Jump to content

djday38

HERO Member
  • Posts

    132
  • Joined

  • Last visited

Posts posted by djday38

  1. Originally posted by Susano

    You are correct, sir. EE will never be revised or touched by the current HERO Games people. Some of the other rewritten HERO System characters I had on my website (like the Zodiac Conspiracy) and Thunder and Lightning, had to come down.

     

    Hmm, does this mean some time in the future we may see

    a reworked Zodiac group? I hope so because they were always one of the favourite villain groups.:D

     

    rgds

    Dean

  2. Right guys,

    I have now sent mails to eveybody I have received characters from, either accepting them, asking for small revisons and/or a more fuller background.

     

    If you have not received a mail from me that means for whatever reason I have not received your character.

    Unless you have heard from me the game is now closed for more players (we should now have eight) and will not open again unless someone drops or is unable/unwilling to give the character revisions I have asked for (nothing massive mainly just replacing non CU hunteds and small stuff like that).

     

    I have started a Yahoo group for the game which will help speed up the campaign and let us all talk to each other easily.

     

    Once all the characters have been accepted I will issue invitations to join the group.

     

    speak to you all soon

    rgds

    Dean

  3. As for team resources and what not, I am all for everyone contributing to something. I'm just wondering if there is some outside force gathering us together, or if there's an adventure to be played in which we all meet at some big event and choose to team up. I have zero probelms spending points, but my character certainly doesn't have a good rationale (he's a PI, and his wife's a beat-cop... there's not a whole lot of money in that). What does the GM think? [/b]

     

     

    Yep, the first story arc will be when the characters first meet, but how and when I will keep to myself till we start.

     

    rgds

    Dean

  4. Originally posted by Zed-F

    Minor note, it may make more sense to upgrade to 350 points in stages rather than all at once, depending on the rationale. We will see.

     

    Do you want the character info in HTML, RTF, or Excel? I don't have Hero Designer. Also, I may send it to you in stages as I complete it, depending on how quickly things get rolling.

     

    Also, you say "I will not put set limits on character generation" but players will need to have some sort of an idea of what kinds of power levels they should be expecting, especially in terms of attacks/defenses. For instance, in my case, I have geared the character mostly toward a 60 AP campaign, and while she has a couple powers that can overstep those bounds, I have put some superfluous limitations on them so that they don't get used often (i.e. I'm not saving any points by having these limitations, they are to preserve campaign balance.) However, if I'm regularly going to be going up against substantially tougher opposition that my regular 60AP attacks won't significantly hurt, I should probably remove those controls for the purposes of this game.

     

     

    Send over the character in what you prefer, I will convert the character over to HD (anyone with HD can send them over using that program would save me some time).

     

    You will be coming up against some tough opposition but 12-15 dice in your primary attacks should be plenty. As I said before pls ensure you have multiple options in combat.

     

    Defenses really depend on the character conception and type but nothing too extreme .

     

     

    rgds

    Dean

  5. Hi guys,

     

    I am soon going to start a new Champions PBEM campaign and am looking for players.

    The game will be set deeply in the published champions universe making use of all the supplements so far as well as the characters in Digital Hero.

     

    I am looking for six players to form a superhero team in Freedom City (only the setting will be used not the Mutants & Masterminds characters) but the campaign will be very mobile visiting many other locations in the CU.

     

    The campaign will hopefully run for a long time and I am only looking for players who would be commited for playing in the long term.

     

    The game would run by e-mail on a weekly turnaround and I would be looking to run the game in a narrative style which takes the emphasis off the Hero system mechanics working behind the scenes.

    I would take care of all dice rolling and players would receive back a main narrative describing what took place plus a secret thoughts section on information they alone know or feel. Lastly they would receive their current stats such as stun, end and body.

     

    I am looking for a campaign much in the style of the Avengers with a team of diverse heroes coming together to from a solid team to combat threats they alone cannot handle.

     

    Please feel free to submit characters to me at djday45@yahoo.co.uk

     

    I am looking for characters to be deeply embedded within the current CU which means I want hunteds, contacts etc to make use of published villains and hero's.

     

    To help you create suitable characters fr the campaign i will give you a little more info of what I am looking for.

     

    The camapign's tone will be a mix of silver and bronze age, again think 1970's and 1980's Avengers comics for a good guide.

     

    Characters should be standard (200 base plus 150 disadvantages). I will not put set limits on character generation but I will say I would like to see plenty of skills (including some just to round out a character) a few contacts and well rounded characters powers wise, not one trick ponies.

     

    The more background you can give me on the character the better, origin (again tie this into the CU as much as possible) personality, tactics, supporting cast (again try to come up with at least a couple of supporting characters), costume and clearly explained powers.

     

    All the superhero archetypes are welcome, but in the final mix of characters I will be loking for a wide range of types.

     

    So if you are intrested please feel free to contact me on the mail address above if you have any questions or to submit characters.

     

    rgds

    Dean

  6. Soloman Grundy

     

    Here is Soloman Grundy thks for all the help everyone gave on his write-up.

    Next up is the Wonder Woman villain the Cheetah.

     

    rgds

    Dean

     

    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 (max. Absorbed Points: 36): Energy , Variable Effect (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); No Conscious Control (-2), Character Has No Choice Regarding When Or How Powers Change (-1) [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: After Being Stunned or Taking Body in Combat, Very Common, go 11-, recover 8-, Berserk

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

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

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

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

    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

  7. Re: Re: Wonder Woman

     

    But we clearly have very different design styles. I'm not sure how I would design Wonder Woman in a more powerful campaign world, like the one you seem to favour. [/b]

     

     

    Horses for course as ever. One of the main reasons I am doing this project for my campaign is that when you attempt to use other peoples versions of characters they never feel quite right until you have seasoned them to taste in a big or small way for yourself.

     

    rgds

    Dean

  8. Originally posted by Enforcer84

    Spooky. I looked at that write up and said... oh an old Sam Bell writeup. Then I saw MY name at the bottom.... when Did I do that? (a while back it seems)

     

    I have used many parts of your write up as an excellent base (especially the disadvantages) and then diverged from there.

     

    Thanks to everybody who has replied so far. I think I will go with the suggestion of Energy Absorbtion linked to a small VPP with no consious control.

     

    Thoughts?

     

    rgds

    Dean

  9. Hi Guys,

    I am currently writing up Soloman Grundy for my Dc/Marvel character project and I have come across a couple of things I want some advice over.

     

    In many descriptions of him I have found he has some power to absorb energy and then release it in some way.

     

    Personally I have never seen him use these powers and they seem strange and out of place for him.

    But they keep cropping up again and again in info on the character.

     

    So my question is what are these powers and whats the best way to represent them? or are they powers just used in a one off story arc and not really a real part of the character?

     

    any help would be much appreciated.

     

    rgds

    Dean

  10. Booster Gold

     

    Here is Booster Gold, he was very hard to do due to his complex history.

     

    pls note in the following bare bones write up all characteristics increased due to the battle suit/skeets have been added in to the totals already.

     

    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

    10 1/2" LEAP 0

    Characteristics Cost: 144

     

    Cost Power

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

    13 Strength Boost: +33 STR (33 Active Points); No Figured Characteristics (-1/2), OIF (-1/2), Increased Endurance Cost (2x END; -1/2) (uses END Reserve) (added to Primary Value)

    7 Dexterity Boost: +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) (added to Primary Value)

    15 Constitution Boost: +15 CON (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) (added to Primary Value)

    7 Speed Boost: +1 SPD (10 Active Points); OIF (-1/2) (added to Primary Value)

    18 Battle Suit Exoskeleton: Armor (4 PD / 8 ED) (added to Primary Value)

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

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

    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 to Energy Field (-1/2), 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, all slots: (122 Active Points); OIF (-1/2)

    7m 1) Energy Blast: Energy Blast 12d6 (vs. ED) (60 Active Points); OIF (-1/2), Can Be Missile Deflected (-1/4) (uses Personal END)

    11m 2) Energy Field: Force Field (25 PD / 35 ED) (Protect Carried Items), Usable Simultaneously (x2 Number of Targets +3/4) (122 Active Points); OIF (-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) (uses END Reserve) (added to Primary Value)

    1u 3) Power Boost - Midas Mode: Aid 3d6 (max. Aided Points: 18): To any Power or Characteristic in his Battle Suit, Variable Effect (One Power At A Time; +1/4) (37 Active Points); Increased Endurance Cost (5x END; -2), OIF (-1/2), Costs Endurance (Costs END Every Phase; -1/2) (uses END Reserve)

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

    1u 1) Skeets : +10 INT (10 Active Points); IIF (-1/4) (added to Primary Value)

    1u 2) Skeets : +5 EGO (10 Active Points); IIF (-1/4) (added to Primary Value)

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

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

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

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

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

    1u 8) Skeets: SS - Engineering (6 Active Points); IIF (-1/4) 15- (13-)

    1u 9) Skeets: SS - Biology (6 Active Points); IIF (-1/4) 15- (13-)

    1u 10) Skeets: SS - Chemistry (6 Active Points); IIF (-1/4) 15- (13-)

    1u 11) Skeets: Mechanics (7 Active Points); IIF (-1/4) 13- (11-)

    1u 12) Skeets: KS -20th Century History & Customs (4 Active Points); IIF (-1/4) 13- (11-)

    1u 13) Skeets: Paramedics (3 Active Points); IIF (-1/4) 11- (9-)

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

    4 Goggles: Microscopic x100 (Sight Group) (10 Active Points); OAF Fragile (-1 1/4)

    5 Goggles: Nightvision (Microscopic (x100), Telescopic (+1)) (12 Active Points); OAF Fragile (-1 1/4)

    2 Goggles: Telescopic +3 to PER Rolls (only to offset the Range Modifier) (Sight Group) (5 Active Points); OAF Fragile (-1 1/4)

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

    Powers Cost: 280

     

     

    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-

    2 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: 83

     

    Cost Perk

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

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

    21 Contact - JLA (11-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources), Organization Contact (+2) (21 Active Points)

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

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

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

    5 Money (Well Off)

    6 Reputation - Popular Hero With the Public (A large group, 11-) +3/+3d6

    2 Fringe Benefit - Reserve Member of the JLA (Membership)

    Perks Cost: 71

     

     

    Total Character Cost: 578

     

    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, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

    20 Hunted: World Goverment of the Future, More Powerful, 11- (Frequently), Mildly Punish, Extensive Non-Combat Influence

    15 Hunted: The Manhunters, More Powerful, 8- (Occasionally), Mildly Punish, Extensive Non-Combat Influence

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

    20 Hunted: The Overmaster, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

    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: Poison and Disease, Very Common, Vulnerability Multiplier (2x Effect)

    15 Unluck: +3d6

    Disadvantage Points: 340

    Base Points: 200

    Experience Required: 38

    Total Experience Available: 38

    Experience Unspent: 0

  11. Wonder Woman

     

    Well her defenses are quite high already 38/38 pd/ed and

    damage resistance of 6/6 now.

     

    I think Damage reduction would not feel right for her as she does not usually soak up damage like say a Thing or Hulk

    instead she avoids it with her reactions, speed and battle prowess.

     

    rgds

    Dean

  12. Originally posted by Glen Sprigg

    Another point about WW: she's not invulnerable, so I'd tone down or completely eliminate the Damage Resistance. That's why she wears the bracelets; they're the bullet-bouncers, not her skin.

     

    Glen

     

    Thks Glenn, another good point. I have reduced it done to 6 PD/ED.

     

    rgds

    Dean

  13. Wonder Woman

     

    Originally posted by Sketchpad

    Hmm ... I don't know if I'd give Diana LS: Self-Contained Breathing. Most of the times when she's in space, both her and Kal need O2 masks like many other heroes ...I'd also look at the lasso again ... I think the entangle should be compounded with the Mind Control, or perhaps have the entangle out of the MP, with the MP linked to the entangle? Otherwise it's pretty keen looking :)

     

     

    Thks for the feedback, I have taken your advice and removed the self contained breathing and also placed the base entangle out of the multipower, toned in down slightly and linked the two mind control slots to it.

     

    I have attached the updated version below.

     

    rgds

    Dean

  14. Wonder Woman

     

    Here is Wonder Woman finally finished. Next up will be Booster Gold.

     

    rgds

    Dean

     

     

    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)

    15 Telescopic Vision: Telescopic +5 to PER Rolls (only to offset the Range Modifier) (Sight Group; Additional Sense Group: Hearing Group)

    18 Fast Runner: Running +9" (added to Primary Value)

    8 Good Leader: +1 with All Combat, Usable By Other (x8 Number of Targets +1) (16 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, all slots: (212 Active Points); 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)

    6m 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), Victim Must be Currently Entangled in Lasso (-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" = 1000 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)

    21 Tiara: Killing Attack - Ranged 2d6 (vs. PD), Reduced Endurance (Half END; +1/4), +2 STUN Multiplier (+1/2) (52 Active Points); OAF Expendable (Difficult to obtain new Focus; -1 1/4), Can Be Missile Deflected (-1/4)

    Powers Cost: 319

     

    Cost Martial Arts Maneuver

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

    4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +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, STR +2d6 Strike

    4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +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, +15 STR vs. Grabs

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

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

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

    4 Reversal: var Phase, -1 OCV, -2 DCV, +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 (15-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character)

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

    30 Contact - The Amazons of Paradise Island (13-) (Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (30 Active Points)

    30 Contact - JLA (12-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (+2) (30 Active Points)

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

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

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

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

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

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

    12 Reputation - Famous super Heroine and Ambassador for Paradise Island (A large group, 11-) +6/+6d6

    6 Fringe Benefit -Member JLA (Membership)

    Perks Cost: 147

     

    Cost Talent

    17 Combat Sense 14-

    5 Resistance: 5 points

    Talents Cost: 22

     

    Total Character Cost: 1158

     

    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, Very Common, Takes 2d6 Damage, 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, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find

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

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

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

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

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

    Disadvantage Points: 275

    Base Points: 200

    Experience Required: 683

    Total Experience Available: 683

    Experience Unspent: 0

  15. She did lose them for quite some time, but regained them about a couple of years ago (I think?)

     

    Even if she had not regained them officially, these write ups are for my campaign so I would have given them back to her anyway. I always felt it was a big mistake removing her powers as without them she was little more than a very skilled martial artist and spy.

     

    Think of Heroes with sonic powers and I think of Black Canary and Songbird. So although I am glad she has regained her powers in the comics, I would have written her up with them even if she had not.

     

    rgds

    Dean

  16. Originally posted by Pattern Ghost

    He's talking about taking the limitation for it:

     

     

     

    N-ray vision is required to take a fairly common substance that it can't see through. You don't get to take a limitation on it, though, it's just a part of the power.

     

    yep, I understand now. I will ammend the writeup. thks to both of you for pointing that out.

     

    rgds

    Dean

  17. Black Canary 2

     

    Here is Black Canary 2, my next character will be Wonder-Woman.

     

    rgds

    Dean

     

    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, all slots: (110 Active Points); Not in a Vacuum (-1/4)

    5u 1) Sonic Scream: (Total: 91 Active Cost, 54 Real Cost) Energy Blast 7d6 (vs. ED), No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1) (70 Active Points); No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 47) plus Flash 7d6 (Hearing Group) (21 Active Points); Not in a Vacuum (-1/4) (Real Cost: 17)

    6u 2) Vertigo Cry: (Total: 101 Active Cost, 60 Real Cost) Drain 8d6: DEX (80 Active Points); No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 53) plus Flash 7d6 (Hearing Group) (21 Active Points); Not in a Vacuum (-1/4) (Real Cost: 17)

    6u 3) Sonic Cone: (Total: 109 Active Cost, 56 Real Cost) Energy Blast 5d6 (vs. ED), No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1), Area Of Effect (11" Cone; +1) (75 Active Points); No Range (-1/2), No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 37) plus Flash 5d6 (Hearing Group), Area Of Effect (7" Cone; +1 1/4) (34 Active Points); Not in a Vacuum (-1/4) (Real Cost: 27)

    5u 4) Sonic Boom: (Total: 84 Active Cost, 50 Real Cost) Energy Blast 5d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1) (62 Active Points); No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 41) plus Flash 5d6 (Hearing Group), Explosion (Normal (Radius) -1 DC/1"; +1/2) (22 Active Points); Not in a Vacuum (-1/4) (Real Cost: 18)

    4u 5) Shattering Cry: (Total: 81 Active Cost, 36 Real Cost) Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points); Only Against Rigid Non Living Objects (-1), No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 24) plus Flash 7d6 (Hearing Group) (21 Active Points); Not in a Vacuum (-1/4) (Real Cost: 17)

    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: Flash Defense (30 points) (Hearing Group)

    6 Fast Runner: Running +3" (added to Primary Value)

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

    9 Sharp & Alert: Enhanced Perception (+3 to PER Rolls for All Sense Groups)

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

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

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

    17 Canary Cry Grenades: Energy Blast 4d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1) (50 Active Points); OAF (-1), 6 Charges (-3/4), No Knockback (-1/4)

    Powers Cost: 237

     

    Cost Martial Arts Maneuver

    8 +2 HTH Damage Class(es)

    4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +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, STR +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, STR +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, STR +3d6 Strike, Target Falls

    4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +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, STR +4d6 Strike

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

    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +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 (16-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character)

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

    27 Contact - JSA (12-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (27 Active Points)

    18 Contact - JLA (8-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources), Organization Contact (+2) (18 Active Points)

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

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

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

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

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

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

    3 Reputation - Skilled and Resourceful Super Heroine (A medium-sized group, 11-) +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: 778

     

    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, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

    20 Hunted - Maggia, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

    10 Watched: Ra's al Ghul, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence

    Disadvantage Points: 205

    Base Points: 200

    Experience Required: 373

    Total Experience Available: 373

    Experience Unspent: 0

  18. Titania

     

    Thks Tiger for the Kind Words.

     

    Here as promised is Titania. My next character will be Black Canary.

     

    rgds

    Dean

     

     

    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" (added to Primary Value)

    21 Great Endurance: +0 STR, Reduced Endurance (Half END; +1/4) (21 Active Points) (Modifiers affect Base Characteristic) (added to Primary Value)

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

    15 Contact - The Masters of Evil (8-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources), Organization Contact (+2) (15 Active Points)

    12 Contact - The Wrecking Crew (11-) (Contact has: useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (12 Active Points)

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

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

    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, More Powerful, 8- (Occasionally), Mildly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find

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

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

    10 Unluck: +2d6

    Disadvantage Points: 255

    Base Points: 200

    Experience Required: 66

    Total Experience Available: 66

    Experience Unspent: 0

×
×
  • Create New...