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Susano

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Everything posted by Susano

  1. Now that you mention it... Crackerjack *does* need Luck. I can't believe I missed that. As for Mock Turtle, he says it was the water and mud that blocked the sensors. As for "Useable Underwater" I suspect that's from TUV... right? I think I missed that one. Will update them later in preperation for posting to my website. Oh, and Experiment 626 clocks in at just around 400 points.
  2. Next up? Experiment 626, and large green ogre, and (eventually) a guitar-slinging itinerant housekeeper (and her cosmic Vespa scooter). Oh, and the cast of the anme Hellsing.
  3. MOCK TURTLE (Dr. Martin Chefwick) Val CHA Cost Roll Notes 8/40* STR 16 11-/17- Lift 6,400 kg; 8d6 HTH Damage 8/20* DEX 12 11-/13- OCV: 7/ DCV: 7 10/23* CON 22 11-/14- 8 BODY -4 11- 15 INT 5 12- PER Roll 12- 11 EGO 2 11- ECV: 4 10/15 PRE 2 11-/12- PRE Attack: 3d6 8 COM -1 11- 2 PD 0 Total: 22 PD (20 rPD) 2 ED 0 Total: 22 ED (20 rED) 2/5 SPD 22 Phases: 3, 5, 8, 10, 12 4 REC 0 20 END 0 Values after / from OIF (powered armor; -1/2) 17 STUN 0 * No Figured Characteristics (-1/2) Total Characteristics Cost: 76 Movement: Flight: 25"/200" Running: 6"/12" Swimming: 20"/40" Cost Powers & Skills 10 Power Supply: Endurance Reserve (50 END, 10 REC); OIF (powered armor; -1/2) 53 Wrist Blasters: EB 8d6, Autofire (5 shots; +1/2), 64 Charges (+1/2); OIF (-1/2) 40 Turtle's Shell: Armor (20 PD/20 ED); OIF (-1/2) 13 All-Environment Shell: Life Support (Self-Contained Breathing; Safe Environments: Intense Cold, Intense Heat, High Pressure, High Radiation, Low Pressure/Vacuum); OIF (-1/2) 40 Shell Jets: Multipower, 60-point reserve; all OIF ( -1/2) 8 1) m Stratosphere Mode: Flight 25", x8 Noncombat, Reduced Endurance (0 END; +1/2) 4 2) m Ocean Floor Mode: Swimming +18" (total 20"), Reduced Endurance (0 END; +1/2) 12 Sensor Suite: Infrared Perception (Sight Group); OIF (-1/2), Ultraviolet Perception (Sight Group); OIF (-1/2), HRRP (Radio Group); OIF (-1/2), Affected As Sight/Hearing Group As well As Radio Group (-1/2) Skills: 2 AK: London 11- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 Electronics 12- 3 KS: Fantasy Literature 12- 0 Language: English (native) 0 Paramedic 8- 3 PS: Engineer 12- 0 Shadowing 8- 0 Stealth 8- 0 TF: Small Motorized Ground Vehicles 2 Weaponsmith (Energy Weapons) 12- 3 Scientist 3 SS: Electronic Engineering 13- 3 SS: Geology 13- 3 SS: Mathematics 13- 3 SS: Mechanical Engineering 13- 3 SS: Metallurgy 13- 3 SS: Physics 13- 214 Total Powers & Skills Cost 290 Total Character Cost 150+ Disadvantages 20 Hunted: British Authorities (Mo Pow, NCI, Capture) 8- 20 Normal Characteristic Maxima 20 Psychological Limitation: In Love With Lucia (Common, Total) 15 Psychological Limitation: More Than A Touch Clueless (Common, Strong) 15 Psychological Limitation: Seeks Adventure (Common, Strong) 5 Reputation: powered armor thief and criminal, 8- 10 Rivalry: With Those Who Adopt "Alice In Wonderland/Tenniel" Themes (prof, harm) 15 Social Limitation: Secret Identity (Dr. Martin Chefwick) 20 Mock Turtle Is Really Neat! He's Filled With Human Meat! Bonus 290 Total Disadvantage Points Background/History: As a child Martin Chefwick wanted to get lost. He knew that if he fell into the right mirror, locked himself in the right wardrobe, or wandered down the right street, he'd end up in a magical land of make-believe. Just like in the storybooks. Of course, he never did find his Emerald City, but he did eventually graduate to exploring new worlds: such as engineering, mathematics, and physics. Upon graduating from college with a doctorate in engineering, Martin went to work for a World Petrol, and while there designed and built an all-environment suit, capable of diving deep into the sea or travel into the stratosphere. His employers loved the suit concept, but refused to allow Martin to be the test pilot. Martin then did what every self-respecting scientist does in his situation in the comics: he stole his suit and became a super criminal. Personality/Motivation: Martin would like nothing better than a life of adventure. The only problem is, he can't get to the magical worlds of make believe and is stuck here on Earth living a fairly mundane and boring existence. So he's decided to take up the life of a high-tech highwayman, robbing from the rich and giving to, well, himself partially, and his love, Lucia. However, Martin's desire to impress Lucia and to be a modern-day Robin Hood has had several side effects. One is that he's is fairly blind to what Lucia really is and what she really wants. The fact she's a crime lord all her own never really dawns on him... until it's too late. The second is that he can be talked into just about anything by playing on his intelligence (asking him if he can fix something for example), or his skills as a scientist/adventurer. Quote: "Maybe I couldn't find the Emerald City, or be a bold adventurer -- but I could be a daring rogue!" Powers/Tactics: Martin's Mock Turtle armor is fairly conventional as armored suits go. It increases his strength (he's seen smashing through a small ship), provides a defensive function (he is able to survive a direct hit from an energy weapon), has a flight pack that allows him to cross the Atlantic (and the entirety of the US), as well as dive into the depths of the Thames (and other bodies of water). The suit's offensive system seems to be a set of tubes mounted around the forearms. They fire some sort of energy burst in pulses, which isn't very damaging, but can knock a normal man down and render him unconscious. The rest of the suit's systems are based on the idea it started out as an all-environment suit. Martin mentions the suit having an internal computer, but other than tracking how long he was in the air during a battle, we never find out what exactly it can do. Of course, this does mean you are free to have to almost anything. Talents such as "Absolute Time Sense" and "Bump Of Direction" seem a natural for inclusion, as well as anything else you'd like it to do. Martin prefers to be a thief, and will run from most battles, as he;'d rather live to fight another day then pound on an enemy. If he does attack, it is usually from a concealed spot or by surprise. Martin himself is also a respectable engineer, but not any sort of super genius. He takes his time to develop his ideas. Appearance: Outside of his armor, Martin Chefwick is a normal (if thin) man of average height, with blue eyes, blond hair, and a somewhat beak-like profile to his face. The Mock Turtle armor is an emerald green with a plated torso and a shell on the back. The helmet has large translucent silver/green eyes, while the arms and legs have a scaled look to them. Large clusters of cylinders surround the forearms and lower legs. Designer's Notes: Mock Turtle is seen in only one chapter of the Astro City story "Tarnished Angel." In it, he gives his origin and life story, allowing on to get a fairly complete idea of who he is and what his armor can do. Pity he's killed in the next chapter... Anyway, as I mention above, the suit is open to a broad degree of interpretation about additional suit systems, and you could redo it to make it more "realistic" (for example, making everything run off of the Endurance Reserve). Martin could also do with a base, containing a lab to keep his suit in working order. Oh, and Lucia, as the Red Queen, goes from a love interest to a More Powerful Hunted in fairly short order once the whole game is up on page. ( created by, character sheet created by Michael Surbrook)
  4. CRACKERJACK (Eugene Wallace) Val CHA Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage 21 DEX 36 13- OCV: 7/ DCV: 7 20 CON 20 13- 13 BODY 6 12- 10 INT 0 11- PER Roll 11- 13 EGO 6 12- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 8 PD 4 Total: 8 PD (0 rPD) 8 ED 4 Total: 8 ED (0 rED) 4 SPD 9 Phases: 3, 6, 9, 12 8 REC 0 40 END 0 33 STUN 0 Total Characteristics Cost: 103 Movement: Running: 6" / 12" Swinging: Swimming: 2" / 4" Cost Powers & Skills Martial Arts: Classic Comic Book/Crimefighter Training Maneuver OCV DCV Damage 5 Defensive Block +1 +3 Block; Abort 4 Dodge +0 +5 Dodge Versus All; Abort 5 Flying Kick +1 -2 8d6 Strike 5 Kick -2 +1 8d6 Strike 4 Punch +2 +0 6d6 Strike 5 Swing Staff: Swinging 12"; OAF (-1) Perks: 2 Deep Cover (at least one, probably 2-3) Skills: 15 Combat Skill Levels: +3 with Hand-to-Hand 3 Acrobatics 13- 3 Acting 12- 2 AK: Astro City 11- 3 Breakfall 13- 3 Climbing 13- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 5 Disguise 12- 2 KS: Astro City Superhero Scene 11- 0 Language: English (native) 0 Paramedic 8- 0 PS: Dancer 8- 5 Rapid Attack (HTH) 3 Shadowing 11- 3 Stealth 13- 0 TF: Small Ground Vehicles 77 Total Powers & Skills Cost 180 Total Character Cost 75+ Disadvantages 15 Psychological Limitation: Braggart And Showoff (Common, Strong) 15 Psychological Limitation: Gloryhound (Common, Strong) 10 Reputation: Braggart and a bit of a jerk (Lim Geo: Astro City) 14- 15 Social Limitation: Secret ID 5 Unluck: 1d6 45 Arrogant Jerk Bonus 180 Total Disadvantage Points Background/History: We know next to nothing about the origins of the masked adventurer who calls himself Crackerjack. Not even his real name ("Eugene Wallace" is just a cover identity). What we do know is that he is very strong, agile, can handle himself in combat, and all around physically impressive. Although not a superhuman, he certainty is at or near the peak of human conditioning. Personality/Motivation: Simply put, Crackerjack is full of himself. He likes to be in the spot light, and actively seems to try and be where the action is. This wouldn't be so bad if it wasn't for his habit of taking the credit for any successes, regardless of who actually did the work. He also will utterly ignore his own failings, often blaming others (even if he doesn't seem totally serious about it). So, although his heart is in the right place, his demeanor is more than enough to turn people off of the idea of working with him. Quote: Ha! Another daring triumph for Crackerjack - the acme of adventurers! Not bad work, if I do say so myself..." Powers/Tactics: Aside from his physical skills and martial arts training, Crackerjack has no real powers. He does get around Astro City via a swing line attached to a long staff of cane. The end of the staff is a large silver sphere which will detach and wrap around objects, allowing Crackerjack to swing above the city streets. Although it looks to make an excellent weapon, Crackerjack is never shown using it as one. You might wish to change this in your game. Appearance: Crackerjack is a tall man with broad shoulders, short curly brown hair, and a carefully trimmed mustache. His costume has red boots, green legs, a wide red belt with a white star in the front, a long sleeved white top with a high red collar, and red gloves. The top is decorated with green stars and is open to his navel (exposing a lot of hairy chest), and trimmed in red. He also wears a green mask that overs his eyes and ears, but leaves the top of his head and the lower half of his face bare. As Eugene Wallace, he is clean shaven, with long blondish hair and a muscular build. Designer's Notes: If Jack-In-The-Box is Spiderman, than I'd peg Crackerjack as Daredevil (The Confessor and Altar Boy have taken the Batman and Robin spot). He is only loosely based on Matt Murdock, of course, keeping the swing staff and martial skill, but not much else. As he's not really had an origin story, this character sheet is mostly guesswork, based on what he's been seen to do in the pages of Astro City. Naturally, being pretty much a blank slate origin wise, you can easily adapt him to whatever use you wish. (Crackerjack created by Kurt Busiek, Brent Eric Anderson and Alex Ross, , character sheet created by Michael Surbrook)
  5. Susano

    Hellsing

    It seems I was wrong. I quote from a website: Did you know Alucard is Dracula backwards? Er, yeah. So does the rest of the world. Is Alucard really Dracula? Gonzo animation seems to be of that opinion, and the manga leaves no doubt, judging from a flashback Alucard experiences. You morons! It's Arucard, not Alucard. Says so on the DVD package. The nature of the Japanese language is such that certain translations from Japanese to English are not as precise as they could be. The most literal translation of Alucard's name is Aakaado, so either one is taking a certain amount of liberty from what's written in the manga. Even if his name were written Arukado, as it is for a certain dhampir in the Castlevania games, the sounds of l and r are interchangable in the Japanese language. In addition, the name is written in katakana, one of the two sets of symbols used to represent syllabic sounds in Japanese. Katakana is used almost exclusively for foreign words and names, indicating that the best attempt has been made to transliterate the sounds into Japanese. In such case, translating back to English must take this into account, and seek out not just a similar sounding word, but the word that was most likely to be meant by the author. Because of the obvious Dracula references, it seems clear that Alucard was the intended name. Pioneer just spelled it wrong.
  6. Susano

    Hellsing

    Without a doubt, he is. (IMO) As I understand it, the original managa isn't done yet, which is why season 2 of HELLSING is delayed. Sounds about right.
  7. Susano

    Hellsing

    Nope. It is quite clearly "Arucard." I *think* the original manga creator goes with that as well.
  8. Susano

    Hellsing

    Oh, I own htat, and will use it as well. There is a volume 2 planned, but I don't know when it will come out.
  9. Susano

    Hellsing

    For thsoe who've seen the anime... I just watched all 13 episodes and took 14 pages of notes. Conversion data and world info to follow in the upcoming weeks. I'm wondering if Arucard is going to break 1,000 points... I'm fairly sure he's going to shatter 500 and am pretty sure he will hit near 750.
  10. As I'm mostly familier with the Dark Horse/Adam Warren Dirty P--- ahem... Lovely Angels!. All I can say is "Looks Good!"
  11. He's on the website as well.
  12. Did him a long time ago -- check the website.
  13. Odd... for me they are white on dark gray.
  14. From that fine comic series "Astro City," I present AC's take on Spidey. JACK-IN-THE-BOX II (Zachary Johnson) Val CHA Cost Roll Notes 18 STR 8 13- 300 kg; 3 1/2d6 23 DEX 39 14- OCV: 8/ DCV: 5 18 CON 16 13- 13 BODY 6 12- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 14 COM 2 12- 8 PD 4 Total: 8 PD (0 rPD) 8 ED 4 Total: 8 ED (0 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 8 REC 0 36 END 0 31 STUN 0 Total Characteristics Cost: 124 Movement: Leaping: 24"/48" Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills Martial Arts: Classic Comic Book/Crimefighter Training Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 5 Flying Dodge +0 +4 Dodge All Attacks; Abort; FMove 5 Kick +1 -2 7 1/2d6 Strike 4 Punch +0 +2 5 1/2d6 Strike 5 Takeaway Grab Weapon, +10 STR to take weapon away 34 Confetti: Entangle 5d6, 5 DEF, Blocks Sight Group; 16 Charges (-0), OIF (Costume; -1/2), Limited Range (4"; -1/4) 18 Electro-Nose: EB 12d6, Stun Only (-0); 6 Charges (-3/4), OAF (-1), No Range (-1/2), 13 Handsprings: Stretching 4â€, Reduced Endurance (0 END; +1/2); Always Direct (-1/4), OIF (Costume; -1/2), Limited Body parts (arms; -1/4), No Noncombat Stretching (-1/4) 20 Footapults: Leaping +20" (24" forward, 12" upward), Reduced Endurance (0 END; +1/2); OIF (Costume; -1/2) Perks: 5 Money: Well-off 4 Reputation: Well-known Astro City Hero (Astro City, 14-) +2/+2d6 Skills: 10 Combat Skill Levels: +2 with Hand-To-Hand 10 Agility: Combat Skill Levels: +2 with DCV 3 Acrobatics 13- 3 AK: Astro City 13- 2 AK: Bakerville 11- 3 Breakfall 13- 3 Climbing 14- 3 Concealment 13- 0 Conversation 8- 0 Deduction 8- 0 Language: English (native) 3 Inventor 13- 0 Paramedic 8- 3 PS: Engineer/Toy Designer 13- 2 PS: Mechanical Drawing 11- 3 Shadowing 13- 3 SS: Mechanical Engineering 13- 3 Stealth 13- 3 Streetwise 13- 0 TF: Small Motorized Ground Vehicles 174 Total Powers & Skills Cost 298 Total Character Cost 150+ Disadvantages 15 DNPC: Tamara Johnson (Norm) 11- 15 Hunted: The Brass Monkey (As Pow) 11- 0 Hunted: The Trouble Boys (LessPow, Lim Geo, Watching) 11- 20 Psychological Limitation: Code Versus Killing (C, T) 10 Psychological Limitation: Joker And Wisecracker (C, M) 15 Psychological Limitation: Wants To Make The World A Better Place/Driven To Help Others (C, S) 15 Social Limitation: Secret ID (Zachary Johnson) 58 Masked Clown Bonus 298 Total Disadvantage Points Background/History: Jack-in-the-Box has been around in Astro City for over thirty years, although he has gone missing for extended lengths of time (such as from 1983 to 1989). This is due to the fact that Zachary Johnson is the *second* Jack-in-the-Box, the first being his father, who started his crime-fighting career in the early sixties. Zachary knew nothing of his father's secret identity, and thus had no idea why he vanished in October of 1983 to ever return. It wasn't until after his mother died in 1989 and Zachary found his father's gear that he knew. In turn, Zachary donned the costume and became the second Jack-in-the-Box, seeking justice against the man who murdered his father. Finally, Zachary himself, troubled by reports of his future (more importantly, his death and what becomes of his family), steps down as Jack-in-the-Box, handing the costume over to a young man named Roscoe James, thus ensuring Astro City will always have its clown-masked defender. Personality/Motivation: Jack-in-the-Box's quote pretty much sums his attitude. Since donning his father's costume he's more than filled the vacancy left by the death of Jack-in-the-Box I. He's come to realize that he can make a difference in people's lives and is unable to stand idle when there is a chance he can help. By the same token, he will not kill, and will stop others from killing if at all possible. Finally, Jack projects are carefree attitude (to an extent) while in the costume, and will banter with his foes, hurling wisecracks and simple insults along with confetti and shots from his handsprings. Quote: "Can I read in the paper about murder -- about rape, and more -- and know I could have stopped it? How could I live with myself?" Powers/Tactics: All of Jack's powers are the result of physical training (he is in excellent shape), or from his costume and equipment. His two most obvious "powers" are his footapults, which allow Jack to spring great distances and his handsprings, which allow him to punch foes short distances away. Jack also carries a shoulder bag, in which he keeps several clown noses rigged to serve as tasers. Finally, he can project "confetti" from his hands, entangling his foes in a plastic spray that rapidly hardens to be almost unbreakable (at least for normal people). In combat Jack makes use of movement as his greatest weapon. He bounces around quite a bit, never standing still for long, and often Sweeps his attacks, striking two foes at once. For the record, Jack's powers were built roughly around a 60 Active Point base, but this can easily be modified to make his more powerful if you so wish. Appearance: Under his mask, Jack-in-the-Box is a handsome black man in his late twenties (roughly 27 or 28 years old). He's in excellent physical shape, with a strong, muscular build. As Jack-in-the-Box, Zachary wears a red bodystocking with a black diamond pattern over the upper torso, arms, and along the sides of his legs. Thick bands of red and green disks encircle his forearms and calves, marking the location of his handsprings and footapults. A ruff of red fur/hair frames his face, which is a white mask with red lips and black circles around the eyes. Designer's Notes: Jack-in-the-Box is an obvious parallel to Marvel Comic's Spiderman, what with his method of locomotion, his confetti, wisecracks, and general attitude. However, he's "just" a well-trained normal, and doesn't have Spiderman's superhuman agility and strength. This made it a little difficult to rate his physical abilities. I ended up deciding to give him a DEX and SPD that seemed to go with his general power level, which was someone who could play in the 350-point range (alas, he ended up 298...). You can easily alter these numbers to fit your own tastes. In addition, I could easy see giving Jack Combat Luck and/or some Damage Reduction defined as "Rolling With The Punch." He might have additional powers as well in his bag of tricks, although he hasn't shown any in the stories I have of him. (Jack-in-the-Box II created by Kurt Busiek, Brent Eric Anderson and Alex Ross, character sheet created by Michael Surbrook)
  15. Oh, sure, I'l get right on it. The Hanged Man is, IMO. impossible. He's like the Phantom Stranger -- he can do anything but we have no idea how or why. Looney Leo is easy -- he's a fairly normal (stat-wise) anrthomorphic lion with roughly 50 pts of Life Support.
  16. I might do the Mock Turtle, and then Jack-in-the-Box.
  17. From the pages of Astro City. GOLDEN GLOVE II (Yolanda Costello) Val CHA Cost Roll Notes 8 STR -2 11- Lift 75 kg; 1 1/2d6 18 DEX 24 13- OCV: 6 / DCV: 6 13 CON 6 12- 9 BODY -2 11- 13 INT 3 12- PER Roll 12- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 1/2d6 16 COM 3 12- 3 PD 1 Total: 23 PD (20 rPD) 3 ED 0 Total: 23 ED (20 rED) 4 SPD 12 Phases: 3, 6, 9, 12 5 REC 0 26 END 0 20 STUN 0 Total Characteristics Cost: 54 Movement: Flight: 20" / 40" Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 20 Powergloves: Elemental Control, 30-Point Powers; OIF (-1/2) 20 1) Can Lift Tons: +40 STR, Reduced Endurance (0 END; +1/2) 15 2) Sound Dampening Field: Darkness versus Hearing Group 12" Radius; No Range (-1/2), END 6 15 3) Smoke Screen: Darkness versus Sight Group 6" Radius; No Range (-1/2), END 6 20 4) Laser: Energy Blast 12d6, END 6 17 5) Energy Field: Force Field (20 PD/20 ED), Reduced Endurance (0 END; +1/2); Must Be Aware Of Attack (-1/4) 20 6) Flight: 20", Reduced Endurance (0 END; +1/2) 6 Powergloves Energy Source: Endurance Reserve (30 END, 6 REC); OIF (-1/2) Skills: 10 Combat Skill Levels: +2 with Powergloves 3 AK: Kiefer Square 12- 0 Climbing 8- 3 Concealment 12- 0 Conversation 8- 0 Deduction 8- 0 English (native) 3 Lockpicking 13- 0 Paramedic 8- 0 PS: "Black Mask" 8- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 13- 3 Streetwise 12- 164 Total Powers & Skills Cost 218 Total Character Cost 125+ Disadvantages 20 Normal Characteristic Maxima 10 Psychological Limitation: Angry At The World (C, S) 15 Psychological Limitation: Wants To Get Out [of Kiefer Square] (C, S) 15 Social Limitation: Secret ID (Yolanda Costello) (F, Major) 33 Experience 218 Total Disadvantage Points Background/History: Yolanda Costello is the daughter of Maxie Costello, better known to the world at large as the blackmask (a.k.a. supervillain) Goldenglove. Having experimented with her father's gloves while he was in jail, Yolanda managed to discover all sorts of powers her father never knew about. Now, with him dead, Yolanda has decided to become the new Goldenglove, acting as a cat burglar in order to get out of Kiefer Square and away from her life of near poverty. Personality/Motivation: Tired of being poor (despite the millions her father took in during his career), Yolanda has decided she's going to get "out" and her father's gloves are her ticket to a life of riches and freedom. Instead of being a "good girl" and going to school so she can end up with a boring life rotting away in Kiefer Square, she's going to take what she wants, regardless of the consequences. Of course, as she's only about 16 years old, she's not willing to listen to reason and will ignore any arguments that she's making a big mistake. Quote: "These gloves are my ticket out -- and I'm takin' it." Powers/Tactics: The golden gloves were found in a wrecked spaceship (along with a skeleton). They grant the wear great strength, allowing him to lift heavy weights and punch through most materials. Yolanda has discovered additional powers, such laser blasts, a forcefield, sound-dampening fields and even a smoke screen. It is possible that due to the nature of the gloves they have even more powers and abilities Yolanda doesn't know about. Appearance: Yolanda is a young girl of about 16 years of age. She has a slender and athletic figure, brown skin, and dark reddish-brown hair that falls past her shoulders. Her costume as Goldenglove II consists of white (or silver) Spandex pants, a red tunic, red boots, and a red and gold visor/"helmet." Designer's Notes: Golden Glove II seems to remind me of Green Lantern in some ways. The gloves also remind me of Larry Niven's "soft weapon" from the short story of the same name. It is possible the gloves are meant to be used by a spy and/or solo soldier, and might have such powers as invisibility and the like. I based her powers around a simple 60 active point cap, and her stats around her fight scene with Steeljack. The 0 END powers were run nonstop, while the ones that cost END I presumed to be powered from a small energy source (hence her reluctance to use them). You could rewrite the EC and END Reserve to make all the powers cost END. In that case I'd up the REC to allow her to run the Force Field, Flight, and STR pretty much nonstop. (Golden Glove II created by Kurt Busiek, Brent Eric Anderson and Alex Ross, character sheet created by Michael Surbrook)
  18. PEREGRINE (Cathy Colby) Val CHA Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage 18 DEX 24 13- OCV: 3 / DCV: 3 18 CON 16 13- 13 BODY 6 12- 10 INT 0 11- PER Roll 11- 13 EGO 6 12- ECV: 5 18 PRE 8 13- PRE Attack: 3 1/2d6 12/16 COM 2 12- 7 PD 3 Total: 7 PD (0 rPD) 6 ED 2 Total: 6 ED (0 rED) 4 SPD 12 Phases: 3, 6, 9, 12 8 REC 0 36 END 0 232 STUN 0 Value After / OIF (Costume; -1/2) Total Characteristics Cost: 89 Movement: Flight: 20"/40" Gliding: 20"/40" Leaping: 20" / 40" Running: 6"/12" Swimming: 2"/4" Cost Powers & Skills 27 Glider Harness: Multipower, 40-Point Pool; All OIF (-1/2) 5 1) m Free Flight: Flight 20"; OIF (-1/2) 3 2) m Soaring: Gliding 20"; OIF (-1/2) 1 3) m Wing-Assisted Jumping: Leaping +16" (20" forward); OIF (-1/2), Forward Movement Only (-1) 8 Neopolis Police Department Radio Ring: Radio Perception/Transmission; IIF (-1/4) Perks: 2 Fringe Benefit: Neopolis Police Powers Skills: 10 Combat Skill Levels: +2 with HTH Combat 3 Acrobatics 13- 2 AK: Neopolis 11- 3 Breakfall 13- 3 Bureaucratics 13- 0 Climbing 8- 0 Concealment 8- 3 Conversation 13- 3 Criminology 12- 0 Deduction 8- 2 KS: Law Enforcement 11- 2 KS: Literature 11- 0 Language: English (native) 0 Paramedic 8- 3 PS: Police Officer 12- 0 Shadowing 8- 0 Stealth 8- 3 Systems Operation 11- 0 TF: Small Motorized Ground Vehicles 83 Total Powers & Skills Cost 172 Total Character Cost 75+ Disadvantages 10 Hunted: NPD (MoPow, NCI, Watching) 8- 15 Psychological Limitation: Devout Christian (C, S) 10 Psychological Limitation: Strong Dislike For Certain Forms Of Lawbreakers (C, S) 20 Social Limitation: Subject To Orders (VF, M) 42 Lieutenant Peregrine Bonus 172 Total Disadvantage Points Background/History: Next to nothing is said about Peregrine's background in the series. She's married, is a lieutenant in the Neopolis Police Department and has strong Christian beliefs (Jack Phantom says she's "a born again"). That's about all we know about her. Personality/Motivation: As a devout Christian, Peregrine doesn't swear ("creep" and "jerk" is about as bad as she gets), doesn't take the Lord's name in vain (and doesn't like to hear others use it, either), and tries to be understanding of her fellow man. On the other hand, Jack Phantom, a lesbian, makes the comment "I'm lucky she even works with me". Although, I'll admit the two do work well together as an investigative team. Peregrine does have a dark side to her as well. She tends to set her beliefs aside when dealing with certain criminals. Her near throttling Mr. Bennet (who killed to three people in a teleportation accident) comes to mind, as does Jack Phantom having to restrain from virtually beating Sun Woman into a pulp. Quote: "McCambridge, one of you fly this creep downtown. Bill Bailey lost his legs in a 'porter collision. Let him explain Mr. Bennet's 'rights.'" Powers/Tactics: Peregrine's primary power seems to be her glider harness, which allows her to fly (or so I presume ). This harness also seems to allow her to leap great distances in long low arcs (as seen when she attacks Sun Woman). The movement values assigned for her harness are pure guesswork, and were mainly given to her as a way of making her harness "useful" in a game setting. Aside from her harness, Peregrine is also very strong (due to constant physical exercise) and is capable of lifting a slightly-built man with one hand (the aforementioned Mr. Bennent by the neck). Peregrine's other powers (if any) are unknown. She might have some form of martial arts training (it does seems likely). The same goes for her skills, my selections is based on things seen in "Top Ten" as well as typical police officer skills. Appearance: Peregrine is of average height with a muscular build. Her hair is cut very short and looks to be white in color. Peregrine's costume is black/purple bodysuit with yellow/gold arms and legs and black boots. A yellow "gorget" with a vague birdlike shape covers her shoulders and upper chest. Her glider harness straps onto her back and has a roughly 10' wingspread when fully extended. The wings are purple on the outside and yellow on the inside. Peregrine also dons a long black wig and a yellow circlet to complete her costume (and yes, I do think she's better looking/more striking in her costume than out of it). Designer's Notes: This is only a speculative write-up for Peregrine. She appears sporadically in "Top Ten" and even the one issue that concentrates the most on her (issue 8) shows little of her powers/skills beyond the obvious. On the other hand, nothing says everyone in Top Ten has to be a 300+ point superhuman either. As written she makes an excellent Golden Age costumed hero, just needing a handgun (Colt .45 auto?) to make her fit in. Personally, I'd add a basic martial arts package (such as karate), maybe some body armor, a utility belt, and some skills to fully round her out. (Peregrine created by Alan Moore and Gene Ha, character sheet created by Michael Surbrook)
  19. When you say Active Points, do you mean for a single power? So if Inferno's Flame Jet is 100 Active Points, its Martinez Rating is 10? Or is the scale for the character as a whole?
  20. From the comic series TOP TEN. JEFF SMAX (Jaafs Macksun) Val CHA Cost Roll Notes 45 STR 35 8 Lift 12.5 tons; 8d6 HTH Damage 20 DEX 30 13- OCV: 7 / DCV: 7 35 CON 50 16- 20 BODY 20 13- 10 INT 0 11- PER Roll 11- 12 EGO 4 11- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 33 PD 25 Total: 33 PD (33 rPD) 33 ED 26 Total: 33 ED (33 rED) 4 SPD 10 Phases: 3, 6, 9, 12 15 REC 0 70 END 0 60 STUN 2 Total Characteristics Cost: 212 Movement: Running: 8" / 16" Swimming: 2" / 4" Cost Powers & Skills 100 Pulse Bolts: Multipower, 100-Point Pool 10 1) u Narrow Beam Pulse: EB 20d6, END 10 7 2) u Wide Beam Pulse: EB 10d6, Area Of Effect (11" Cone; +1); No Range (-1/2), END 10 16 Invulnerable: Hardened for 33 PD/33 ED (+1/4) 41 Invulnerable: Damage Resistance (33 PD/33 ED), Hardened (+1/4) 6 Heavy: Knockback Resistance -2" 4 Long Legs: Running +2' (8" Total), END 2 4 Reach: Stretching 1â€, Reduced Endurance (0 END; +1/2); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 8 Neopolis Police Department Radio Ring: Radio Perception/Transmission; IIF (-1/4) Perks: 2 Fringe Benefit: Neopolis Police Powers Skills: 16 Combat Skill Levels: +2 with Combat 2 AK: Neopolis 11- 3 Bureaucratics 13- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 3 Criminology 12- 0 Deduction 8- 2 KS: Law Enforcement 11- 0 Language: English (native) 0 Paramedic 8- 2 PS: Police Officer 11- 0 Shadowing 8- 0 Stealth 8- 3 Streetwise 13- 0 TF: Small Motorized Ground Vehicles 231 Total Powers & Skills Cost 444 Total Character Cost 200+ Disadvantages 15 Distinctive Features: Huge Blue Man/NPD Officer (NC) 5 Hunted: Gangs In South Green (AsPow, Lim Geo) 8- 10 Hunted: NPD (MoPow, NCI, Watching) 8- 5 Physical Limitation: Large (I, S) 10 Psychological Limitation: Surly And Anti-Social (C, M) 10 Psychological Limitation: Notable Dislike For/Tries To Deny, His Origins (U, S) 10 Reputation: NPD Officer/Invulnerable/Surly 11- 179 Big Blue Bonus 444 Total Disadvantage Points Background/History: Little information is given about Smax's origins in the pages of Top Ten. One can surmise a lot, however, based on the clues given over the course of the series. Jeff Smax's real name is Jaafs Macksun, and I can only presume he comes from a very magic-rich "fantasy" dimension, complete with dragons, elves, and even singing swords (or whatever it is Smax keeps in his closet at home). His parents are never named, and Smax himself states he was brought up by his Uncle Mack and Aunt Minka (hence the last name of "Macksun" or "Mackson"). He came to Neopolis at some point, and eventually became a police officer, probably because his size, strength, and general invulnerability made it his best choice of an occupation. Personality/Motivation: For the most part Smax is an antisocial loner with a surly attitude. Part of this may be due to his attempt to get away from his origins, or to keep people away from himself so he want have to answer questions about himself he'd rather not hear. On the other hand, he has dated women in Neopolis, specifically Synaesthesia Jackson (who said touching him "tasted like bitter ashes"). It is worth noting that some of his behavior may stem from the loss of his previous partner, Stochastic Fats, who was murdered in is own home. For the record, Smax is partnered with Toybox in issue 1, and grows to be rather protective of her, slowly coming out of his self-imposed shell. Quote: "Captain Traynor, sir? All due respect, sir... Permission to use extreme force." Powers/Tactics: Smax is, flat-out, invulnerable. He can withstand a building falling on him, and is able to go toe-to-toe (for a while) with Commissioner Ultima in issue 10. He also seems to be superhumanly strong (he can punch through a building wall), and can fire a force blast from a white handprint on his chest. I'm unsure how strong he actually is, or how powerful the force blast is, and made educated guesses based on the comic series. His Wide Angle Pulse might be less damaging, as he didn't exactly injure a roomful of dancers when he used it (although he did stun every single one of them...). On the other hand, his primary blast did send Ultima through a wall, and effectively KO'd Ernesto Gograh with one shot. Appearance: Smax stands something like nine feet tall, with a broad and very muscular build. His skin is dark blue, while his hair and eyebrows are off-white. There is a white handprint on his chest. His police "uniform" is dark blue boots/trousers the same color as his skin, a white utility belt, and white gloves/sleeves connected to a long white cloak/jacket. Designer's Notes: This is only a speculative write-up for Smax. He appeared in all 12 issues of "Top Ten" and was due to get his own mini-series in which he returns home after the death of his Uncle Macks. Unfortunately, I've never seen/read the latter, so I don't know what, if anything, I might have missed. His might be stronger, or not. As for his defenses, I tried to building someone that was really hard to hurt with much of anything, and admit to looking at Durak from some ideas. (Smax created by Alan Moore and Gene Ha, character sheet created by Michael Surbrook)
  21. Portions of the WOD to HERO matieral I was was sent by Robert has been posted. More to follow.
  22. Susano

    Gun-kata???

    Man... they'll let anyone into the AMP these days...
  23. Susano

    Gun-kata???

    Own it. I'll look it over.
  24. Susano

    Gun-kata???

    I've been slowly gettign everything cleaned. I'm working on the Werewolf stuff now. I think I want to use your Demon Hunter X stuff make a Ninja Hero/anime monster hunter character (with the tight cheongsam and a whacking big sword-thingy).
  25. Susano

    Gun-kata???

    That was some of my thoughts. Oh, Robert, have you seen the updated matieral for WOD to HERO?
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