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Susano

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Everything posted by Susano

  1. Re: Characters from the Max Max Trilogy of films WEZ [b]Val CHA Cost Roll Notes[/b] 18 STR 8 13- Lift 303.1 kg; 3 ½d6 HTH Damage [4] 16 DEX 12 12- 18 CON 8 13- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- 18 PRE 8 13- PRE Attack: 3 ½d6 5 OCV 10 5 DCV 10 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 7 PD 5 Total: 7 PD (0 rPD) 6 ED 4 Total: 6 ED (0 rED) 7 REC 3 36 END 4 13 BODY 3 33 STUN 7 [b]Total Characteristic Cost: 101 Movement:[/b] Running: 12m/24m Leaping: 5m/10m Swimming: 4m/8m [b]Cost Powers & Skills[/b] 4 Takes An Arrow To the Arm: +4 EGO Rolls; Only For Wounding Rolls (-2) 7 Head-butt: HA +2d6; Hand-To-Hand Attack (-¼), Must Follow Grab (-¼), END 1 1 Powerful Leaper: Leaping +1m (5m forward, 2 ½m upward), END 1 [b]Skills[/b] 10 +1 with All Attacks 3 +1 with CO2 Weapons/Crossbows 6 +1 with all Agility Skills 3 Acrobatics 12- 2 AK: Australian Outback 11- 3 Breakfall 12- 3 Climbing 12- 7 Combat Driving 14- 2 Survival (Desert (Outback)) 11- 0 Language: English (idiomatic; literate) 0 TF: Two-Wheeled Motorized Ground Vehicles 4 WF: Boomerangs and Throwing Clubs, C02 Weapons, Crossbows, Flails [b]Total Powers & Skill Cost: 56 Total Cost: 156 175+ Matching Complications[/b] 15 DNPC: The Golden Boy Frequently (Normal) 20 Psychological Complication: Revels In Combat And Violence (Very Common; Strong) [b]Total Complications Points: 156 [/b] Background/History: A brutal biker, Wez is apparently second-in-command to Lord Humungus of the gang of marauders attacking the refinery. Personality/Motivation: Wez seems to be exactly what Max feared becoming in Mad Max: a terminal psychotic. He seems to revel in death and destruction and is virtually fearless, living only for battle. Curiously, he does have one thing he cares about—the beautiful Golden Boy, who is Wez’s lover. Quote: "No! No more talk! We go in! We kill! We kill them!" Powers/Tactics: An excellent biker, Wez seems to be skilled with various weapons, such as the wrist crossbow, the CO2-powered Nordenfelt gun, and a primitive flail. He also can throw a boomerang properly! On top of that, he’s in excellent physical condition, and nearly kills a man by headbutting him before throwing him off an elevated walkway in the refinery. Wez seems to revel in destruction and exclaims with glee when he shoots the Warrior Woman. He urges the Lord Humungus to kill everyone in the compound and states that only “losers wait.” He also seems to have no fear, and gleefully attacks Max in the tank with a flail, buy standing on the roof of the prime mover’s cab! Appearance: Wez stands 5’10” with a strong build. He keeps his head shaved, except for a short mohawk (dyed red) and wears black leather and black football pads. Designer's Notes: Wez, played by Vernon Wells, is the chief lieutenant to the Lord Humungus. He seems to be at odds with his leader, however, and can be seen disagreeing with (and probably ignoring) orders early in the film when Max watches the marauders in action though his binoculars. He also takes the Humungus Machine to chase Max with and ends up in chains for his disobedience. You can make Wez more cinematic by upping his STR, CON, PRE to 20. (Wez created by George Miller and Vernon Wells, character sheet created by Michael Surbrook.)
  2. Re: Characters from the Max Max Trilogy of films THE GYRO CAPTAIN [b]Val CHA Cost Roll Notes[/b] 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage [2] 14 DEX 8 12- 15 CON 5 12- 13 INT 3 12- PER Roll 12- 12 EGO 2 11- 13 PRE 3 12- PRE Attack: 2 ½d6 5 OCV 10 5 DCV 10 3 OMCV 0 4 DMCV 3 3 SPD 10 Phases: 4, 8, 12 5 PD 3 Total: 5 PD (0 rPD) 4 ED 2 Total: 4 ED (0 rED) 5 REC 1 30 END 2 12 BODY 2 25 STUN 3 T[b]otal Characteristic Cost: 67 Movement: [/b]Running: 13m/26m Leaping: 4m/8m Swimming: 4m/8m [b]Cost Powers & Skills[/b] 2 Survived The Apocalypse: +5 PRE; Only To Protect Against Presence Attacks (-1) 1 Really Long Legs: Running +1m (13m total), END 1 [b]Perks[/b] 5 The Gyrocopter: 25-point Vehicle [b]Skills[/b] 2 "I'd Have To Pin His Head To The Panel": +1 with Crossbow 4 AK: The Australian Outback 13- 2 "It's My Snake! I Trained It! I'm Gonna Eat It!": Animal Handler (Reptiles & Amphibians) 12- 3 Charm 12- 7 Combat Piloting 14- 3 Hiding In The Sand/Scavenging/Scrounging: Concealment 12- Notes: See PAH page 36. 2 "Just Me And The Snakes, Playing Mahjongg": Gambling (Mahjongg) 12- 3 "You've Got To Understand The Basics Of Aerodynamics": KS: Aircraft And Aeronautics 12- 0 Language: English (idiomatic; literate) 3 Mechanics 12- 2 "You've Got To Understand The Basics Of Aeronautics": SS: Aeronautical Engineering 11- 2 Survival (Desert (Outback)) 12- 0 TF: Helicopters 1 WF: Crossbows [b]Total Powers & Skill Cost: 43 Total Cost: 109 175+ Matching Complications[/b] 10 Distinctive Features: Exceedingly Tall (stands 6'7") (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Complication: Looks Out For Number One (i.e. himself) (Common; Strong) 10 Psychological Complication: Possesses A Certain Sense Of Style (Common; Moderate) [b]Total Complications Points: 109 [/b] Background/History: Just another survivor of the breakdown of civilization, the Gyro Captain has wandered out into the Outback to try and survive. Personality/Motivation: The Gyro Captain is mainly concerned with himself (no surprise considering the state the world is in). He misses the old world and the things that were in it, but tries to make do. He does, however, possesses a certain sense of style and decorum. He wears a battered flower in the buttonhole of his coat, carefully cleans up after a meal of canned dogfood, and quickly adopts Max as his “partner.” This also leads him to adopt an air of self-importance when dealing with—or asked about—his gyrocopter. Quote: "Lingerie. Remember lingerie?" Powers/Tactics: For all of his bluster and talk, the Gyro Captain is no fool. He uses his unique vehicle as a lure to draw in the curious, then counts on his various poisonous snakes to do them in. If that doesn’t work, well, he’s buried in the sand nearby with a loaded crossbow. Appearance: The Gyro Captain stands a lanky 6’7”. He wears yellow long johns, a long (knee-length) brown leather coat, what looks like a brown leather groin protector, and a long, narrow, lavender scarf. On his head he wears a flight helmet, goggles, and a flip-up sun-shield. He also carries a telescope in one pocket of his coat that can be extended out to about 3’ in length. Designer's Notes: The Gyro Captain is played by Australian character actor Bruce Spence, who manages to hold probably the most unique record in all of film! He’s appeared in the third film of four different franchises! For the record they’re as follows: Mad Max Beyond Thunderdome, The Matrix Revolutions, The Lord of the Rings: The Return of the King, and Star Wars: Episode III—Revenge of the Sith. As written, the Gyro Captain is competent, but you could easily make him more cinematic by upping his DEX, INT, and PRE. Oh, and according to everything I could dig up, the Gyro Captain, Bruce Spence’s from The Road Warrior, and Jebediah, his character from Mad Max Beyond Thunderdome are not the same person. (The Gyro Captain created by George Miller and Bruce Spence, character sheet created by Michael Surbrook.)
  3. Re: Characters from the Max Max Trilogy of films “Greetings from The Humungus! The Lord Humungus! The Warrior of the Wasteland! The Ayatollah of Rock and Rolla!” THE LORD HUMUNGUS [b]Val CHA Cost Roll Notes [/b]23 STR 13 14- Lift 606.3 kg; 4 ½d6 HTH Damage [5] 13 DEX 6 12- 20 CON 10 13- 15 INT 5 12- PER Roll 12- 15 EGO 5 12- 20 PRE 10 13- PRE Attack: 4d6 4 OCV 5 4 DCV 5 3 OMCV 0 5 DMCV 6 3 SPD 10 Phases: 4, 8, 12 8 PD 6 Total: 8 PD (0 rPD) 6 ED 4 Total: 6 ED (0 rED) 8 REC 4 40 END 4 14 BODY 4 35 STUN 8 [b]Total Characteristic Cost: 105 Movement: [/b]Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m [b]Cost Powers & Skills[/b] 15 Bearhug: Blast 3d6, Constant (+½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); All Or Nothing; +1); No Range (-½), Requires A Roll ("Brick" Tricks; -½), Must Follow Grab (-¼), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼), END 4 [b]Perks[/b] 3 Fringe Benefit: Gang Leader 50 Gayboy Berserkers, Mohawkers, Smegma Crazies: Followers (64 x 100 point Competent Normals) 22 The Humungus Machine: 111-point vehicle [b]Skills[/b] 5 +1 with Small Arms 3 AK: Australian Outback 12- 7 Combat Driving 14- 0 Language: English (idiomatic; literate) 5 "For The Great Glory Of [Lord] Humungus": Oratory 14- 3 "Just Walk Away, And I Spare Your Lives": Persuasion 13- 3 Power: "Brick" Tricks 14- 2 Survival (Desert (Outback)) 12- 5 “Smegma Crazies To The Left! Gayboy Berserkers To The Gate!": Tactics 13- 2 TF: Common Motorized Ground Vehicles 2 WF: Small Arms [b]Total Powers & Skill Cost: 128 Total Cost: 232 175+ Matching Complications[/b] 10 Distinctive Features: Massively Muscled Frame, Bald Head, Apparent Facial Scarring (wears a metal mask) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Psychological Complication: Megalomania (Very Common; Total) 57 Experience Points [b]Total Complications Points: 232 [/b] Background/History: We know almost nothing about about the man who calls himself “Lord Humungus.” About the only clue to his possible identity is a photo within the wooden box that stores his Smith & Wesson Model 29 revolver. Inside are several military-looking pins and/or buttons, what might be coins, a large skull and crossbones badge and/or belt buckle, and a photo of a woman and a man in an officer’s uniform (that looks to have been taken around World War I). Thus, it’s presumed he’s a former military man (an assessment supported by George Miller, who’s said the Humungus is ex-military.) Personality/Motivation: Seeing as he’s top dog of a band of utterly ruthless marauders, Humungus knows the only way he’ll stay there is to keep the men under his command occupied. Thus, he directs them to take, and take, and take... it seems Humungus wants to carve an empire out of the wastelands, one where his word is law and his rule is absolute, and everything (and everyone) belong to him. And while he seems a reasonable man on the surface, under that metal hockey mask is an utterly ruthless individual who will gladly slaughter anyone who crosses of defies him. Quote: “You will know the vengeance of the Lord Humungus! I promise you... nobody... nobody... gets out of here alive!” Powers/Tactics: An obviously intelligent man, the Humungus is an master orator, and can give rousing speeches and threats with the best of them. He exhorts his troops to attack the compound for “the glory of Humungus” and virtually talks half of the refinery compounders into simply surrendering their fuel. He also seems to be the mind behind the siege of the refinery compound, although his chief lieutenant Wez seems to ignore his orders quite frequently. Finally, the Humungus live up to his name—his massive muscles aren’t just for show, as seen when he manages to squeeze Wez into unconsciousness in one scene, and later in the movie when he breaks lengths of chain with his bare hands (or breaks them off of the item they were attached to.) Appearance: The Lord Humungus stands 6’3” and weighs 240 pounds with the physique of a bodybuilder or weightlifter. He wears very little—combat boots, leather trunks, a leather harness, a cervical collar, and a metal hockey mask. Scarring on his scalp suggests his face has been burned. Designer's Notes: The Humungus is the leader of the gang of marauders in The Road Warrior. You can make him more cinematic by increasing his STR to 25 and maybe giving him a level of Combat Luck. Make him more realistic by dropping his STR to 20. I’ve seen some hi-res screen caps of the inside of the Humungus’s pistol box and it’s loaded with neat little items. Apparently some people have suggested that the Humungus is really Captain Fifi from Mad Max (which is silly) or even Jim Goose (which is absurd). Personally, I find the explanation that he’s ex-military to be the most logical one. (Humungus created by George Miller and Kjell Nilsson, created sheet written by Michael Surbrook.)
  4. Re: Characters from the Max Max Trilogy of films DOG [b]Val CHA Cost Roll Notes [/b]0 STR -18 9- Lift 25.0kg; 0d6 13 DEX 6 12- OCV: 4/DCV: 5 8 CON -2 11- 8 INT -2 11- PER Roll 14- 5 EGO -5 10- ECV: 3 - 3 10 PRE 0 11- PRE Attack: 2d6 4 OCV 5 5 DCV 10 3 OMCV 0 3 DMCV 0 3 SPD 10 Phases: 4, 8, 12 3 PD 1 Total: 3 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 3 REC -1 20 END 0 5 BODY -5 12 STUN -4 [b]Total Characteristic Cost: -5 Movement:[/b] Running: 12m/24m Leaping: 1m/2m Swimming: 2m/4m [b]Cost Powers & Skills[/b] 2 Little Dog, Big Bark: +5 PRE; Only For Fear/Intimidation-Based Presence Attacks (-1), Incantations (must bark, growl, snarl; -¼) 5 Bite: HKA 1 point, END 1 -1 Small Dog: Leaping -3m -1 Small Dog: Swimming -2m 9 Canine Senses: +3 PER with All Sense Groups 5 Canine Nose: Tracking with Normal Smell 3 Canine Ears: Ultrasonic Perception (Hearing Group) (Hearing Group) [b]Talents[/b] 3 Lightsleep [b]Skills[/b] 5 Concealment 13-; Self Only (-½) 2 PS: Retrieve/Fetch 11- 7 Stealth 14- [b]Total Powers & Skill Cost: 40 Total Cost: 35 175+ Matching Complications[/b] 20 Physical Complication: Animal Intelligence Frequently, Greatly Impairing 10 Physical Complication: Small (no larger than about 1m; +3" KB) Infrequently, Slightly Impairing 20 Physical Complication: Very Limited Manipulation Frequently, Greatly Impairing [b]Total Complications Points: 35 [/b] Appearance: Dog is a Blue Heeler, also known as an Australian Cattle Dog. He’s a small blue-grey dog with a red handkerchief tied around his neck. Blue Heelers are common found in the farming areas of rural Australia, and not usually considered house pets. Designer's Notes: Dog is adapted from the small dog character sheet seen in the 5th Edition Hero System Bestiary. I made him a little quicker and added in his PRE-bonus bark. (Dog created by George Miller, character sheet created by Michael Surbrook.)
  5. Re: Characters from the Max Max Trilogy of films “...but most of all, I remember the man they called Max. The Road Warrior.” MAX ROCKATANSKY [b]Val CHA Cost Roll Notes [/b]15 STR 5 12- Lift 200 kg; 3d6 HTH Damage [3] 17+5 DEX 14 12-/13- 18 CON 8 13- 13 INT 3 12- PER Roll 13- 15 EGO 5 12- 18 PRE 8 13- PRE Attack: 3 ½d6 6 OCV 15 6 DCV 15 3 OMCV 0 5 DMCV 6 3+1 SPD 10 Phases: 4, 8, 12/3, 6, 9, 12 6 PD 4 Total: 6 PD (0 rPD) 4 ED 2 Total: 4 ED (0 rED) 6 REC 2 30 END 2 13 BODY 3 30 STUN 5 [b]Total Characteristic Cost: 107 Movement:[/b] Running: 11m/22m Leaping: 3m/7m Swimming: 3m/7m [b] Cost Powers & Skills[/b] 5 Can Drive Anything: +5 DEX; Only For Driving (-1) 4 Takes A Bullet To The Knee: +4 EGO Rolls; Only For Wounding Rolls (-2) 5 Survived The Apocolypse: +10 PRE; Only To Protect Against Presence Attacks (-1) 5 Can Drive Anything: +1 SPD; Only For Driving (-1) 8 Takes A Bullet To The Knee And A Motorcycle To The Arm: Physical Damage Reduction, Resistant, 25%; STUN Damage Defined As Pain/ Shock Only (-½), Character Must Be Aware Of Attack (-¼) -1 Leg Brace: Leaping -1m -1 Leg Brace: Running -1m -1 Leg Brace: Swimming -1m 4 Road Warrior: Aid Ground Movement 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼); Only Works On Ground Vehicle The Character Is Currently Driving (-1), 4 Charges (-1), Costs Endurance (-½), Requires A Combat Driving Roll (Skill roll, -1 per 20 Active Points modifier; -¼), END 1 3 Observant And Wary: +1 PER with all Sense Groups [b]Perks[/b] 24 Last Of The V-8 Interceptors: 134-point Pursuit Special 7 Faithful Companion: Dog [b]Talents[/b] 2 "Never Seen A Man Beat A Snake Before": Lightning Reflexes (+2 DEX to act first with All Actions) [b]Skills[/b] 10 +1 with All Attacks 5 +1 with Small Arms 3 AK: The Australia Outback 12- 2 Animal Handler (Canines) 13- 7 "I'll Drive That Tanker": Combat Driving 14- (15-) 3 Scavenging/Scrounging: Concealment 12- Notes: See PAH page 36. 3 "Touch Those Tanks And BOOM!": Demolitions 12- 1 Electronics 8- 3 "A Fellah, A QUICK Fellah, Might Have A Weapon Under There.": Fast Draw: Blades 12- 3 "Two Days Ago I Saw A Vehicle That Would Haul That Tanker.": KS: Motor Vehicles 12- 0 Language: English (idiomatic; literate) 3 Lockpicking 12- 5 "I'm Going To Need Five Gallons Of Diesel And Some High Octane Fuel": Mechanics 13- 3 Stealth 12- 2 Survival (Desert (Outback)) 12- 2 TF: Common Motorized Ground Vehicles 3 WF: Small Arms, Blades, Clubs (Crowbar) [b]Total Powers & Skill Cost: 123 Total Cost: 230 175+ Matching Complications[/b] 10 Distinctive Features: Leg Brace On Left Leg; Limp (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Physical Complication: Bad/Lamed Left Leg (Infrequently; Slightly Impairing) 15 Psychological Complication: Apathetic And A Loner (a shell of a man, a burnt-out desolate man, a man haunted by the demons of his past, a man who wandered out into the wasteland) (Common; Strong) 15 Psychological Complication: Keeps His Word, Once Given (Common; Strong) 10 Psychological Complication: Protective Of Children (Common; Moderate) 55 Experience Points [b]Total Complications Points: 230 [/b] Background/History: Following the death of his wife and child at the hands (and tires) of Toe-cutter’s gang, Max ended up wandering out into the waste of the Australian Outback, where, according to the opening narration from the international version of Mad Max II: The Road Warrior, “...he learned to live again.” The Outback is a highly dangerous place, devastated by a global war that has reduced humanity to small pockets of desperate survivors. Preying upon these people are large smash-and-grab gangs, who pillage settlements for whatever they want and move on. Personality/Motivation: Severely burned out by his experiences in the MFP, Max is a loner, only concerned with himself, his car, and Dog. He might help someone in distress, but only if he thinks he can gain something from it. Having been married, he still feels protective of small children (such as the Feral Kid). He still retains his sense of honor (a holdover from his police days) and will keep his word if he gives it. Quote: "Two days ago I saw a vehicle big enough to haul that tanker. You want to get out of here? You talk to me." Powers/Tactics: Max is still an excellent driver, and has survived numerous road duels (as his beat-up and battered Interceptor can attest). He’s also rather durable physically, having already survived a gunshot wound to his leg in Mad Max, as well rolling his Interceptor down a slope and walking away from a head on collision with another vehicle while driving a tractor trailer in The Road Warrior. He’s also extremely quick, with reflexes honed from living a life on the edge. As the Gyrocaptain puts it: “Never seen a man beat a snake before. Reflexes. That’s what you got, reflexes. Me? I’ve got brains.” Appearance: Max is of average height, with a strong, lean build, short dark hair, and several days worth of stubble. He dresses worn in black driving "leathers", consisting of a heavy jacket, pants, and boots over a simple gray t-shirt. He has a brace on his left leg to support his damaged knee and help him walk. On his belt, he has a double-barreled sawed-off 12-gauge shotgun with a pistol grip. He also carries a pair of binoculars, a few tools (such as crescent wrench), and a short knife in his boot. The shotgun is usually empty, since shells are scare in the Outback. Designer's Notes: I took the Mad Max character sheet and modified it to reflect Max’s time in the Outback. Gone are all of his MFP-related Perks and Skills, replaced with ones related to survival. His DEX is meant to reflect his ability to grab a snake before it strikes. Since the Hero Bestiary gave a DEX of 14 under the entry for venomous snakes, I figured a 17 sounded about right. (Max Rockatansky created by George Miller and Mel Gibson, character sheet created by Michael Surbrook.)
  6. Re: Characters from the Max Max Trilogy of films V-8 PURSUIT SPECIAL [b]Val CHA Cost Notes[/b] 4 Size 20 Length 5.04m, Width 2.52m, Height 2.52m, Volume 32m^3 Mass 1.6 ton, OCV +2, KB -4 30 STR 0 HTH Damage 6d6 END [3] 16 DEX 12 1 PD -1 3 PD (3 rPD) 1 ED -1 3 ED (3 rED) 4 SPD 20 Phases: 3, 6, 9, 12 5 OCV 10 5 DCV 10 16 BODY 2 [b]Total Characteristic Cost: 71 Movement:[/b] Ground: 44m/176m Leaping: 0m Swimming: 0m [b]Cost Abilities and Equipment[/b] 15 "She Sips Nitro With Phase Four Heads! 600 Horsepower Through The Wheels!": Ground Movement +36m (48m total), x4 Noncombat; OAF (standard tires; -1 ½), Only On Appropriate Terrain (-¼), 1 Continuing Fuel Charge lasting 6 Hours (easily-obtained fuel; -0) 19 Supercharger: Aid Ground Movement 4d6, Constant (+½), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Zero Phase Action to reset; switch on the stick shift; +½); Only to Aid Self (-1), Costs Endurance (to maintain; -½), END (see Notes) Notes: Technically, the supercharger doesn't use END, it uses the engine output to power the belt that drives the blower. However, the Costs Endurance (to maintain) Limitation is the only way to replicate how the Aid should work. At the same time, the Limitation replaces the Side Effect Limitation of "Consumes Fuel Rapidly," as using the supercharger will quickly drain a normal gas tank. -2 Ground Vehicle: Leaping -4m -2 Ground Vehicle: Swimming -4m 4 Outer Shell: +2 PD; Limited Coverage (not on windscreen; -¼) plus +2 ED; Limited Coverage (not on windscreen; -¼) 4 Heavy Tyres: DEF 3, BODY 3 4 Main Force Patrol Radio: Radio Perception/Transmission (Radio Group); OIF Bulky (-1), Sense Affected As Hearing Group As Well As Radio Group [very common Sense] (-½) 10 Emergency Lights & Siren: Sight and Hearing Groups Images, +4 to PER Roll, Reduced Endurance (0 END; +½); OAF Bulky (-1 ½), Set Effect (-1), No Range (-½) [b]Skills[/b] 2 Enhanced Suspension: +1 with Ground Movement 1 Airdam And Spoilers: +2 with Ground Movement; OIF Bulky (-1), Only At Speeds Over 40 MPH (-1) [b]Total Abilities & Equipment Cost: 55 Total Vehicle Cost: 126 Value Complications[/b] 20 Distinctive Features: Main Force Patrol vehicle (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly- Used Senses) [b]Total Complication Points: 20 Total Cost: 106/5 = 21 [/b] Description: The Pursuit Special, a.k.a. "The Black on Black" is a 1973 XB GT Ford Falcon Coupe, with a Concorde front end body accessory, and a supercharger thrust up through the hood (which in truth is only a prop and doesn't actually work). It is a powerful muscle car, said to: “...sips nitro... with Phase 4 heads! 600 horsepower through the wheels! She's meanness set to music and the bitch is born to run!” The car is presented to Maxeartly in the film in order to keep him from leaving the Main Force Patrol. Later, he retrieves the car and uses it to chase down Toecutter’s gang. Thew Pursuit Special was built based off of the Mustang character sheet found in the Hero System Vehicle Sourcebook and then modified to make it a full-size car.
  7. Re: Characters from the Max Max Trilogy of films JIM GOOSE [b]Val CHA Cost Roll Notes[/b] 13 STR 3 12- Lift 151.6 kg; 2 ½d6 HTH Damage [3] 16+5 DEX 12 12-/13- 15 CON 5 12- 13 INT 3 12- PER Roll 12-/13- 12 EGO 2 11- 15 PRE 5 12- PRE Attack: 3d6 5 OCV 10 5 DCV 10 3 OMCV 0 4 DMCV 3 3+1 SPD 10 Phases: 4, 8, 12/3, 6, 9, 12 6 PD 4 Total: 6 PD (0 rPD) 4 ED 2 Total: 4 ED (0 rED) 6 REC 2 30 END 2 12 BODY 2 30 STUN 5 [b]Total Characteristic Cost: 88 Movement:[/b] Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m [b]Cost Powers & Skills[/b] 5 Experienced Main Force Patrol Biker: +5 DEX; Only For Driving (-1) 5 Doesn't Scare/Shock Easily: +10 PRE; Only To Protect Against Presence Attacks (-1) 3 "You're A Lucky Boy. Not Even Any Road Rash": +10 PD; Only To Protect Against Vehicle Collision Damage (-2) [b]Perks[/b] 1 Fringe Benefit: Law Enforcement Rank 2 Fringe Benefit: Local Police Powers 1 Fringe Benefit: Weapon Permit [b]Talents[/b] 3 +1/+1d6 Striking Appearance (vs. all characters) [b]Skills[/b] 8 +1 with HTH Combat 3 Acrobatics 12- 4 AK: Victoria, Australia 13- 3 Breakfall 12- 3 "Hello, My Name Is Jim Goose.": Charm 12- 7 Combat Driving 14- (15-) 3 Criminology 12- 2 KS: Criminal Law And Procedure 11- 2 KS: The Law Enforcement World 11- 0 Language: English (idiomatic; literate) 2 PS: Main Force Patrol Officer 11- 1 PS: Singing 8- 3 Streetwise 12- 1 TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 2 WF: Small Arms, Clubs [b]Total Powers & Skill Cost: 71 Total Cost: 151 175+ Matching Complications[/b] 5 Distinctive Features: "Bronze" -- Main Force Patrol officer (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 0 Hunted: Main Force Patrol 8- (Mo Pow; Limited Geographical Area; Watching) 15 Psychological Complication: "Jimmy The Goose, Larger Than Life And Twice As Ugly!" (Common; Strong) 15 Psychological Complication: Strong Sense Of Justice (Common; Strong) 20 Social Limitation: Subject To Orders (Very Frequently; Major) 5 Unluck: 1d6 [b]Total Complications Points: 151[/b] Background/History: Jim Goose one of a number of Main Force Patrol officers operating in the state of Victoria in south Australia. Full of life and laughter, he’s seems to be a personification of the Aussie adage “she’ll be alright.” He’s also Max Rockatansky’s closest friend and occasional patrol partner. Personality/Motivation: Known as “the Goose” or “Gosling One” (his call sign with the MFP), Jim seems to take life at full-throttle, never holding back or slowing down. At the same time, he’s a dedicated officer with a strong sense of right and wrong, and utterly looses his cool (and temper) when Johnny the Boy walks after no one shows at his trial. Quote: Scag! He sings and I tap dance!” “Don’t write off the Goose until you see the box go into the hole.” Powers/Tactics: A highly skilled biker, Jim manages to survive two rather nasty crashes with little to no injuries (although he breaks his leg laying his bike down early in the film... an example of his Unluck is my guess). He’s also rather handy with a nightstick, somewhat of an acrobat (he does a nice roll over the hood of a car to get to his bike at one point), and has a certain degree of charm with the ladies. In case of violence, Jim’s armed with a Smith & Wesson Model 28 in a crossdraw holster, a short nightstick, and a set of handcuffs. Appearance: Jim Goose is of average height (slightly taller than Max), with a strong, lean build, short blond hair, and is clean shaven. Like all MFP officers, he dresses in black driving "leathers", consisting of a heavy jacket, pants, and boots over a simple gray t-shirt. To this he adds a silver open-faced helmet with a clear face-shield and plastic forearm guards. Designer's Notes: Jim is also from the classic cult film Mad Max. He meets his end at the hands (and matches) of Johnny the Boy mid-way through the film and helps spark Max’s desire to leave the Force. You can make him a more realistic character by removing his extra PD versus vehicle crashes or make him more powerful by increasing his Combat Skill Levels. (Jim Goose created by George Miller and Steve Bisley, character sheet created by Michael Surbrook.)
  8. Re: Characters from the Max Max Trilogy of films MAX ROCKATANSKY [b]Val CHA Cost Roll Notes[/b] 13 STR 3 12- Lift 151.6 kg; 2 ½d6 HTH Damage [3] 15+5 DEX 10 12-/13- 18 CON 8 13- 13 INT 3 12- PER Roll 12-/13- 15 EGO 5 12- 15 PRE 5 12- PRE Attack: 3d6 5 OCV 10 5 DCV 10 3 OMCV 0 5 DMCV 6 3+1 SPD 10 Phases: 4, 8, 12/3, 6, 9, 12 6 PD 4 Total: 6 PD (0 rPD) 4 ED 2 Total: 4 ED (0 rED) 6 REC 2 30 END 2 13 BODY 3 30 STUN 5 [b]Total Characteristic Cost: 88 Movement: [/b]Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m [b]Cost Powers & Skills[/b] 5 Can Drive Anything: +5 DEX; Only For Driving (-1) 4 Takes A Bullet To The Knee: +4 EGO Rolls; Only For Wounding Rolls (-2) 5 Beginning To Enjoy The Rat Circus: +10 PRE; Only To Protect Against Presence Attacks (-1) 5 Can Drive Anything: +1 SPD; Only For Driving (-1) 8 Takes A Bullet To The Knee And A Motorcycle To The Arm: Physical Damage Reduction, Resistant, 25%; STUN Damage Defined As Pain/ Shock Only (-½), Character Must Be Aware Of Attack (-¼) 4 Top Pursuit Man: Aid Ground Movement 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼); Only Works On Ground Vehicle The Character Is Currently Driving (-1), 4 Charges (-1), Costs Endurance (-½), Requires A Combat Driving Roll (Skill roll, -1 per 20 Active Points modifier; -¼), END 1 2 Observant: +1 PER with Sight Group [b]Perks[/b] 1 Fringe Benefit: Law Enforcement Rank 2 Fringe Benefit: Local Police Powers 1 Fringe Benefit: Weapon Permit 1 Positive Reputation: top pursuit man (Main Force Patrol) 14-, +1/+1d6 [b]Skills[/b] 5 +1 with Small Arms 4 AK: Victoria, Australia 13- 7 Combat Driving 14- (15-) 3 Criminology 12- 3 KS: Automobiles 12- 2 KS: Criminal Law And Procedure 11- 2 KS: The Law Enforcement World 11- 0 Language: English (idiomatic; literate) 3 Mechanics 12- 2 PS: Main Force Patrol Officer 11- 3 Streetwise 12- 2 TF: Common Motorized Ground Vehicles 2 WF: Small Arms [b]Total Powers & Skill Cost: 76 Total Cost: 164 175+ Matching Complications[/b] 15 DNPC: Jessie (wife) and Sprog (son) Infrequently (Normal; Group DNPC: x2 DNPCs) 5 Distinctive Features: "Bronze" -- Main Force Patrol officer (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 0 Hunted: Main Force Patrol 8- (Mo Pow; Limited Geographical Area; Watching) 15 Hunted: Toecutter and His Gang (Nomad Trash/Scoot Jockeys) Frequently (As Pow; Harshly Punish) 15 Psychological Complication: Afraid Of Becoming "A Terminal Psychotic" (Common; Strong) 20 Social Limitation: Subject To Orders (Very Frequently; Major) [b]Total Complications Points: 164[/b] Background/History: It’s “a few years from now” and the world is slowly descending into anarchy. On the highways of southern Australia, the Main Force Patrol tries to maintain order while dealing with an apathetic public, lawless bikers, a shrinking budget, and a general breakdown of society. Max Rockatansky is the Main Force Patrol’s top pursuit man, often making the news with results his spectacular chases (and resulting wrecks). While well liked by his fellow officers, Max isn’t sure he wants to continue with his current career—he’s seen too many people die on the highways, pulled out of twisted wrecks of steel and glass. To make matters worse, his last chase involved a cop-killer by the name of the Nightrider. While Max managed to run Nightrider down, ‘rider’s gang has sworn revenge on the Main Force Patrol and Max has a wife and young son to think about.... Personality/Motivation: While an experience officer and cool as ice-water behind the wheel, Max is also starting to worry. He’s fairly unfazed by the parade of accidents, crazies, chases, and crashes he sees day in and day out, and this scares him. He’s worried he’s becoming litter better than the people he chases, just another speed demon, out tearing up the roads until one small slip does him in. Quote: “I'm scared, Fif. It's that rat circus out there, I'm beginning to enjoy it. Look, any longer out on that road and I'm one of them, a terminal psychotic, except that I've got this bronze badge that says that I'm one of the good guys.” “The chain in those handcuffs is high-tensile steel. It'd take you ten minutes to hack through it with this. Now, if you're lucky, you could hack through your ankle in five minutes. Go.” Powers/Tactics: Behind the wheel Max can’t be beat. He’s virtually fearless, and more than once wins a game of chicken, be it against another car of a formation of motorcycles. He’s an excellent driver, and can make a car virtually dance if he needs it to. In most cases, he seems to pursue his target until they make a mistake—he chases the Nightrider until ‘rider slams into a wreck, and does the same to Toe-cutter, until ‘cutter rams headfirst into a tractor-trailer. Outside of his car, Max is well-armed with a revolver in a shoulder holster under his left arm (a Smith & Wesson Modfel 28), and a sawed-off double-barreled shotgun holstered on his right hip (possibly a Savage/Stevens 311A shotgun). He also carries a short nightstick and a set of handcuffs. Appearance: Max is of average height, with a strong, lean build, short dark hair, and is clean shaven. He dresses in black driving "leathers", consisting of a heavy jacket, pants, and boots over a simple gray t-shirt. Designer's Notes: Max is from the Australian cult classic Mad Max. Made into 1979, it helped propel star Mel Gibson into international stardom and spawned one of the greatest film sequels of all time—The Road Warrior. As written, Max Rockatansky makes for a fairly low-key cinematic action hero. You can make him more realistic by removing most of his powers relating to him ability to absorb punishment. You can make him more powerful by giving him additional levels with Ranged Weapons and/or HTH Combat as well as points of DCV usable with anything he’s driving (basically a ground-based version of the Hotshot Pilot Talent from 5th Edition Pulp Hero. Based on some deleted scenes from Mad Max, Max can drive a motorcycle and could have Paramedics (probably at the 10- Proficiency level). (Max Rockatansky created by George Miller and Mel Gibson, character sheet created by Michael Surbrook.)
  9. “My life fades. The vision dims. All that remains are memories. I remember a time of chaos. Ruined dreams. This wasted land. But most of all, I remember the Road Warrior. The man we called “Max”. To understand who he was, you have to go back to another time. When the world was powered by the black fuel. And the desert sprouted great cities of pipe and steel. Gone now, swept away. For reasons long forgotten, two mighty warrior tribes went to war and touched off a blaze which engulfed them all. Without fuel, they were nothing. They built a house of straw. The thundering machines sputtered and stopped. Their leaders talked and talked and talked. But nothing could stem the avalanche. Their world crumbled. The cities exploded. A whirlwind of looting, a firestorm of fear. Men began to feed on men. On the roads it was a white-line nightmare. Only those mobile enough to scavenge, brutal enough to pillage would survive. The gangs took over the highways, ready to wage war for a tank of juice. And in this maelstrom of decay, ordinary men were battered and smashed. Men like Max. The warrior Max. In the roar of an engine, he lost everything. And became a shell of a man, a burnt out, desolate man, a man haunted by the demons of his past, a man who wandered out into the wasteland. And it was here, in this blighted place, that he learned to live again...” —The Narrator, Mad Max 2: The Road Warrior, Opening Monologue THE MAD MAX TRILOGY INTRODUCTION In 1979 George Miller and Byron Kennedy created the film Mad Max, a dystopian action film dealing with the slow breakdown of society and the vengeance-fueled rampage of the titular hero, Max. Shot on a budget of only $400,000 AUD, it eventually made $100 million worldwide and for thirty years held the record for the highest profit-to-cost ratio for any motion picture, until Paranormal Activity was released in 2009. Mad Max was so successful it spawned a sequel, the 1981 smash hit The Road Warrior (known as Mad Max 2 in Australia). Generally considered to be far superior to the original movie, The Road Warrior advances the time-line to after a global war, presenting the viewer with a post-apocalyptic world that has been imitated in countless films, games, stories, and comics. In 1985 a third Mad Max movie was made, titled Mad Max Beyond Thunderdome. It pushed the time-line further into the future, and showed how society was slowly rebuilding itself. While generally well-received, it lacked some of the maniac energy of the first two films. However, there is (supposedly) a fourth Mad Max film on the way, Mad Max IV: Fury Road. In March of 2009, director George Miller announced the development of a 3D animated film that will continue the Mad Max story line, although location scouting has been rumored to occur for a live-action film. Right now, the most likely result is a Japanese anime for Northstar Productions that will probably debut in 2011. TIMELINE No dates are given in any of the films, aside from “a few years from now” at the start of Mad Max. However, the official movie magazine for Beyond Thunderdome states that it’s set 18 years after The Road Warrior while George Miller says it’s 13 years after. Using Mad Max as the basis, we get this possible timeline: 1979 -- Mad Max released. 1984 -- “A few years from now...” The events depicted in Mad Max occur. 1987 -- Max goes into the Outback and encounters the refinery. The events depicted in Mad Max 2 occur. 2000 -- Max encounters Bartertown. The events depicted in Mad Max Beyond Thunderdome occur per George Miller. 2005 -- Mad Max Beyond Thunderdome per the official movie magazine. A much more elaborate and detailed time-line can be found at the Max Max Chronology: http://www.madmaxmovies.com/archives/web-pages/alex-maddison-mad-max-chronology/mchron.html. Taken from the novelizations of the three movies, it pushes the events of Mad Max up to the year 2000, with Thunderdome taking place in 2018. CHARACTERS The character represented here are only a sampling of the ones who appear in the various films. They were written up as 175-point heroic level characters for Hero System 6th Edition. The cast includes: MAD MAX Jim Goose: A Main Force Patrol officer who uses a motorcycle. Max Rockatansky: A Main Force Patrol officer who feels he’s seen enough. MAD MAX 2: THE ROAD WARRIOR The Gyro Captain: A scavenger living out in the wastelands, he pilots a tiny gyrocopter. Lord Humungus: A huge, muscular man, who leads a gang of marauders. Max Rockatansky: Having left the MFP behind, Max now wanders the wastelands, trying to survive. Wez: Humungus’s lieutenant, and a violence-addicted psychopath. MAD MAX BEYOND THUNDERDOME Auntie Entity: The cruel leader of Bartertown. Master-Blaster: Made up of the diminutive “Master” and his hulking partner “Blaster,” this duo supply the power to Bartertown. Max Rockatansky: Now a wandering trader and/or scrounger of the wastes, Max continues his aimless journey. Other Characters There are numerous other characters featured in the films. Examples include the Toecutter from the first movie, the Warrior Woman and Papagallo from the second, and Jebediah from the third. While I didn’t create character sheets for them (for various reasons), it’s fairly easy to do so. Simply start with the Competent Normal on page 440 of 6E1 and add in any number of Templates (such as the Ganger from Post-Apocalyptic Hero) and weapon skills.
  10. Re: What Have You Watched Recently? Mad Max Beyond Thunderdome -- It's not a bad movie... but it lacks the energy of the first two. On the other hand, as a visual inspiration for your post-apoc games, it can't be beat.
  11. Re: Now this is Usable, and I use War of the Worlds a Lot. heh When and where is what I want to know.
  12. Re: Fu Scthicks for the HERO System The Fu Schticks are now up on the web: http://surbrook.devermore.net/herosource/ninja_hero/fu_schticks/fu_scthicks.html
  13. Re: I love me some xenomorphs! Hey, I don't care about that, all I need to know is where they are.
  14. Re: Fu Scthicks for the HERO System
  15. Re: Fu Scthicks for the HERO System Files sent.
  16. Re: Fu Scthicks for the HERO System Send me a direct email.
  17. Re: Fu Scthicks for the HERO System Yes. All of this was entered into HD files. Anyone want to make a HD file for each Path (as opposed to the ones I did, which have 3-4 Paths per file)? I can send you the PDF and all of the HD files (and as a bonus, you get another PDF, which is my article for Haymaker!, that has all of this and more!)
  18. Re: Fu Scthicks for the HERO System Thanks. This is going up on the website, with a PDF of the full set.
  19. Re: THE HERO SYSTEM BESTIARY: What Do *You* Want To See?
  20. Re: Fu Scthicks for the HERO System All done!
  21. Re: Fu Scthicks for the HERO System PATH OF VISIBLE RESONANCE This Path uses chi to manipulate sound. Thus, it is impossible to use the Schticks in this Path in a quiet manner, as a Schtick in use produces deep bass tones and thumbing vibrations in the ground and air. Characters who practice this Path should either have Flash Defense for the Hearing Group or Personal Immunity on their Schticks. DOWNBEAT Effect: Hearing Group Flash 8d6, Area Of Effect (3m Radius) Target: 3m Radius Duration: Instant Range: 10 meters END Cost: 3 Skill Roll Penalty: -3 Description: The character releases a sonic pulse capable of deafening several targets close together. Game Information: Hearing Group Flash 8d6, Area Of Effect (3m Radius; +1/4) (30 Active Points); Limited Range (10 meters; -1/4), Perceivable (powers are easily audible over long distances; -1/4). Total Cost: 20 points. Options: 1) Stronger DownBeat: Increase to Hearing Group Flash 10d6. 37 Active Points; total cost 25 points. 2) Weaker DownBeat: Decrease to Hearing Group Flash 6d6. 22 Active Points; total cost 15 points. EARDRUM Effect: Major Transform 8d6 (transform hearing person into deaf person) Target: One character Duration: Instant Range: No Range END Cost: 12 Skill Roll Penalty: -12 Description: Using techniques similar to SoundQuake, the character releases a pulse of sound into this target, permanently deafening them. Game Information: Major Transform 8d6 (transform hearing person into deaf person, healed by certain medical procedures), Partial Transform (+1/2) (120 Active Points); Limited Target (humans; -1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Perceivable (powers are easily audible over long distances; -1/4). Total Cost: 44 points. Options: 1) Stronger EarDrum: Increase to Major Transform 10d6. 150 Active Points; total cost 54 points. 2) Weaker EarDrum: Decrease to Major Transform 6d6. 90 Active Points; total cost 33 points. FLOWJAM Effect: Change Environment (-4 to Hearing Group PER Rolls, -4 INT Rolls and all INT-Based Skill Rolls) Target: 18m Radius Duration: Constant Range: No Range END Cost: 3 Skill Roll Penalty: -7 Description: By generating a constant sub-sonic tone, the character can make it nearly impossible for others to hear, concentrate, or even think. Game Information: Change Environment (-4 to Hearing Group PER Rolls, -4 INT Rolls and all INT-Based Skill Rolls), Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4), Area Of Effect (18m Radius; +1) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Range (-1/2), Perceivable (powers are easily audible over long distances; -1/4). Total Cost: 23 points. Options: 1) Stronger FlowJam: Increase to Change Environment (-6 to Hearing Group PER Rolls, -6 INT Rolls and all INT-Based Skill Rolls). 105 Active Points; total cost 35 points. 2) Weaker FlowJam: Decrease to Change Environment (-2 to Hearing Group PER Rolls, -2 INT Rolls and all INT-Based Skill Rolls). 35 Active Points; total cost 12 points. SOUNDQUAKE Effect: HKA 2d6, Area Of Effect (6m Radius), Penetrating Target: 6m Radius Duration: Instant Range: Touch END Cost: 6 Skill Roll Penalty: -6 Description: Forming a resonance within his body, the character slaps his hand against his target and releases a sub-sonic pulse, usually reducing his target to rubble. The Area Of Effect should be centered on the character’s striking hand, not his body, allowing the character to collapse whole sections of wall, destroy large vehicles, and bring down buildings. The character can’t hurt living things with this Schtick, and can only use it on buildings, wall, vehicles, and the like. It’s up to the GM wether this Schtick will work on androids, robots, and Mechanon. Game Information: HKA 2d6, Area Of Effect (6m Radius; +1/2), Penetrating (+1/2) (60 Active Points); Only Versus Non-Living/Rigid Objects (buildings, wall, vehicles, and so on; -1), Extra Time (Full Phase, -1/2), No STR Bonus (-1/2), No Knockback (-1/4), Perceivable (powers are easily audible over long distances; -1/4). Total Cost: 17 points. Options: 1) Stronger SoundQuake: Increase to HKA 3d6. 90 Active Points; total cost 26 points. 2) Weaker SoundQuake: Decrease to HKA 1d6. 30 Active Points; total cost 8 points.
  22. Re: Fu Scthicks for the HERO System PATH OF THE STORM TURTLE This Path is well suited for aged martial arts masters as it has a broad mixture of powers, most of which are defensive in nature. This Path allows characters to defend against guns, spells, and other fu powers and schticks. ARMORED IN LIFE Effect: Aid PD 4d6 Target: Self Duration: Instant Range: Self END Cost: 5 Skill Roll Penalty: -5 Description: This schtick allows the character to become physically more durable. Game Information: Aid PD 4d6, Invisible Power Effects (Fully Invisible; +1) (48 Active Points); Only to Aid Self (-1). Total Cost: 24 points. Options: 1) Stronger Armor: Increase to Aid 6d6. 72 Active Points; total cost 36 points. 2) Weaker Armor: Decrease to Aid 2d6. 24 Active Points; total cost 12 points. BACKLASH OF THE TURTLE Effect: Dispel RKA 10d6, Trigger Target: One character Duration: Instant Range: 300 meters END Cost: 7 Skill Roll Penalty: -7 Description: This schtick allows the character to use his chi to instantly attempt to destroy any gun used against the character. You can only destroy guns with this power; it will not work against arrows, thrown knives, shuriken, energy weapons, spells, or other fu powers. The Trigger can be reset by spending a 1/2 Phase and the proper amount of END. Game Information: Dispel RKA 10d6, Trigger (being hit with gunfire; Activating the Trigger is an Action that takes no time, Trigger requires a Half Phase Action to reset;; +1/2), Area Of Effect Accurate (1m Radius; +1/2), No Range Modifier (+1/2), (75 Active Points); Only Affects Firearms (-1). Total Cost: 37 points. Options: 1) Stronger Backlash: Increase to Dispel RKA 12d6. 90 Active Points; total cost 45 points. 2) Weaker Armor: Decrease to Dispel RKA 8d6. 60 Active Points; total cost 30 points. CLOTHED IN LIFE Effect: Physical Damage Reduction, 50% Target: Self Duration: Constant Range: Self END Cost: 2 Skill Roll Penalty: -2 Description: By concentrating his chi, the character can resist physical assault. Game Information: Physical Damage Reduction, 50% (20 Active Points); Costs Endurance (-1/2). Total Cost: 13 points. Options: 1) Stronger Clothes: Increase to Physical Damage Reduction, 75%. 40 Active Points; total cost 27 points. 2) Weaker Clothes: Decrease to Physical Damage Reduction, 25%. 10 Active Points; total cost 7 points. EYE OF THE STORM Effect: Dispel Magic 12d6 Target: Self Duration: Constant Range: No Range END Cost: 5 Skill Roll Penalty: -5 Description: The character uses his chi to disrupt the energies inherent in magical spells and rituals. The No Range Limitation means the Dispel can only be used on powers affecting the character and cannot be used to defend others. Game Information: Dispel Magic 12d6, Any Magic power one at a time (+1/2) (54 Active Points); No Range (-1/2). Total Cost: 36 points. Options: 1) Stronger Eye: Increase to Dispel 16d6. 72 Active Points; total cost 48 points. 2) Weaker Eye: Decrease to Dispel 8d6. 36 Active Points; total cost 24 points. FORTRESS OF RIGHTEOUSNESS Effect: Dispel Fu Schticks 12d6 Target: Self Duration: Constant Range: No Range END Cost: 5 Skill Roll Penalty: -5 Description: The character uses his chi to disrupt the energies inherent in Fu Scthicks. The No Range Limitation means the Dispel can only be used on powers affecting the character and cannot be used to defend others. Game Information: Dispel Fu Schticks 12d6, Any Fu Schtick one at a time (+1/2) (54 Active Points); No Range (-1/2). Total Cost: 36 points. Options: 1) Stronger Fortress: Increase to Dispel 16d6. 72 Active Points; total cost 48 points. 2) Weaker Fortress: Decrease to Dispel 8d6. 36 Active Points; total cost 24 points. GIFT OF THE STORM Effect: Aid Characteristic 4d6 Target: One character Duration: Instant Range: Touch END Cost: 4 Skill Roll Penalty: -4 Description: By manipulating the target’s pressure points, the character can open up the flow of chi and grant them increased physical abilities for a short time. Game Information: Aid Characteristics 4d6, Any single Characteristic one at a time (+1/2) (36 Active Points); Only to Aid Others (-1/2), Target Must Have Reachable Pressure Points (-1/2), Extra Time (Full Phase, -1/2), Gestures (must strike target's pressure points; -1/4). Total Cost: 13 points. Options: 1) Stronger Gift: Increase to Aid 6d6. 54 Active Points; total cost 20 points. 2) Weaker Gift: Decrease to Aid 2d6. 18 Active Points; total cost 6 points. INNER STRENGTH Effect: Mental Defense Target: Self Duration: Constant Range: Self END Cost: 0 Skill Roll Penalty: NA Description: The character has become at one with himself and can shrug off many forms of mental intrusion. Because this schtick is Nonpersistent, it cannot be maintained while sleeping and turns off if the character is Stunned or unconscious. Game Information: Mental Defense (15 points total) (15 Active Points); Nonpersistent (-1/4). Total Cost: 12 points. Options: 1) Greater Inner Strength: Increase to Mental Defense (20 points total). 20 Active Points; total cost 16 points. 2) Lesser Inner Strength: Decrease to Mental Defense (10 points total). 10 Active Points; total cost 8 points. KING ON THE WATER Effect: +8 DCV Target: Self Duration: Constant Range: Self END Cost: 4 Skill Roll Penalty: -4 Description: With this schtick the character uses sheet force of will to make himself harder to hit. The character must select either an EGO or PRE Roll at time of creation and can’t change it later. Game Masters may want the player to make the Skill Roll each Phase (an additional -1/2 Limitation). Game Information: +8 DCV (40 Active Points); Costs Endurance (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Requires A Roll (EGO or PRE -1 per 20 Active Points modifier; character gains +1 DCV for every 1 point Roll is made by; see text; -1/4). Total Cost: 20 points. Options: 1) Stronger King On The Water: Increase to +10 DCV. 50 Active Points; total cost 25 points. 2) Weaker King On The Water: Decrease to +6 DCV. 30 Active Points; total cost 15 points. LAUGHTER OF THE TURTLE Effect: Damage Negation (-10 DCs Physical) Target: Self Duration: Constant Range: Self END Cost: 5 Skill Roll Penalty: -5 Description: The character can simply ignore gunfire. Game Information: Damage Negation (-10 DCs Physical) (50 Active Points); Costs Endurance (-1/2), Only Works Against Firearms (-1/2). Total Cost: 25 points. Options: 1) Stronger Laugh: Increase to Damage Negation (-12 DCs Physical). 60 Active Points; total cost 30 points. 2) Weaker Laugh: Decrease to Damage Negation (-8 DCs Physical). 40 Active Points; total cost 20 points. MIRROR OF THE TURTLE Effect: Blast 10d6, Damage Shield Target: One character Duration: Constant Range: No Range END Cost: 9 Skill Roll Penalty: -9 Description: Using his command ooverf his chi, the character reflects back any damage done to him by an attacker. This is reflected in the use of the Standard Effect rule. Thus, if the character is struck with a 6d6 punching doing 6 BODY and 19 STUN (before defenses) then the character hits his target for 6 BODY and 19 STUN. If a character is struck by more dice then he has in Blast, subtract dice (largest first) until the remainder equal his dice in Blast. Game Information: Blast 10d6, Area Of Effect (1m Surface; Damage Shield; +1/4), Constant (+1/2) (87 Active Points); Character Must Take Damage From An Attack In Order To Use Mirror Of The Turtle (-1/2), Requires A Successful To-Hit Roll (-1/2), No Range (-1/2), Standard Effect (damage done to target equals damage taken [before defenses]; -0). Total Cost: 35 points. Options: 1) Stronger Mirror: Increase to Blast 12d6. 105 Active Points; total cost 42 points. 2) Weaker Mirror: Decrease to Blast 8d6. 70 Active Points; total cost 28 points. NATURAL ORDER Effect: Damage Negation (-10 DCs Physical) Target: Self Duration: Instant Range: Self END Cost: 5 Skill Roll Penalty: -5 Description: The character can simply ignore gunfire, but only for a Phase. Game Information: Damage Negation (-10 DCs Physical) (50 Active Points); Costs Endurance (-1/2), Only Works Against Firearms (-1/2), Instant (-1/2), Nonpersistent (-1/4). Total Cost: 18 points. Options: 1) Stronger Order: Increase to Damage Negation (-12 DCs Physical). 60 Active Points; total cost 22 points. 2) Weaker Order: Decrease to Damage Negation (-8 DCs Physical). 40 Active Points; total cost 14 points. THE STORM REVERSES Effect: Reflection (50 Active Points' worth) Target: Self Duration: Instant Range: Self END Cost: 3 Skill Roll Penalty: -2 Description: The character uses his chi to reflect Fu Schticks or magical powers back at his attacker. Game Information: Reflection (50 Active Points' worth) (34 Active Points); Fu Schticks Or Magical Powers Only (-1/2). Total Cost: 23 points. Options: 1) Stronger Storm: Increase to Reflection (60 Active Points' worth). 40 Active Points; total cost 27 points. 2) Weaker Storm: Decrease to Reflection (40 Active Points' worth). 28 Active Points; total cost 14 points. TORNADO OF SHELTER Effect: Physical and Energy Damage Reduction, Resistant 50% Target: Self Duration: Persistent Range: Self END Cost: 0 Skill Roll Penalty: N/A Description: The character’s control of his chi is such that foes find him nearly impossible to hurt with either Fu Schticks or magic spells. Game Information: Physical Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Fu Schticks And Magic (-1/2) (total cost: 20) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Fu Schticks And Magic (-1/2) (total cost: 20). Total Cost: 40 points. Options: 1) Stronger Tornado: Increase to Damage Reduction, Resistant 75%. 60 + 60 Active Points; total cost 40 +40 = 80 points. 2) Weaker Tornado: Decrease to Damage Reduction, Resistant 25%. 15 + 15 Active Points; total cost 10 +10 = 20 points. VENGEANCE OF THE TURTLE Effect: HKA 5d6 Target: One vehicle Duration: Instant Range: Touch END Cost: 7 Skill Roll Penalty: -7 Description: The character can destroy vehicles with just a casual slap of his hand. Game Information: HKA 5d6 (75 Active Points); Only Versus Vehicles (-1), No STR Bonus (-1/2), No Knockback (-1/4). Total Cost: 27 points. Options: 1) Stronger Vengeance: Increase to HKA 6d6. 90 Active Points; total cost 33 points. 2) Weaker Vengeance: Decrease to HKA 4d6. 60 Active Points; total cost 22 points. WALK OF 1000 STEPS Effect: +5 DCV Target: Self Duration: Constant Range: Self END Cost: 2 Skill Roll Penalty: -2 Description: By moving quickly while dodging, the character makes himself almost impossible to hit. Game Information: +5 DCV (25 Active Points); Character Must Half-Move And Dodge (-1), Costs Endurance (-1/2). Total Cost: 10 points. Options: 1) Stronger Walk: Increase +7 DCV. 35 Active Points; total cost 14 points. 2) Weaker Walk: Decrease to +7 DCV. 15 Active Points; total cost 6 points. WILLOW STEP Effect: +2 DCV Target: Self Duration: Constant Range: Self END Cost: 1 Skill Roll Penalty: -1 Description: The Willow Step is a form of active defense, and can be used at any time and in conjunction with any other maneuver or fu schtick. Game Information: +2 DCV (10 Active Points); Costs Endurance (-1/2). Total Cost: 7 points. Options: 1) Stronger Walk: Increase +3 DCV. 15 Active Points; total cost 10 points. 2) Weaker Walk: Decrease to +1 DCV. 5 Active Points; total cost 3 points.
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