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djday38

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Posts posted by djday38

  1. Give me one of the above that you think is a must in a superhero universe.

    I will start the ball rolling.

     

    CHARACTER TYPE

     

    Dark Avenger of the Night - example -Batman

     

    This is a must have the ultimate normal human crime fighter master of many skills and able to go up against supers and win with his intellect, will and experiance and a healthy dose of heroism and gadgets!

     

    rgds

    Dean

  2. Re: Marvel/Dc Writeups

     

    Phoenix

     

    Player:

     

    Val Char Cost

    10 STR 0

    18 DEX 24

    20 CON 20

    15 BODY 10

    16 INT 6

    30 EGO 40

    15 PRE 5

    27 COM 9

     

    6 PD 4

    6 ED 2

    7 SPD 22

    6 REC 0

    40 END 0

    30 STUN 0

     

    6" RUN 0

    2" SWIM 0

    2" LEAP 0

    Characteristics Cost: 142

     

    Cost Power

    225 Telekinesis: Multipower, 180-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (225 Active Points)

    25m 1) Telekinesis (70 STR), Affects Porous, Fine Manipulation (125 Active Points)

    18u 2) Area Telekinesis: Telekinesis (40 STR), Affects Porous, Fine Manipulation, Area Of Effect (8" Radius; +1), Selective (+1/4) (180 Active Points)

    12m 3) Big Squeeze: Energy Blast 6d6, No Normal Defense ([standard]; +1) (60 Active Points) [Notes: Defense is PD Force Field/Force Wall or Life Support Self Contained Breathing]

    14m 4) Lockdown: Entangle 7d6, 7 DEF (70 Active Points)

    10m 5) Missile Projection: Energy Blast 10d6, Autofire (5 shots; +1/2) (75 Active Points); OIF (Small blunt objects of opportunity; -1/2)

    19m 6) Telekinenetic Blast: Energy Blast 13d6, Indirect (Same origin, any direction; +1/2) (97 Active Points)

    13m 7) Telekinetic Wall: Force Wall (14 PD/12 ED) (65 Active Points)

    8m 8) Telekinetic Flight: Flight 10", Usable Simultaneously (up to 8 people at once; +1) (40 Active Points)

    60 Mental Powers: Multipower, 60-point reserve

    6u 1) Telepathy: Telepathy 12d6 (60 Active Points)

    6u 2) Mind Scan: Mind Scan 12d6 (60 Active Points)

    5u 3) Mind Blast: Ego Attack 5d6 (50 Active Points)

    2u 4) Psychic Sense: Detect Life A Large Class Of Things 16- (Mental Group), Ranged (+1/2) (21 Active Points)

    1u 5) Psychic Sense: Detect Use of Mental Powers A Class Of Things 14- (Unusual Group), Ranged (+1/2) (10 Active Points)

    30 Missile Deflection: Missile Deflection (Bullets & Shrapnel), Based On EGO Combat Value (+1) (30 Active Points)

    25 Psychic Bond Cyclops: Mind Link , One Specific Mind, Any distance, No LOS Needed, Psychic Bond

    20 Psychic Bond Professor X: Mind Link , One Specific Mind, Any distance, No LOS Needed

    20 Psychic Training: Mental Defense (26 points total)

    13 Speed of Thought: +2 SPD (20 Active Points); Only to Use Telekinesis Multipower (-1/2)

    Powers Cost: 532

     

     

    Cost Skill

    24 +8 with any three maneuvers or a tight group of attacks

    12 +4 with any three maneuvers or a tight group of attacks

    3 Computer Programming 12-

    3 Conversation 12-

    2 AK: New York 11-

    5 KS: Mutant World 14-

    3 Paramedics 12-

    3 Persuasion 12-

    7 Seduction 14-

    11 Teamwork X-Men 17-

    Skills Cost: 73

     

    Cost Perk

    18 Contact: Cyclops (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact is slavishly loyal to character, Very Good relationship with Contact) 18-

    17 Contact: Professor X (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Very Good relationship with Contact) 16-

    51 Contact: X-Men (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Very Good relationship with Contact), Organization Contact (x3) (51 Active Points) 16-

    Perks Cost: 86

     

     

    Total Character Cost: 833

     

    Pts. Disadvantage

    30 Hunted: Mr Sinister 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

    25 Hunted: Magneto 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

    25 Hunted: Sentinels 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

    20 Hunted: X-Men Rogues Gallery 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

    15 Distinctive Features: Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)

    10 Psychological Limitation: Attracted to Wolverine (Uncommon, Strong)

    20 Psychological Limitation: In Love with Cyclops (Very Common, Strong)

    15 Psychological Limitation: Ongoing Identity Crisis (Common, Strong)

    20 Psychological Limitation: Code Vs Killing (Very Common, Strong)

    20 Psychological Limitation: Loyal to X-Men (Very Common, Strong)

    15 Psychological Limitation: Protective of Innocents (Common, Strong)

    10 Psychological Limitation: Unsure of Self (Common, Moderate)

    15 Social Limitation: Secret Identity - Jean Grey (Frequently, Major)

    10 Reputation: Powerful Mutant Heroine Mentalist, 11-

    20 Vulnerability: 2 x Effect Mental Illusions (Common)

    Disadvantage Points: 270

    Base Points: 200

    Experience Required: 363

    Total Experience Available: 363

    Experience Unspent: 0

     

     

    Design Notes

    1. This is a Jean Grey pulled from different eras, I wanted her to have her full telekinetic powers as well as her mental powers without the extreme power of the phoenix force.

    2. I have built her tk powers with a very large multipower and mostly M slots so she can accomplish multiple things at once especially with her 7 speed for the TK Multi.

    3. She has excellent combat levels with the th multi and teamwork with the x-men making her a dangerous combatant.

    4. however she will go doen very hard indeed if you can penertrate her force wall.

     

    rgds

    Dean

  3. Re: Marvel/Dc Writeups

     

    Archangel

     

    Player:

     

    Val Char Cost

    40 STR 10

    27 DEX 51

    25 CON 30

    15 BODY 10

    14 INT 4

    15 EGO 10

    20 PRE 10

    28 COM 9

     

    30/45 PD 6

    10/20 ED 5

    7 SPD 13

    9 REC 0

    85 END 18

    38 STUN 0

     

    6" RUN 0

    2" SWIM 0

    8" LEAP 0

    Characteristics Cost: 176

     

    Cost Power

    13 Fast as an Eagle: +2 SPD (20 Active Points); Only While Flying (-1/2)

    7 Eyes of the Hawk: +7 PER with Normal Sight

    3 Eyes of the Hawk: +7 versus Range Modifier for Normal Sight

    10 Birdlike Anatomy: Physical Damage Reduction, 25%

    10 Birdlike Anatomy: +20 PD (20 Active Points); Only Vs Falling Damage (-1)

    7 Birdlike Anatomy: Damage Resistance (30 PD) (15 Active Points); Only Vs Falling Damage (-1)

    3 Birdlike Anatomy: Life Support (Extended Breathing: 1 END per Turn; Safe in Low Pressure/Vacuum)

    5 Psychic Training: Mental Defense (8 points total)

    112 Winged Flight: Multipower, 112-point reserve

    7u 1) Combat Flight: Flight 40", Position Shift, x4 Noncombat, No Turn Mode (+1/4) (112 Active Points); Restrainable (-1/2)

    4u 2) Long Distance Flight: Flight 20", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Restrainable (-1/2)

    75 Wing Tricks: Multipower, 75-point reserve

    2u 1) Wing Defense: Armor (15 PD/10 ED), Usable By Other (Only by those Close to Him or who he is Carrying; +1/4) (47 Active Points); Activation Roll 11- (-1), Restrainable (-1/2), Gestures (Must be able to Move Wings Freely; -1/4)

    1u 2) Carrying Capacity: +20 STR (20 Active Points); Only to Carry While Flying (-1), No Figured Characteristics (-1/2)

    3u 3) Downdraft: Drain DEX 3d6, Does Knockback (+1/4), Ranged (+1/2), Area Of Effect Nonselective (11" Cone; +3/4) (75 Active Points); Only While Flying (-1/2), Increased Endurance Cost (x2 END; -1/2), Gestures (-1/4)

    1u 4) Power Dive: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Only With Move By or Move Through (-1/2), Increased Endurance Cost (x2 END; -1/2)

    2u 5) Wing Push: Telekinesis (30 STR) (45 Active Points); Only While Flying (-1/2), Only to Push Away (-1/2)

    Powers Cost: 265

     

     

    Cost Skill

    30 +10 with any three maneuvers or a tight group of attacks

    3 Acrobatics 14-

    9 Breakfall 17-

    3 Bureaucratics 13-

    5 Conversation 14-

    3 Contortionist 14-

    3 High Society 13-

    3 Systems Operation 12-

    3 Teamwork 14-

    7 Seduction 15-

    3 Stealth 15- (5 Active Points); Only While Flying (-1/2)

    5 Tactics 13-

    2 Navigation (Air) 12-

    3 Persuasion 13-

    3 AK: New York 12-

    4 AK: Los Angeles 13-

    2 KS: Corporate Buissness 11-

    2 KS: Stockmarket 11-

    Skills Cost: 93

     

    Cost Perk

    33 Contact: X-Men (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (33 Active Points) 14-

    8 Contact: Iceman (Contact has access to major institutions, Contact has significant Contacts of his own, Very Good relationship with Contact) 13-

    21 Contact: Superhero World (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (21 Active Points) 11- [Notes: This represents Warrens large number of Superhero contacts due to his varied history with other teams such as the Champions and Defenders.]

    15 Money: Filthy Rich

    2 Reputation: Mutant Hero (A medium-sized group) 11-, +2/+2d6

    Perks Cost: 79

     

    Cost Talent

    4 Double Jointed

    3 Bump Of Direction

    Talents Cost: 7

     

    Total Character Cost: 620

     

    Pts. Disadvantage

    15 Distinctive Features: Blue Skin (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

    20 Distinctive Features: Huge Angelic Wings (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

    10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

    20 Hunted: Apocalypse 8- (Mo Pow, NCI, Harshly Punish)

    20 Hunted: Magneto 8- (Mo Pow, NCI, Harshly Punish)

    20 Hunted: Sentinels 8- (Mo Pow, NCI, Harshly Punish)

    20 Psychological Limitation: In Love with Psylocke (Very Common, Strong)

    15 Psychological Limitation: Overconfident (Common, Strong)

    15 Psychological Limitation: Code Vs Killing (Common, Strong)

    15 Psychological Limitation: Loyal to X-Men (Common, Strong)

    10 Psychological Limitation: Does Not take Heroing Seriously (Common, Moderate)

    15 Social Limitation: Public Identity Warren Worthington (Frequently, Major)

    10 Reputation: Mutant Hero, 11-

    10 Unluck: 2d6

    15 Vulnerability: 1 1/2 x Effect From all Knockback (Very Common)

    Disadvantage Points: 230

    Base Points: 200

    Experience Required: 190

    Total Experience Available: 190

    Experience Unspent: 0

  4. Re: Marvel/Dc Writeups

     

    Beast

     

    Player:

     

    Val Char Cost

    45 STR 35

    40 DEX 90

    35 CON 50

    25 BODY 30

    30 INT 20

    18 EGO 16

    50 PRE 20

    20 COM 5

     

    25 PD 16

    20 ED 13

    8 SPD 30

    20 REC 8

    70 END 0

    66 STUN 0

     

    25" RUN 0

    2" SWIM 0

    15" LEAP 0

    Characteristics Cost: 333

     

    Cost Power

    38 Lightning Speed: Running +19" (25" total)

    5 Feet And Hands: Extra Limbs (2)

    15 Damn Lucky: Luck 3d6

    6 Leap of the Beast: Leaping +6" (15" forward, 7 1/2" upward)

    10 Climb Like a Beast: Clinging (normal STR)

    13 Wisecracking: +20 PRE (20 Active Points); Requires A Skill Taunting Roll (-1/2)

    6 Animal Like Senses: +2 PER with all Sense Groups

    2 Thick Fur: Life Support (Safe in Intense Cold)

    8 Psychic Training: Mental Defense (12 points total)

    Powers Cost: 103

     

    Cost Martial Arts Maneuver

    Athletic Style

    4 1) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND

    4 2) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 11d6 / 2d6 Strike

    5 3) Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block

    3 4) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 11d6 / 2d6 Strike; Target Falls; Must Follow Grab

    4 5) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls

    4 6) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4 7) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 55 STR / 10 STR to Disarm

    4 8) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    4 9) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 60 STR / 15 STR vs. Grabs

    3 10) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 55 STR / 10 STR for holding on

    4 11) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 11d6 / 2d6 Strike

    3 12) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 9d6 / 0d6 +v/5, Target Falls

    5 13) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 13d6 / 4d6 Strike

    4 14) Reversal: var Phase, -1 OCV, -2 DCV, 60 STR / 15 STR to Escape; Grab Two Limbs

    Martial Arts Cost: 55

     

    Cost Skill

    35 +7 with HTH Combat

    11 Acrobatics 21-

    7 Breakfall 19-

    3 Climbing 17-

    3 Combat Piloting 17-

    3 Computer Programming 15-

    3 Contortionist 17-

    3 Conversation 19-

    8 Defense Maneuver I-III

    3 Electronics 15-

    3 Inventor 15-

    3 Mechanics 15-

    6 KS: Taunting 15-

    4 KS: Classic Literature 13-

    6 KS: Mutant World 15-

    2 Language: Russian (fluent conversation)

    1 Language: Latin (basic conversation)

    2 Language: French (fluent conversation)

    2 Language: Italian (fluent conversation)

    3 Paramedics 15-

    3 Scientist

    4 1) SS: Bacteriaology 14- (5 Active Points)

    6 2) SS: Biochemistry 16- (7 Active Points)

    5 3) SS: Biophysics 15- (6 Active Points)

    4 4) SS: Chemistry 14- (5 Active Points)

    6 5) SS: Genetics 16- (7 Active Points)

    3 6) SS: Microbiology 13- (4 Active Points)

    3 7) SS: Physics 13- (4 Active Points)

    3 Seduction 19-

    7 Shadowing 17-

    5 Stealth 18-

    3 Systems Operation 15-

    5 Teamwork - X-Men 18-

    3 Teamwork - Avengers 17-

    3 Tracking 15-

    Skills Cost: 174

     

    Cost Perk

    51 Contact: X-Men (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Very Good relationship with Contact), Organization Contact (x3) (51 Active Points) 17-

    36 Contact: Avengers (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (36 Active Points) 15-

    5 Contact: Wonder-Man (Very Good relationship with Contact) 12-

    3 Reputation: Mutant Hero Former Avenger (A small to medium sized group) 11-, +3/+3d6

    Perks Cost: 95

     

    Cost Talent

    3 Ambidexterity (-2 Off Hand penalty)

    5 Eidetic Memory

    3 Lightning Calculator

    4 Speed Reading (x10)

    Talents Cost: 15

     

    Total Character Cost: 775

     

    Pts. Disadvantage

    20 Distinctive Features: Blue and Hairy Beast (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

    10 Distinctive Features: Mutant (Concealable; Extreme Reaction; Detectable Only By Unusual Senses)

    15 Social Limitation: Public Identity - Hank McCoy (Frequently, Major)

    25 Hunted: Magneto 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

    25 Hunted: Sentinels 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

    15 Hunted: X-Men Rogues Gallery 8- (Mo Pow, Harshly Punish)

    15 Hunted: Avengers Rogues Gallery 8- (Mo Pow, Harshly Punish)

    10 Physical Limitation: Far Sighted (Frequently, Slightly Impairing)

    10 Psychological Limitation: Feels Like an Outcast (Common, Moderate)

    10 Psychological Limitation: Loyal to the X-Men (Common, Moderate)

    20 Psychological Limitation: Code VS Killing (Common, Total)

    15 Psychological Limitation: Scientific Curiosity (Common, Strong)

    20 Psychological Limitation: Always Making Wisecracks (Very Common, Strong)

    15 Psychological Limitation: Uses Big Words and Obscure Quotes Constantly (Common, Strong)

    Disadvantage Points: 225

    Base Points: 200

    Experience Required: 350

    Total Experience Available: 350

    Experience Unspent: 0

  5. Im currently building the Beast for my DC/Marvel thread and i want to include some kind of Taunting skill ala Mutants and Masterminds to represent McCoy's ability to wisecrack and unsettle opponents to gain him an advantage in combat.

     

    This would also apply to other characters such as Spider-Man or Blue Beetle.

     

    My first obvious thought is negative skill levels dependent on a Taunting Knowledge Skill. But are there any other better ways of doing this? and are negative skill levels represented in Hero Designer?

     

    Rgds

    Dean

  6. Im currently building the Beast for my DC/Marvel thread and i want to include some kind of Taunting skill ala Mutants and Masterminds to represent McCoy's ability to wisecrack and unsettle opponents to gain him an advantage in combat.

     

    This would also apply to other characters such as Spider-Man or Blue Beetle.

     

    My first obvious thought is negative skill levels dependent on a Taunting Knowledge Skill. But are there any other better ways of doing this? and are negative skill levels represented in Hero Designer?

     

    Rgds

    Dean

  7. Re: Marvel/Dc Writeups

     

    Wonder Woman

     

    Player:

     

    Val Char Cost

    90 STR 80

    35 DEX 75

    40 CON 60

    35 BODY 50

    16 INT 6

    35 EGO 50

    40 PRE 30

    30 COM 10

     

    38 PD 20

    38 ED 30

    7 SPD 25

    26 REC 0

    80 END 0

    100 STUN 0

     

    15" RUN 0

    2" SWIM 0

    18" LEAP 0

    Characteristics Cost: 436

     

    Cost Power

    38 Dense Flesh: Damage Resistance (38 PD/38 ED)

    32 Life Support (Immunity All terrestrial diseases and biowarfare agents; Longevity 800 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

    69 Flight: Flight 25", Position Shift, Usable Underwater (+1/4) (69 Active Points)

    10 Telescopic Vision: +5 versus Range Modifier for Sight Group and Hearing Group

    18 Fast Runner: Running +9" (15" total)

    5 Good Leader: +1 with All Combat, Usable By Other (+1/4) (10 Active Points); Only on Current Members of the JLA if she is Current Chairperson. (-1)

    11 Bracelets of Atlas: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF (-1/2), Will Not Work Against Heavy Missiles (-1/4)

    71 Lasso of Truth: Multipower, 212-point reserve, (212 Active Points); all slots OAF Expendable (Extremely Difficult to obtain new Focus; -2)

    13m 1) Trapped in the Lasso: (Total: 212 Active Cost, 63 Real Cost) Entangle 10d6, 10 DEF, Reduced Endurance (Half END; +1/4), Takes No Damage From Attacks All Attacks (+1/2) (175 Active Points); OAF Expendable (Extremely Difficult to obtain new Focus; -2), Cannot Form Barriers (-1/4) (Real Cost: 54) plus Stretching 6", Reduced Endurance (Half END; +1/4) (37 Active Points); OAF Expendable (Extremely Difficult to obtain new Focus; -2), Cannot Do Damage (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4), Range Modifier Applies (-1/4) (Real Cost: 9)

    7m 2) You Must Tell the Truth: Mind Control 20d6, Reduced Endurance (0 END; +1/2) (150 Active Points); OIF Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Only to Force Victim to Tell The Truth (-1), Stops Working If Wonder Woman Is Stunned (-1/2), Does Not Provide Mental Awareness (-1/4)

    5m 3) Animal Control: Mind Control 20d6, Reduced Endurance (Half END; +1/4) (125 Active Points); OAF Expendable (Extremely Difficult to obtain new Focus; -2), Stops Working If Wonder Woman Is Stunned (-1/2), Animal Must be Currently Entangled in Lasso (-1/2), Limited Class Of Minds Animal Minds Only (-1/2), Does Not Provide Mental Awareness (-1/4)

    12 Sandals of Hermes: Teleportation 10", Reduced Endurance (0 END; +1/2), Megascale (1" = 1,000 km; +1) (50 Active Points); IAF Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Only to Travel to Paradise Island (-1 1/2)

    23 Tiara: Killing Attack - Ranged 2d6, Reduced Endurance (Half END; +1/4), +2 STUN Multiplier (+1/2) (52 Active Points); OAF Expendable (Difficult to obtain new Focus; -1 1/4)

    Powers Cost: 314

     

    Cost Martial Arts Maneuver

    4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 20d6 / 2d6 +v/5 Strike, FMove

    4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 20d6 / 2d6 Strike, Must Follow Block

    5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

    4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 20d6 / 2d6 Strike

    4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 100 STR / 10 STR to Disarm roll

    4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 105 STR / 15 STR vs. Grabs

    3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 100 STR / 10 STR for holding on

    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 20d6 / 2d6 Strike

    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 22d6 / 4d6 Strike

    4 Reversal: var Phase, -1 OCV, -2 DCV, 105 STR / 15 STR to Escape; Grab Two Limbs

    Martial Arts Cost: 45

     

    Cost Skill

    18 +9 with Bracelets

    40 +8 with HTH Combat

    10 +5 with Tiara

    8 +4 with Lasso of Truth

    6 +3 with Flight

    3 Acrobatics 16-

    9 Analyze: Combat 15-

    7 Animal Handler (Birds, Bovines, Canines, Elephants, Equines, Felines) 17-

    3 Climbing 16-

    3 Combat Piloting 16-

    1 Computer Programming 8-

    8 Defense Maneuver I-III

    3 Interrogation 17-

    3 KS - Supervillains 12-

    5 KS - Greek Mythology 14-

    5 KS - Greek History 14-

    5 KS - Greek Culture 14-

    4 KS - Gateway City 13-

    6 KS - Paradise Island 15-

    6 Language: Greek (Imitate dialects; Literacy)

    4 Language: Latin (Completely Fluent, w/Accent; Literacy)

    4 Language: English (Completely Fluent, w/Accent; Literacy)

    3 Oratory 17-

    5 Paramedics 13-

    3 Riding 16-

    11 Tactics 16-

    3 Teamwork - JLA 16-

    3 Tracking 12-

    Skills Cost: 189

     

    Cost Perk

    14 Contact - Queen Hippolyta (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character) 15-

    11 Contact - Donna Troy (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact is slavishly loyal to character) 14-

    30 Contact - The Amazons of Paradise Island (Contact has extremely useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (x3) (30 Active Points) 13-

    30 Contact - JLA (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (30 Active Points) 12-

    10 Contact - Superman (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 12-

    7 Contact - Batman (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-

    8 Contact - Aquaman (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 11-

    7 Contact - Wonder Girl 2 (Contact has useful Skills or resources, Very Good relationship with Contact) 13-

    6 Contact - Artemis (Contact has access to major institutions, Contact has very useful Skills or resources) 12-

    6 Contact - Helena Sandsmark (Contact has useful Skills or resources, Good relationship with Contact) 13-

    6 Reputation - Famous super Heroine and Ambassador for Paradise Island (A small to medium sized group) 8-, +6/+6d6

    6 Fringe Benefit -Member JLA: Membership

    Perks Cost: 141

     

    Cost Talent

    17 Combat Sense 14-

    5 Resistance: 5 points

    Talents Cost: 22

     

    Total Character Cost: 1147

     

    Pts. Disadvantage

    25 Code VS. Killing: Very Common, Total

    20 True to her Goals: Common, Total

    25 Protective of Innocents: Very Common, Total

    15 Sometimes too Trusting and Naive: Common, Strong

    15 Unsure of Man's World: Common, Strong

    20 Will Not Attack Unless Provoked: Very Common, Strong

    25 Always Honest and Truthful: Very Common, Total

    10 Sometimes Struggles to Achieve her Message of Peace: Common, Moderate

    15 Social Limitation: Public Identity Frequently (11-), Major

    0 Dependence: Must Remain on the Planet Earth Takes 2d6 Damage, Very Common, 1 Day [Notes: This comes into play when Wonder Woman is either in Space or another Dimension.

    At the end of each day apply the disadvantage.

    This does not apply to the Dimension of Olympus.]

    25 Hunted: Ares 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    15 Hunted: Circe 8- (Occasionally), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    15 Hunted: Cheetah 8- (Occasionally), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    15 Hunted: Devastation 8- (Occasionally), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    15 Hunted: JLA Rogues Gallery 8- (Occasionally), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    20 Watched: The Greek Gods 11- (Frequently), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Watching

    Disadvantage Points: 275

    Base Points: 200

    Experience Required: 672

    Total Experience Available: 672

    Experience Unspent: 0

  8. Re: Marvel/Dc Writeups

     

    Wendigo

     

    Player:

     

    Val Char Cost

    65 STR 55

    27 DEX 51

    44 CON 68

    27 BODY 34

    3 INT -7

    40 EGO 60

    38 PRE 28

    5 COM -2

     

    36 PD 23

    36 ED 27

    6 SPD 23

    30 REC 16

    88 END 0

    82 STUN 0

     

    16" RUN 0

    2" SWIM 0

    13" LEAP 0

    Characteristics Cost: 376

     

    Cost Power

    36 Unstoppable: Damage Resistance (36 PD/36 ED)

    60 Creature of the Icy North: Physical Damage Reduction, Resistant, 75% All Ice/Cold Effects

    45 Claws of the Wendigo: Killing Attack - Hand-To-Hand 3d6 (6d6 w/STR)

    20 Speed of the Beast: Running +10" (16" total)

    9 Senses of the Beast: +3 PER with all Sense Groups

    35 Lives of the Wendigo: Healing BODY 3d6, Can Heal Limbs

    Powers Cost: 205

     

     

    Cost Skill

    3 Climbing 14-

    4 +4 With Claws

    7 Shadowing 12-

    3 Stealth 14-

    12 Survival (Arctic/Subarctic) 15-

    13 Tracking 15-

    Skills Cost: 42

     

     

     

    Total Character Cost: 623

     

    Pts. Disadvantage

    20 Accidental Change: To Normal Human Once Unconcious 14- (Common)

    25 Distinctive Features: Huge Monster of the Frozen North (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

    45 Enraged: Berserk Any Combat (Very Common), go 14-, recover 8-

    20 Hunted: Alpha Flight 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Capture)

    30 Vulnerability: 2 x STUN Heat and Flame Attacks (Very Common)

    20 Psychological Limitation: Rampaging Monster (Very Common, Strong)

    20 Psychological Limitation: Casual and Ruthless Killer (Very Common, Strong)

    15 Psychological Limitation: Cannibal (Common, Strong)

    Disadvantage Points: 195

    Base Points: 200

    Experience Required: 228

    Total Experience Available: 228

    Experience Unspent: 0

  9. Re: Marvel/Dc Writeups

     

    Wasp

     

    Player:

     

    Val Char Cost

    9 STR -1

    22 DEX 36

    16 CON 12

    12 BODY 4

    15 INT 5

    15 EGO 10

    15 PRE 5

    25 COM 8

     

    6/11 PD 4

    6/11 ED 3

    7 SPD 18

    5 REC 0

    32 END 0

    25 STUN 0

     

    6" RUN 0

    2" SWIM 0

    1 1/2" LEAP 0

    Characteristics Cost: 104

     

    Cost Power

    131 Wasp's Sting: Multipower, 105-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (131 Active Points)

    6u 1) Wasp's Sting: Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points)

    5u 2) Up Close and Personal: Energy Blast 10d6, Armor Piercing (+1/2) (75 Active Points); No Range (-1/2)

    4u 3) Go For The Eyes: (Total: 105 Active Cost, 42 Real Cost) Energy Blast 10d6, Armor Piercing (+1/2) (75 Active Points); Must go for the Opponents Eyes (-1), No Range (-1/2) (Real Cost: 30) plus Sight Group Flash 6d6 (30 Active Points); Must Go For the Opponents Eyes (-1), No Range (-1/2) (Real Cost: 12)

    90 Size of a Wasp: Shrinking (0.0312 m tall, 0.0004 kg mass, -12 PER Rolls to perceive character, +12 DCV, takes +18" KB), Reduced Endurance (0 END; +1/2) (90 Active Points)

    20 Wings of the Wasp: Flight 10", Position Shift (25 Active Points); Linked (Size of a Wasp; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4)

    27 Insect Communication: Multipower, 60-point reserve, (60 Active Points); all slots Activation Roll 11-, Burnout (-3/4), Increased Endurance Cost (x2 END; -1/2)

    1u 1) Speak to me my Insects: Telepathy 8d6 (40 Active Points); Limited Class Of Minds [single species/type of mind] (Insects Only; -1), Activation Roll 11-, Burnout (-3/4), Increased Endurance Cost (x2 END; -1/2)

    1u 2) Come to me my Insects: Mind Control 8d6 (40 Active Points); Limited Class Of Minds [single species/type of mind] (Insects Only; -1), Activation Roll 11-, Burnout (-3/4), Increased Endurance Cost (x2 END; -1/2)

    13 Wasp Quickness: +2 SPD (20 Active Points); Only when Shrunk (-1/2)

    13 Excellent Leader: +2 with All Combat, Usable By Other (+1/4) (20 Active Points); Only Usable on current Avengers teammates if she is the current leader (-1/2)

    15 Costume: Armor (5 PD/5 ED)

    4 Avengers Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF Fragile (-1 1/4)

    Powers Cost: 330

     

     

    Cost Skill

    2 Acrobatics 13- (3 Active Points); Only When Shrunk (-1/2)

    3 Bureaucratics 12-

    6 +6 with Wasp's Sting

    10 +2 with HTH Combat

    13 +4 with DCV (20 Active Points); Only While Flying (-1/2)

    6 Penalty Skill Levels: +4 vs. Hit Location modifiers with Wasps Sting

    3 Conversation 12-

    3 Defense Maneuver I-II (5 Active Points); Only When Shrunk (-1/2)

    7 High Society 14-

    5 Persuasion 13-

    5 Seduction 13-

    7 Shadowing 16- (11 Active Points); Only When Shrunk (-1/2)

    7 Stealth 17- (11 Active Points); Only When Shrunk (-1/2)

    7 Teamwork- Avengers 15-

    7 KS-Fashion 16-

    4 KS-Buisness 13-

    Skills Cost: 95

     

    Cost Perk

    42 Contact: The Avengers (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character), Organization Contact (x3) (42 Active Points) 15-

    15 Contact: Hank Pym (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character) 16-

    11 Contact: Captain America (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 13-

    11 Contact: Iron Man (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 13-

    24 Contact: SHIELD (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (24 Active Points) 12-

    15 Money: Filthy Rich

    3 Fringe Benefit: Federal/National Police Powers

    2 Reputation (A small to medium sized group) 11-, +2/+2d6

    Perks Cost: 123

     

    Cost Talent

    8 Lightning Reflexes: +8 DEX to act first with All Actions (12 Active Points); Only While Shrunk (-1/2)

    Talents Cost: 8

     

    Total Character Cost: 660

     

    Pts. Disadvantage

    20 Dependent NPC: Various Charaties and Local Causes 8- (Incompetent; Group DNPC: x2 DNPCs)

    15 Enraged: If Hank Hurt (Common), go 8-, recover 11-

    25 Hunted: Avengers Rogues Gallery 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

    15 Hunted: Whirlwind 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Capture)

    20 Hunted: Ultron 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Capture)

    10 Psychological Limitation: Must Wear a New Outfit Every Day (Common, Moderate)

    15 Psychological Limitation: Plays at Being an Airhead Rich Girl (Very Common, Moderate)

    20 Psychological Limitation: In Love With Hank Pym (Very Common, Strong)

    5 Psychological Limitation: Flirtatious (Uncommon, Moderate)

    5 Psychological Limitation: Sometimes Uncomfortable Around Hank (Uncommon, Moderate)

    20 Psychological Limitation: Code VS Killing (Very Common, Strong)

    20 Social Limitation: Public Identity (Very Frequently, Major)

    Disadvantage Points: 190

    Base Points: 200

    Experience Required: 270

    Total Experience Available: 270

    Experience Unspent: 0

  10. Re: Marvel/Dc Writeups

     

    Titania

     

    Player:

     

    Val Char Cost

    85 STR 75

    22 DEX 36

    40 CON 60

    40 BODY 60

    9 INT -1

    10 EGO 0

    30 PRE 20

    15 COM 3

     

    40 PD 23

    30 ED 22

    5 SPD 18

    25 REC 0

    100 END 10

    103 STUN 0

     

    20" RUN 0

    2" SWIM 0

    17" LEAP 0

    Characteristics Cost: 326

     

    Cost Power

    35 Dense Flesh: Damage Resistance (40 PD/30 ED)

    8 Dense Flesh: Knockback Resistance -4"

    17 Life Support (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat)

    28 Fast Runner: Running +14" (20" total)

    21 Great Endurance: Reduced Endurance (Half END; +1/4) (21 Active Points) applied to STR

    Powers Cost: 109

     

     

    Cost Skill

    20 +4 with HTH Combat

    3 Interrogation 15-

    3 KS - Criminal Underworld 12-

    1 KS - Superbeings 8-

    4 KS - Super Strong Bricks 13-

    3 Streetwise 15-

    3 Teamwork - The Absorbing Man 13-

    Skills Cost: 37

     

    Cost Perk

    14 Contact - The Absorbing Man (Contact has extremely useful Skills or resources, Contact is slavishly loyal to character, Very Good relationship with Contact) 15-

    15 Contact - The Masters of Evil (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (15 Active Points) 8-

    12 Contact - The Wrecking Crew (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-

    8 Contact - Volcana (Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 13-

    Perks Cost: 49

     

     

    Total Character Cost: 521

     

    Pts. Disadvantage

    20 Overconfident: Very Common, Strong

    25 Loves Crusher Creel the Absorbing Man: Very Common, Total

    10 Fear of Spider-Man: Uncommon, Strong

    15 Very Aggressive Towards Men: Common, Strong

    25 Loves to Fight: Very Common, Total

    20 Bully: Very Common, Strong

    15 Vengeful: Common, Strong

    35 Berserk: Berserk If Insulted, Humiliated or Losing During Combat Very Common, go 11-, recover 11-

    10 Physical Limitation: Large & Heavy Frequently, Slightly Impairing

    10 Reputation: Dangerous and Violent Super strong Villainess, Frequently (11-)

    5 Distinctive Features: Very Tall & Wide Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses

    10 Rivalry: With Other Super Strong Superheroes she Encounters Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

    15 Social Limitation: Public Identity - Mary Creel Occasionally (8-), Severe

    20 Hunted : The Avengers 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Mildly Punish

    5 Hunted: She-Hulk 8- (Occasionally), As Powerful, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Mildly Punish

    5 Hunted: Spider-Man 8- (Occasionally), As Powerful, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Mildly Punish

    10 Unluck: +2d6

    Disadvantage Points: 255

    Base Points: 200

    Experience Required: 66

    Total Experience Available: 66

    Experience Unspent: 0

  11. Re: Marvel/Dc Writeups

     

    Thing

     

    Player:

     

    Val Char Cost

    90 STR 80

    17 DEX 21

    50 CON 80

    50 BODY 80

    13 INT 3

    35 EGO 50

    40 PRE 30

    4 COM -3

     

    48 PD 30

    38 ED 28

    4 SPD 13

    35 REC 14

    100 END 0

    120 STUN 0

     

    8" RUN 0

    2" SWIM 0

    18" LEAP 0

    Characteristics Cost: 426

     

    Cost Power

    20 Rocky Hide: Physical Damage Reduction, 50%

    10 Rocky Hide: Energy Damage Reduction, 25%

    43 Rocky Hide: Damage Resistance (48 PD/38 ED)

    20 Rocky Hide: Lack Of Weakness (-20) for Normal Defense

    22 Amazing Endurance: Reduced Endurance (Half END; +1/4) (22 Active Points) applied to STR

    10 Life Support: Life Support (Extended Breathing 1 END per 5 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat) [Notes: Can Hold Breath for 10 Minutes]

    23 The Big Wrap Up: Entangle 7d6, 7 DEF, Side Effects - May Cause Considerable damage to the Enviroment (Side Effect always occurs whenever the character does some specific act, Side Effect only affects the environment near the character; +0) (70 Active Points); OIF (Focus - Appropriate Materials of Opportunity; -1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends on Materials Used (-1/2)

    7 Toughned Senses: Sight Group Flash Defense (7 points)

    4 Good Runner: Running +2" (8" total)

    Powers Cost: 159

     

    Cost Martial Arts Maneuver

    4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 20d6 / 2d6 +v/5 Strike, FMove

    4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 22d6 / 4d6 Crush, Must Follow Grab

    5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

    5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 18d6 / 0d6 Strike

    5 Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block

    3 Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 20d6 / 2d6 Strike; Target Falls; Must Follow Grab

    3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 100 STR / 10 STR for holding on

    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 20d6 / 2d6 Strike

    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 22d6 / 4d6 Strike

    4 Reversal: var Phase, -1 OCV, -2 DCV, 105 STR / 15 STR to Escape; Grab Two Limbs

    4 Root: 1/2 Phase, +0 OCV, +0 DCV, 105 STR / 15 STR to resist Shove; Block, Abort

    3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 18d6 / 0d6 Strike; Target Falls

    Martial Arts Cost: 49

     

    Cost Skill

    35 +7 with HTH Combat

    3 Climbing 12-

    13 Combat Piloting 17-

    1 Computer Programming 8-

    1 Deduction 8-

    3 Disguise 12-

    3 Gambling (Poker) 13-

    3 Interrogation 17-

    7 Mechanics 14-

    4 Navigation (Air) 13-

    3 Paramedics 12-

    13 Power - Strength 16-

    3 Streetwise 17-

    21 Teamwork - Fantastic Four 21-

    4 TF: Combat Aircraft, Early Spacecraft, Large Planes, Small Planes, Spaceplanes

    6 KS - New York City 15-

    7 KS - Yancy Street 16-

    4 KS - Sports 13-

    5 KS - Sayings of Aunt Pertunia 14-

    Skills Cost: 139

     

    Cost Perk

    6 Fringe Benefit - Member of the Fantastic Four: Membership

    6 Reputation - Founding Member of the Fantastic Four (A small to medium sized group) 8-, +6/+6d6

    6 Contact - The Silver Surfer (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-

    6 Contact - The Sub-Mariner (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-

    27 Contact - The Avengers (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (27 Active Points) 11-

    3 Contact - Spider-Man (Contact has useful Skills or resources, Good relationship with Contact) 8-

    18 Contact - Project Pegasus (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (18 Active Points) 11-

    18 Contact - SHIELD (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (18 Active Points) 8-

    24 Contact - The Inhumans (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 11-

    Perks Cost: 114

     

     

    Total Character Cost: 887

     

    Pts. Disadvantage

    20 Dependent NPC: Alicia Masters 11- (Occasionally), Incompetent (-20 points or lower)

    15 Distinctive Features: Rocky Orange Skinned Monster Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses

    5 Accidental Change to Ben Grimm: Will Rarely Turn Back Into Ben Grimm for no Concrete Reason Infrequently (8-), Uncommon

    15 Social Limitation: Public Identity Frequently (11-), Major

    10 Overconfident: Common, Moderate

    20 Code VS Killing: Very Common, Strong

    20 Hates His Appearance: Common, Total

    15 Never Gives Up: Common, Strong

    10 Bad Tempered: Common, Moderate

    15 Brash Street Attitude: Common, Strong

    0 Rivalry: Yancy Street Gang Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    5 Rivalry: The Human Torch Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    10 Large & Heavy: Frequently, Slightly Impairing

    30 Hunted: Doctor Doom 11- (Frequently), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    25 Hunted: The Frightful Four 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    25 Hunted: Blastarr 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    25 Hunted : Annihilus 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    10 Hunted: The Puppet Master 8- (Occasionally), Less Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    15 Hunted: Diablo 8- (Occasionally), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    25 Hunted: The Skrulls 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    10 Hunted: The Mad Thinker 8- (Occasionally), Less Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    15 Hunted: The Mole Man 8- (Occasionally), Less Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    Disadvantage Points: 340

    Base Points: 200

    Experience Required: 347

    Total Experience Available: 347

    Experience Unspent: 0

  12. Re: Marvel/Dc Writeups

     

    Superman

     

    Player:

     

    Val Char Cost

    100 STR 90

    35 DEX 75

    50 CON 80

    50 BODY 80

    16 INT 6

    22 EGO 24

    75 PRE 65

    35 COM 13

     

    45 PD 25

    35 ED 25

    8 SPD 35

    40 REC 20

    150 END 25

    125 STUN 0

     

    32" RUN 0

    2" SWIM 0

    20" LEAP 0

    Characteristics Cost: 563

     

    Cost Power

    65 Heat Vision: Energy Blast 13d6, Armor Piercing (+1/2) (97 Active Points); Beam (-1/4), No Knockback (-1/4)

    180 Super Breath: Multipower, 180-point reserve

    14u 1) Blast of Air: Energy Blast 10d6, Double Knockback (+3/4), Area Of Effect (18" Cone; +1) (137 Active Points)

    6u 2) Blast of Ice: Entangle 6d6, 6 DEF, Entangle And Character Both Take Damage (+1/4), Area Of Effect (16" Cone; +1) (135 Active Points); Vulnerable to Fire (Very Common; -1), Cannot Form Barriers (-1/4)

    100 Movement Powers: Multipower, 100-point reserve

    10u 1) Super Flight: Flight 40", Usable Underwater (+1/4) (100 Active Points)

    5u 2) Super Running: Running +26" (32" total) (52 Active Points)

    40 Impossible to Kill: Damage Resistance (45 PD/35 ED)

    44 Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week)

    5 Super Senses: Microscopic with Sight Group

    5 Super Senses: Infrared Perception (Sight Group)

    8 Super Senses: N-Ray Perception (Sight Group) (10 Active Points); Not Verses Lead (-1/4)

    30 Super Senses: +10 PER with All Sense Groups

    15 Lack of Weakness: Lack Of Weakness (-15) for Normal Defense

    20 Hard To Move: Knockback Resistance -10"

    6 Alien Eyes: Sight Group Flash Defense (6 points)

    10 Instant Change: Cosmetic Transform 2d6 (From Clothes to Costume)

    Powers Cost: 563

     

     

    Cost Skill

    20 +4 with HTH Combat

    10 +2 with Ranged Combat

    1 Acting 8-

    3 Analyze: Combat 12-

    1 Bureaucratics 8-

    3 Computer Programming 12-

    3 Conversation 24-

    3 Deduction 12-

    5 Disguise 13-

    5 KS - Metropolis 14-

    2 KS - Super Criminals 11-

    4 KS - Literature 13-

    1 KS - Krypton 8-

    6 KS - Smallville 15-

    3 Navigation 12-

    3 Oratory 24-

    7 Power - Strength 13-

    3 Paramedics 12-

    5 PS - Reporter 14-

    3 Systems Operation 12-

    3 Teamwork - JLA 16-

    Skills Cost: 94

     

    Cost Perk

    33 Contact - JLA (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (33 Active Points) 14-

    5 Contact - Perry White (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) 11-

    8 Contact - Batman (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 11-

    8 Contact - Wonder Woman (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact) 11-

    4 Contact - Guardian (Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 8-

    4 Contact - Gangbuster (Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 8-

    5 Contact - Supergirl (Contact has extremely useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 8-

    6 Contact - Superboy (Contact has very useful Skills or resources, Contact is slavishly loyal to character) 8-

    4 Contact - Emil Hamilton (Contact has access to major institutions, Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact) 8-

    3 Contact - Bibbo (Contact is slavishly loyal to character, Contact limited by identity) 8-

    18 Contact - Metropolis SCU (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 8-

    18 Contact - The White House (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 8-

    6 Reputation - The World's Greatest Hero (A small to medium sized group) 8-, +6/+6d6

    3 Fringe Benefit: Federal/National Police Powers

    30 Vehicles & Bases - The Fortress of Solitude

    7 Fringe Benefit: Membership JLA

    Perks Cost: 162

     

    Cost Talent

    4 Speed Reading: x10

    Talents Cost: 4

     

    Total Character Cost: 1386

     

    Pts. Disadvantage

    25 Dedicated to Truth & Justice: Very Common, Total

    10 Code VS. Killing: Common, Moderate

    15 Overconfident: Very Common, Moderate

    25 Protective of Innocents: Very Common, Total

    15 Dependent NPC: Lois Lane 14- (Frequently), Normal, Useful noncombat position or skills

    10 Dependent NPC: Jimmy Olson 11- (Occasionally), Normal, Useful noncombat position or skills

    15 Dependent NPC: Ma & Pa Kent 8- (Infrequently), Incompetent (-20 points or lower)

    10 Dependent NPC: Lana Lang 8- (Infrequently), Normal

    25 Social Limitation: Secret Identity Very Frequently (14-), Severe

    0 Watched: Perry White 8- (Occasionally), Less Powerful, Limited Geographical Area, Watching

    25 Hunted: Lex Luthor 11- (Frequently), More Powerful, NCI, Harshly Punish

    15 Hunted: Doomsday 11- (Frequently), As Powerful, Harshly Punish

    10 Hunted: Braniac 13 8- (Occasionally), As Powerful, Harshly Punish

    20 Hunted: Darkseid 8- (Occasionally), More Powerful, NCI, Harshly Punish

    15 Hunted: Mr. Mxyzptik 8- (Occasionally), More Powerful, NCI, Mildly Punish

    5 Hunted: Parasite 8- (Occasionally), Less Powerful, Harshly Punish

    5 Hunted: Cyborg 8- (Occasionally), Less Powerful, Harshly Punish

    5 Hunted: Metallo 8- (Occasionally), Less Powerful, Harshly Punish

    20 Hunted: Enemies of the JLA 8- (Occasionally), More Powerful, NCI, Harshly Punish

    30 Vulnerability: 2x Effect Magic Very Common

    10 Vulnerability: 1 1/2x Effect Sonics Common

    30 Susceptibility: In Presence of Kryptonite , 3d6 damage per Segment Uncommon

    Disadvantage Points: 340

    Base Points: 200

    Experience Required: 846

    Total Experience Available: 846

    Experience Unspent: 0

  13. Re: Marvel/Dc Writeups

     

    Spider-Man

     

    Player:

     

    Val Char Cost

    55 STR 45

    39 DEX 87

    25 CON 30

    25 BODY 30

    25 INT 15

    20 EGO 20

    35 PRE 25

    13 COM 2

     

    21 PD 10

    12 ED 7

    8 SPD 31

    26 REC 20

    50 END 0

    78 STUN 12

     

    13" RUN 0

    2" SWIM 0

    16" LEAP 0

    Characteristics Cost: 334

     

    Cost Power

    110 Web-Shooters: Multipower, 220-point reserve, (220 Active Points); all slots IAF Fragile Expendable (Difficult to obtain new Focus; -1)

    3u 1) Web Ball: Energy Blast 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); IAF Fragile Expendable (Difficult to obtain new Focus; -1), No Knockback (-1/4)

    11u 2) Web Covering: Entangle 10d6, 10 DEF (Stops A Given Sense Group Sight Group), Takes No Damage From Attacks All Attacks (+1/2), Reduced Endurance (0 END; +1/2) (220 Active Points); IAF Fragile Expendable (Difficult to obtain new Focus; -1)

    7u 3) Web Explosion: Entangle 5d6, 5 DEF (Stops A Given Sense Group Sight Group), Explosion (Cone; -1 DC/2"; +1/2), Reduced Endurance (0 END; +1/2), Takes No Damage From Attacks All Attacks (+1/2) (150 Active Points); IAF Fragile Expendable (Difficult to obtain new Focus; -1)

    4u 4) Web Control: Telekinesis (35 STR), Fine Manipulation, Reduced Endurance (0 END; +1/2) (94 Active Points); IAF Fragile Expendable (Difficult to obtain new Focus; -1), Pulling Only (-1/2)

    7u 5) Web Ball: Suppress 18d6, Reduced Endurance (0 END; +1/2) (135 Active Points); IAF Fragile Expendable (Difficult to obtain new Focus; -1) [Notes: Against All Obvious Foci]

    6u 6) Web Wall: Force Wall (14 PD/14 ED; 3" long and 2" tall), Reduced Endurance (0 END; +1/2) (114 Active Points); IAF Fragile Expendable (Difficult to obtain new Focus; -1)

    22 Web-Shooters: Multipower, 45-point reserve, (45 Active Points); all slots IAF Fragile Expendable (Difficult to obtain new Focus; -1)

    2u 1) Web Slinging: Swinging 25", Position Shift, Reduced Endurance (0 END; +1/2) (45 Active Points); IAF Fragile Expendable (Difficult to obtain new Focus; -1)

    1u 2) Web Glider: Gliding 5" (5 Active Points); IAF Fragile Expendable (Difficult to obtain new Focus; -1)

    18 Wall Crawling: Clinging (80 STR)

    14 Fast Runner: Running +7" (13" total)

    15 Jump Like a Spider: Leaping +5" (16" forward, 8" upward) (Accurate, Position Shift)

    11 Spider Tracer: Detect Enemies 16- (Unusual Group), Concealed (-5 with Detect PER Rolls), Increased Arc of Perception, Range, Tracking, Transmit (27 Active Points); Requires A DEX Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points; -3/4), IAF Fragile (-3/4)

    Powers Cost: 231

     

    Cost Martial Arts Maneuver

    4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 14d6 / 3d6 Strike, Must Follow Block

    5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

    5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 12d6 / 1d6 Strike

    3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls

    4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 14d6 / 3d6 Strike

    4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 75 STR / 20 STR vs. Grabs

    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 14d6 / 3d6 Strike

    4 +1 HTH Damage Class(es)

    Martial Arts Cost: 37

     

    Cost Skill

    40 +8 with HTH Combat

    18 +9 With Webshooters

    3 Acrobatics 17-

    3 Breakfall 17-

    3 Fast Draw - Web-Shooters 17-

    5 Accurate Sprayfire

    10 Defense Maneuver I-IV

    5 Rapid Attack (HTH)

    5 Rapid Attack (Ranged)

    3 Teamwork - Any Hero 17-

    3 Computer Programming 14-

    3 Electronics 14-

    9 Inventor 17-

    8 SS: Chemistry 17-

    4 SS: Physics 13-

    6 SS: Biochemistry 15-

    3 Bugging 14-

    3 Contortionist 17-

    3 Climbing 17-

    3 Conversation 16-

    3 Deduction 14-

    3 Navigation 14-

    7 Security Systems 16-

    7 Shadowing 16-

    3 Stealth 17-

    4 PS: Photographer 13-

    5 KS - New York City 14-

    5 KS: Rogues Gallery 14-

    7 KS: Wisecracks 16-

    Skills Cost: 184

     

    Cost Perk

    5 Contact - Daredevil (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact) 11-

    7 Contact - The Human Torch (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 11-

    21 Contact - The Avengers (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

    18 Contact - The Fantastic Four (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 8-

    6 Contact - Captain America (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact) 8-

    2 Contact - Rocket Racer (Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) 8-

    3 Contact - White Tiger (Contact has useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 8-

    4 Contact - The Black Cat (Contact has useful Skills or resources, Very Good relationship with Contact) 8-

    1 Fringe Benefit: Press Pass

    2 Reputation - New York Super Hero (A small to medium sized group) 8-, +2/+2d6

    Perks Cost: 69

     

    Cost Talent

    35 Danger Sense (immediate vicinity, out of combat, Function as a Sense) 17-

    Talents Cost: 35

     

    Total Character Cost: 890

     

    Pts. Disadvantage

    25 Secret Identity - Peter Parker: Very Frequently (14-), Severe

    20 Code VS Killing: Common, Total

    25 With Great Power Comes Great Responsibility: Very Common, Total

    15 Wisecracker: Very Common, Moderate

    20 Haunted by the Deaths of Ben Parker and Gwen Stacy: Common, Total

    25 Dependent NPC: Aunt May 11- (Occasionally), Incompetent (-20 points or lower), Unaware of character's adventuring career/Secret ID

    10 Dependent NPC: Mary Jane Parker 8- (Infrequently), Normal

    10 Dependent NPC: J Jonah Jameson 8- (Infrequently), Normal, Useful noncombat position or skills, Unaware of character's adventuring career/Secret ID

    0 Rivalry: Flash Thompson Romantic (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    5 Rivalry: The Human Torch Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    5 Money: Student Freelance Photographer Poor

    10 Reputation: New York Super Menace, Frequently (11-)

    10 Unluck: +2d6

    10 Web Fluid May Run Out on Rare Occasions: Infrequently, Greatly Impairing

    20 Hunted: Green Goblin 11- (Frequently), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    15 Hunted: Doctor Octopus 11- (Frequently), As Powerful, Harshly Punish

    15 Hunted: Venom 11- (Frequently), As Powerful, Harshly Punish

    15 Hunted: Kingpin 11- (Frequently), Less Powerful, NCI, Harshly Punish

    10 Hunted: Hobgoblin 8- (Occasionally), As Powerful, Harshly Punish

    5 Hunted: Mysterio 8- (Occasionally), Less Powerful, Harshly Punish

    5 Hunted: Kraven the Hunter 8- (Occasionally), Less Powerful, Harshly Punish

    5 Hunted: Carnage 8- (Occasionally), Less Powerful, Harshly Punish

    10 Hunted: Scorpion 8- (Occasionally), As Powerful, Harshly Punish

    5 Hunted: The Vulture 8- (Occasionally), Less Powerful, Harshly Punish

    15 Hunted: New York Police Department 8- (Occasionally), More Powerful, NCI, Mildly Punish

    0 Watched: J Jonah Jameson 8- (Occasionally), Less Powerful, NCI, Watching

    Disadvantage Points: 310

    Base Points: 200

    Experience Required: 380

    Total Experience Available: 380

    Experience Unspent: 0

  14. Re: Marvel/Dc Writeups

     

    Solomon Grundy

     

    Player:

     

    Val Char Cost

    80 STR 70

    15 DEX 15

    50 CON 80

    40 BODY 60

    7 INT -3

    7 EGO -6

    35 PRE 25

    6 COM -2

     

    34 PD 18

    25 ED 15

    4 SPD 15

    44 REC 36

    100 END 0

    105 STUN 0

     

    6" RUN 0

    2" SWIM 0

    16" LEAP 0

    Characteristics Cost: 323

     

    Cost Power

    20 Plant Nature: Physical Damage Reduction, 50%

    10 Plant Nature: Energy Damage Reduction, 25%

    10 Plant Nature: Damage Resistance (10 PD/10 ED)

    10 Plant Nature: Lack Of Weakness (-10) for Power Defense

    14 Plant Nature: Life Support (Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

    12 Large & Heavy: Knockback Resistance -6"

    14 Regeneration: Healing 5 BODY, Resurrection (70 Active Points); Extra Time (Regeneration-Only) 1 Week (-3), Resurrection Only (-1/2), Self Only (-1/2)

    37 Energy Absorbtion: Absorption 6d6 (energy, Energy ), One Power At A Time (+1/4) (37 Active Points) [Notes: Absorbtion Points go to Energy Effects VPP]

    37 Energy Effects: VPP, 30 base + 7 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (60 Active Points); Character Has No Choice Regarding When Or How Powers Change (-1); all slots No Conscious Control (-2) [Notes: GM has total control on how and when powers from this pool should manifest. Soloman Grundy should be take by surprise by these powers.]

    Powers Cost: 164

     

     

    Cost Skill

    20 +4 with HTH Combat

    3 Interrogation 16-

    6 KS - Slaughter Swamp 15-

    Skills Cost: 29

     

     

     

    Total Character Cost: 516

     

    Pts. Disadvantage

    20 Distinctive Features: Large White Skinned Monster Concealable, Extreme Reaction, Detectable By Commonly-Used Senses

    40 Berserk: Berserk After Being Stunned or Taking Body in Combat Very Common, go 11-, recover 8-

    15 Hunted: Green Lantern 1 11- (Frequently), As Powerful, PC has a Public ID or is otherwise very easy to find, Mildly Punish

    15 Hunted: Batman 8- (Occasionally), As Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Mildly Punish

    20 Hunted: JSA 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Mildly Punish

    0 Hunted: Jade 8- (Occasionally), Less Powerful, PC has a Public ID or is otherwise very easy to find, Watching

    15 Large & Heavy: Frequently, Greatly Impairing

    15 Obsessed with Destroying Green Lantern 1: Very Common, Moderate

    25 Social Limitation: Public Identity Very Frequently (14-), Severe

    15 Reputation: Dangerous and Violent Swamp Monster, Almost Always (14-)

    10 Unluck: +2d6

    15 Childlike Intelligence: Very Common, Moderate

    10 Devoted to Jade: Common, Moderate

    25 Very Easily Manipulated: Very Common, Total

    20 Easily Turns Very Violent: Very Common, Strong

    Disadvantage Points: 260

    Base Points: 200

    Experience Required: 56

    Total Experience Available: 56

    Experience Unspent: 0

  15. Re: Marvel/Dc Writeups

     

    Mister Fantastic

     

    Player:

     

    Val Char Cost

    15 STR 5

    26 DEX 48

    35 CON 50

    20 BODY 20

    50 INT 40

    30 EGO 40

    20 PRE 10

    12 COM 1

     

    30 PD 25

    22 ED 13

    6 SPD 24

    10 REC 0

    70 END 0

    46 STUN 0

     

    11" RUN 0

    2" SWIM 0

    3" LEAP 0

    Characteristics Cost: 276

     

    Cost Power

    20 Remarkable Leader: +3 with All Combat, Usable By Other (+1/4) (30 Active Points); Must be Current Fantastic Four Teammates (-1/2)

    40 Rubbery Body: Physical Damage Reduction, 75%

    10 Rubbery Body: Energy Damage Reduction, 25%

    24 Rubbery Body: Damage Resistance (28 PD/20 ED)

    20 Rubbery Body: Knockback Resistance -10"

    6 Costume: Armor (2 PD/2 ED)

    81 Malleable Body: Stretching 12", Improved Noncombat Stretching (x4), Reduced Endurance (Half END; +1/4) (81 Active Points)

    110 Stretching Tricks: Multipower, 110-point reserve

    5m 1) Big Fist: Hand-To-Hand Attack +5d6, Area Of Effect (One Hex; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2)

    7m 2) Suffocate: Energy Blast 5d6, No Normal Defense (Life Support (Self Contained Breathing; +1), Continuous (+1) (75 Active Points); No Range (-1/2), Must Follow Grab or Entangle (-1/2)

    8m 3) Wraparound: Entangle 7d6, 7 DEF, Backlash (+1/2) (105 Active Points); Feedback (character takes all damage to break out of entangle by victim or anyone else) (-1), No Range (-1/2), Cannot Form Barriers (-1/4)

    2u 4) Peeking Around Corners: Clairsentience (Sight And Hearing Groups) (30 Active Points); No Range (-1/2), Visible (Perception point can be perceived) (-1/4)

    2u 5) Squeezing Through Cracks: Desolidification (affected by Any Attack), Costs END Only To Activate (+1/4) (50 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2)

    2u 6) Bridgework: Flight 12", Usable By Other (+1/4) (30 Active Points); Not Usable by Character (-1/2), No Noncombat Movement (-1/4)

    1u 7) Rubber Ball: Leaping 14" (14 Active Points)

    2m 8) Stretch Sprinting: Running +5" (11" total) (10 Active Points)

    2u 9) Body Barrier: Force Wall (8 PD/6 ED; 5" long and 1" tall) (Opaque Sight Group) (53 Active Points); Feedback (-1), No Range (-1/2)

    4u 10) Flexible Dodging: Missile Deflection (Any Ranged Attack), Missile Reflection, Adjacent Hex (+1/2) (50 Active Points); Will Not Work Against Heavy Missiles (-1/4)

    2u 11) Safety Pillow: Breakfall 24-, Usable By Other (+1/4) (29 Active Points); Costs Endurance (-1/2)

    1u 12) Parasail Form: Gliding 6", Usable Simultaneously (up to 2 people at once; +1/2) (9 Active Points)

    2u 13) Shapeshift: Shapeshift (Sight and Touch Groups, four (max) shapes), Imitation (28 Active Points); Cant Change Color (-1/2)

    2u 14) Sling Shape: +60 STR (60 Active Points); Only to Throw (-1), No Figured Characteristics (-1/2)

    207 Gadget & Invention Pool: VPP (Gadget Pool), 175 base + 32 control cost, (262 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (In Lab) (-1/2); all slots OAF Fragile (-1 1/4)

    0 1) Weakness Ray: Energy Blast 15d6, Variable Special Effects (Not Magic or Mental) (Limited Group of SFX; +1/4), Reduced Endurance (0 END; +1/2) (131 Active Points); OAF Fragile (-1 1/4) Real Cost: 58

    0 2) Versatility Ray: Energy Blast 10d6, Reduced Endurance (0 END; +1/2), Variable Advantage (+1 Advantages; +2) (175 Active Points); OAF Fragile (-1 1/4), Beam (-1/4) Real Cost: 70

    0 3) Nullifier Ray: Suppress 20d6, One Power At A Time (+1/4), Reduced Endurance (0 END; +1/2) (175 Active Points); OAF Fragile (-1 1/4), Beam (-1/4), Can Be Missile Deflected (-1/4) Real Cost: 64

    Powers Cost: 560

     

     

    Cost Skill

    40 +8 with DCV

    15 +5 With Stretching Tricks Multipower

    1 Acting 8-

    3 Analyze: Power Level 19-

    3 Bureaucratics 13-

    7 Climbing 16-

    3 Combat Piloting 14-

    3 Computer Programming 19-

    19 Contortionist 22-

    5 Cramming

    3 Deduction 19-

    5 Defense Maneuver I-II

    3 Demolitions 19-

    1 Disguise 8-

    3 Electronics 19-

    3 High Society 13-

    9 Inventor 22-

    4 Language: German (Completely Fluent, w/Accent; Literacy)

    3 Mechanics 19-

    1 Oratory 8-

    1 Paramedics 8-

    7 Persuasion 15-

    7 Power - Stretching Tricks 13-

    3 SS: Chemistry 19-

    3 SS: Physics 19-

    3 SS: Robotics 19-

    3 SS - Vehicle Engineer 19-

    3 SS - Subatomic Physics 19-

    3 SS - Mathematics 19-

    3 SS - Genetics 19-

    3 SS - Dimensional Physics 19-

    3 SS - Cybernetics 19-

    3 SS - Biology 19-

    3 SS - Astronomy 19-

    3 SS - Astro Physics 19-

    3 SS - Aeronautics 19-

    3 Stealth 14-

    3 Systems Operation 19-

    3 Tactics 19-

    9 Teamwork - Fantastic Four 17-

    4 KS - New York 13-

    2 KS - World Politics 11-

    4 KS - Space Exploration 13-

    3 KS - Supervillains 12-

    7 KS - Scientiifc Community 16-

    6 KS - Geography 15-

    4 TF: Combat Aircraft, Early Spacecraft, Grav Vehicles/Hovercraft, Large Planes, Personal Use Spacecraft, Small Planes, Spaceplanes

    3 Weaponsmith (Energy Weapons, Missiles & Rockets) 19-

    1 WF: Shoulder-Fired Weapons

    Skills Cost: 240

     

    Cost Perk

    30 Contact - The Avengers (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (30 Active Points) 13-

    24 Contact - Shield (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (24 Active Points) 11-

    21 Contact - Scientific Community (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 13-

    24 Contact - The Inhumans (Contact has extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 12-

    6 Contact - The Silver Surfer (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-

    7 Contact - Captain America (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 11-

    6 Contact - Iron Man (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-

    8 Contact -Henry Pym (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 12-

    9 Contact - The Black Panther (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 12-

    7 Fringe Benefit: Membership Fantastic Four, Weapon Permit (where appropriate)

    10 Money: Wealthy

    6 Reputation - Worlds Greatest Scientist and Leader of the Fantastic Four (A small to medium sized group) 8-, +6/+6d6

    Perks Cost: 158

     

    Cost Talent

    9 Ambidexterity (Eliminate Off Hand Penalty entirely)

    5 Eidetic Memory

    3 Lightning Calculator

    4 Speed Reading: x10

    Talents Cost: 21

     

    Total Character Cost: 1255

     

    Pts. Disadvantage

    20 Code VS. Killing: Common, Total

    25 In Love With His Wife Susan: Very Common, Total

    25 Obsessive Love of Science: Very Common, Total

    15 Long Winded and Stuffy: Common, Strong

    15 Curious Explorer: Common, Strong

    15 Will Take Dangerous Chances in the Quest for Knowledge: Common, Strong

    15 Gets Lost in His Work: Common, Strong

    15 Has Great Humanity : Common, Strong

    5 Inventions & Experiments are Often Dangerous: Uncommon, Moderate

    5 Physical Limitation: Elastic Body Infrequently, Slightly Impairing

    20 Dependent NPC: Franklin Richards 14- (Frequently), Incompetent (-20 points or lower), Useful noncombat position or skills

    20 Social Limitation: Public Identity Frequently (11-), Severe

    10 Rivalry: Doctor Doom Professional (; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    5 Rivalry: Sub-Mariner Romantic (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    35 Hunted: Doctor Doom 14- (Very Frequently), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    25 Hunted: The Skrulls 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    15 Hunted: Diablo 8- (Occasionally), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    15 Hunted: The Mole Man 8- (Occasionally), Less Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    20 Hunted: Blastarr 8- (Occasionally), As Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    25 Hunted: Annihlus 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    10 Hunted: The Wizard 8- (Occasionally), Less Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    20 Hunted: The Frightful Four 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    10 Hunted: The Mad Thinker 8- (Occasionally), Less Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    10 Hunted: The Puppet Master 8- (Occasionally), Less Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    Disadvantage Points: 395

    Base Points: 200

    Experience Required: 660

    Total Experience Available: 660

    Experience Unspent: 0

  16. Re: Marvel/Dc Writeups

     

    Doctor Doom

     

    Player:

     

    Val Char Cost

    60 STR 10

    21 DEX 33

    38 CON 20

    18 BODY 16

    49 INT 39

    40 EGO 60

    50 PRE 40

    4 COM -3

     

    12/42 PD 0

    10/40 ED 2

    5 SPD 19

    20 REC 0

    76 END 0

    79 STUN 12

     

    6" RUN 0

    2" SWIM 0

    12" LEAP 0

    Characteristics Cost: 248

     

    Cost Power

    45 Battle Suit Energy Supply: Endurance Reserve (150 END, 35 REC) Reserve: (50 Active Points); OIF (Focus Battle Armor; -1/2)

    20 Strength Boost: +40 STR (40 Active Points); OIF (Focus Battle Armor; -1/2) (Modifiers affect Base Characteristic)

    11 Constitution Boost: +18 CON (36 Active Points); OIF (Focus Battle Armor; -1/2) (Modifiers affect Base Characteristic)

    67 Power Gauntlets: Energy Blast 16d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points); OIF (Focus Battle Armor; -1/2)

    120 Battle Armor: Armor (30 PD/30 ED), Hardened (x4; +1) (180 Active Points); OIF (Focus Battle Armor; -1/2)

    83 Force Field: Force Wall (20 PD/20 ED/20 Power Defense; 5" long and 5" tall) (166 Active Points); OIF (Focus Battle Armor; -1/2), Increased Endurance Cost (x2 END; -1/2)

    250 Electrical Shield: Energy Blast 20d6, Damage Shield (+1/2), Continuous (+1) (250 Active Points)

    27 Rocket Jets: Flight 20" (40 Active Points); OIF (Focus Battle Armor; -1/2)

    14 Life Support Systems: Life Support (Eating: Character only has to eat once per week; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (21 Active Points); OIF (Focus - Battle Armor; -1/2)

    12 Battle Armor Senses: +4 PER with all Sense Groups

    5 Battle Armor Senses: Infrared Perception (Sight Group)

    44 Mauser Handgun: Multipower, 100-point reserve, (100 Active Points); all slots OAF Fragile (Focus Mauser Hand Gun; -1 1/4)

    2u 1) Tranquilizer Bullets: Energy Blast 6d6, Reduced Endurance (0 END; +1/2), No Normal Defense ([standard] Hard Armor or Force field; +1) (75 Active Points); 3 Charges (-1 1/4), OAF Fragile (Focus Mauser Hand Gun; -1 1/4)

    3u 2) Explosive Bullets: Energy Blast 10d6, Explosion (+3/4), Nonselective Target (-1/4), Reduced Endurance (0 END; +1/2) (100 Active Points); 3 Charges (-1 1/4), OAF Fragile (Focus Mauser Hand Gun; -1 1/4)

    185 Mind Transferal: (Total: 185 Active Cost, 185 Real Cost) Mind Control 15d6 (Real Cost: 75) plus Extra-Dimensional Movement (Single Dimension - The Targets Body) (Real Cost: 20) plus Clairsentience (Sight, Touch, Hearing, Radio And Smell/Taste Groups), Transdimensional (Single Dimension - Victims Body; +1/2) (90 Active Points) (Real Cost: 90) [Notes: This Power if successful in its mind control attempt allows Doom to switch his mind with his victim and take full control over their body.]

    180 Gadget & Invention Pool: VPP (Gadget Pool), 150 base + 30 control cost, (225 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (In Lab) (-1/2); all slots OAF (-1)

    17 Sorcery: Multipower, 60-point reserve, (60 Active Points); all slots Gestures (Requires both hands; Complex; -3/4), Requires A Skill Roll (Mystical Lore; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations (Complex; -1/2), Concentration (1/2 DCV; -1/4)

    1u 1) Summon Supernatural Beings: Summon 16 45-point creatures (29 Active Points); Gestures (Requires both hands; Complex; -3/4), Requires A Skill Roll (Mystical Lore; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations (Complex; -1/2), Concentration (1/2 DCV; -1/4)

    1u 2) Travel to Mephisto's Realm: Extra-Dimensional Movement (Single Dimension), x4 Increased Weight (30 Active Points); Gestures (Requires both hands; Complex; -3/4), Requires A Skill Roll (Mystical Lore; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations (Complex; -1/2), Concentration (1/2 DCV; -1/4)

    2u 3) Eldrich Bolt: Energy Blast 12d6 (60 Active Points); Gestures (Requires both hands; Complex; -3/4), Incantations (Complex; -1/2), Increased Endurance Cost (x2 END; -1/2), Requires A Skill Roll -Mystical Lore (-1/2), Concentration (1/2 DCV; -1/4)

    Powers Cost: 1089

     

     

    Cost Skill

    3 Analyze: Power Level 19-

    3 Bureaucratics 19-

    6 +6 Power Gauntlets

    10 +2 with HTH Combat

    3 Computer Programming 19-

    3 Electronics 19-

    3 High Society 19-

    3 Interrogation 19-

    3 Inventor 19-

    7 Mechanics 21-

    3 Oratory 19-

    3 Persuasion 19-

    5 KS: Mystical Lore 14-

    3 Scientist

    10 1) SS: Bionics 20- (11 Active Points)

    10 2) SS: Robotics 20- (11 Active Points)

    5 3) SS: Spacecraft 15- (6 Active Points)

    7 4) SS: Super Physiology 17- (8 Active Points)

    5 5) SS: Time Machinery 15- (6 Active Points)

    9 6) SS: Weapon Systems 19- (10 Active Points)

    Skills Cost: 104

     

    Cost Perk

    200 Vehicles & Bases

    5 Contact: Sub Mariner (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8-

    90 Follower

    15 Money: Filthy Rich

    5 Fringe Benefit: Diplomatic Immunity

    Perks Cost: 315

     

     

    Total Character Cost: 1756

     

    Pts. Disadvantage

    10 Distinctive Features: Terrible Facial Scars (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

    25 Hunted: Fantastic Four 14- (As Pow, PC has a Public ID or is otherwise very easy to find, Capture)

    20 Reputation: Worlds Most Evil Supervillain, 14- (Extreme)

    5 Rivalry: Professional (Reed Richards; Rival is Less Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

    5 Social Limitation: Public Identity (Occasionally, Minor)

    15 Unluck: 3d6

    25 Psychological Limitation: Egomaniac (Very Common, Total)

    10 Psychological Limitation: Obsessive (Common, Moderate)

    15 Psychological Limitation: Overconfident (Very Common, Moderate)

    20 Psychological Limitation: Always Holds to Promises (Common, Total)

    20 Psychological Limitation: Holds Grudges (Very Common, Strong)

    25 Psychological Limitation: Hates Reed Richards and Must Destroy Him (Very Common, Total)

    20 Psychological Limitation: Hates the Fantastic Four and Must Destroy Them (Very Common, Strong)

    15 Psychological Limitation: Wants to Rules the World (Common, Strong)

    20 Psychological Limitation: Obsessessed With Returning His Mothers Spirit to Life (Common, Total)

    15 Psychological Limitation: Ruthless Killer (Common, Strong)

    Disadvantage Points: 265

    Base Points: 200

    Experience Required: 1291

    Total Experience Available: 1291

    Experience Unspent: 0

  17. Re: Marvel/Dc Writeups

     

    Cyclops

     

    Player:

     

    Val Char Cost

    20 STR 10

    22 DEX 36

    25 CON 30

    15 BODY 10

    18 INT 8

    20 EGO 20

    20 PRE 10

    13 COM 2

     

    11/16 PD 7

    60/65 ED 5

    5 SPD 18

    9 REC 0

    70 END 10

    38 STUN 0

     

    10" RUN 0

    2" SWIM 0

    4" LEAP 0

    Characteristics Cost: 166

     

    Cost Power

    123 Optic Blasts: Multipower, 82-point reserve, all slots Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4) (123 Active Points) [Notes: All Blasts VS ED]

    8u 1) Optic Blast: Energy Blast 16d6 (80 Active Points)

    8u 2) Concentrated Blast: Energy Blast 11d6, Armor Piercing (+1/2) (82 Active Points)

    8u 3) Force Blast: Energy Blast 9d6, Double Knockback (+3/4) (79 Active Points)

    8u 4) Wide Angle Beam: Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points)

    8u 5) Pulse Blast: Energy Blast 11d6, Autofire (5 shots; +1/2) (82 Active Points)

    8u 6) Ricochet Blast: Energy Blast 11d6, Indirect (Any origin, always fired away from attacker; +1/2) (82 Active Points)

    8u 7) Energy Saving Blast: Energy Blast 11d6, Reduced Endurance (0 END; +1/2) (82 Active Points)

    5u 8) Pushing Control: Telekinesis (50 STR) (75 Active Points); Only to Push Away (-1/2)

    20 Counter Blast: Missile Deflection (Any Ranged Attack)

    17 Brotherly Love: +50 ED (50 Active Points); Only Vs Havoks Energy Blasts (-2)

    20 Brotherly Love: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only to Havoks Energy Blasts (-2)

    10 Psychic Training: Mental Defense (14 points total)

    10 Visor: Sight Group Flash Defense (10 points)

    15 Reinfororced Costume: Armor (5 PD/5 ED)

    8 Athletic: Running +4" (10" total)

    27 Incredible Leader: +4 with All Combat, Usable By Other (+1/4) (40 Active Points); Must be Current X-Men Teammates (-1/2)

    Powers Cost: 311

     

    Cost Martial Arts Maneuver

    Combat Training

    3 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 / 2d6 Strike

    4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    4 4) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 / 2d6 Strike

    Martial Arts Cost: 15

     

    Cost Skill

    45 +9 with Ranged Combat

    7 Combat Piloting 15-

    3 Mechanics 13-

    3 Demolitions 13-

    3 Electronics 13-

    3 Deduction 13-

    5 Paramedics 14-

    4 CK: New York 13-

    6 KS: Mutant World 15-

    8 KS: Spatial Geometry 17-

    3 Computer Programming 13-

    3 Navigation (Air, Space) 13-

    3 Systems Operation 13-

    9 Tactics 16-

    1 TF: Combat Aircraft, Small Planes

    2 Language: Russian (fluent conversation)

    2 Language: Japanese (fluent conversation)

    17 Teamwork 20-

    Skills Cost: 127

     

    Cost Perk

    51 Contact: X-Men (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Very Good relationship with Contact), Organization Contact (x3) (51 Active Points) 17-

    21 Contact: Alpha Flight (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (21 Active Points) 11-

    12 Contact: Starjammers (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 8-

    27 Contact: Excalibur (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (27 Active Points) 12-

    27 Contact: Generation X (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (27 Active Points) 14-

    17 Contact: Jean Grey (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Very Good relationship with Contact) 17-

    16 Contact: Professor X (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Very Good relationship with Contact) 16-

    4 Reputation: Mutant Hero Leader of the X-Men (A small to medium sized group) 14-, +4/+4d6

    Perks Cost: 175

     

    Cost Talent

    3 Absolute Range Sense

    8 Lightning Reflexes: +8 DEX to act first with Optic Blast Multipower

    Talents Cost: 11

     

    Total Character Cost: 805

     

    Pts. Disadvantage

    30 Accidental Change: Optic Blasts Fire if he opens his eyes without his Visor Always (Very Common)

    10 Distinctive Features: Mutant (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

    20 Hunted: Magneto 11- (Mo Pow, Harshly Punish)

    25 Hunted: Sentinels 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

    20 Hunted: Apocalypse 8- (Mo Pow, NCI, Harshly Punish)

    20 Hunted: Hellfire Club 8- (Mo Pow, NCI, Harshly Punish)

    20 Hunted: Mr Sinister 8- (Mo Pow, NCI, Harshly Punish)

    10 Physical Limitation: Colour Blind (Frequently, Slightly Impairing)

    20 Hunted: Professor X 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    20 Psychological Limitation: Feels Responsible for Other X Men (Very Common, Strong)

    25 Psychological Limitation: In Love With Jean Grey (Very Common, Total)

    15 Psychological Limitation: Always Serious (Very Common, Moderate)

    20 Psychological Limitation: Code VS Killing (Common, Total)

    10 Rivalry: Professional and Romantic (Wolverine; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    5 Reputation: Mutant Hero, 8-

    15 Social Limitation: Secret Identity - Scott Summers (Frequently, Major)

    Disadvantage Points: 285

    Base Points: 200

    Experience Required: 320

    Total Experience Available: 320

    Experience Unspent: 0

  18. Re: Marvel/Dc Writeups

     

    Captain America

     

    Player:

     

    Val Char Cost

    30 STR 20

    30 DEX 60

    30 CON 40

    30 BODY 40

    18 INT 8

    30 EGO 40

    50 PRE 40

    30 COM 10

     

    69 PD 8

    66 ED 5

    7 SPD 30

    12 REC 0

    60 END 0

    80 STUN 20

     

    12" RUN 0

    6" SWIM 0

    6" LEAP 0

    Characteristics Cost: 321

     

    Cost Power

    75 Shield: Multipower, 150-point reserve, (150 Active Points); all slots OAF Unbreakable (-1)

    6u 1) Bouncing Attack: Energy Blast 9d6, Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (112 Active Points); OAF Unbreakable (-1) [Notes: Must be Different Targets.]

    4u 2) Toss & Return: Energy Blast 13d6, Reduced Endurance (Half END; +1/4) (81 Active Points); OAF Unbreakable (-1)

    4u 3) Hurled Shield: Energy Blast 16d6 (80 Active Points); OAF Unbreakable (-1)

    5u 4) Angled Attack: Energy Blast 11d6, Reduced Endurance (Half END; +1/4), Indirect (Any origin, always fired away from attacker; +1/2) (96 Active Points); OAF Unbreakable (-1)

    2u 5) Accurate Throw: Telekinesis (30 STR) (45 Active Points); OAF Unbreakable (-1), Cannot Be Used With [Grab) (-1/4)

    3u 6) Shield Punch: Energy Blast 15d6 (75 Active Points); OAF Unbreakable (-1), No Range (-1/2)

    95 Shield Defense: Multipower, 190-point reserve, (190 Active Points); all slots OAF (-1)

    7u 1) Shield Block: Armor (50 PD/50 ED), Hardened (+1/4) (187 Active Points); OAF (-1), Activation Roll 13- (-3/4)

    1u 2) Shield Defense: Energy Damage Reduction, Resistant, 50% (30 Active Points); OAF (-1)

    1u 3) Shield Defense: Physical Damage Reduction, Resistant, 50% (30 Active Points); OAF (-1)

    2u 4) Missile Defense: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4)

    1u 5) Shield Jump: Leaping 30" (Only When Falling) (29 Active Points); OAF (-1)

    1u 6) Shielding His Eyes: Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1), Activation Roll 13- (-3/4)

    33 Amazing Leader: +5 with All Combat, Usable By Other (+1/4) (50 Active Points); Must be Current Avengers Teammates (-1/2)

    19 Micromail: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points)

    11 Healthy & Long Lived: Life Support (Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years)

    12 Fast Runner: Running +6" (12" total)

    4 Fast Swimmer: Swimming +4" (6" total)

    6 Alert Senses: +2 PER with All Sense Groups

    4 Avengers Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF Fragile (-1 1/4)

    Powers Cost: 296

     

    Cost Martial Arts Maneuver

    5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 7d6 / 1d6 Strike

    3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 / 2d6 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 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR / 15 STR to Disarm roll

    4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR / 20 STR vs. Grabs

    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 / 3d6 Strike

    3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 / 1d6 +v/5, Target Falls

    4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2 1/2d6 NND

    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 11d6 / 5d6 Strike

    4 +1 HTH Damage Class(es)

    0 Weapon Element - Shield

    3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike

    5 Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment

    4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC

    5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike

    5 Moving Shot: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike , FMove

    5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, 10 STR

    4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC

    5 Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls

    4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC

    4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 45 STR / 15 STR

    4 Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls

    Martial Arts Cost: 92

     

    Cost Skill

    30 +10 With Shield

    50 +10 with HTH Combat

    9 Acrobatics 18-

    7 Analyze: Agility Skills 15-

    5 Breakfall 16-

    5 Climbing 16-

    9 Combat Driving 18-

    5 Combat Piloting 16-

    10 Defense Maneuver I-IV

    9 Fast Draw - Shield 18-

    5 Rapid Attack (Ranged)

    5 Rapid Attack (HTH)

    15 Teamwork - Avengers 21-

    3 Teamwork - Others 15-

    3 Computer Programming 13-

    3 Conversation 19-

    3 Deduction 13-

    3 Paramedics 13-

    3 Security Systems 13-

    3 Shadowing 13-

    5 Stealth 16-

    3 Systems Operation 13-

    3 Bureaucratics 19-

    3 Mechanics 13-

    3 Oratory 19-

    6 PS - Artist 15-

    9 KS - USA 18-

    4 KS - Supervillains 13-

    2 KS - Politics 11-

    5 KS - US Army 14-

    9 KS - Avengers History 18-

    Skills Cost: 237

     

    Cost Perk

    4 Access

    5 Reputation - USA's Greatest Hero (A small to medium sized group) 8-, +5/+5d6

    5 Fringe Benefit: Security Clearance

    3 Computer Link

    3 Fringe Benefit: Federal/National Police Powers

    5 Membership - Avengers: Membership

    39 Contact - Avengers (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Contact limited by identity), Organization Contact (x3) (39 Active Points) 15-

    9 Contact - Falcon (Contact has useful Skills or resources, Contact is slavishly loyal to character) 14-

    24 Contact - Shield (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (24 Active Points) 12-

    24 Contact - US Military (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (24 Active Points) 12-

    24 Contact - US Goverment (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (24 Active Points) 12-

    7 Contact - Nick Fury (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 11-

    6 Contact - Iron Man (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity) 11-

    3 Contact - Hawkeye (Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact) 11-

    3 Contact - Nomad (Contact limited by identity, Very Good relationship with Contact) 11-

    7 Contact - Thor (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact) 8-

    5 Contact - Fantastic Four (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact) 8-

    4 Contact - Sub-Mariner (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity) 8-

    2 Contact - Spider-Man (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) 8-

    Perks Cost: 182

     

    Cost Talent

    18 Combat Sense 16-

    Talents Cost: 18

     

    Total Character Cost: 1146

     

    Pts. Disadvantage

    20 Honourable: Very Common, Strong

    25 Protective of Innocents: Very Common, Total

    15 Code Vs. Killing: Uncommon, Total

    15 Secret Identity - Steve Rodgers: Frequently (11-), Major

    15 American Idealist: Common, Strong

    25 Must Always do What he Thinks is Right: Very Common, Total

    10 Sometimes Clashes With the US Goverment on US Policy & Orders: Uncommon, Strong

    5 Rivalry - With Current Leader of the Avengers: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    5 Old Customs & Mannerisms: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures

    0 Dependent NPC : Sharon Carter 8- (Infrequently), Slightly Less Powerful than the PC, Useful noncombat position or skills

    10 Dependent NPC: Rick Jones 8- (Infrequently), Normal

    20 Watched: US Goverment 14- (Very Frequently), More Powerful, NCI, Watching

    20 Hunted: The Red Skull 11- (Frequently), As Powerful, NCI, Harshly Punish

    20 Hunted: Baron Zemo 11- (Frequently), As Powerful, NCI, Harshly Punish

    20 Hunted: HYDRA 8- (Occasionally), More Powerful, NCI, Harshly Punish

    20 Hunted: AIM 8- (Occasionally), More Powerful, NCI, Harshly Punish

    15 Hunted: The Serpent Society 8- (Occasionally), More Powerful, Harshly Punish

    20 Hunted: Ultron 8- (Occasionally), More Powerful, NCI, Harshly Punish

    20 Hunted: Kang 8- (Occasionally), More Powerful, NCI, Harshly Punish

    15 Hunted: Anti American Forces 8- (Occasionally), More Powerful, NCI, Mildly Punish

    Disadvantage Points: 315

    Base Points: 200

    Experience Required: 631

    Total Experience Available: 631

    Experience Unspent: 0

  19. Re: Marvel/Dc Writeups

     

    Booster Gold

     

    Player:

     

    Val Char Cost

    55 STR 12

    28 DEX 39

    40 CON 30

    20 BODY 20

    22 INT 2

    15 EGO 0

    23 PRE 13

    17 COM 4

     

    37 PD 4

    51 ED 3

    6 SPD 17

    9 REC 0

    50 END 0

    44 STUN 0

     

    6" RUN 0

    2" SWIM 0

    11" LEAP 0

    Characteristics Cost: 144

     

    Cost Power

    19 Battle Suit Energy Supply: Endurance Reserve (100 END, 12 REC) Reserve: (22 Active Points); OIF (Focus - Battle Suit; -1/2)

    13 Strength Boost: +33 STR (33 Active Points); No Figured Characteristics (-1/2), OIF (Focus - Battle Suit; -1/2), Increased Endurance Cost (2x END; -1/2)

    7 Dexterity Boost: +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (Focus - Battle Suit; -1/2)

    15 Constitution Boost: +15 CON (30 Active Points); No Figured Characteristics (-1/2), OIF (Focus - Battle Suit; -1/2)

    7 Speed Boost: +1 SPD (10 Active Points); OIF (Focus - Battle Suit; -1/2)

    18 Battle Suit Exoskeleton: Armor (4 PD/8 ED)

    7 Energy Absorbtion: Energy Damage Reduction, 25% (10 Active Points); OIF (Focus - Battle Suit; -1/2)

    26 Boot Jets: Flight 26" (52 Active Points); OAF (-1)

    15 Sealed Systems: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Linked (Energy Field; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4)

    81 Battle Suit Powers: Multipower, 122-point reserve, (122 Active Points); all slots OIF (Focus - Battle Suit; -1/2)

    8m 1) Energy Blast: Energy Blast 12d6 (60 Active Points); OIF (Focus - Battle Suit; -1/2)

    11m 2) Energy Field: Force Field (25 PD/35 ED) (Protect Carried Items), Usable Simultaneously (up to 4 people at once; +3/4) (122 Active Points); OIF (Focus - Battle Suit; -1/2), Limited Power When Used by Others Power loses about a third of its effectiveness (-1/2), Usable only by Characters next to Booster Gold (-1/4)

    1u 3) Power Boost - Midas Mode: Aid To any Power or Characteristic in his Battle Suit 3d6, One Power At A Time (+1/4) (37 Active Points); Increased Endurance Cost (5x END; -2), OIF (Focus - Battle Suit; -1/2), Costs Endurance (-1/2)

    20 Skeets Robot Computer: Multipower, 25-point reserve, (25 Active Points); all slots IIF (-1/4)

    1u 1) Skeets : +10 INT (10 Active Points); IIF (Focus - Skeets; -1/4)

    1u 2) Skeets : +5 EGO (10 Active Points); IIF (Focus - Skeets; -1/4)

    1u 3) Skeets: Absolute Time Sense (3 Active Points); IIF (Focus - Skeets; -1/4)

    1u 4) Skeets: Eidetic Memory (5 Active Points); IIF (Focus - Skeets; -1/4)

    1u 5) Skeets: Lightning Calculator (3 Active Points); IIF (Focus - Skeets; -1/4)

    1u 6) Skeets: Speed Reading: x10 (4 Active Points); IIF (Focus - Skeets; -1/4)

    2u 7) Skeets: Universal Translator 13- (20 Active Points); IIF (-1/4)

    1u 8) Skeets: SS - Engineering 13- (6 Active Points); IIF (-1/4)

    1u 9) Skeets: SS - Biology 13- (6 Active Points); IIF (-1/4)

    1u 10) Skeets: SS - Chemistry 13- (6 Active Points); IIF (-1/4)

    1u 11) Skeets: Mechanics 11- (7 Active Points); IIF (-1/4)

    1u 12) Skeets: KS -20th Century History & Customs (4 Active Points); IIF (-1/4) 11-

    1u 13) Skeets: Paramedics 9- (3 Active Points); IIF (-1/4)

    4 Goggles: Sight Group Flash Defense (10 points) (10 Active Points); OAF Fragile (-1 1/4)

    4 Goggles: Microscopic with Sight Group (10 Active Points); OAF Fragile (Focus - Goggles; -1 1/4)

    2 Goggles: Nightvision (5 Active Points); OAF Fragile (-1 1/4)

    1 Goggles: +3 versus Range Modifier for Sight Group (3 Active Points); OAF Fragile (-1 1/4)

    4 Goggles: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF Fragile (-1 1/4)

    Powers Cost: 277

     

     

    Cost Skill

    15 +5 With Energy Blast

    15 +3 with HTH Combat

    4 +2 With Flight

    3 Acrobatics 15-

    3 Bribery 14-

    3 Combat Piloting 15-

    3 Computer Programming 13-

    3 Conversation 14-

    3 Gambling 13-

    3 KS - 20th Century Trivia 12-

    1 KS - Time Machines & Equipment 8-

    5 KS - 20th Century Superhumans 14-

    3 Persuasion 14-

    2 PS - Buisness 11-

    4 PS - Football 13-

    5 Systems Operation 14-

    5 Seduction 15-

    3 Teamwork - Blue Beetle 15-

    1 Teamwork - JLA 8-

    Skills Cost: 84

     

    Cost Perk

    11 Contact - Blue Beetle (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 15-

    5 Contact - Firehawk (Contact has useful Skills or resources) 13-

    21 Contact - JLA (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (21 Active Points) 11-

    6 Contact - Rip Hunter (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-

    9 Contact - Plastic Man (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 13-

    6 Contact - Captain Atom (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-

    5 Money: Well Off

    3 Reputation - Popular Hero With the Public (A small to medium sized group) 8-, +3/+3d6

    2 Fringe Benefit - Reserve Member of the JLA: Membership

    Perks Cost: 68

     

     

    Total Character Cost: 573

     

    Pts. Disadvantage

    15 Social Limitation: Secret Identity - Micheal Jon Carter Occasionally (8-), Severe

    10 Rivalry - Firestorm: Rivals with Firestorm for the Love of Firehawk Romantic (; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    20 Hunted : The 1000 8- (Occasionally), More Powerful, NCI, Harshly Punish

    20 Hunted: World Goverment of the Future 11- (Frequently), More Powerful, NCI, Mildly Punish

    15 Hunted: The Manhunters 8- (Occasionally), More Powerful, NCI, Mildly Punish

    15 Hunted: Monach 8- (Occasionally), More Powerful, Harshly Punish

    20 Hunted: The Overmaster 8- (Occasionally), More Powerful, NCI, Harshly Punish

    5 Reputation: Mercenary & Greedy Superhero, Frequently (11-), Known Only To A Small Group

    15 Reputation: Corrupt Sports Hero & Thief, Almost Always (14-) [Notes: This Rep is Known Only in the 25th Century.]

    10 Sometimes Unsure of 20th Century Customs & Knowledge: Common, Moderate

    10 Does not Want Public and Superhero Community to Find out About his Reputation in the 25th Century: Common, Moderate

    15 Compassionate Towards Innocents and Victims: Frequently (11-), Major

    15 Changeable Personality and Mood Swings: Frequently (11-), Major

    10 Sometimes Naive: Occasionally (8-), Major

    5 Hero Worships More Experianced Superheroes: Occasionally (8-), Minor

    15 Always Trying to Overcome his Shortcomings to be a Better Hero: Very Frequently (14-), Minor

    15 Brave and Willing to Put Himself into Danger for Others: Frequently (11-), Major

    15 Easily Attracted to Beaufiful Women: Frequently (11-), Major

    15 Code VS. Killing: Frequently (11-), Major

    20 Greedy and Obsessed with Money: Very Frequently (14-), Major

    15 Gloryhound: Frequently (11-), Major

    30 Vulnerability: 2x Effe

  20. Re: Marvel/Dc Writeups

     

    Blob

     

    Player:

     

    Val Char Cost

    75 STR 50

    15 DEX 15

    50 CON 80

    30 BODY 40

    9 INT -1

    20 EGO 20

    30 PRE 20

    7 COM -1

     

    50 PD 38

    40 ED 30

    3 SPD 5

    22 REC 0

    100 END 0

    85 STUN 0

     

    6" RUN 0

    2" SWIM 0

    15" LEAP 0

    Characteristics Cost: 296

     

    Cost Power

    60 Body Density: Physical Damage Reduction, Resistant, 75%

    30 Body Density: Energy Damage Reduction, Resistant, 50%

    45 Tough Skin: Damage Resistance (50 PD/40 ED)

    33 Immovable: Knockback Resistance -25" (50 Active Points); Only when not moving that phase (-1/2)

    4 Resistance to Cold & Heat: Life Support (Safe in Intense Cold; Safe in Intense Heat)

    25 Body Expansion: Entangle 10d6, 10 DEF (100 Active Points); Must be hit in melee combat to work, Blob takes damage from any attempt to escape the entangle. -Variable Limitations (requires -4 worth of Limitations; -2), Requires A DEX Roll (-3/4), Cannot Form Barriers (-1/4)

    13 Bodily Expansion: +40 STR (40 Active Points); Only to escape entangles - Variable Limitations (requires -3 worth of Limitations; -1 1/2), No Figured Characteristics (-1/2)

    8 Gravity Smash: +15 STR (15 Active Points); No Figured Characteristics (-1/2), Only when not grounded (using KB Res) (-1/4)

    Powers Cost: 218

     

     

    Cost Skill

    15 +5 With Bodily Expansion Entangle, Grab and Strike

    1 Teamwork - Brotherhood of Evil Mutants 8-

    3 KS - Mutants 12-

    4 KS - Food 13-

    4 KS - Circus Lore 13-

    3 Interrogation 15-

    3 Streetwise 15-

    Skills Cost: 33

     

    Cost Perk

    8 Contact - Unus the Untouchable (Contact has very useful Skills or resources, Very Good relationship with Contact) 13-

    5 Contact - Magneto (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-

    15 Contact - Brotherhood of Evil Mutants (Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-

    4 Fringe Benefit - Membership Brotherhood of Evil Mutants: Membership

    Perks Cost: 32

     

     

    Total Character Cost: 579

     

    Pts. Disadvantage

    10 Hunted - : X-Men 8- (Occasionally), More Powerful, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Mildly Punish

    20 Hunted: SHIELD 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Mildly Punish

    25 Hunted: Project Wideawake 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish

    20 Distinctive Features: Grossly Overweight Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses

    10 Distinctive Features: Mutant Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses

    15 Physical Limitation: Very large and heavy Frequently, Greatly Impairing

    20 Psychological Limitation: Arrogant Jerk Very Common, Strong

    15 Psychological Limitation: Thinks with his fists Common, Strong

    20 Social Limitation: Public Identity - Fred J Dukes Very Frequently (14-), Major

    10 Reputation: Violent mutant supervillain, Frequently (11-)

    10 Unluck: +2d6

    0 Rivalry: With other powerful bricks Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)

    Disadvantage Points: 175

    Base Points: 200

    Experience Required: 204

    Total Experience Available: 204

    Experience Unspent: 0

  21. Re: Marvel/Dc Writeups

     

    Black Canary 2

     

    Player:

     

    Val Char Cost

    20 STR 10

    27 DEX 51

    23 CON 26

    15 BODY 10

    13 INT 3

    13 EGO 6

    25 PRE 15

    25 COM 8

     

    19 PD 11

    19 ED 10

    6 SPD 23

    9 REC 0

    46 END 0

    37 STUN 0

     

    9" RUN 0

    2" SWIM 0

    4" LEAP 0

    Characteristics Cost: 173

     

    Cost Power

    88 Canary Cry: Multipower, 110-point reserve, (110 Active Points); all slots Not in a Vacuum (-1/4)

    6u 1) Sonic Scream: (Total: 91 Active Cost, 61 Real Cost) Energy Blast 7d6, No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1) (70 Active Points); Not in a Vacuum (-1/4), Not in a Vacuum (-1/4) (Real Cost: 40) plus Hearing Group Flash 7d6 (21 Active Points); Not in a Vacuum (-1/4), Not in a Vacuum (-1/4) (Real Cost: 12)

    7u 2) Vertigo Cry: (Total: 101 Active Cost, 67 Real Cost) Drain DEX 8d6 (80 Active Points); Not in a Vacuum (-1/4), Not in a Vacuum (-1/4) (Real Cost: 46) plus Hearing Group Flash 7d6 (21 Active Points); Not in a Vacuum (-1/4), Not in a Vacuum (-1/4) (Real Cost: 12)

    6u 3) Sonic Cone: (Total: 109 Active Cost, 60 Real Cost) Energy Blast 5d6, No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1), Area Of Effect (11" Cone; +1) (75 Active Points); No Range (-1/2), Not in a Vacuum (-1/4), Not in a Vacuum (-1/4) (Real Cost: 33) plus Hearing Group Flash 5d6, Area Of Effect (7" Cone; +1 1/4) (34 Active Points); Not in a Vacuum (-1/4), Not in a Vacuum (-1/4) (Real Cost: 19)

    6u 4) Sonic Boom: (Total: 84 Active Cost, 56 Real Cost) Energy Blast 5d6, Explosion (+1/2), No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1) (62 Active Points); Not in a Vacuum (-1/4), Not in a Vacuum (-1/4) (Real Cost: 35) plus Hearing Group Flash 5d6, Explosion (+1/2) (22 Active Points); Not in a Vacuum (-1/4), Not in a Vacuum (-1/4) (Real Cost: 12)

    4u 5) Shattering Cry: (Total: 81 Active Cost, 38 Real Cost) Killing Attack - Ranged 4d6 (60 Active Points); Only Against Rigid Non Living Objects (-1), No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 22) plus Hearing Group Flash 7d6 (21 Active Points); Not in a Vacuum (-1/4), Not in a Vacuum (-1/4) (Real Cost: 12)

    40 Sonic Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Sonic Attacks Limited Type of Attack (-1/2)

    30 Sound Tolerance: Hearing Group Flash Defense (30 points)

    6 Fast Runner: Running +3" (9" total)

    5 Swing Coil: Swinging 12" (12 Active Points); OAF Fragile (-1 1/4)

    9 Sharp & Alert: +3 PER with All Sense Groups

    8 Costume: Armor (4 PD/4 ED) (12 Active Points); Activation Roll 14- (-1/2)

    6 Earings & Necklace: Radio Perception/Transmission (Radio Group) (10 Active Points); IAF Fragile (-3/4)

    2 Nightvision Goggles: Nightvision (5 Active Points); OAF Fragile (-1 1/4)

    18 Canary Cry Grenades: Energy Blast 4d6, Explosion (+1/2), No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1) (50 Active Points); OAF (-1), 6 Charges (-3/4)

    Powers Cost: 241

     

    Cost Martial Arts Maneuver

    8 +2 HTH Damage Class(es)

    4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 8d6 / 4d6 Strike, Must Follow Block

    4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND

    5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

    5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 / 2d6 Strike

    3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls

    4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 / 4d6 Strike

    4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls

    3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 / 3d6 Strike, Target Falls

    4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR / 20 STR to Disarm roll

    4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 / 4d6 Strike

    4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND

    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 / 6d6 Strike

    Martial Arts Cost: 61

     

    Cost Skill

    40 +8 with HTH Combat

    15 +5 With Canary Cry

    3 Acrobatics 14-

    1 Acting 8-

    3 Analyze: Combat 12-

    3 Breakfall 14-

    3 Bribery 14-

    3 Climbing 14-

    3 Combat Driving 14-

    5 Concealment 13-

    7 Conversation 16-

    7 Deduction 14-

    8 Defense Maneuver I-III

    3 Disguise 12-

    3 Interrogation 14-

    1 Lipreading 8-

    3 KS - Star City 12-

    2 KS - Gotham City 11-

    2 KS - Superhero History 11-

    3 KS - World Geography 12-

    3 KS - Seattle 12-

    4 Language: Spanish (Completely Fluent, w/Accent; Literacy)

    5 Paramedics 13-

    9 Persuasion 17-

    4 PS - Florist 13-

    2 PS - Fashion Designer 11-

    5 Security Systems 13-

    11 Seduction 18-

    5 Shadowing 13-

    5 Stealth 15-

    3 Streetwise 14-

    3 Systems Operation 12-

    1 Teamwork - JSA 8-

    3 Teamwork - Green Arrow 1 14-

    4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons

    Skills Cost: 185

     

    Cost Perk

    14 Contact - Oracle (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character) 16-

    10 Contact - Green Arrow 1 (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 13-

    27 Contact - JSA (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (27 Active Points) 12-

    18 Contact - JLA (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (18 Active Points) 8-

    7 Contact - Batman (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-

    6 Contact - Ra's al Ghul (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-

    5 Contact - Doctor Mid-Nite 3 Pieter Cross (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) 11-

    7 Contact - Wildcat (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 12-

    6 Contact - Power Girl (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 11-

    7 Contact - Arsenal (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 12-

    3 Reputation - Skilled and Resourceful Super Heroine (A small to medium sized group) 8-, +3/+3d6

    3 Fringe Benefit - Reserve Member of JSA: Membership

    Perks Cost: 113

     

    Cost Talent

    3 Lightsleep

    3 Perfect Pitch

    3 Resistance: 3 points

    Talents Cost: 9

     

    Total Character Cost: 782

     

    Pts. Disadvantage

    20 Outspoken & Opinionated: Very Common, Strong

    10 Trying to Live up to the Legacy of her Mother: Common, Moderate

    15 Hatred of Chauvinists: Common, Strong

    15 Attracted to Green Arrow 1: Common, Strong

    15 Still Sometimes Affected by Rape Trauma: Common, Strong

    10 Code Against Killing: Common, Moderate

    20 Hides Her Emotions: Very Common, Strong

    10 Dislikes Computers and Technology in General : Common, Moderate

    10 Attracted Towards men Who Can be Trouble: Common, Moderate

    15 Sometimes Very Impulsive in Combat: Uncommon, Total

    5 Rivalry: Green Arrow 1 Romantic (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    10 Social Limitation: Public ID Dinah Lance Frequently (11-), Minor

    20 Hunted - Intergang: 8- (Occasionally), More Powerful, NCI, Harshly Punish

    20 Hunted - Maggia: 8- (Occasionally), More Powerful, NCI, Harshly Punish

    10 Watched: Ra's al Ghul 8- (Occasionally), More Powerful, NCI, Watching

    Disadvantage Points: 205

    Base Points: 200

    Experience Required: 377

    Total Experience Available: 377

    Experience Unspent: 0

  22. Re: Marvel/Dc Writeups

     

    Abomination

     

    Player:

     

    Val Char Cost

    100 STR 90

    20 DEX 30

    40 CON 60Image:Abomination_001.gif

    30 BODY 40

    25 INT 15

    25 EGO 30

    35 PRE 25

    2 COM -4

     

    33 PD 13

    32 ED 24

    4 SPD 10

    28 REC 0

    80 END 0

    100 STUN 0

     

    6" RUN 0

    2" SWIM 0

    35" LEAP 0

    Characteristics Cost: 333

     

    Cost Power

    10 Tough Skin: Physical Damage Reduction, 25%

    10 Tough Skin: Energy Damage Reduction, 25%

    32 Tough Skin: Damage Resistance (32 PD/32 ED)

    14 Resistances: Life Support (Immunity All terrestrial diseases and biowarfare agents; Safe in Intense Cold; Safe in Intense Heat)

    10 Knockback Resistance -5"

    25 Super Leap: Leaping +15" (35" forward, 17 1/2" upward) (Improved Noncombat Movement (x8))

    60 Mental Powers: Multipower, 60-point reserve

    3u 1) Telepathy: Telepathy 12d6 (60 Active Points); Receive Only (-1/2), Stops Working If Mentalist Is Stunned (-1/2)

    2u 2) Mind Scan: Mind Scan 12d6 (60 Active Points); Character Cannot Attack Through Link (-1 1/2), Stops Working If Mentalist Is Stunned (-1/2)

    Powers Cost: 166

     

     

    Cost Skill

    20 +4 with HTH Combat

    3 Computer Programming 14-

    3 Electronics 14-

    3 Acting 16-

    3 Bribery 16-

    3 Bugging 14-

    3 Conversation 16-

    3 Deduction 14-

    3 Shadowing 14-

    3 Stealth 13-

    Skills Cost: 47

     

    Cost Perk

    3 Fringe Benefit: Membership [Notes: The Abominations]

    33 Contact - The Abominations (Contact has useful Skills or resources, Contact is slavishly loyal to character, Very Good relationship with Contact), Organization Contact (x3) (33 Active Points) 14-

    18 Contact - The Russian Military (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (18 Active Points) 8-

    Perks Cost: 54

     

     

    Total Character Cost: 600

     

    Pts. Disadvantage

    20 Hunted: SHIELD 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Mildly Punish

    15 Hunted : Soviet Super Soldiers 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Mildly Punish

    25 Distinctive Features: Mutated Radioactive Monster Not Concealable, Extreme Reaction, Detectable By Commonly-Used Senses

    20 Enraged: Berserk In Combat Uncommon, go 8-, recover 11-

    15 Social Limitation: Public Identity - Emil Bronsky Frequently (11-), Major

    10 Rivalry: With Hulk as the strongest being on the planet Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

    10 Reputation: Mutated radioactive supervillain monster, Frequently (11-)

    10 Unluck: +2d6

    Disadvantage Points: 125

    Base Points: 200

    Experience Required: 275

    Total Experience Available: 275

    Experience Unspent: 0

  23. Decided to restart my Marvel/Dc Writeups thread and this time be a bit more organised and disciplined about it and try to get a character written up every couple of days or so.

     

    Just a quick word on the write ups, they are written without regards to point totals. They are given what I feel the character should have without any attempt to shoe horn them into any kind of pre definined limit.

     

    These are the experianced impressive characters we know and love from the last forty, fifty years.

     

    rgds

    Dean

  24. Police Comissioner Barbara Kane

     

    POLICE COMMISSIONER BARBARA KANE

    Val Char Cost Roll Notes

    9 STR -1 11- Lift 87.1kg; 1 1/2d6; [1]

    12 DEX 6 11- OCV 4 DCV 4

    14 CON 8 12-

    14 BODY 8 12-

    15 INT 5 12- PER Roll 12-/14-

    25 EGO 30 14- ECV: 8

    18 PRE 8 13- PRE Attack: 3 1/2d6

    10 COM 0 11-

     

    3 PD 1 Total: 3 PD (0 rPD)

    3 ED 0 Total: 3 ED (0 rED)

    3 SPD 8 Phases: 4, 8, 12

    5 REC 0

    28 END 0

    26 STUN 0 Total Characteristic Cost: 73

     

     

    Movement: Running: 6" / 12"

    Swimming: 2" / 4"

    Leaping: 1" / 2"

     

    Cost Powers END

    Martial Arts:

    Maneuver OCV DCV Notes

    4 1) Martial Block +2 +2 Block, Abort

    4 2) Martial Disarm -1 +1 Disarm; 19 STR / 10 STR to Disarm

    4 3) Martial Escape +0 +0 24 STR / 15 STR vs. Grabs

    4 4) Joint Lock/Throw +1 +0 Grab One Limb; 1d6 NND ; Target Falls

    4 5) Martial Strike +0 +2 3 1/2d6 / 2d6 Strike

    Jujutsu

    4 Obserevant: +2 PER with Sight Group 0

    12 Pistol: Killing Attack - Ranged 2d6, 8 Recoverable Charges (+0) (30 Active Points); OAF (-1), Beam (-1/4), Real Weapon (-1/4) [8 rc]

     

     

    Perks

    6 Reputation: Tough but Fair Cop Respected by All (A medium-sized group) 14-, +3/+3d6

    13 Fringe Benefit: Commander of police for a large city, Federal/National Police Powers, Local Police Powers, Weapon Permit (where appropriate)

    21 Contact: Law Enforcement Contacts (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 13-

    15 Contact: Political Contacts (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 8-

    15 Contact: Superhuman Contacts (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (15 Active Points) 8-

     

     

    Skills

    6 +2 with Martial Maneuvers

    3 +3 With Pistol

    3 Breakfall 11-

    3 Bureaucratics 13-

    5 Combat Driving 12-

    5 Criminology 13-

    3 Conversation 13-

    7 Deduction 14-

    3 Interrogation 13-

    3 Fast Draw 11-

    3 Shadowing 12-

    3 Persuasion 13-

    3 Stealth 11-

    3 Streetwise 13-

    2 KS: Jujutsu 11-

    5 KS: Law Enforcement 14-

    4 KS: Freedom City 13-

    6 KS: Freedom City Underworld 15-

    4 PS: Police Commisioner 13-

     

     

    Total Powers & Skill Cost: 180

    Total Cost: 253

     

    200+ Disadvantages

    20 Dependent NPC: Her Family Husband and 2 Children 8- (Incompetent; Group DNPC: x2 DNPCs)

    5 Distinctive Features: Cop (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    30 Hunted: Mafia Families of Freedom City 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

    15 Hunted: Freedom City Police Department 11- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)

    5 Social Limitation: Subject to Political Orders (Occasionally, Minor)

    20 Psychological Limitation: Does Things by the Book (Very Common, Strong)

    15 Psychological Limitation: Dedicated to Her Work (Common, Strong)

    15 Psychological Limitation: Must Clean Up Freedom City (Common, Strong)

    5 Rivalry: Professional (Other High Ranking Police Officers Passed Over), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

    0 Experience Points

     

    Total Disadvantage Points: 253

     

     

    rgds

    Dean

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