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Susano

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Everything posted by Susano

  1. I did a little of that for Jack. If I redid him (at least) he'd use this style of SFX.
  2. Have you had a look at Captain Jack Sparrow then? http://www.herogames.com/forums/showthread.php?s=&threadid=12910
  3. Oooohhh! Good suggestions! I'll include them after others have had their say and I can decide how the final (website) version will look.
  4. You have heard of him, right? CAPTAIN JACK SPARROW Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage 18 DEX 24 13- OCV: 6 / DCV: 6 16 CON 12 12- 12 BODY 4 12- 18 INT 8 13- PER Roll 13- 17 EGO 14 12- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 6 PD 3 Total: 6 PD (0 rPD) 5 ED 2 Total: 5 ED (0 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 32 END 0 30 STUN 2 Total Characteristics Cost: 99 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills Martial Arts: Cinematic Swordfighting Maneuver OCV DCV Damage 3 Cut/Thrust +2 +1 Weapon Strike 5 Lunge +1 -2 Weapon +4 DC Strike 4 Parry +2 +2 Block, Abort 4 Riposte +2 +2 Weapon +2 DC Strike, Must Follow Block 5 Slash -2 +1 Weapon +4 DC Strike 4 Void -- +5 Dodge, Affects All Attacks, Abort 2 "Will You Be Saving Her Then?": Swimming +2" (4" total) 10 "You're Supposed To Be Dead!": Luck 2d6 Perks: 4 "But You Have Heard Of Me.": Reputation: Pirate Captain (throughout the Caribbean, 14-) +2/+2d6 Talents: 6 Ambidexterity (-1 with Off Hand) 3 Sure Footed: Environmental Movement: Supreme Balance Skills: 3 Acrobatics 13- 3 "Impersonating An Officer...": Acting 13- 3 "Welcome To The Caribbean!": AK: Caribbean 13- 3 "Obviously You've Never Been To Singapore.": AK: The World's Oceans 13- 3 "But How's Your Footwork?": Analyze Fighting Style 13- 3 "What Say You To Three Shillings And We Forget The Name?": Bribery 13- 3 CK: Tortuga 13- 3 Climbing 13- 3 Combat Sailing 13- 0 Concealment 8- 3 Well Then, I Confess...": Conversation 13- 0 Deduction 8- 2 KS: Pirate History And Tales 11- 0 Language: English (native) 2 " Now... Bring Me That Horizon.": Navigation (Marine) 13- 3 "And Then They Made Me Their Chief...": Oratory 13- 0 Paramedic 8- 3 "And I'll Buy You A Hat! A Really BIG One... Commodore.": Persuasion 13- 2 PS: Knot Tying 11- 3 PS: Pirate Captain 13- 2 PS: Sailor 11- 3 "What Do You Have To Lose?": Seduction 13- 0 Shadowing 8- 3 "I Couldn't Resist Mate.": Sleight of Hand 13- 3 Stealth 13- 3 Streetwise 13- 4 Survival (Marine Surface, Tropical Coasts) 13- 3 "Savvy?": Tactics 13- 4 TF: Rafts, Small Rowed Boats, Small/Large Wind-Powered Boats 3 WF: Blades, Early Emplaced Weapons, Early Firearms 123 Total Powers & Skills Cost 222 Total Character Cost 100+ Disadvantages 10 Distinctive Features: Assorted brands, scars, and tattoos (C) 0 Psychological Limitation: "I see no profit in it for me..." (C, S) 15 Psychological Limitation: Man Of His Word (C., S) 10 Psychological Limitation: Pirate's Code (C, S) 15 Reputation: pirate and a scoundrel, 14- 15 Rivalry: Barbossa (Prof, Mo Pow, Kill) 20 Social Limitation: Wanted Criminal (F, S) 10 Unluck: 2d6 27 He's A Pirate! 222 Total Disadvantage Points Background/History: Not much is known about Captain Jack Sparrow. There are stories, of course, stories about how he vanished from under the noses of seven agents of the East India Company, how he sacked Nassau Port without ever firing a shot, how he recruited a crew of find the legendary Isle de Muerte and was marooned for his efforts, and how he escaped from abandonment by roping several sea turtles together to make a raft. In any case, its been ten years since Jack was forced to watch Firstmate (and now Captain) Barbossa sail away with is beloved ship, the Black Pearl. He's been wandering about the Caribbean (and possibly the world) ever since, looking for Barbossa and the chance to recover this ship. He's also heard of the curse (and isn't sure if it's true or not) and knows recovering his ship won't be easy -- others have heard of the curse as well, and aren't too keen on going up against a band of unkillable, undead pirates who are so ruthless as to make other pirates shudder t even think about it. Personality/Motivation: Jack is an enigma. One can never tell exactly what he's thinking or planning, or even if he's speaking the truth. In truth, he does seem a man of his word, and sticks to it, even if circumstances lead one to believe otherwise. Of course, he does have his priorities, and staying alive tops the list. To be honest, much of what he does is driven by how his actions can best benefit Jack. A prime example of this is his conversation with Will in the jail. He has no interest in being freed until he knows who Will really is, and in him sees a way to take his revenge on Barbossa. Some of this self-centeredness can be attributed to Jack's devotion to the Code of the Brethren (a.k.a. the Pirate's Code), in which it is stated (among other things)"any man who falls behind is left behind". Quote: "When you marooned me on that god forsaken spit of land, you forgot one very important thing, mate: I'm Captain Jack Sparrow." Powers/Tactics: A a pirate (and a flamboyantly cinematic one, at that), Captain Jack has all the abilities one would expect. He's a capable swordsman, a skilled sailor, and has more luck than any man has a right to. He's at home both in the rigging and on-deck, can handle a variety boats and ships, and certainly knows his way around the Caribbean (and the rest of the world). Jack's greatest asset, however, isn't his skill with the sword, pistol, or ship's wheel, but with words. He's quite capable of taking just about anyone into doing whatever it is Jack needs done. For example, he is able to get Will to help him steal a ship, Commodore Norrington to set up an ambush for Barbossa's crew, and to get Barbossa to send him men into said ambush. Of course, as Jack is also (at times) cursed with "no luck at all," not all of his plans work out quite the way he intends. Appearance: Jack stands 5'10", with a lean build and deeply tanned skin. His black hair is worn in an amazing variety of dreadlocks and braids, and strung with an assortment of beads, baubles, and what look like bones. On his right arm is branded the letter "P", marking him as a pirate by the East India Company. Above that is the tattoo of a sparrow. His left arm looks to have been badly burned at one point, and he bears the scars of two musket balls on his right breast. Jack's clothing consist of tall boots, trousers, a loose white shirt, and several scarves worn around his waist. Over his he often wears a long coat and what looks like a leather tri-cornered hat. Designer's Notes: I think that if Jack has been played by just about anyone else, Pirates of the Caribbean would have been nearly as big a hit as it was. Johnny Depp's basing Jack off of Keith Richards (with a little Pepe Le Pew thrown in for good measure) made the character who he is, and made the movie. Jack has so many good lines, I couldn't help but using them as SFX for as many powers, skills, and talents as possible. Jack carries a flintlock pistol with a single shot. It should be (roughly) a 1d6 to 1d6+1 RKA, and might have +1 STUN (flintlocks fired fairly large-caliber balls). It has no OCV bonus and a RMod of -2 (very much a short range weapon). Of course, this being Hollywood, you might want to make it a 1 1/d6 RKA with a RMod of 0. His sword is best classified as a small sword, a fairly short fencing weapon. It's a 1d6-1 to 1d6 HKA. You can remove some of Jack's Interaction skills if you want, or simply drop his PRE and give him a level with all Interaction skills. Speaking of PRE, he might have some defensive PRE, as Jack seemed unfazed by just about everything. He might also have some additional fencing skills, specifically a disarm and a bind. Otherwise, he makes an excellent cinematic pirate. (Captain Jack Sparrow created by Gore Verbinski, Ted Elliott, Terry Rossio, Stuart Beattie, Jay Wolpert and Johnny Depp, character sheet created by Michael Surbrook) "Savvy?"
  5. SHANTAK Val CHA Cost Roll Notes 35 STR 25 16- Lift 3200 kg; 7d6 HTH Damage 10 DEX 0 11- OCV: 3 / DCV: 3 25 CON 30 14- 25 BODY 30 17- 8 INT -2 11- PER Roll 11- 11 EGO 2 11- ECV: 4 23 PRE 13 14- PRE Attack: 4 1/2d6 4 COM -3 10- 20 PD 13 Total: 20 PD (9 rPD) 18 ED 13 Total: 18 ED (9 rED) 3 SPD 10 Phases: 4, 8, 12 12 REC 0 50 END 0 56 STUN 0 Total Characteristics Cost: 131 Movement: Flight: 30" / 60" Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 25 Bite: HKA 1 1/2d6 (3d6+1 with STR), END 2 9 Thick Hide: Damage Resistance (9 PD / 9 ED) 8 Heavy: Knockback Resistance (-4" KB) 16 Can Fly Through Space: Life Support (Self-Contained Breathing, Safe Environment: Low Pressure/Vacuum, High Radiation, Intense Cold) 50 Wings: Flight 30", Reduced Endurance (1/2 END; +1/4), Restrainable (-1/2), END 3 22 Fly Through Space: FTL: 64 Light Years/year; Restrainable (-1/2) Skills 4 Combat Skill Levels: +2 OCV with Bite 0 AK: Home Territory 8- 0 Analyze Animal 8- 0 Concealment 8- 0 Language: Shantak (native) 0 PS: Shantak Abilities 8- 0 Shadowing 8- 0 Stealth 8- 0 Survival (Mountains) 8- 134 Total Powers & Skills Cost 265 Total Character Cost 75+ Disadvantages 15 Physical Limitation: Animal Intelligence (F, G) 10 Physical Limitation: Enormous, up to four times human size (F, S) 5 Physical Limitation: Reduced Leap; cannot leap (I, S) 15 Physical Limitation: Very Limited Manipulation (F, G) 15 Psychological Limitation: Utterly Terrified Of Nightgaunts (U, T) 130 Experience 265 Total Disadvantage Points Ecology: Shantaks live in great caves in the mountains of Earth's Dreamlands. There they live off of yaks, mountains goats, and anything else they can catch. They also serve as mounts for many of the servants of the Outer Gods and can be pressed into serve as a mount for a brave rider. However, care should be taken the shantak doesn't fly off into space and deliver its rider straight to the god Azathoth. Personality/Motivation: Typical animal motivations. Shantaks have a notable fear of nightgaunts and will flee from one of these beings immediately. Powers/Tactics: A shantak attacks by biting. If needed, it might Grab a target with its teeth and then drop it from a great height. Appearance: A shantak is said to be larger than an elephant with a horse-like head and bat-like wings. Their bodies are scaled and covered with "rime and nitre". Designer's Notes: A shantak is a creature from the Cthulhu/Dreamlands Mythos of H.P. Lovecraft. This design was based upon the shantak presented in the 5th Edition of Call of Cthulhu. Shantaks can range in size from Large to Huge (or greater). Game Masters may wish to add abilities from the Wyrm (or other dragons) seen on page 67 of the Hero System Bestiary.
  6. HUNTING HORROR Val CHA Cost Roll Notes 30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage 14 DEX 12 12- OCV: 5 / DCV: 5 25 CON 30 14- 23 BODY 26 16- 16 INT 6 12- PER Roll 12- 21 EGO 22 13- ECV: 7 25 PRE 15 14- PRE Attack: 5d6 4 COM -3 10- 15 PD 9 Total: 15 PD (9 rPD) 15 ED 10 Total: 15 ED (9 rED) 4 SPD 16 Phases: 3, 6, 9, 12 11 REC 0 50 END 0 51 STUN 0 Total Characteristics Cost: 163 Movement: Flight: 11" / 22" Leaping: 0' / 0" Running: 7" / 14" Swimming: 2" / 4" Cost Powers & Skills 20 Bite: HKA: 1d6+1 (2 1/2d6 w/STR), END 2 40 Extraterrene Form: Damage Reduction: 3/4, Physical, Resistant, Only vs Impaling Attacks (-1/2) 9 Thick Hide: Damage Resistance (9 PD / 9 ED) 8 Heavy: Knockback Resistance (-4" KB) 22 Wings: Flight 11", Reduced Endurance (0 END; +1/2), Restrainable (-1/2) 2 Slithering: Running +1" (7" Total), END 1 Skills 10 Combat Skill Levels: +2 with Hand-to-Hand 4 Tail Lash: Combat Skill Levels: +2 OCV with Grab 0 AK: Home Territory 8- 0 Analyze Animal 8- 0 Concealment 8- 0 Language: Hunting Horror (native) 0 PS: Hunting Horror Abilities 8- 0 Shadowing 8- 0 Stealth 8- 0 Survival (various) 8- 3 Tracking 12- 118 Total Powers & Skills Cost 281 Total Character Cost 75+ Disadvantages 15 Physical Limitation: Cannot Abide Night/Sunlight (F, G) 10 Physical Limitation: Enormous, up to four times human size (F, S) 10 Physical Limitation: Near Human Intelligence (F, S) 5 Physical Limitation: Reduced Leap; cannot leap (I, S) 15 Physical Limitation: Very Limited Manipulation (F, G) 151 Experience 281 Total Disadvantage Points Ecology: Hunting horrors may be native to Earth's Dreamlands or they may come from somewhere else. They are often summoned by various Elder beings to pursue and attack those who have annoyed them. Personality/Motivation: Most of the time, a hunting horror is summoned for a specific purpose -- to chase down someone the summoner wants either captured or destroyed. In either case, the hunting horror will do as it is bid relentlessly, not stopping pursuit until either it, or its quarry has been destroyed. Powers/Tactics: Hunting horrors have two main forms of attack -- biting, or grappling prey with their prehensile tails. They often grapple with the tail first, and then nip at their victim with a mouthful of sharp teeth. Anything capable of harming a hunting horror while so bound may simply be dropped (usually from a great height). Appearance: A hunting horror is roughly 40' of black, ropy, serpentine foulness. They have two (or one!) bat-like wings, which they use to fly. Because of their physical make-up, hunting horrors tend to change shape constantly, and are hard to look at for an extended period. Designer's Notes: Hunting horrors are creatures of the Cthulhu/Dreamlands Mythos of H.P. Lovecraft. This design was based upon the hunting horror presented in the 5th Edition of Call of Cthulhu. Hunting Horrors can range in size from Large to Huge. Game Masters may wish to give hunting horrors additional powers, such as a tail slap (i.e. +4d6 HA), various forms of Life Support (Aging, Pressure, Cold), and spells.
  7. Sorry, don't own it. Besides, I'm a Mac-user, I don't think it even works on my platform.
  8. More to come, including: Hunting Horror, Shatank, Lloigor, Gnoph-Keh, and others.
  9. LENG SPIDER Val CHA Cost Roll Notes 28 STR 18 15- Lift 800 kg; 5 12d6 HTH Damage 18 DEX 21 12- OCV: 6 / DCV: 6 18 CON 16 13- 28 BODY 36 15- 11 INT 1 11- PER Roll 11- 14 EGO 8 12- ECV: 5 25 PRE 15 14- PRE Attack: 5d6 4 COM -3 9- 6 PD 0 Total: 12 PD (6 rPD) 6 ED 2 Total: 12 ED (6 rED) 4 SPD 12 Phases: 3, 6, 9, 12 10 REC 0 36 END 0 51 STUN 0 Total Characteristics Cost: 126 Movement: Running: 6" / 12" Leaping: 3" / 6" Swimming: 0" / 0" Cost Powers & Skills 10 Bite: HKA: 1/2d6 (1d6+1 w/STR), END 1 65 Venom: Drain CON 4d6, delayed Return Rate (points return at the rate of 5 per Hour; +1), NND (defense is appropriate LS [immunity]; +1), Personal Immunity (+1/4); 4 Charges (-1), HKA Must Do BODY (-1/2), Extra Time (on set time begins 1 Minute after victim is bitten; -1 1/2), Linked (to RKA; -1/2) plus RKA 4d6, NND (defense is appropriate LS [immunity]; +1), Does BODY (+1), Personal Immunity (+1/4); No Range (-1/2), 4 Charges (-1), HKA Must Do BODY (-1/2), Extra Time (on set time begins 1 Minute after victim is bitten; -1 1/2), Gradual Effect (4 Minutes; 1d6/ 1 Minute; -1/2) 48 Sticky Webs: Multipower, 97-point reserve; 4 Charges for entire Multipower (-1) 3 1) u Standard Webs: Entangle 3d6, 3 DEF, Area Of Effect (7†Radius; +1), Continuous (-1), Personal Immunity (+1/4); Extra Time (takes about one Hour per hex to weave web; -1 1/2), Only To Form Barriers (-1/2) 2 2) u Wrapping Up Prey: Entangle 6d6, 6 DEF; Extra Time (1 Turn; -1 1/4), No Range (-1/2) 4 3) u Web Toss: Entangle 5d6, 5 DEF; Range Based On STR (-1/4) 18 Chitin: Armor: (6 PD / 6 ED) 6 Heavy: Knockback Resistance (-3") -2 Cannot Swim: Swimming -2†6 Eight Eyes: +3 PER with Sight Group 6 Spider Senses: +3 PER with Touch Group 5 Night Predator: Nightvision 8 Spider Legs: Clinging (normal STR); Cannot Resist Knockback (-1/4) 6 Eight Legs: Extra Limbs, Inherent (+1/4) Skills: 10 Combat Skill Levels: +2 with HTH 0 AK: Mountains of Leng 8- 0 Analyze Animal 8- 3 Climbing 13- 2 Concealment 11-; Self Only (-1/2) 0 Language: Leng Spider (native) 0 PS: Leng Spider Abilities 8- 0 Shadowing 8- 5 Stealth 14- 0 Survival (Mountains) 8- 205 Total Powers & Skills Cost 333 Total Character Cost 75+ Disadvantages 5 Physical Limitation: Large, Twice Human Size (I., S) 5 Physical Limitation: Reduced Leap; can only leap half as far as STR indicates (I, S) 15 Physical Limitation: Very Limited Manipulation (F, G) 233 Experience 333 Total Disadvantage Points Ecology: Leng spiders inhabit the mountains and valleys of the Plateau of Leng in Earth's Dreamlands. They once controlled the entire plateau, until forced back into the southern valleys after years of warfare with the almost-human Men of Leng. Spinning huge webs, some of which reach from mountain top to mountain top, they feed on shantanks, vultures, yaks, and anything that makes the fatal mistake of blundering into their webs. Personality/Motivation: Highly intelligent, the spiders of Leng tend to be solitary creatures, and will prey on their own kind if the situation warrants. They tend to look on all other beings as a source of food, and can only be dealt with from a position of strength. Powers/Tactics: A Leng spider normally attacks with a highly venomous bite, wrapping up any prey with its webbing to be fed on at its leisure. The spider may also hurl a mass of webbing, trapping a target long enough to be either wrapped in stronger bonds or bitten to death. It is possible for a Leng spider to know certain spells of Dreamlands magic, usually ones dealing with finding and subduing prey. Appearance: A small Leng spider is the size of a Shetland pony. A large one can mass nearly 6000 kg. They have bloated purple bodies, with black legs and fangs. Designer's Notes: Leng spiders are creatures of the Cthulhu/Dreamlands Mythos of H.P. Lovecraft. This design was based upon the Leng spider presented in the 5th Edition of Call Of Cthulhu and The Complete Dreamlands. Leng spiders can range in size from Human sized (at birth) to Huge (or even lager!). Game Masters may wish to add abilities from the Giant Spider character sheet on page 91 of the Hero System Bestiary.
  10. FIREWORM Val CHA Cost Roll Notes 43 STR 33 18- Lift 9600 kg; 8 1/2d6 HTH Damage 4 DEX -18 10- OCV: 1 / DCV: 1 30 CON 40 15- 26 BODY 32 14- 8 INT -2 10- PER Roll 10- 14 EGO 8 12- ECV: 5 23 PRE 13 14- PRE Attack: 4 1/2d6 10 COM 0 11- 9 PD 0 Total: 16 PD (7 rPD) 12 ED 6 Total: 19 ED (7 rED) 3 SPD 16 Phases: 4, 8, 12 15 REC 0 60 END 0 65 STUN 2 Total Characteristics Cost: 130 Movement: Running: 4" / 8" Leaping: 0" / 0" Swimming: 0" / 0" Cost Powers & Skills 20 Bite: HKA 1d6+1 (2 1/2d6 with STR) 33 Burst Into Flames: HKA 1d6, Damage Shield (Does damage in HTH combat; +3/4), Continuous (+1), Reduced Endurance (0 END; +1/2); No STR Bonus (-1/2) 21 Segmented Shell: Armor (+7 PD / +7 ED) 12 Heavy: Knockback Resistance (-6") -4 Slow: Running -2" (4" Total), END 1 -2 Creature Of Fire: Swimming: -2" (Total: 0") 5 Can See In The Dark: Nightvision Skills: 10 Combat Skill Levels: +2 with Hand-to-Hand 4 Combat Skill Levels: +2 OCV with Bite 0 AK: Parg 8- 0 Analyze Animal 8- 0 Concealment 8- 0 Language: Fireworm (native) 0 PS: Fireworm Abilities 8- 0 Shadowing 8- 9 Stealth 12- 0 Survival (Tropical Forest) 8- 108 Total Powers & Skills Cost 238 Total Character Cost 75+ Disadvantages 15 Distinctive Features: Faintly Glowing Body And Puffs Of Glowing Smoke (NC) 15 Physical Limitation: Animal Intelligence (F, G) 10 Physical Limitation: Enormous, up to four times human size (F, S) 5 Physical Limitation: Reduced Leap; cannot leap (I, S) 15 Physical Limitation: Very Limited Manipulation (F, G) 103 Experience 238 Total Disadvantage Points Ecology: Fireworms are native to jungles of Parg, a land found in Earth's Dreamlands. They are nocturnal creatures, coming out only at night. Normally peaceful animals, the worms will gather into great swarms every 50 years or so, burning the surrounding area before dying off and vanishing for a good 10 years. Personality/Motivation: Normal animal motivations. Powers/Tactics: A fireworm normally attacks by biting, although if angered or endangered it can burst into flames, igniting anything flammable it comes in contact with. Appearance: A fireworm is a snakelike creature, ranging in length from 6 to 40 feet long and roughly 1-3 feet through the middle. They are covered with segmented plates armor and are bright blue and orange in color. Designer's Notes: The fireworm of Prag is a creature of the Cthulhu/Dreamlands Mythos of H.P. Lovecraft. This design was based upon the fireworm presented in the 5th Edition of The Complete Dreamlands. Fireworms can range in size from Small to Huge. Game Masters may wish to add abilities from the Giant Snake character sheet on page 116 of the Hero System Bestiary.
  11. BOLTWORM Val CHA Cost Roll Notes 43 STR 33 18- Lift 9600 kg; 8 1/2d6 HTH Damage 4 DEX -18 10- OCV: 1 / DCV: 1 30 CON 40 15- 26 BODY 32 14- 8 INT -2 10- PER Roll 10- 14 EGO 8 12- ECV: 5 23 PRE 13 14- PRE Attack: 4 1/2d6 10 COM 0 11- 9 PD 0 Total: 16 PD (7 rPD) 12 ED 6 Total: 19 ED (7 rED) 3 SPD 16 Phases: 4, 8, 12 15 REC 0 60 END 0 65 STUN 2 Total Characteristics Cost: 130 Movement: Running: 4" / 8" Leaping: 0" / 0" Swimming: 0" / 0" Cost Powers & Skills 30 Sheet Lightning Multipower: 45-Point Pool, All: Only in Hot/Dry Environments (-1/4), Reduced By Range (-1/4) 3 1) u Stun: EB 9d6; Stun Only (-0), Only in Hot/Dry Environments (-1/4), Reduced By Range (-1/4), END 4 2 2) u Kill: RKA 3d6; Increased Endurance Cost (x2 END; -1/2), Only in Hot/Dry Environments (-1/4), Reduced By Range (-1/4), END 9 20 Bite: HKA 1d6+1 (2 1/2d6 with STR) 21 Segmented Shell: Armor (+7 PD / +7 ED) 12 Heavy: Knockback Resistance (-6") -4 Slow: Running -2" (4" Total), END 1 -2 Creature Of Fire: Swimming: -2" (Total: 0") 5 Can See In The Dark: Nightvision Skills: 12 Combat Skill Levels: +4 with Sheet Lightning 4 Combat Skill Levels: +2 OCV with Bite 0 AK: Bnazic 8- 0 Analyze Animal 8- 0 Concealment 8- 0 Language: Boltworm (native) 0 PS: Boltworm Abilities 8- 0 Shadowing 8- 9 Stealth 12- 0 Survival (Desert) 8- 112 Total Powers & Skills Cost 242 Total Character Cost 75+ Disadvantages 15 Physical Limitation: Animal Intelligence (F, G) 10 Physical Limitation: Enormous, up to four times human size (F, S) 5 Physical Limitation: Reduced Leap; cannot leap (I, S) 15 Physical Limitation: Very Limited Manipulation (F, G) 122 Experience 242 Total Disadvantage Points Ecology: Boltworms are mainly found in the Bnazic Desert, although they are occasionally sighted in the other deserts of Earth's Dreamlands. They are closely related to the Fireworms of Prag, but unlike the fireworms, boltworms generate electricity. Boltworms tend to be solitary creatures, only gathering ever 10 years to engage in courtship rituals in which they fill the skies with released bolts of sheet lightning. Personality/Motivation: Normal animal motivations. Powers/Tactics: A boltworm can chose from two attack forms: biting or shocking. As the boltworm builds up a great deal of static electricity when traveling about the desert it can release this energy to either stun of kill its target. Appearance: A boltworm is a snakelike creature, ranging in length from 6 to 40 feet long and roughly 1-3 feet through the middle. They are covered with segmented plates armor and are bright blue and orange in color. Designer's Notes: The boltworm of Bnazic is a creature of the Cthulhu/Dreamlands Mythos of H.P. Lovecraft. This design was based upon the boltworm presented in the 5th Edition of The Complete Dreamlands. Boltworms can range in size from Small to Huge. Game Masters may wish to add abilities from the Giant Snake character sheet on page 116 of the Hero System Bestiary.
  12. Yeah, but that's against mutiple attacks, this is against one. I think the version without the lim does work better.
  13. Okay. That's a valid point. I was alsolooking for ways to make it less expensive, but then, that's a powerful ability to have there.
  14. An as-yet-unproposed project for HERO Games. And no, it's not Celtic Myth Hero.
  15. In all seriousness, i was trying to decide if the "Only to amount rolled on Healing" limitation was valid. Or served any purpose. Basically it limits the STUN damage you *don't* take, which is a limitation. Further reading seems to indicate the Healing should be the amount you suffered from your *last* hit, not the one hitting you... OTOH, you don't take any damage from the blow hitting you either... so I guess what I developed is as valid as anything else. And yes, I do own GURPS Celtic Myth. I highly recommend it.
  16. Greetings everyone. I'm looking to get some opinions on a power construct (listed below). Basically, does it look like it will do what I have written, and/or did I miss anything (or, is there anything I can remove)? Thank you. Feat Of Healing: A sure sign of Sidhe blood, this feat allows the character to be healed by sword (or other weapon) blows taken in combat. There is one catch however; it only works on every other blow, meaning the character will be healed, harmed, healed, harmed (and so on) in a battle. This feat carries over from fight to fight, so the player needs to keep track of how the last blow the character took affected him. Healing BODY 8d6, Trigger (being struck by a edged weapon; +1/4), Persistant (+1/2), Reduced Endurance (0 END; +1/2) (180 Active Points); Can Only Heal Up To Amount Rolled On Damage Dice (-1), Only Works On Every Other Blow (-1), Self Only (-1/2) (total cost: 51 points) plus Armor (48 PD) (72 active points); Linked (-1/2), Only Up To Amount Rolled By Healing (-1/2) (total cost: 36 points). Total Cost: 87 points.
  17. Susano

    Anime

    Re: Did i hear HeartQuest? Well, all I can do is ask.
  18. Sorry, PDF version only at this time.
  19. I agree completely. *Everything* he does sounds like his original Batman score.
  20. Seen? yes. Read? No. I am reading Trigun, Hellsing, and a slew of other stuff. Video-wise I'd like to get Witch Hunter Robin.
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