units look something like a ST:TNG tricorder and have a variety of functions revolving around quantum physics. The primary one is quantum teleportation, both of the user and of others, willingly or not. Its other abilities are to shift the user to another quantum state wherein the user ceases to interact with standard matter in any normal sense, and to project a beam of mesons capable of stunning or physically damaging the beam's target. Unless overcharged, these beams are not stopped by anything short of an energy force field, but are invisible to hearing and sound, thus complementing Eidolon's psionic abilities nicely. The overcharged version of the beam is visible, but is physically damaging and can potentially overpower a forcefield. The entire device is powered by a small power core which is good for about 20 minutes of continuous use, or much longer if spread out; Eidolon typically keeps a couple spare cores around, as well as her spare handunit. In addition to the MOM devices, Eidolon has designed and built a set of sunglasses that include an integral heads-up display, image enhancement, zoom, and wireless data capabilities.
     
    Eidolon is not very aggressive in combat, preferring to remain invisible as much as possible and take down opponents from short to moderate range. Her limited prescience enables her to be quite accurate to begin with, as well as to be quite difficult to pin down even if she can be located. Moreover, her accuracy is also supplemented by the fact that her opponents generally can't see her attacks coming or locate from which direction they are being attacked. On the other hand, Eidolon's quickness and invisibility is offset by the fact that she is easily put down; with only 13 CON, most attacks can stun her without difficulty, and area effect attacks, mental attacks, and other NND attacks will all work well against her.
  15. Like
    Trencher reacted to Storn in Storn's Art & Characters thread.   
    Re: Storn's Art & Characters thread.
     
    And here he is:
     

  16. Like
    Trencher got a reaction from zornwil in Supers With Pictures: Fun For All   
    Re: Supers With Pictures: Fun For All
     
    Shoo-shoo
    Damm what are all these crickets doing here?
    Well anyway I just made up another character sheet for one of my characters in the pics that could be a superteam thread.
    -----------
    HORRORSONG
    Val Char Cost Roll Notes
    8 STR -2 11- Lift 75.8kg; 1 1/2d6 [1]
    11 DEX 3 11- OCV: 4/DCV: 4
    8 CON -4 11-
    8 BODY -4 11-
    10 INT 0 11- PER Roll 11-
    12 EGO 4 11- ECV: 4
    10 PRE 0 11- PRE Attack: 2d6
    6 COM -2 10-
     
    4 PD 2 Total: 4 PD (0 rPD)
    4 ED 2 Total: 4 ED (0 rED)
    3 SPD 9 Phases: 4, 8, 12
    4 REC 0
    16 END 0
    20 STUN 4 Total Characteristic Cost: 10
     
    Movement: Running: 5"/10"
    Leaping: 1"/2"
    Swimming: 2"/4"
     
    Cost Powers END
    71 Horror generator: Drain PRE 8d6, Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2), Cumulative (96 points; +3/4), Area Of Effect Nonselective (16" radius; +1 1/4) (320 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 20 Minutes; -1 1/4), IAF Bulky (Huge horror machine; -1), Arrangement (-1/4), Gradual Effect (5 Minutes; -3/4), Real Weapon (-1/4)
    11 Colt python: Killing Attack - Ranged 2d6-1, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (Gun; -1), 6 Charges (-3/4), Beam (-1/4), No Knockback (-1/4) [6]
     
    Skills
    3 Bureaucratics 11-
    7 Concealment 13-
    3 Conversation 11-
    3 Deduction 11-
    1 WF: Handguns
    2 TF: Common Motorized Ground Vehicles
    3 Electronics 11-
    2 Sound engineering: SS 11-
    4 Computer Programming (Personal Computers, Military Computers) 11-
     
    Total Powers & Skill Cost: 110
    Total Cost: 120
     
    150+ Disadvantages
    15 Psychological Limitation: Sadist (Very Common, Moderate)
    10 Psychological Limitation: Dislike causing pain (Common, Moderate)
    5 Hunted: Police 8- (Less Pow, Harshly Punish)
    10 Rivalry: Professional (With other fear based villian; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
    5 Distinctive Features: Shabby (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
     
    Total Disadvantage Points: 45
     
    Background/History:
    Horrorsong has been a sadist since he learned to interact with other people. His strict and unforgiving parents “taught” him to dislike physical pain however and he got interested in psychological torture in stead. When he was young he imagined presence as a “force” some people had and some people lacked. Clearly the ones who wielded this force should rule the others. After an un-eventful childhood Horrorsong got a job as a scientist working to find a way to psychologically influence soldiers to give up. He rejected the fear gas the other inventors came up with and designed his own fear generator which used sub vocal sound waves to influence the brain pattern of the subjects.
    He failed to make the horror generating machine portable however and the machine produced waves in all directions making all people sick with fear not just the enemy, he tried to generate a projector device but he just did not have the skills necessary.
    The machine was rejected and Derrick was to start another project when he got the not so bright idea to use the machine to play a joke on one of his subordinate researchers. He tricked her into coming over to his lab and then he switched on the machine to see who could “stand” the fear effect for the longest. To his surprise she went into a hysteric fit right away and when he turned it off she promptly quit her job. Then she sued the company for millions of dollars. Derrick got fired for his stupid stunt and his over-specialization and arrogant personality made it difficult for him to find a job that he did not feel was beneath him.
    Unemployed and alone Horrorsong started to slowly sunk more and more down into self-pity and his anti-social ideas from his childhood started to return in full force.
    Only he understood the “force” that made some people better than others.
    People rejected him because they were envious of the potential they saw in him.
    He desired vengeance and over the years he almost sub-concisely collected all the parts he needed for creating another machine.
    He loaded onto a truck and drove into town, parked it turned on the machine and left the truck. As a diversion he had donned a gasmask and used several fear inducing gas grenades. Then he proceeded to rob a jewelry store. A superhero showed up and using his powers over air quickly got rid of the gas but it did not help him with the sound waves.
    Horrorsong could leave in peace while security, customers, the superhero and the police lying on the ground shaking with fear.
    He had never felt so powerful! Now Horrorsong truly went over the bend and became more and more delusional, he started to see himself as an artist a master of the horror force, fit to be king over man!
     
    Personality/Motivation: Horrorsong see himself as an artist in horror. He through his power over horror is better than others and have the (natural) right to do as he please.
    He dislike pain both causing it and feeling it himself.
     
    Quote: And gigants walk among us tall, but on clay feet..
     
    Powers/Tactics: Hide the machine/truck on a corner and walk into a store and fill his bags with loot.
    If faced with serious resistance he tries to shoot them with his gun. Horrorsong is arrogant and not prone to change his plans just because he should.
     
    Campaign Use: As a one trick pony Horrorsong could be used in an adventure or two. His equimpment might fall into a more competent vilians hands.
    Since Horrorsong has faced some hard times and does not try to kill or injure people some heroes might try to cure Derrick of his delusions and help him into a normal life. That will probably fail since Horrorsong is a sociopath just with a taste for causing fear rather than pain. It would take long time in a very good mental asylum to help him live a normal life.
     
    Appearance: Average size and weight. Allthough Horrorsong like to wear expensive suits he does not clean them as often as he should so he comes off as a little dirty and scruffy looking. He has black greasy hair and brown eyes. He often goes a day or two witouth taking baths.
  17. Like
    Trencher reacted to James Gillen in A Thread for Random Musings   
    Re: A Thread for Random Musings
     
    What's really sad about these new Burger King 'Coq Roq' commercials is that they sound cooler than anything that's on MTV right now.
     
    JG
  18. Like
    Trencher reacted to Susano in Supers With Pictures: Fun For All   
    Re: Supers With Pictures: Fun For All
     
    Suggestions as how to better represent the four-legged nature of the vehicle, as well as appropriate disads, and other suggestions more then welcome and highly encouraged. Enjoy!!!
     
    BEWEGLICHE FESTUNG
    (Mobile Fortress)

    Val CHA Cost Notes 9 SIZE 45 8" x 4"; -9" KB; -6 DCV 58 STR 3 Lift 75 tons; 11 1/2d6 HTH Damage 10 DEX 0 OCV: 3/DCV: 3 30 BODY 22 12 DEF 30 2 SPD 0 Phases: 6, 12 Total Characteristics Cost: 100 Movement: Ground: 16"/32" Swimming: 0"/0" Cost Abilities and Equipment Propulsion Systems 4 Four-Legged Walker: Extra Limbs (4 legs); Limited Manipulation (-1/4) 16 Four-Legged Walking Military Vehicle: Ground Movement +10" (16" total); 1 Continuing Fuel Charge (easily-obtained fuel; 6 hours; -0) -2 Ground Vehicle: Swimming -2" Tactical Systems 81 88mm KwK 36 L/56 Cannon: RKA 5d6+1, Indirect (can be arced over some obstacles; +1/4), +1 Increased STUN Multiplier (+1/4), 200 Charges (+1); OIF Bulky (-1), Limited Arc Of Fire (forward 60 degrees; -1/2) Real Weapon (-1/4) plus +2 OCV, +2 RMod; OIF Bulky (-1) 5 88mm KwK 36 L/56 Cannon: Another 88 mm Cannon (total of 2) 44 7.92mm MG 34 Machine-Gun: RKA 2d6+1, Autofire (5 shots; +1/2), +1 Increased Stun Multiplier (+1/4), 3,500 Charges (+1); OIF Bulky (-1), Limited Arc Of Fire (side 60 degrees; -1/2), Real Weapon (-1/4) plus +2 OCV, +3 RMod; OIF Bulky (-1) 5 7.92 mm MG 34 Machine-Gun: A second 7.92 mm MG 34 Machine Gun (total of 2) 52 7.92 mm MG 34 Machine-Gun: RKA 2d6+1, Autofire (5 shots; +1/2), +1 Increased Stun Multiplier (+1/4), 3,500 Charges (+1); OIF Bulky (-1), Real Weapon (-1/4) plus +2 OCV, +3 RMod; OIF Bulky (-1) 29 Large Feet: Area Of Effect (One Hex; +1/2) for up to 58 STR 15 Impressive: +15 PRE (30 PRE total) 2 Armored Body: +1 DEF; Limited Coverage ("body"; -1/4) 4 Armored Head: +2 DEF; Limited Coverage ("head"; -1/2) 2 Heavy: Knockback Resistance -1" (-10" total) Operation Systems 4 Radio: Radio Perception/Transmission (Radio Group); OIF Bulky (-1), Affected As Hearing Group As Well As Radio Group (-1/4) 261 Total Abilities and Equipment Cost 361 Total Vehicle Cost Value Disadvantages 25 Distinctive Features: Nazi Germany Wehrmacht Armored Walker (NC, Extreme) 25 Total Disadvantage Points 67 Total Cost (336/5)
     
    Description:
    The immense, awe-inspiring, Bewegliche Festung (Mobile Fortress) is thought to be the brainchild of notorious Nazi (mad) scientist Doctor Siegfried Qual, who built the initial prototype as a gift to Adolph Hitler. However, considering Qual's well-deserved reputation for intellectual prowess, it seems doubtful such an unworkable construct would have been devised by him. Thus, several historians mention the infamous Dr. Clausenhausen (a.k.a. Dr. Klanenhissen) Wehrmacht vunderkind and creator of a number of unique Nazi "wonder weapons" as the true mind Bewegliche Festung's existence.
     
    At any rate, the massive Mobile Fortresses first appeared on the eve of the German invasion of Russia. Although the Wehrmacht felt they were far too big, slow, and vulnerable, to be of any use, they appealed to Hitler's vanity, and he authorized the construction of a series of the enormous walking machines. When finally deployed they initially had demoralizing effect on the Russian forces, since the twin 88mm cannon (mounted in the vehicle's head) was capable of wrecking any Russian tank encountering it.
     
    As the war progressed, the Bewegliche Festungs became less and asset and more of a liability. Their height made it nearly impossible to hide them, and at least one was totally destroyed and another wrecked beyond repair by a concentrated rocket attack from the so-called "Stalin's Organs." Several others were damaged from artillery barrages, Russian dive bombers claimed another, and if reports are correct, one of the last Fortresses was claimed by several P-38 Lightning pilots, who brought it down with wing-mounted rockets.
     
    The basic shape of a Bewegliche Festung was of a huge box-like structure, roughly 10 meters long and 5 meters high. At one end was a semi-flexable "neck" ending in a heavily armored head. Twin 88mm Flak cannon were mounted under the head. They were aimed by swinging the head from side to side, and were often fired in alternating succession, since the killing power of the 88 was more than enough to take out most tanks with a single shot. On the sides of the head, in blister turrets, was a single trainable machine-gun. A third gun was set on the roof of the vehicle, as an antiaircraft defense (although it was also useful for strafing tall buildings and the like). The head and body were set on four 10 meter legs, driven by a powerful diesel engine and hydraulic actuators. The entire vehicle weighed around 75 tons and was capable of a top speed of only 25 miles per hour, although to give the Bewegliche Festung credit where credit is due, this speed was fairly constant regardless of terrain. Crew consisted of a commander, radioman, two pilots, a gunner (for the 88s), two loaders, and upwards of 40 infantrymen, who would man the additional machine-guns as well as look after the engine.
     

  19. Like
    Trencher reacted to JmOz in Fox War Journal (Campeign Narative)   
    Re: Fox War Journal (Campeign Narative)
     
    Case File: A00-003, Soft Targets
     
    It all started when a new vigilante (auxilery file: Truncheon Investigation) noticed a number of armed men entering the St Mary's Home for Wayward Children. She called in a report to the police, that got the press there. I only found out of it by the police band. I instantly called Shinoi and Foxy into my room to brief them on the situation.
     
    Foxy called the team and had them meet her at the orphanage. After extensive planning with Lt. Richard O'Reily complicated by his negative stance on masked vigilante's.
     
    Investigation noticed a costumed individual, leather, chains, burlap sac for a mask, see file photo. Lazarus reports encountering him as well.
     
    The moderators were able to get 10 of the hostages out for Pizza, unfortunatly the methods the terrorists used prevented the getting an agent in with the Pizza
     
    Shortly after this a new player came to the stage, codenamed "Commando". The final plan was to use Brickface's truck and exceptional strength to enter via the barred windows, in a two pronged attack. Inside they encountered a group of heavily armed terrorists and the Paranormal mercenary known as Shade. The fight was quick, and bloody when one of the terrorists turned his gun onto the hostages, the team was able to save the majority of the orphans, but 4 were killed by the one gunman.
     
     
    Xp rewards
    Brickhouse: 4
    Lazarus: 4
    Shinobi: 4
    The Surgeon: 4
    Foxy: 3
    Commando: 5
     
    Notes (To be revised into narative)
     
    Lt. Richard O'Reily: NPC: The head of SWAT, While Richard is a very good officer, expert marksman, and brillient field tactician he has negative feelings towards what he feels are amatuers working a dangurous game. His hard nose anti-vigilanty stance has created many problems in the past for me, further more Foxy tends to like to antaganise him.
     
    Commando: New Player Character, fedural police powers,
     
    Truncheon: Needs new name (As rewrite of character removed signiture weapon)
  20. Like
    Trencher reacted to Cybertooth in Superhero Images   
    Re: Superhero Images
     
    This here is Ion.
     
    This was drawn back in '93 on notebook paper. So, if a couple of the notepaper lines come through, sorry. The character would later become Firestone, once the truth behind his powers was revealed.
     
    As always, your comments are appreciated.
     
    Enjoy.
  21. Like
    Trencher reacted to Wildcat in Superhero Images   
    Another one.
    This guy was from an Organization I created in my Campaign yrs ago, and is still in use today. They are the Sentinels of Justice. They are my worlds answer to the Public's need to have a private agency they could hire to protect them from the Supervillains of the world.
    This is Red Samson (Yeah Modeled after Doc Samson, from the Hulk) He is the Premier agent for SoJ, you would ask for his services for special occasions, and particularly valuable items/projects, or ones that may be more prone to attracting paranormal attention.
    (this one was colored in Photoshop, and I'm still learning that medium)
  22. Like
    Trencher reacted to Archon in Superhero Images   
    Archon
     
    Considering my handle, you can tell I've always like this character.
     
    Heeeeeeere's Archon.
  23. Like
    Trencher reacted to Storn in Storn's Fantasy Art, Comics and Doodles   
    Re: Storn's Fantasy Art, Comics and Doodles
     

     
    Photoshop for the commissions, watercolor-like painting via digital wacom tablet.
     
    But below is all oil paint
     
    It is about the upcoming cover, in progress, for Pitch Black's "Razor-Edged Arcanum". Now called Sages & Swords, name change while I was working on the piece. An short story anthology of wizards, magic and such.
     
    If you are curious to see the process, I will repeat the link:
    http://forum.rpg.net/showthread.php?t=192472
     
    and the painting itself:

  24. Like
    Trencher reacted to Storn in Storn's Art & Characters thread.   
    Re: Storn's Art & Characters thread.
     
    At long last, out from under some of my workload, horrible allergies... commissions will start to trickle out from me.
     
    First up, Vortex!
     

  25. Like
    Trencher reacted to AliceTheOwl in Musings on Random Musings   
    Re: Musings on Random Musings
     

    Thanks to a friend's suggestion, I did call the police, then the ranger service (the parkway is on a different jurisdiction - traffic complaints are apparently felonies on the parkway) and filed a complaint just now.
     
    I feel a little better.
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