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Susano

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Everything posted by Susano

  1. Re: Re: Character: Friday Yeah, well... it awaits clearance from the Powers That Be. That and Cyber Hero to be produced.
  2. Nope. he caught my eye and I decided to add him to my archive. I've debated Beowulf Schaffer and Louis as well, but I'd need to get my books out of storage. And I wish I'd never gotten rid of my Ringworld RPG...
  3. GILBERT GILGAMESH HAMILTON Val CHA Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage 13 DEX 9 12- OCV: 4 / DCV: 4 11 CON 2 11- 10 BODY 0 11- 12 INT 2 11- PER Roll 11- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 3 PD 1 Total: 3 PD 3 ED 1 Total: 3 ED 3 SPD 7 Phases: 4, 8, 12 4 REC 0 22 END 0 21 STUN 0 Total Characteristics Cost: 37 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 3 Imaginary Arm: TK (2 STR), Fine Manipulation, Indirect (+1/4), Invisible To Sight Group (+1/2), Reduced Endurance (0 END; +1/2), Transdimensional (Video Screens; +1/4); No Range (-1/2), TK Limited To Very Small Amounts (i.e. only a few ounces) (-1/2) 27 Imaginary Arm: HKA 1d6, NND (DEF: Depends on setting, see below; +1), Does BODY (+1), Continuous (+1), Invisible To Sight Group (+1/2); Must Follow Grab (-1/2), Only Versus Living Things (-1/2), STR Does Not Add (-1/2), END 7 16 Imaginary Arm: Clairsentience (Touch Group), 256x Range (25,600" or 32 miles), Concentrate (1/2 DCV, must Concentrate throughout; -1/2), OAF, Immobile (video projection unit; -2), Requires Clear Image Projection (-1/4), END 6 15 Imaginary Arm: N-Ray Perception (Touch), Discriminatory Perks: 5 Fringe Benefit: ARM Agent 2 Fringe Benefit: Weapon permit Skills: 2 AK: Los Angeles 11- 3 Bureaucratics 12- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 3 Criminology 11- 3 Deduction 11- 3 Electronics 12- 5 KS: Belter Customs 14- 3 KS: Law 12- 5 KS: Organlegging 14- 0 Language: English (native) 1 Mechanics 8- 0 Paramedic 8- 1 PS: Belter 8- 2 PS: ARM officer 11- 0 Shadowing 8- 0 Stealth 8- 1 TF: Industrial and Exploratory Spaceship, Grav Vehicles 1 WF: Needle pistol 101 Total Powers & Skills Cost 138 Total Character Cost 75+ Disadvantages 15 Hunted: ARM (MoPow, NCI, Watching) 11- 15 Psychological Limitation: Can't Leave A Mystery Alone (C, S) 10 (15) Psychological Limitation: Dislikes/Despises Organleggers (C, S) 10 Reputation: Gil the Arm/ARM agent 11- 13 Experience 138 Total Disadvantage Points Background/History: Gil Hamilton is Larry Niven's fictional detective created as part of Niven's "Known Space" setting. He lives in the 22nd Century, working as an agent of ARM (Amalgamated Regional Militia), the police force of the United Nations. His main job is pursuing organleggers, criminals who kidnap and breakup innocent people for black market body parts. Gil got his start as a Kansas farmboy, although his parent's farm was a mere 10 square miles (and was still the second largest farm in the state). He ended up as a Belter, cruising the asteroid belt looking for mineral rich chunks of rock. He lost is arm during one of these trips. A small fragment of rock punched through the hull of the ship, blowing Gil's arm off at the shoulder. After he recovered and what was left of his arm healed, Gil discovered that he still had his arm. Or, more accurately, he has a telekinetic impression of his arm. Eventually, Gil returned to Earth, mainly so he could get a replacement arm free of cost. He also joined the ARM, and turned his attentions to pursuing criminals such as organleggers and women who have children without a license. There are 18 billion people living on the Earth in Gil's time, someone has to keep the peace... Personality/Motivation: Gil is an amazingly stable individual. He doesn't get angry, sad, depressed or otherwise out of sorts easily and tends to remain somewhat relaxed. He does not like organleggers at all, however, and will do his utmost to bring one to justice. He also can't leave a good mystery alone and will poke around one, until he is satisfied he has an answer. Powers/Tactics: Gil is a psi with a fairly limited, but useful power. He has a telekinetic third "arm" that acts just like a real arm. The only real problem is that his arm can only support about 5 ounces or so. On Earth, he can lift a full shot glass or a lit cigarette, on the moon he can handle a mug of beer. On the other hand, his third arm is not stopped by physical barriers, and Gil can (and has) reached through the hull of his spaceship to feel around outside. He can also feel inside objects, and has traced wiring, cracks, scars, and welds to objects in walls and other machines. Interestingly enough, Gil can also use his power through a video screen, reaching "into" the image to pick up an object he sees (such as a pencil). This requires a *very* clear video image, however. Gil has also used this aspect of his power to "feel around" in a real-time holographic projection, reaching *into* the image to feel the actual ground the image depicts. Depending on the scale of the projection, Gil's "hand" can cover a great deal (but then, his sense of touch will also be affected). Finally, Gil's ability to reach inside of objects has allowed him to crush a man's heart inside his body. He reached into the target's chest, grabbed the heart and squeezed. There are several ways to do this, and I felt the NND HKA worked best. The Defense versus this NND will depend greatly on the setting. In Gil's world, there really is no common defense. One presumes that another psi might be able to fight off the effects, but other than that, there are no force screens or other devices to block Gil's esper arm. Naturally, in a more fantastical SF setting, or a superheroic setting, defenses vs Gil's esper arm will be far easier to come by. There is no visual effect of Gil's power (like a ghostly arm for example), an object Gil touches looks to move on is own. On the other hand, if he touches you with his esper arm, you will feel it. Appearance: Since all of Gil's stories are in the first person, Niven never gives as a description of what Gil looks like, and Gil never comments on what he looks like. (Gil Hamilton created by Larry Niven, character sheet created by Michael Surbrook)
  4. MAJORIE FRIDAY BALDWIN Val CHA Cost Roll Notes 23 STR 13 14- Lift 600 kg; 4 1/2d6 HTH Damage 18 DEX 24 13- OCV: 6 / DCV: 6 20 CON 20 13- 13 BODY 6 12- 14 INT 4 12- PER Roll 15- 18 EGO 16 13- ECV: 6 15 PRE 5 12- PRE Attack: 3d6 18 COM 4 13- 7 PD 2 Total: 7 PD 6 ED 2 Total: 6 ED 4 SPD 12 Phases: 3, 6, 9, 12 9 REC 0 40 END 0 35 STUN 0 Total Characteristics Cost: 108 Movement: Running: 10" / 20" Swimming: 4" / 8" Cost Powers & Skills Martial Arts: Hand-to-Hand Combat Training Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 33 STR Disarm 5 Joint Break -1 -2 Grab One Limb, 1/2d6 HKA, Disable 3 Joint Lock -1 -1 Grab Two Limbs, 33 STR Hold 5 Kick -2 +1 8 1/2d6 Strike 4 Knifehand Strike -2 +0 1/2d6 HKA, 1d6+1 w/STR 4 Nerve Strike -1 +1 2d6 NND (1) 4 Punch +0 +2 6 1/2d6 Strike 5 Takeaway +0 +0 Grab Weapon, 33 STR to take weapon away 22 Overdrive: +5 DEX, +1 SPD 10 Hold Breath: Life Support (Self-Contained Breathing); 1 Recoverable Charge of 10 Minutes (-0) 10 Advanced Immune System: Life Support (Immunity To (most) Diseases) 13 Fast On Her Feet: Running: +4" (10" Total), Reduced Endurance (1/2 END; +1/4) on 10" of Running 2 Excellent Swimmer: Swimming +2" (4" Total), END 1 9 Enhanced Senses: Enhanced Perception: +3 with PER Rolls 5 Enhanced Senses: UV Perception (Sight Group) 4 Artifical Body Cavity: Concealment 18-, Nothing larger than a marble (-2), Only on her person (-1/2) Perks: 7 Contact: "Boss" a.k.a. Dr. Hartley Baldwin (very useful) 14- 6 Deep Cover(s) [see text] 1 Fringe Benefit: Passport Talents: 30 Enhanced Senses: Danger Sense, Sense, Out of Combat, Immediate Vicinity 15- 5 Eidetic Memory 3 Lightning Calculator 3 Mind Control Training: Resistance: 3+ to EGO Roll Skills: 20 Overdrive: Combat Skill Levels: +4 with Hand-to-Hand 6 Skill Levels: +2 with Courier Skills: Bribery, Concealment, Disguise 2 AK: Christchurch 11- 1 AK: New Zealand 8- 2 AK: Seattle 11- 1 Acting 8- 3 Bribery 12- 3 Climbing 14- 3 Concealment 12- 3 Conversation 12- 0 Deduction 8- 3 Disguise 12- 1 Interrogation 8- 0 Paramedic 8- 5 PS: (Combat) Courier 14- 2 PS: "Doxy"/Sexual Companion 11- 7 Shadowing 14- 3 SS: Data Analysis 12- 3 SS: Research 12- 3 Stealth 14- 5 Tactics 13- 0 TF: APV 4 WF: Common Melee Weapons, Small Arms 3 Linguist 3 Language: Cantonese (fluent) 0 Language: English (native) 3 Language: French (fluent) 3 Language: German (fluent) 3 Language: Japanese (fluent) 3 Language: Spanglish (fluent) 3 Scholar 2 KS: Geo-Politcal World 12- 2 KS: Interstellar Political World 12- 2 KS: Military Operations 12- 2 KS: Multi-National World 12- 2 KS: North American Political World 12- 1 KS: Sexual Techniques 11- 2 KS: Travel Routes and Schedules 12- 281 Total Powers & Skills Cost 389 Total Character Cost 150+ Disadvantages 15 Distinctive Features: Noticeably Attractive (Conc., Maj.) 15 Hunted: The Boss (MoPow, NCI, Watching) 14- 5 Physical Limitation: Unused To Certain Social Customs (Inf., Slight) 5 Psychological Limitation: Ashamed Of Her Origins/Insecure (UC, M) 5 Psychological Limitation: Fear And Mistrust Of Most Humans (UC, M) 20 Psychological Limitation: Loyal To "The Boss" (VC, S) 15 Psychological Limitation: Overly Open-Minded And Out-Spoken (C, S) 5 Psychological Limitation: Protective Of Loved Ones/ Violent If Loved Ones Threatened (UC, M) 20 Social Limiation: Artifical Human (i.e. property) (VF, M) 15 Social Limiation: Secret ID: Artificial Person/Living Artifact 119 Artificial Person Bonus 390 Total Disadvantage Points Background/History: Majorie Friday Baldwin is the heroine of Robert Heinlein's semi-cyberpunkish novel "Friday." She is an Artificial Person (a.k.a. "living artifact") working as a professional combat courier in a messy near-future world that sees the world heavily balkanized (400 nations in the UN), with nine colonized planets outside of our solar system. Friday was designed at the Tri-University Life Engineering Laboratory in Detroit. She was incepted at Mendelian Associated in Zurich. Her genetic material was collected from a wide range of people, and she was designed to the best. Originally she was intended to be reared as a normal child, with no clue as to her heritage, but events caused her to be reared in a standard AP crèche. Eventually, she left the crèche and was employed by Dr. Hartley Baldwin (who had originally had her made). After some troubles with him (and humans in general), she settled in as one of his corporate couriers, carrying data all across the earth and into orbit. For the exact details of her origins (some of which is only hinted at in passing), read the book, specifically pages 31, 44 and 242-244. This character sheet combines material from the entire book, but represents her character *before* the death of "The Boss." Personality/Motivation: To say Friday is a complex character is a bit of an understatement. For starters, she is a bit ashamed of her artificial origins. She feels that she 'not human,' a second class citizen (which she would be if not for her falsified ID), and is somewhat insecure about her place in life. Her early treatment at the hands of regular humans, once she left her crèche, has also colored her opinions, making her distrust just about any human she doesn't know well. Conversely, Friday is almost fanatically loyal to her employer, who she only really knows as "the Boss." She will do almost anything he asks of her, even if she is rather flippant around him. This loyalty extends to his other employees as well, Friday has expressed a strong desire to hunt down those who have harmed, or attempted to harm "the Boss" and his employes. Finally, Friday suffers from the problem of being too tolerant. She is no racist (how can she? her genetic heritage is a tangled mess) and can be vocal about her dislike of racism and discrimination, especially of Artificial People and Living Artifacts. This can get her into trouble with those that aren't quite as open-minded as she is. Her outspokenness also has a tendency to manifest as overly open displays of her physical capabilities. This can get her into trouble right quick, especially those that recognize her capabilities as being those of an AP and not a 'normal' human. Quote: "My mother was a test tube, my father a knife." Powers/Tactics: Friday's biggest asset in her line of work is the fact she is an Artificial Person. Genetically designed to be faster and stronger than a normal human, Friday is more than capable of handling herself in a fight, even ones where she is outnumbered four or five to one. In combat, she does not mess around, and will seek to disable a foe as quickly as possible. She will not hesitate to kill, although she doesn't like to. When fighting, she goes into what she calls 'overdrive,' which basically means she uses her full DEX, SPD and combat skill levels. Her modified body makes her far stronger than she looks (that 23 STR is only a guess - it could go as high as 28), faster than a normal human, with enhanced senses, immunity to disease, an expanded lung capacity, excellent night vision, and an almost unnatural ability to recognize a dangerous situation before it unfolds. She also has (to quote the book): "...unusual memory, unusual innate grasp of number and space and relationship, unusual skill at languages." Her training as a combat courier has covered a wide range of subjects, including hand-to-hand combat, weapons use, who and how to bribe, how to hide objects, and how to avoid being found. She also has undergone "mind control" training, which allows her to do things via sheer willpower (like not vomit at the site of a messy corpse, ignore injuries, or work under pressure). This has been defined as the Talent "Resistance," which in her case should be used for things other than resisting interrogation. Her training in her crèche included skills for use as a "doxy," or, to be blunt, a sexual companion. As she is currently sterile and immune to disease (well, most diseases anyway, certain viruses can still affect her it seems), Friday can put this training to good use if needed. As a final note, Friday has multiple IDs, none of which reveal her true origins. Among her names are: Emma Baldwin, Friday Baldwin, Friday Jones, Majorie Friday Baldwin, and Marjorie Baldwin. Her papers usually show her as a native of Seattle (a destroyed city). Appearance: As the novel is told in a first-person perspective, Friday never really describes herself. We know from comments made by her and other characters that she seems to be of average height (5'6" - 5'8") and weighs 132 pounds. Despite her claims to the contrary, she is very attractive, with a well-endowed, athletic figure, and light brown skin. Her hair and eyes are unknown, although I presume dark for both. Friday will dress in whatever is required, from a formal suit to nothing at all. She prefers to blend in when on a mission, and will adapt some sort of disguise if needed to throw an potential pursuit off of her trail. Designer's Notes: Published in 1982, "Friday" seems to present the typical Heinlein heroine at that point in his career. Strong, capable, uber-competent, and sexually unrestrained (Friday is quite bi-sexual). Of course, her growing up in an environment that trained her to accept sex with no questions or second thoughts does explain a lot about her mindset. Still, her complex mental state helps balance her extensive physical capabilities. I did have a problem with her ability to get along in normal society, yet express amazement and non-understanding with certain aspects of human culture. For someone who seemed to be such a quick study, Friday seems unusually ignorant of stuff you'd expect her to understand by now. Granted, this too may be explained by her upbrining, which certianly did want its products asking questions. The book itself makes for good source material for anyone running a cyberpunk game. I realize now that my own "Kazei 5" worldbook owes a bit to the novel (and K5 2nd Edition might borrow a bit more). The hacked up United States allows for a lot of intrigue (ala "Shadowrun"), while the interstellar setting could be adapted for Traveler 2300. It's not a bad read either (it's far better than "The Number of the Beast"). (Friday Baldwin created by Robert Heinlein, character sheet created by Michael Surbrook)
  5. Re: Re: Joker write up That was 1st Edition. This is Second. He has a 4 in 2nd Edition. Hmm... not sure about that, but that is more a matter of opinion. http://www.devermore.net/surbrook/index/index.html
  6. Re: Superman circa 1939 Yeah... the trick is trying to squeeze in another 5 points of STR. I'll give it a look. That's the original comic origin (IIRC). See my .sig.
  7. I'd be tempted to say Dirty Infighting myself. Yeah. I recall several times him doing it. Thank you.
  8. I have a complete set of the original REH stories and was going to re-read all of them before redoing this... but they are packed away...
  9. "... a man barely alive. Gentlemen, we can rebuild him." COLONEL STEVE AUSTIN Val CHA Cost Roll Notes 15 STR 5 12- Lift: 200 kg; 3d6 HTH Damage 18 DEX 24 13- OCV: 6 / DCV: 6 23 CON 26 14- 15 BODY 10 12- 15 INT 5 12- PER Roll 12- 20 EGO 20 13- ECV: 7 15 PRE 5 12- PRE Attack: 3d6 18 COM 4 13- 9 PD 6 Total: 9 PD 7 ED 2 Total: 7 ED 4 SPD 12 Phases: 3, 6, 9, 12 8 REC 0 50 END 2 35 STUN 0 Total Characteristics Cost: 121 Movement: Running: 9" / 18" Swimming: 6" / 12" Cost Powers & Skills 13 Bionic Arm: +18 STR, Reduced Endurance (0 END; +1/2), No Figured Characteristics (-1/2), STR Only Affects Use With Left Arm (-1/2) 13 Bionic Legs: +18 STR, Reduced Endurance (0 END; +1/2), No Figured Characteristics (-1/2), STR Only Affects Use With Legs (-1/2) 15 Steel-Laced Fist: HKA 1d6 (2d6 With STR), Reduced Endurance (0 END; +1/2), Left Hand Only (-1/2) 122 Dart Gun: RKA 1/2d6, 12 Shots (-1/4), Limited Range (2"; -1/4), Restrainable (-1/2) plus Drain CON 4d6, Delayed Return Rate (points return at the rate of 5 points per Hour; +1), NND (defense is appropriate LS [immunity]; +1), Ranged (+1/2); 12 Charges (-1/4), Dart Must Do BODY (-1/2), Gradual Effect (4 Segments; 1d6/1 Segment -1/4), Linked (to RKA; -1/2), Restrainable (-1/2) plus RKA 4d6, NND (defense is appropriate LS [immunity]; +1), Does BODY (+1); 12 Charges (-1/4), Dart Must Do BODY (-1/2), Gradual Effect (4 Segments; 1d6/1 Segment -1/4), Restrainable (-1/2) 27 Bionic Limbs: Physical Damage Reduction, Resistant, 3/4; Only Affects Locations 6-8 [Left Arm] & 14-18 (-3/4), Stun Only (-1/2) 7 Internal Air Supply: Life Support (Self-Contained Breathing); 1 Charge Of 30 Minutes (-1/2) 24 Bionic Legs: Running: +3" (9" Total), Reduced Endurance (0 END; +1/2), Persistant (+1/2) [On the full 9"] 7 Swim Fins: Swimming +4" (6" Total), Reduced Endurance (0 END; +1/2) 3 Eye Camera: Eidetic Memory, 20 Charges (+1/4), Visual Only (-1) 12 Internal Radio: High Range Radio Perception Martial Arts: Aikido, Boxing, Judo, Wrestling Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Cross +0 +2 STR + 2d6 Strike 4 Disarm -1 +1 Disarm, +10 STR to roll 4 Dodge +0 +5 Dodge vs All, Abort 4 Escape +0 +0 +15 STR vs Grabs 3 Hold/Joint Lock -1 -1 Grab Two Limbs; +10 STR to Hold 3 Jab +2 +1 STR Strike 3 Legsweep +2 -1 STR +1d6 Strike; Target Falls 5 Redirect +1 +3 Block, Abort 3 Takedown +1 +1 STR Strike; Target Falls 3 Sacrifice Throw +2 +1 STR Strike; You/Target Falls 3 Slam/Throw +0 +1 STR + v/5; Target Falls Perks: 2 Contact: Oscar Goldman/OSO 11- 3 Fringe Benefit: Military Rank [Colonel] Skills: 10 Combat Skill Levels: +2 with HTH 3 Acrobatics 13- 3 Breakfall 13- 5 Combat Pilot 14- 2 KS: Aikido & Judo 11- 5 KS: History 14- 5 KS: Military Aircraft 14- 3 KS: Zero-G Operations 13- 0 Language: English (native) 4 Language: Russian (Idomatic) 3 Language: Spanish (Completely Fluent) 3 Mechanics 11- 5 Navigation (Air, Orienteering) 13- 3 PS: Assorted Sports 13- 2 PS: Air Force Officer/Test Pilot 11- 2 PS: Astronaut 11- 5 SS: Aerodynamics 14- 5 SS: Astronautical Engineering 14- 5 SS: Mechanical Engineering 14- 2 Survival (Temperate/Subtropical) 12- 3 Systems Operation 12- 6 TF: Combat Aircraft, Helicopters, SCUBA, Small Planes, Early Space Craft 5 WF: Small Arms, Combat Helicopter Weapons, Epee, Knife, 392 Total Powers & Skills Cost 513 Total Character Cost 200+ Disadvantages 10 Distinctive Features: Cyborg (EC, M) 15 Hunted: US Government/OSO (MopOw, NCI, Watching) 11- 10 Physical Limitation: One Eye (I, G) 15 Psychological Limitation: Driven To Prove Himself (C, S) 10 Psychological Limitation: Fears He's No Longer Human (C, M) 15 Social Limitation: Secret ID (Operative for OSO) 20 Social Limitation: Subject To Orders (VF, M) 218 6 Million Dollar Man Bonus 513 Total Disadvantage Points Background/History: Most people recognize the name 'Steve Austin' from the TV show "The Six Million Dollar Man" (which starred Lee Majors in the title role). In fact, the character was created for Martin Caidin's novel "Cyborg" which first came out in 1972. Caidin's Austin is pretty much the same character as the one in the TV show. He is an astronaut, the youngest man to walk on the moon, and a test pilot. While test flying the M3F5 lifting body, Austin looses control of the vehicle while attempting to land and the plane cartwheels across the desert floor, destroying itself and Austin at the same time. In the process, Austin's legs are ruined, his left arm is severed, a fragment blinds his left eye and... well, you get the idea. Interestingly enough, the footage used in the TV show is of an actual crash of a NASA experimental lifting body (the M2F3 I think), which also smeared itself all over the desert during an attempted landing. The major difference was that in this crash, the pilot was able to walk away with minor injuries (the crash also led to a redesign of the control surfaces, namely the vertical stabilizers). Due to the extent of his injuries and Austin's rather unique status (single, little family, very health and physically fit), Austin was brought to a highly secret bionics/cybernetics research facility in order to undergo an experimental procedure to replace his missing limbs with cybernetic implants. In effect, Austin was to become the first fictional cyborg (that I know of) as well as the first 'street samurai'. Following a period of readjustment and training with his new limbs, Austin was made a part of the Office of Special Operations (ie OSO) under the direction of Oscar Goldman. OSO then made Austin into a special operative, outfitting him with specialized equipment and cybernetics in order for him to complete his current mission. Two such missions are described in the book. One is to gain photographic evidence of a secret Russian sub pen in South America, the other is to fly a MiG-27 out of Egypt and into Israel. Personality/Motivation: Austin spends a lot of time wondering if he is still a human. He won't go near women (for example) and at times is afraid to touch people for fear of breaking them. On the other hand, he is also driven to prove himself and feels he can overcome his body's problems to once again be able to act as a 'normal' human. Interesting enough, the character comes across as very strong willed, with few debilitating psychological quirks. Powers/Tactics: Steve Austin is, simply put, a wunderkind. Even before the accident and his reconstruction, he was a remarkable athlete, with black belts in akido and judo. He wrestled, fenced, boxed, participated in various sports and practiced acrobatics. He flew combat choppers for the Army in Vietnam, and joined the Air Force in order to get into the space program. He has five degrees, including a masters in aerodynamics, astronautical engineering and history. He also speaks (at least) Spanish and Russian. Austin's bionics are very much the work of science fiction. They are very strong, run of tiny nuclear batteries, durable and capable of allowing Austin to greatly exceed the human normal. His left arm has 10 times the gripping and crushing strength of his original limb. His legs can propel him at a steady 5.3 mph *forever,* and once put in motion can (and do) keep moving regardless of his mental state. At one point, he walks out of a desert, literally unconscious on his feet. Although he can feel pain in his limbs, it is greatly reduced. A small dart gun is built into the middle finger of his left hand. It fires tiny darts that dissolve on impact with the skin and will take effect in 6 seconds (and will kill *very* quickly). Although the dart gun is not a 'no range' weapon, it certainly doesn't have the full range that you would normally get from a 4d6 RKA. I'd guess a maximum range of about 15' with the dart gun. Austin's left hand is also laced with steel strips, allowing him to punch through a wooden door or thin sheet metal with ease. Naturally, he can also kill someone with a single well directed blow to the head or neck. His left eye is now a miniature camera, with 20 exposures. In his right thigh is an air tank that will last for 30 minutes. Pop-out swim fins are built into his feet and last (but not least) a radio has been built into his body. Due to his smaller body size, Austin's heart is now much more efficient. It has less blood to oxygenate, meaning that it it tiakes less time for the blood to get distributed through what is left of the body. Thus, Austin can maintain a higher level of exertion for longer, and bounces back from exhaustion quicker. He rebuilt body has also been reinforced with various metals in his ribs and skull, making his body physically tougher as well. Appearance: A good description of Steve Austin is as follows: "... the youngest of the astronauts ... who stood six feet, one inch tall, with eyes deep blue; a lean, muscled frame, almost rangy; a laugh filled with warmth; and an animal attraction about him." Interestingly enough, Lee Majors does fit the description pretty well. Designer's Notes: Austin's cybernetics are concealed under a layer of artificial skin and are not readily apparent. However, they could be detected in a number of ways: by feel, x-ray scan, weight, density and so on. Unlike the TV Steve Austin, Caidin's character has only one eye, meaning his depth perception suffers quite a bit. He is also blind to his left side. (Colonel Steve Austin created by Martin Caidin, character sheet created by Michael Surbrook, with help from Nestor Rodriguez.)
  10. This is my old 4th Edition adpation of Conan, revised and updated for 5th Edition. It also includes some material from GURPS Conan. Any comments from the crowd? (Oh, who am I kidding? Who won't have something to say? ) CONAN the CIMMERAN Val CHA Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 HTH Damage 23 DEX 39 14- OCV: 8 / DCV: 8 23 CON 26 14- 20 BODY 20 13- 15 INT 5 12- PER Roll 15- 15 EGO 10 12- ECV: 5 23 PRE 13 14- PRE Attack: 4 1/2d6 14 COM 2 12- 10 PD 5 Total: 16 PD (6 rPD) 6 ED 1 Total: 12 ED (6 rED) 4 SPD 7 Phases: 3, 6, 9, 12 10 REC 0 50 END 0 45 STUN 0 Total Characteristics Cost: 143 Movement: Running: 9" / 18" Swimming: 4" / 8" Cost Powers & Skills Martial Arts: Armed Combat Maneuver OCV DCV Damage 4 Bind +1 +0 35 STR Bind 4 Block +2 +2 Block, Abort 5 Cleave -2 +1 Weapon +4d6 (+2DC) Strike 4 Snap Shot +2 +0 Weapon +2d6 (+1DC) Strike 4 Strike +0 +2 Weapon +2d6 (+1DC) Strike 2 Use Art With Axe/Mace, Blades, Shield 10 Can Run For Days On End: Running +3", (9" Total), Reduced Endurance (1/2 END; +1/4) [on all 9" of Running] 2 Excellent Swimmer: Swimming +2" (4" Total), END 1 5 Sharp Senses: Discriminatory Normal Smell 9 Sharp Senses: Enhanced Perception, +3 with PER Rolls Perks: 6 Reputation: Great Warrior, Pirate, Thief, and so on (all of Hyperboria, 11-) +3/+3d6 Talents: 12 Just A Scratch: Combat Luck (6 PD/6 ED) 17 Sharp Senses: Combat Sense 14- 29 Sharp Senses: Danger Sense (Sense, Out of Combat, Immediate Vicinity) 14- Skills: 16 Combat Skill Levels: +2 with Combat 15 Combat Skill Levels: +3 with HTH 10 Skill Levels: +2 with Intellect Skills 3 Animal Handler (Camels, Equines) 14- 11 Climbing 18- 10 Defense Maneuver IV 3 Lockpicking 14- 3 Navigation (Land, Marine) 12- 3 Oratory 14- 3 Persuasion 14- 2 PS: Mercenary Captain 11- 5 Rapid Attack (HTH) 3 Riding 14- 3 Shadowing 12- 3 Sleight Of Hand 14- 3 Stealth 14- 3 Streetwise 14- 9 Survival (Deserts, Mountains, Temperate/Subtropical, Tropical) 13- 3 Tactics 12- 6 TF: Riding Animals, Large-Windpowered Boats, Rafts, Small Rowed Boats, Small Wind- Powered Boats 3 Tracking 12- 10 Two-Weapon Fighting (HTH) 8 WF: Common Melee Weapons, Common Missile Weapons, Off-Hand, Shield, Thrown Axe, Thrown Knife 3 Linguist 2 Language: Argossean (Completely fluent, with accent) 2 Language: Aquilonian (Completely fluent, with accent) 0 Language: Cimmerian (native) 2 Language: Hyperborean (Completely fluent, with accent) 2 Language: Hyrkanian (Completely fluent, with accent) 2 Language: Khitan (Completely fluent, with accent) 2 Language: Kushite (Completely fluent, with accent) 2 Language: Nordheimr (Completely fluent, with accent) 2 Language: Shemitish (Completely fluent, with accent) 2 Language: Turanian (Completely fluent, with accent) 2 Language: Zamorian (Completely fluent, with accent) 2 Language: Zingaran (Completely fluent, with accent) 3 Traveler 1 AK: Aquilonia 11- 1 AK: Black Coast 11- 1 AK: Black Kingdoms 11- 2 AK: Cimmeria 12- 1 AK: The Far East 11- 1 AK: Pictish Wilderness 11- 1 AK: Turan 11- 1 AK: Zamora 11- 288 Total Powers & Skills Cost 431 Total Character Cost 200+ Disadvantages 20 DNPC: Current scantly-clad female in distress 14- 15 Distinctive Features: Barbarian (dress, size, speech) (NC) 15 Hunted: Toth Amon (MoPow) 8- 20 Psychological Limitation: Code Of Honor (Won't Hit/Kill A Woman, Won't Abandon Allies/Friends) (C, T) 10 Psychological Limitation: Mistrust Of Magic And Magicians (C, M) 15 Psychological Limitation: Self-Centered (Always Looks Out For #1 - Himself) (C, S) 15 Reputation: Thief, Rogue, and Pirate, 14- 121 The Original Barbarian Bonus 431 Total Disadvantage Points Background/History: Conan the Cimmeran was the son of a blacksmith, born on a battlefield after an fight with a band of invading Aesir. At the age of 15 he stood 6 feet tall and weighed 180 pounds. He prowess was rapidly becoming known, and Conan was part of the barbarian army that sacked the frontier city of Venarium. This adventure ignited his interest in the Southern lands, and soon after he went south, to the city of Arenjun, in Zamora, where he learned the arts of thieving. Eventually, he left that city and journeyed to the coast, sailing south on a merchant ship. At this point he encountered Belit, the Queen of the Black Coast, his first and greatest love. After her death, he spent a great deal of time wandering around the world, serving as a mercenary captain, working as a pirate or desert raider, or acting as a simple sword for hire. This write-up is an attempt to adapt Conan at around the age of 33 to 35, at about the time the stories "Red Nails" and "The Teeth of Gwahlur" take place. Personality/Motivation: Heroic fantasy character that he is, Conan isn't always the nicest of people. His primary concern is for himself, and how he can improve his lot in the world. To this end, he will engage in deception, trickery, and occasional violence. Usually, though, these actions are directed at other, equally unsavory characters. Conan does have his own, "barbaric" code of honor. He won't injure a woman, although certain encounters with witches have pushed this point. He also won't abandon a friend, either male of female. Conan has an almost superstitious fear of the supernatural, although repeated encounters with such monsters have proved that a solid blow with a sword will do wonders. He dislikes magic and magicians though, and has made an enemy of a Stygian sorcerer by the name of Toth Amon. As a side note, the movie version of Conan swapped Toth Amon for Thulsa Doom, a sorcerer who plagued Howard's other hero of prehistory, King Kull. Toth is a pretty potent sorcerer, although like all magicians in Conan novels, his magic is a time consuming process. Powers/Tactics: Conan's primary powers are his incredible physical attributes. He is the fantasy equivalent of Superman; stronger, faster and tougher than just about everybody. In the course of Howard's stories, Conan wrestles with giant apes, immense snakes, prehuman things, and a host of similar monsters. He survives due to his great strength, mighty prowess, and barbarian constitution. Conan's fighting skills are extrapolated from comments made in the course of the stories. Conan is a master swordsman, although his skill is based more on raw power and speed as opposed to any sort of finesse. His mountain upbringing is responsible for his climbing and tracking skills, while his highly acute senses come from his barbaric heritage (well, that's what Howard says anyway). Contrary to innumerable illustrations, Conan does *not* stride about in nothing but a loincloth and swordbelt. Usually, he is dressed appropriately for his environment, adopting the fashions of where ever he is staying. A "typical" outfit for Conan would be as follows: A long sleeved tunic that falls to mid-thigh. A chain byrnie that covers the upper arms and falls to mid-thigh. Leather breeks (i.e. trousers). Leather boots. A broad sword belt. A long, broad-bladed sword and a long knife. If expecting trouble, Conan may add a medium-sized round shield and an open-faced helmet. Depending on where he is and who he is with, Conan may also have a spear, bow or throwing axe. Appearance: First of all, Conan is huge. Although his exact height is never given, Howard often describes him as towering over others. I'd hazard a guess at 6'6" to 6'8", and a weight of 240+ pounds. Massively muscled, Conan's skin is a dark bronze from constant exposure to the sun and covered with a scattering of scars. His straight black hair hangs to his shoulders and across his forehead, framing a reasonably handsome face marked by "smoldering" blue eyes. Designer's Notes: Conan, created from the fertile imagination of Robert E Howard, is the original sword swinging barbarian adventurer. Conan first appeared in the pages of Weird Tales, in a story called The Phoenix on the Sword. He proved to be quite popular and Howard wrote about 20 finished Conan stories before his suicide in 1936. There have been a number of reprints since then, collecting the stories into some form of chronological order. The collections usually include stories that have been completed from Howard's story fragments, as well as completly original stories that attempt to fill in gaps in Conan's life. Personally, I think most of the adaptations and modern stories lack something and fall flat when compared to Howard's own tales. Conan's reputation is such that some people will have nothing to do with him, while others will regard him as a mortal enemy. In the southern kingdoms he is known as Amra (The Lion), a title that seems to either bring instant allies, or bitter foes. (Conan created by Robert E Howard, character sheet created by Michael Surbrook)
  11. Yeah. Gogo is an adorably cute little psychopath, isn't she?
  12. Yeah, eventually. And I need to add the missing /CENTER tag... And the X=Slave spells weren't meant to be exact translations... I was more interested in catching the spirit of the spell, not the exact effect.
  13. Re: Kill Bill (Possible Spoilers ahead) Maybe. I'd want to see Vol II first. Actually... I've been developing an idea for a character based not on The Bride, but purely on the visual image of one of the Crazy 88s. Early on, before the entire gang arrives, The Bride fights a female 88. The image of a woman, dressed in a man's black suit and tie, with a Kato mask, and a katana, stuck with me (the actress, BTW is Sonny Chiba's daughter, and is the kenjutsu instructor for the film). So I've started developing a character concept from this. She's just stats and ideas right now, but I hope to eventually post her (it's all in my head, but I can clearly see this character, if you can understand that...). I could post a rough draft... Finally, I've considered pitching a NH Companion idea to HERO, with more powers, NPCs, and places to stage fights. A resturant like that is now a "must include."
  14. Re: No Harley Quinn? From what little I've seen of her, I have to agree. No I haven't. I actually ahven't used many of my adaptions in games... although others have and have had great success with them. I also think that the Joker is not meant to fight a team of 350-point supers... or, more accurately, he's not meant to take on a team directly. He's a thief, assassin, murderer, and maniac. You don't fight him one-on-one, but try and figure out what he's up to and stop him before he does whatever he's doing, or capture him at the scene of the crime as he arrives. So he's perfect for detective adventures (well duh.... he's a Batman villan...) not fight scenes. OTOH, he's also perfect as a mastermind villan for a pulp-era adventure, as physically he's about the right power level to actually be challenging to a 150-200 point character (or characters). And even if Indiana Jones is 300+ points, most of that is skills, not charateristics and combat abilities.
  15. Re: Re: Re: Sorry,I Forgot To Ask Lots of dead time at the help desk... And, y'know, I just updated the site with some material... like some new art in the art gallery, some updated (4th to 5th) adaptions, and some reader contributions (hint.. hint...). So I am working on it.
  16. Joker's 20 STR is taken from translation notes I had for the 2nd Edition Batman sourcebook for the old DC Heroes game. I think I'll add your suggestions for "psychotic STR" to his online write-up though. I'm not sure about Combat Luck, as I've not seen him get shot at a lot (or even hit)... As for thugs and followers, allow me to reprint this line under "Perks": All the bases, vehicles and followers he might need.
  17. Re: Sorry,I Forgot To Ask When I get the time. Contrary to appearences, I don't devote 110% of my waking hours to HERO Games adaptions.
  18. Allow me to explain about about this version of Superman. 1st -- He was meant to be 250 points, no more, no less. So I built his as true to his 1st issue as I could, without going over 250. 2nd -- He was based solely off os his 1st issue. Thus, his STR total is taken from his ability to lift a car over his head, his defenses from the line about a bursting shell, and so on. I realize that he rapidly outstripped this write-up, even in his early days... and we won't mention what he eventually turned into (A what? 2- to 3000-point nightmare plus???).
  19. THE JOKER Val CHA Cost Roll Notes20 STR 10 13- Lift 400 kg; 4d6 HTH Damage18 DEX 24 13- OCV: 6 / DCV: 618 CON 16 13-12 BODY 4 11-28 INT 26 15- PER Roll 15-20 EGO 20 13- ECV: 730 PRE 30 15- PRE Attack: 6d610 COM 0 11-7 PD 3 Total: 7 PD6 ED 2 Total: 6 ED4 SPD 12 Phases: 3, 6, 9, 128 REC 236 END 032 STUN 1Total Characteristics Cost: 150Movement: Running: 6" / 12" Swimming: 2" / 4"Cost Powers & Skills77 Tricks And Toys: Variable Power Pool (Gadget Pool), 60 base + 30 control cost; All Powers Must Be IIF Minimum (-1/4), Can Only Be Changed At Armory/base (-1/2)14 Acid Flower: RKA 1d6, Continuous (+1), Penetrating (+1/2), Uncontrolled (+1/2); 1 Charge lasting 1 Turn (-1 1/4), IAF (flower on lapel; -1/2), No Knockback (-1/4), No Range (-1/2)11 Electric Joy Buzzer: EB 9d6; 1 Charge (-2), IIF (joy buzzer; -1/4), No Knockback (-1/4), No Range (-1/2)57 Joker Venom Ring: RKA 6d6, NND (defense is appropriate LS [immunity]; +1), Does BODY (+1); 1 Charge (-2), IIF (ring; -1/4), No Range (-1/2), Must Contact Bare Skin (-1/2) Martial Arts: Dirty Infighting; Maneuver OCV DCV Damage4 Block +2 +2 Block, Abort4 Kidney Blow -2 +0 1/2d6 HKA (1d6+1 w/STR)4 Lowblow -1 +1 2d6 NND (3)4 Punch/Backhand +0 +2 6d6 Strike5 Roundhouse -2 +1 8d6 Strike1 Use Art With Knives20 Mind of Madness: Mental Damage Reduction, 1/2; Only vs Mental Illusions, Mind Control, and Telepathy (-1/2) Perks50 Base: 250-point base (varies)10 Money: Wealthy All the bases, vehicles and followers he might need Skills:5 Combat Skill Levels: +1 with Hand-to-Hand9 Combat Skill Levels: +3 with Pistols3 Acting 15-3 AK: Arkham Asylum 15-3 CK: Gotham City 15-0 Climbing 8-0 Concealment 8-0 Conversation 8-0 Deduction 8-1 Disguise 8-3 Electronics 15-3 High Society (Underworld) 15-3 Inventor 15-3 Interrogation 15-2 KS: Arkham Inmates 11-2 KS: Batman 11-3 KS: Electronics Communications 15-3 KS: Gems and Jewelry 15-3 KS: Gotham City Underworld 15-2 KS: Supervillians 11-1 Mechanics 8-3 Persuasion 15-2 PS: Broadcasting 11-2 PS: Chemist 11-1 PS: Stand-up Comedian 8-3 SS: Biochemistry 15-3 SS: Broadcasting Technologies 15-3 SS: Chemistry 15-3 SS: Toxicology 15-3 Streetwise 15-1 System Operations 8-7 TF: Common Motorized Ground Vehicles, Large Motorized Boats, Large Planes, Small Motorized Boats, Small Planes, Two-Wheeled Motorized Ground Vehicles2 Weaponsmith: "Trick" Weapons 14-3 WF: Small Arms, Knife349 Total Powers & Skills Cost499 Total Character Cost200+ Disadvantages15 Distinctive Features: White Skin And Green Hair (C, E)15 Hunted: Gotham City PD (AsPow, NCI, LimGeo) 11-20 Hunted: Batman (AsPow) 14-20 Normal Characteristic Maxima20 Physical Limitation: Psychopathic (VC, S)25 Psychological Limitation: Casual Killer (VC, T)20 Psychological Limitation: Obsessed with the Batman (VC, S)15 Psychological Limitation: Obsessed with Practical Jokes (C, S)20 Reputation: Psychotic criminal and killer (extreme) 14-5 Rivalry: The Batman (prof.)124 The Clown Prince of Crime Bonus499 Total Disadvantage Points Background/History: The origin of the Joker has gone through a number of minor modifications over the years. The most recent (well, the one that was given in The Killing Joke anyway), runs like this: There was a man who was tired of his life as a chemist for a local chemical plant. He quit his job and tried to become a stand-up comedian. He was rather unsuccessful at this, and despaired of making it "big" before his wife gave birth to their first child. Meanwhile certain criminal elements had contacted this would-be comedian in an attempt to persuade him to lead them through the chemical plant so they could raid the payroll. To cover the comedian's identity, he was to wear the mask and cape of The Red Hood, a notorious local crime figure. While trying to decide to say yes to these two men, the comedian was informed that his wife had been killed in an accident involving a household appliance (a space heater, I think). Now, with nothing else to live for, he agreed to be the Red Hood help his two "friends"> raid his old employers. As unluck would have it, the place was being staked out by the police, and a gun battle commenced. The Red Hood's two companions were gunned down, while the Batman appeared to confront the Red Hood directly. Confused, disoriented, and very scared, the comedian leaped into one of the waste disposal tanks, making his way down an outflow pipe and into the river. Staggering to shore, he removed the mask of the Red Hood, only to discover the waste chemicals had permanently altered his face and hair color, making him look like some sort of horrid clown. It was at this point the comedian's mind snapped. This is possibly the best all-around origin for the Joker I have seen yet. It works well and makes a great deal of sense. It doesn't hurt that Alan Moore is an excellent writer and The Killing Joke is a fantastic story. Anyway, the Joker has plagued Batman from the early days of Detective Comics. Joker started out as a jewel thief (and possible assassin) and has since become one of the most famous super-villians of the DC universe, as well as one of the most interesting, He is a wonderful combination of comedy and horror, of outrageous slapstick and chilling ruthlessness. And worst of all, is just when you think he's gone, the Joker pops up again, with yet another mad scheme to outwit the Batman and win himself another fortune. Personality/Motivation: First and foremost, the Joker is crazy. He is a brilliant psychopath, who's twisted mind is capable of baffling even Batman. He is totally unpredictable, and does what he wants when he wants. Joker is also totally self-centered. The only things that really matter to him is his criminal empire and his constant battles with the Batman. Nothing else, not the police, innocent bystanders, fellow criminals, or even Robin (Batman's sidekick) matter. In fact, Joker has prevented others from removing Batman's mask, since he doesn't care who Batman is, he just wants someone around that he can go up against; someone who can be a worthy enough opponent for his activities. Joker will kill for the slightest of reasons. He has killed numerous people in the course of hiscrimes, including the victims of his crimes as well as his henchmen. (I still remember a scene where the Joker shoved one of his mooks in front of a passing truck, commenting, "...and you will learn not to ask me stupid questions.") He killed Robin (the Jason Todd Robin, I think), beating him to death with a crowbar. He has tried to kill Batman as well, but current opinion has it these have not been "real" attempts on Batman's life. The idea being, if Joker did kill Batman, who would he have to "play" with? Powers/Tactics: Joker's main power is his mind. He is brilliant -- ruthlessly brilliant -- and totally unpredictable. His crimes may (or may not) have some sort of theme, or they may merely be a desire to acquire large sums of cash (usually so the Joker can then enact some other scheme). He has access to a fairly large amount of money (usually) and in World's Finest is shown to own a fairly large amount of property in Gotham (such as gambling dens and pool halls). Joker's "powers" center around his technical genius. He has a great deal of knowledge in the fields of chemistry (witness his deadly "Joker venom"), as well as electronics and broadcasting (he used to interrupt TV broadcasts all the time). Naturally, the Joker is the master of the practical joke, especially the lethal practical joke. Deadly electric joy buzzers, exploding gifts, trick guns, balloons with poison gas, the list goes on and on. In his early (1940's) years, the Joker often created elaborate death traps to kill his targets (such as painting a cat's nails with his Joker venom or mixing the parts of his Joker gas into candles and food). He has also created bizarre contraptions in order to kill the Batman (and others) but this schtick mercifully died out in the 60's. Recently (well, as recently as the mid-90's) Joker has stuck with simpler gadgets, such as trick guns and other gadgets, all in keeping with his clown motif. Joker also has three more specific gadgets that he uses constantly, regardless of whatever else he may have. These devices are: Acid Flower: This is a lapel flower that contains a small quantity of acid. Joker has used it to dissolve ropes and locks and, if in close combat, to spray an unsuspecting target. The Continuous effect can be stopped by the application of a base, to dilute the acid content. Electric Joy Buzzer: This is a small, hand-held device capable of delivering a potentially lethal charge. Joker has used this while clapping someone on the back or shaking hands with them. Joker Venom Ring: This "ring" is more of a poison needle strapped around the palm of the hand. It is very fast acting, killing a target in a matter of seconds. In The Killing Joke, I'd guess the man Joker uses it on is dead within two panels, and these panels are only covering a few seconds of time each... Finally, Joker has shown some skill with hand-to-hand combat and is a very good shot (he prefers handguns). Appearance: The Joker is tall and very thin. He stands over 6' in height (possibly close to 6'3") and has a thin build with long arms and legs. The Joker's skin is pasty white, with green hair and red lips. The Joker, in fact, bears more than a passing resemblance to a clown, a fact that did not escape him when the Joker saw what he had become. Joker dresses in suits most of the time. Usually, he wears a purple three piece suit, with long tails on the coat. He also wears a purple fedora with a broad brim. He will wear other costumes as the mood suits him, and anything he does wear tends to be bright and garish. Designer's Notes: This is my interpretation of The Joker. It is based off of his appearance in Alan Moore's excellent The Killing Joke (illustrated by Brian Bolland) as well as Dave Gibbon's fun romp World's Finest (illustrated by Steve Rude). Joker's stats and some of his powers were taken from the 2nd Edition Batman sourcebook for DC Heroes. I also drew on some of the Joker's original motivations and actions as shown in the early issues of Detective Comics. (The Joker created by Bob Kane, character sheet created by Michael Surbrook. Special thanks to Steve Kramer for additional input.)
  20. I based this work on his first appearence, in which he lifts a sedan over this head and slams it into the rock (a panel duplicated many times over in other comics). The write-up is taken directly from material printed in the Smithsonian book of comic book comics, which reprinted his first appearence. Thus, it is obvious his powers changed quickly, as you say.
  21. SUPERMAN (Clark Kent) Val CHA Cost Roll Notes 35 STR 25 16- Lift: 3600 kg; 7d6 HTH Damage 20 DEX 30 13- OCV: 7 / DCV: 7 28 CON 36 15- 13 BODY 6 12- 13 INT 3 12- PER Roll 12- 13 EGO 6 12- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 25 PD 18 Total: 25 PD (20 rPD) 20 ED 14 Total: 20 ED (20 rED) 4 SPD 10 Phases: 3, 6, 9, 12 12 REC -2 56 END 0 45 STUN 0 Total Characteristics Cost: 156 Movement: Running: 26" / 52" Superleap: 50" / 100" Swimming: 2" / 4" Cost Powers & Skills 20 Nothing Less Than A Bursting Shell Can Penetrate His Skin: Damage Resistance (20 PD/20 ED) 43 Superhuman Speed Multipower: 43 Point Pool 8 m 1) Faster Then An Express Train: Running +20" (26" Total), END 5 9 m 2) Hurdle A Twenty-Story Building: Leaping +43" (50" Total), END 10 Perks: 1 Fringe Benefit: Press Pass Skills: 3 Acrobatics 13- 3 Acting 13- 3 AK: Home City 12- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 1 KS: Politics 8- 0 Language: English (native) 0 Paramedic 8- 2 PS: Photographer 11- 2 PS: Reporter 11- 0 Shadowing 8- 0 Stealth 8- 0 TF: Small Motorized Ground Vehicles 94 Total Powers & Skills Cost 250 Total Character Cost 150+ Disadvantages 15 DNPC: Lois, reporter for the Daily Star (Normal) 11- 15 Psychological Limitation: Dedicated To Helping Those In Need (VS, M) 10 Psychological Limitation: Tendancy Toward Using Strong-Arm Tactics (C, M) 15 Social Limitation: Secret ID (Clark Kent, reporter for the Daily Star) (F, M) 45 Experience and 'Mystery Disadvantages' 250 Total Disadvantage Points Background/History: Superman's background can be summed up best by the first page of his appearance in Action Comics No. 1: "As a distant planet was destroyed by old age, a scientist placed his infant son within a hastily devised space-ship, launching it toward Earth! "When the vehicle landed on Earth, a passing motorist, discovering the sleeping babe within, turned the child over to an orphanage." As one can easily see, Superman's original origin is very sketchy. Krypton is unnamed, there is no mention of Jor-El (Superman's father), and Ma and Pa Kent don't even exist. In his secret identity of Clark Kent, he does work as a newspaper reporter, but it is the Daily Star, not the Daily Planet. The first issue does introduce Lois (no last name), but the editor is just "Chief," with no mention of Perry White. Much of the more recognizable elements of the Superman myth (Jimmie Olsen, Lois Lane, Kryptonite) will be created over the next few months. By late 1939, Superman had become the top-selling comic book on the market, with better than 1,000,000 issues sold per month! Personality/Motivation: "Early, Clark Kent decided he must turn his titanic strength into channels that would benefit mankind. And so was created... SUPERMAN! Champion of the oppressed, the physical marvel who has sworn to devote his existance to helping those in need!" As yet, Superman does not stand for "Truth, Justice and the American Way!". His first appearance presents him a simple strong-arm hero, who rights wrongs simple by virtue of his great physical prowess. The more modern Superman, with his tight code of conduct (such as a total abhorrence for killing) is only barely recognizable within the framework of the first Superman story. This Superman resolves a wife-beating by tossing around the abusive husband (and threatening him with an even worse beating), shattering the car of a pack of gangsters, and taking an uncommunicative Washington lobbyist along a terrifying rooftop tour of the Capitol to force him to talk. Not quite what most people consider "heroic" actions, at least in the mold of the modern Superman. Quote: So you're one of these silent men, eh? We'll see, whether you'll talk! Powers/Tactics: One again we turn to Action Comics No. 1: "When maturity was reached, he discovered he could easily: Leap 1/8th of a mile; hurdle a twenty-story building... raise tremendous weights... run faster than an express train... and that nothing less than a bursting shell could penetrate his skin!" It has been pointed out that Superman powers are very similar to the powers displayed by the hero of Philip Wylie's book Gladiator. In many ways he is also similar to Edgar Rice Burroughs' John Carter of Mars, who was able to leap great distances and display great feats of strength thanks to his Earth-born muscles. Superman is pretty typical for a HERO System brick, in fact, he might seem a bit weak. Later, as his popularity grew, so did Superman's powers, probably reaching the height of absurdity during the late 50's and early 60's, when he pulled such stunts as blowing out a star with his "super-breath." Appearance: Tall, broad-shouldered, short black hair; Superman's physical appearance has not changed much since his initial appearance. His distinctive spit curl will come later, right now, Superman looks to slick his hair back when acting in costume. It is Superman's costume that has undergone the more obvious changes. It's a blue bodystocking with red trunks and a yellow belt, but the "big red S" is missing. nstead, we have a yellow shield-shaped symbol with the vauge suggestion of an "S" indicated. Superman's red boots are missing as well, instead he has strips of cloth wrapped around his low legs, resembling the leggings worn by the Norse or the straps of Roman sandles. (Superman created Jerome Siegel and Joe Shuster. Superman ©1965-2002 DC Comics, Inc. Character sheet created by Michael Surbrook)
  22. Works for me... Hmm... would that mean Whites are Dispel versus Reds? Or a Drain?
  23. NUKE Val CHA Cost Roll Notes 28 STR 18 15- Lift 800 kg; 5 1/2d6 HTH Damage 23 DEX 39 14- OCV: 8 / DCV: 8 25 CON 30 14- 18 BODY 16 13- 13 INT 3 12- PER Roll 12- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 2d6 10 COM 0 11- 12 PD 6 Total: 15 PD (3 rPD) 12 ED 7 Total: 15 ED (3 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 12 REC 2 50 END 0 45 STUN 0 Total Characteristics Cost: 158 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 60 "Betsy": Multipower, 120-Point Reserve; All OAF (-1) 5 1) u M-60 Machine-gun: RKA 2 1/2d6, Autofire (5 shots; +1/2), 250 Charges (+1) 3 2) u Light Anti-Tank Rocket: RKA 4d6, Armor Piercing (+1/2), Explosion (+1/2); 1 Charge (-2) 2 3) u Napalm: RKA 3d6, Explosion (+1/2); 2 Continuous Shots of 1 Turn (-1) 3 4) u Flame-thrower: RKA 2d6, Area Of Effect (6" Line; +1), Armor Piercing (+1/2); 1 Charge (-2) 1 5) u Rifle Butt: HA +4d6, Reduced Endurance (0 END; +1/2); Hand-to-Hand Attack (-1/2) 5 M-60 Machine-gun: +1 OCV, +2 RMod; OAF (-1) 11 M-9 Bayonet: HKA 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2); OAF (-1) 10 Fragmentation Grenade: RKA 2d6, Explosion (+1/2); 1 Charge (-2), OAF (-1) Range Based on STR (-1/4) 9 Plastic Inlaid Skin: Armor (+3 PD/ +3 ED) 40 Plastic Inlaid Skin: Physical and Energy Damage Reduction, Resistant, 1/2; Stun Only (-1/2) 10 Rebuilt Skin and Muscles: Lack of Weakness (10 Points) 3 Protective Gas Mask: Life Support (Expanded Breathing); OIF (-1/2) 1 Swimming: +1" (3" total), END 1 7 First Aid Kit: +2 with Paramedic Rolls; OIF (-1/2) Red, White and Blue Pills: [Note: In the original story, "The Colonel" (see below) carried the pills, this version allows Nuke to have his own supply.] 27 Reds: Aid DEX, SPD, END, STUN 3d6, Variable Effect (+1); 24-30 Charges [pills] per bottle (+1/4); OAF (bottle of pills; -1), Gestures (must ingest; -1/2) 26 Whites: Healing 2d6 to All Primary Characteristics, Variable Effect (+2); 24-30 Charges [pills] per bottle (+1/4); OAF (bottle of pills; -1), Gestures (must ingest; -1/2) na Blues: [it is unclear what "blues" were for in the story. A good guess is they are some sort of "downer" meant to keep Nuke calm when not on a mission. In that case, the pills might be defined as a DEX, END, and STUN Drain.] Perks: 10 Follower: "The Colonel" (50 point normal) Talents: 16 Combat Sense 13- Skills: 10 Combat Skill Levels: +2 with Hand-To-Hand 9 Combat Skill Levels: +3 OCV with "Betsy" 5 Autofire Skill: Accurate Sprayfire 5 Autofire Skill: Concentrated Sprayfire 5 Autofire Skill: Rapid Autofire 3 Breakfall 14- 3 Climbing 14- 5 Demolitions 13- 2 KS: Military World 11- 2 KS: US Army History And Customs 11- 0 Language: English (native) 3 Navigation 12- 3 Paramedic 12- 2 PS: Soldier 11- 5 Shadowing 13- 3 Stealth 14- 4 Survival (Temperate/Subtropical) 13- 3 Tactics 12- 6 WF: Small Arms, Grenade Launchers, Heavy Machine Guns, Knives, Rocket Launchers 327 Total Powers & Skills Cost 485 Total Character Cost 200+ Disadvantages 15 Distinctive Features: Flag Tattoo On Face (NC) 15 Hunted: US Military (MoPow, NCI, Watching) 11- 10 Physical Limitation: Addicted to Reds, Whites And Blues (F, S) 10 Psychological Limitation: Addicted To Reds, Whites And Blues (C, M) 25 Psychological Limitation: Blindly Patriotic (VC, T) 15 Psychological Limitation: Casual Killer (C, S) 0 (15) Psychological Limitation: Obsessed With "Our Boys" (C, S) 15 Social Limitation: Secret ID (Agent Simpson) (F, M) 20 Social Limitation: Subject To Orders (VF, M) Super Soldier Bonus 485 Total Disadvantage Points Background/History: Nuke was created as part of the United States military super-soldier program. Since the formula used to make Steve Rodgers (i.e. Captain America) has been lost, a second solution was found. A select group of men were heavily modified with synthetic muscle, metal and plastics to produce a new "super-soldier." Nuke is the last of these agents, as the rest have all died (most likely in action). Personality/Motivation: Due to a steady diet of chemical enhancers, as well as extensive training and a strong dedication to duty, Nuke has become somewhat unhinged. He is a patriot to the point of being blind to his own actions, and is the perfect example of "my country, right or wrong." He is obsessed with freeing "our boys" from captivity in Vietnam, despises the "liberal media," and can even be talked into conducting a full-scale assault on a New York neighborhood in order to destroy someone who Nuke has been told (in effect) is "anti-American." Quote: "Give me a red..." "Our boys... our boys..." Powers/Tactics: Before entering combat, Nuke will ask "The Colonel" for a "red." I presume this to be an amphetamine of some sort that serves to accelerate his adrenaline. After combat, he will ask for a white, which I presume works as a reliever of pain and fatigue. When experiencing downtime, Nuke is fed blues, which I guess act as some sort of suppressant, keeping Nuke calm and stable. In combat, Nuke carries "Betsy," a modified M-60 light machine gun. Mounted on top of the barrel is a standard VLAW rocket, while two rails (on either side of the barrel) have small napalm charges. Under the barrel is the tube of a flame-thrower. Ammunition for the machine-gun is kept wrapped around Nuke's torso. Nuke seems to prefer using a minimal amount of ordinance to do the most damage. Thus, he will fire at large groups of opponents with explosive attacks, fire the napalm into something flammable, use the rocket to take out a large or tall structure, and hit vehicles with the flame-thrower. Anyone else will be fired on with the machine-gun. Appearance: Nuke stands about 6'3" to 6'6" tall and must weigh well over 275 pounds. He is solid muscle, with a thick build. He goes into combat bare-chested, dressed only in BDU trousers and boots. His belt holds a grenade, his gasmask and a first aid kit, while the knife is kept in a boot sheath. Nuke's hair is blond, and he has an American flag tattooed onto his face. Designer's Notes: Nuke appeared in Daredevil for only three or four issues. He was part of the seven issue series that was collected into the "Born Again" trade paperback (which I think is one of the best comics stories written). I modified him slightly for this write-up, as some of his exhibited abilities made no sense. For example: Nuke fires 3-4 rockets in one battle, but we never see him carry any spares or reload; his gun uses a small clip, yet fires endlessly (and he carries ammo belts over both shoulders); it is not clear what "blues" do... I tinkered with Nuke just enough to make him logical, without altering the central ideas behind the character. (Nuke created by Frank Miller, character sheet created by Michael Surbrook)
  24. Thanks. I've managed to clear my plate of some major work and have gone back to updating some of my old adaptions to 5th Edition. I'll review Manhunter with your suggestions.
  25. The Hunted covered the clones of himself, since they were sent by the Council as well.
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