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Arandmoor_Keet

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Everything posted by Arandmoor_Keet

  1. Re: Quote of the Week from my gaming group... There are people in spokane that play HERO? I didn't think such a thing was possible! This was from a while ago. A RPGA Living Ebberon game. Warforged Rogue: "They're undead. They can't out-think me." Elven Bard: "You're right." Points to own head, "Empty. Ain't got nuthin' on me!" Group: "???" Elven Bard: "Oh wait...I'm not warforged..." ---------------------- We were trying out CPv3 tonight and this line cropped up... Characters: Rolling State Panzerboy: Boom Boom McGee -- Picture the taxi driver from Scrooged only more para-military...and he drives a hovertank. CeeMetal Dragoon: Meatbag -- big, bad, and heavy... They want to be Bounty Hunters...of all things Anyway... Boom: "We're going in!". Points to Meat, "You take point!" Meat: "Why do I always have to take point?" Boom: BANG! Ping! "...That's why." Meat: "You shot me point blank to make a point?" Boom: nods... Meat: "F*** you! F*** you! If it ricocheted you could lose an eye!" Boom: "So?" Meat: "You're driving. If you went blind, then where would we be?" I love this group
  2. Re: Quote of the Week from my gaming group... We started a DND3e Arcana Evolved game tonight with a sort of wierd basis... Basicly, I'm DMing and the group just BSes untill they say something that grabs my attention enough to run with. I'll also occasionally run a neat-looking adventure from Dungeon... 4 Characters (you can tell this campaign is far from serious...) Seymor: Male human witch trying to nail everything female that moves (except the female PC Sarah...) Sarah: Female PC (only one that Seymor won't touch) described as a "Fire-breathing blood-sucking ***** from which there is no return" (by Seymor of all people). Mage Blade from hell. Azzlend: Lithorian Eagle Totem Warrior. He's a cat who worships a bird...whole group basicly labeled him gay and the player fell right into the "acts like he could be gay but isn't" type. Cymon: Human "ninja"-esque character. He's an ex-assassin presently in an employment "slump" due to...downsizing... (brings to mind the scene from Terminal Velocity..."KGB laid off? AUTOWORKERS get laid off!") No comedic potential here... Anyway...2 good ones from tonight Seymor: “Why do these things keep following you?†(refering to the goblin bandits the party just fought off) Sarah: “It's not my fault! It's his fault!†(pointing at Azzlend) Azzlend: “I blame society.†---------------------------------------------------------- Just finished fighting off a flock of Stirges. In the fight Azzlend accidentally hit Seymor with his warhammer when he botched an attack roll. Azzlend: “Look at the hammer! It's bigger than the Stirge!†Seymor: “Trying to make up for something?†Azzlend: “Lets not bring that into this.†Sarah: “Plead the fifth! Plead the fifth!†Azzlend: “I'll plead the fifteenth! Three times as good.â€
  3. Re: Quote of the Week from my gaming group... Just finished our Ebberon game tonight (going on to Starwars...episode 3 addicted me again...need to get it out of my system...) Rundown of our last mis-adventure leading up to these points... We were after a vampire at the behest of the guy that refered to us as "discreet" (earlier post...) and had cought up to his coach driven by his sister. In our normal "discreet" manner our Warforged fighter Hammer decided it would be a good idea to fire his crossbow at the lady driving the carrage since we were suposed to be attacking it. This was at about 240 yards...of course he missed and the carrage started running... Adam (me): "Way to go and prove how 'discreet' we can be Hammer..." A few rounds later I 'stopped' the carrage with a web spell anchoring the horse team to the ground... Refering to the lady driving the carrage (she had hit us with a fireball earlier and killed hammer's horse) Hammer: Well, at least she was strapped in! (refering to the web spell...she failed her save) After deliberating over what would happen to the coach, the DM and several Warhammer players nearby (after a very fun conversation) decided that after the running poles were dragged into the ground by the horses tripping (full gallop with that web crap gumming up their legs) the coach was a total write off. The girl driving got turned into a jelly-like substance when she took a header with several hundred pounds of wooden coach riding HER into the ground, and the vampire inside (in his coffin...no seatbelt ) was flung bodily out through the roof. Hammer: Well, she's gone... Adam: (in refrence to airship jargon) Please make sure your baggage is SECURELY tied down in the over head bins! Finally, finishing the adventure (we took like a month off from roleplaying due to a string of stuff causing us to miss games...) We take over the airship the Vampire is hiding on, and direct it to go back to Sharn (where we started) when we get attacked by pirates and they (for various reasons) end up ramming us. Well, after we get off the ship we see that the wreckage is almost directly over a paraid celebrating the long years of service people like the guy who told us to go do this whole thing have given to the peoples of Breiland. Hammer and Adam: "Uh oh..." We chase the vampire onto a Lightning Rail (think train) and, while searching for the Vampire run into a fellow Artificer of House Cannith (Orlin) and his Warforged Scout (Sledge). GM: You get to talking with Orlin du'Cannith and he goes on about how he's meeting his Intelligence contact in Sharn (*insert name here*...same guy who got us on this 'adventure'). Adam (Me): "You wouldn't happen to be Cyran intelligence. Would you?" Orlin: "Why yes. How did you know?" (I had been acused of being Cyran intelligence when we were told to go do track the vampire...though we were being blackmailed...) (Me to GM): I hate you.
  4. Re: Quote of the Week from my gaming group... Sigh...not hero (sob) but funny none the less. We're playing in an Eberon game. I'm behind the reigns of a bossy human Artificer of house Cannith (Adam), and my friend is playing my Warforged Bodyguard (Hammer). Story behind the two is that I built him before the end of the war and we then served untill it ended. Quotes: Hammer: "...then you can bind an air elemental to me, and I could fly!" Adam: "No! No flight!" Hammer: "Why not?" Adam: "Because first you'll want wings! Then you'll want BLADES ON THEM!" ------------------ Adam: "Uh oh. Iron Defenders." Hammer: "Ooh...DOGGIES! I WANT A DOGGIE!" Adam: "No Hammer. No dogs. Umm...hows this. You go first and destroy them, and I'll stay here." Hammer: "No. I want a doggie!" Adam: "What? No dogs Hammer. Now destroy them so we can search the room and get out of here." Hammer: "No. I want one of THOSE doggies!" Adam: "Hammer. Axe. Doggies. Now. I'll make you one later." ------------------ Sinister Man: "I have heard tales of your group's exploits and know of your reputation to be both effective and discreet." Hammer: "HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA...(continues for a while)" Adam: "Do you want me to help you find these 'discreet' guys you keep going on about because there's no way in HELL you can be talking about us." Hammer: "(still laughing)" Adam: "Maybe you're talking about my cousin? Alvin duCannith? He's kind of discreet...well...compared to us at least..." Sinister Man: "No, I'm positive it's you." Hammer: "(still laughing)" ----------------------- Little explaniation about this one. We were on an airship looking for a vampire that was on-board and were in our cabin discussing tactics. Adam: "Okay, when we find him, what do we do with the captin demanding we stay in our cabbin like that?" Hammer: "I want to ride the vampire all the way to the ground! It would make one hell of a crater, AND he'd be turned into goo!" Adam: "Umm...Hammer, I didn't build you to survive that kind of a fall..." Hamer: "Yeah, but THINK of the crater we'd make!" Ugh...the thing's I put up with...
  5. Re: Character Posting Game. Hmmm...so long as I'm on a fantasy high (World of Warcraft...) Challenge: Give me a character whos powers is bringing sketched monsters to life! The more time he spends detailing the sketch, the more powerful the monster. Arandmoor
  6. Re: Quote of the Week from my gaming group... The half-orc barbarian in my sturday DND game is basicly a brick. Good in a fight, and that's it. Big arms...big axe...big debt in the mental department (8 int, 6 wis, 6 cha) The following exchange was made last week shortly after the Barbarian fell victim to a blindness/deafness spell... H-OB: I wish my brother was here. He's good in a fight. Carries a big axe. Dumb as a rock though... Josh: Waitaminute...you think that your brother is dumb? Compared to what? Arandmoor
  7. Re: Superhero Images Have you seen City of Heroes yet? This was my beta character. May she rest in piece...untill sunday when I can start her all over again! http://home.comcast.net/~jyurkiw/images/Olaan.JPG Arandmoor
  8. We didn't roleplay this weekend, but this line was funny none the less. "My Chaolic Schoolgirl can beat up your Catholic Schoolgirl!" Arandmoor
  9. Power Level? c'mon...I'm sure I've seen at least a few 800 point characters in this thread! Arandmoor
  10. Hey! I posted a challenge...it's a few pages back though... Arandmoor
  11. I thought I'd dig up one of my favorite threads... C'mon...it's been four months... surely people can come up with some new stuff Arandmoor
  12. One more... A few weeks ago during the tail end of a D&D3.5 adventure in the Scarred Lands the characters were tracking a party of Slitheren (ratmen) south of the nation of Darakeene (if you don't know what i'm talking about, think Switzerland today mixed with Switzerland of a couple of centuries ago...large standing army, no one to fight, and forced neutrality...). The party consists of 5 people, point bought stats, and many of them are fairly twinked out (at least as well as they could)... We have an elven ranger, high skills, no charisma and no constitution (less HP than the friggin rogue ) A human Cleric of Drendari (goddess of shadow) A human Paladin of Hedrada (Tyr analogue with waaaaay more personality IMO) A human rogue who worships Drendari (constantly hits on the cleric...same player as Running Man from the previous story) and last but not least, the personality of the group, the dumb-as-a-post half-orc barbarian (who worships Vangal the god of slaughter none the less and is constantly reigned in by the paladin...lots of fun there) named Shmir Bibil (making fun of the paladin) who has a tendency to crit with his great axe when he's been pumped to hell and back by the cleric...and raging (28 str...ugh...) at the worst possible moments for my story (like one hitting my BBEGiT THE VERY FIRST ROUND OF THE FIGHT!!! ) Anyway...they're heading southtrying to follow the ratmen's trail and I have them all make their search rolls to track the ratmen. Not a difficult roll, 10 or higher on a d20 not counting bonuses for high stats and skills, AND THEY ALL FAIL! All except for the barbarian with his grand total of -2 to the roll... Smir Bibil: "Hey guys...you missed it..." He still hasn't let them live it down Arandmoor
  13. Running a space opera/military drama game in the Sillouet system set to the back-drop of a repeat of the American Civil War across the backdrop of the entire galaxy, my players are test pilots for modular mecha called "Arms" (so named because of the two standard vehicular combat chassis, one has two arms and the other doesn't) with a Lieutenant for a CO who insists that his squad refer to him as "the Master Chief" (too much HALO...heavily based him on the Seargent/Teacher from Starship Troopers) and hates being called "Sir" ("Sir? I work for a living soldier!") Anyway, driving back to the base from leave, they're cut off in traffic and nearly run off the south Olimpus Highway (they're on a teraformed Mars...faaaaar future) just to the south-west of the base by a totally bomb red-head in a sweet hi-performance hovercar. Not to be outdone by a woman who think's she's all that (they're test pilots after all...THEY'RE suposed to be all that ) the PCs of course chase her as best they can and get completely left behind in her dust. Back at base (finally), they spot the car and the driver (called Ace...also the best pilot in the group...at least in his head) and the ever-adventurous Running Man (you'll see the point to his name in a bit) track her down to the main testing center fully intent on giving her a big piece of their minds (well Ace was at least...I'm still pretty sure Running Man was fully intent on giving her a piece of something else...hehhehheh...so predictable) Well, as Ace's "what in the hell do you call that?" rant starts up along side Running Man's pickup lines in walks the Master Chief who immediately calls "attention! Now salute the admeral pilots." Of course the look on their faces was priceless (it seemed obvious to me, but I guess the possibility of her being an officer never occured to them) it was what Running Man said next... MC: "Dismissed!" RM: "Yes Mam!" He's still running laps I think...
  14. Yeah I know, but I don't do it all the time BTW (before I forget again)...exactly how does damage shield work? Someone earlier in the thread (two pages ago or so) made a comment that sounded, to me at least, as if you need to hit an opponent with it for it to have any effect... Please un-confuse me... Arandmoor
  15. My only complaint about HD2.0 is they don't tell you up front what powers come from what book... I'll look those up when I get home. OTOH you could replace fearless with a like number of points in mental defense, deadly blow with a like number of points in increased HTH damage (from martial arts), and berserk fury with...something worth 14 points. IDHMBIFOM or I could give a better explaniation. Arandmoor
  16. Here's the challange... Make me a 600 pt minimum Mom as a superhero. Not a superhero mom, I mean turn all those things mom's do into superpowers (like RKA: guilt trip, etc...) Oh yeah...in order to satisfy the challenge, the write up has to make at least one person laugh Arandmoor
  17. I hope that this satisfies the last challenge (oh...all power are dependent on distance sense AND time sense...)MomentiumPlayer: Val Char Cost 18 STR 8 15 DEX 15 13 CON 6 12 BODY 4 13 INT 3 14 EGO 8 12 PRE 2 11 COM 1 20/50 PD 16 20/50 ED 17 4 SPD 15 13 REC 12 46 END 10 68 STUN 40 6" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 157Cost Power END 40 Powers of the Moment: Multipower, 60-point reserve, (60 Active Points); all slots Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 4u 1) Step Between the Moments: Teleportation 15", No Relative Velocity, x32 Noncombat (60 Active Points); Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 6 4u 2) Steal Sight: Darkness to Hearing Group, Combat Sense and Spatial Awareness 10" radius (58 Active Points); Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 6 4u 3) Step Between Reality: Teleportation 12", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down: 1" = 1km (+1/4) (54 Active Points); Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 5 3u 4) Moment Strike: HA +8d6, Armor Piercing (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 6 4u 5) Touch the Moment: EB 9 1/2d6, Autofire (3 shots; +1/4) (60 Active Points); Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 6 3u 6) Strike the Moment: HA +6d6, NND (Defense applies if he can't hear his target; +1) (60 Active Points); Hand-To-Hand Attack (-1/2), Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 6 4u 7) Rend the Moment: HKA 2d6 (2d6+1 w/STR), NND (Defense applies if he can't hear his target; +1) (60 Active Points); Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 6 60 Resist the Moment: FF (30 PD/30 ED) 6 2 Absolute Range Sense (3 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1 2 Absolute Time Sense (3 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1 Powers Cost: 130Cost Martial Arts Maneuver 4 Weapon Element: Clubs, Garrote, Homemade Weapons, Staffs 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 5 1/2d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 DC 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike 4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +2 DC Strike 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort Martial Arts Cost: 31Cost Talent 14 Fearless 16 Berserk Fury 23 Combat Sense (Sense) 18- 50 Deadly Blow: +5d6 (any circumstances, any HTH weapon) Talents Cost: 103Val Disadvantages 10 Physical Limitation: Blind (Infrequently, Greatly Impairing) 15 Psychological Limitation: Refuses to admit his blindness is, in any way, a hinderence (Common, Strong) 10 Social Limitation: People treat him differently because he's blind (Occasionally, Major) 20 Susceptibility: Really loud noise, 1d6 damage per Segment (Uncommon) 10 Vulnerability: 2 x Effect Sonic (Uncommon) 10 Hunted: Dr. Destroyer 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Mildly Punish) 50 DNPC: Middle School Class 14- (Incompetent; Group DNPC: x32 DNPCs) 20 Distinctive Features: A large scar across his eyes (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) [Notes: Tends to gross people out.] Disadvantage Points: 145Base Points: 200Experience Required: 76Total Experience Available: 76Experience Unspent: 0Total Character Cost: 421 Height: 2.00 m Hair: Black Weight: 100.00 kg Eyes: white Appearance: Jack is a middle-aged man who tends to dress casualy in jeans and a button shirt. He's blind so his color cordination can be a bit off at times. Additionally, he has a large scar across his eyes and is obviously blind. He carries a cane with him at all times and laughs at the idea of a seeing eye dog (he's alergic to dogs.)Personality: Jack hates the fact that people treat him differently simply because he can't see. He loves his job as a middle school teacher, simply because the vast majority of his students don't treat him with any respect at all untill he's earned it from them. He hates pity more than anything and teenagers' natural tendency to rebel makes his algebra and pre-calclus classes a perfect fit for him.If he has any sore spots at all not related to his sight, it's what happens to his children every now and again when super villians run rampant through the city on saturdays. He never gives quarter to villans who harm "youngsters" as he calls them, and his attitude has pissed off Dr. Destroyer something awful. Quote:"I might not be able to see you Grond, but...I'll bet you thought I was going to say that I can hear you. Didn't you? No, a dead deer could smell you around the corner. I hardly need to hear you to hurt you."Background: Jack has been blind since he was eleven when he was caught in the cross-fire between Doctor Destroyer and some random teenage superhero who made the next morning's obituary and a shard of glass the size of a tire iron slashed out both of his eyes. While he has addapted well enough without his powers, a magical ritual involving him as a human sacrifice gone horribly wrong (for the DEMON clutists at least) has left him with a host of supernatural powers that he is at a complete loss to explain.Powers/Tactics: Jack's demonic power allows him to pinpoint the exact position of anything within line of sight to himself, and reach through the cracks in reality to do a varity of nasty things. Most of his powers are hand to hand, but he is able to step throught the cracks bodily and teleport great distances if need be.Campaign Use: ArandmoorI'll come up with a challenge in a bit...unless soemone calls me on something ;p
  18. damn...I don't know the HERO system nearly well enough to answer this one... oh well...here's hoping I can do the next one. Arandmoor
  19. Sanzo's stuff Background: Sanzo has no past outside of the temple that he knows of. One day his parents dropped him off at the doors, and he has lived there without question ever since. He learned to use his physical size to his advantage early in his training, and has continuously proved himself the best in an incredibly tough martial tradition. Personality: Deep in what passes for modern Japan's "wilds" lies a secluded temple deovted to an ancient, once powerful sect of budist warrior-priests. With their numbers ever waning and the death of their traditions becomming, due to strict vows of isolationism and silence clashing with the modern world, a very real possibility, the once-priest Sanzo has taken it upon himself to forsake his vows and save his order. Sanzo is viewed by the rest of his order as a trator, and being forbidden to ever set foot on the holy ground he has called home for his entire life, in his mind, is simply the price he must pay to save the men he has come to call family. While the choice he has made pains him, he refuses to give into shame as he simply views wandering to be the only choice left to him. Sanzo is a warrior second and a priest first. He will always try to follow the path of peace, and views violence of any kind to be the very last resort. While he is very open minded about the beliefs and methods of others, he is a stanch advocate of peace and, when in a group or mediating for others, will always try to convince others that violence is simply not the answer...not that he can't throw down with the best of them when the going gets tough. Quote: *smack**slam**thud*"You do have to admit Thunderbolt, that peace would be much preferable to the beating you forced upon yourself. No?" Powers: Sanzo's power lies in not only his superhuman levels of physical conditioning, but his holy mantras, and ofuda. When pressed or forced to violence he will rely on his defensive techniques and general ability to suck punishment while laying the smack down with his mirad of martial arts techniques and ofuda. While his mantras tend to be his most powerful weapons, he is forced to sit and concentrate to use them, and even when in perfect silence his lack of total faith in his Buddist teachings make them fail from time to time. Appearance: Standing well over six feet tall and "built like an ox" Sanzo is a massive man of mixed Japanese/Thaiwan decent. He dresses in traditional Buddist robes and carries (one of those classic priest staves. You know...one of the ones with three rings at the end! I don't know what they're called...) While his style of dress might not elicit more than initial reactions in Japan and the surrounding Asian countries, it does tend to draw attention in more "western" countries. Arandmoor
  20. Oh yeah...what's the new challenge? Arandmoor "C'mon, we expect this kind of thing from Enforcer84...but you?"
  21. whoops I just noticed that I forgot to include Sanzo Akira's background stuff...I'll post that when I get home tonight along with his file... Arandmoor Oh...BTW, can you explain the whole "beffudling stats" thing? I thought the whole point of a damage shield was to deal damage to another person when they attacked you. Wha'd I miss? PSBTW: He's kind of based off of the Sanzo character from the Syuki (sp?) anime if anyone's seen it...
  22. Okay, I've got it!!! =-steps out onto a limb-= Give me a character that is the Physical Manefestation of the "Spirit of the Hunt", with a dog-based power-set. Arandmoor =-/steps out onto a limb-= =-crosses his fingers-= Arandmoor
  23. Sanzo Akira Sanzo Akira Player: NPC Val Char Cost 20/50 STR 10 17 DEX 21 18 CON 16 18 BODY 16 13 INT 3 13 EGO 6 15 PRE 5 16 COM 3 7/51 PD 3 7/47 ED 3 5/8 SPD 23 10 REC 4 50 END 7 65 STUN 28 6"/16" RUN02" SWIM04"/30" LEAP0Characteristics Cost: 148 Cost Power END 7 Buddist Mantras: Multipower, 30-point reserve, all slots: (30 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Activation Roll 12- (-3/4), OIF Fragile (-3/4), Incantations (-1/4) [Notes: To invoke a mantra, Sanzo is required to sit or kneel in prayer, and must have his prayer beads.] 1u 1) Mantra of the Earth: Absorption 5d6 (Physical into PD), Can Absorb Maximum of 40 Points (30 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 3 1u 2) Mantra of Flame: Force Field (9 PD/8 ED), Damage Shield (+1/2), Offensive (+1/4) (30 Active Points) 3 1u 3) Mantra of Stone: +30 STR (30 Active Points); No Figured Characteristics (-1/2) 3 1u 4) Mantra of Thunder: Hand-To-Hand Attack +2d6, Delayed Effect (x1 number active) (+1/4), Area Of Effect (20" Cone; +1 3/4) (30 Active Points); Hand-To-Hand Attack (-1/2) 3 1u 5) Mantra of the Wind: +3 SPD (30 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 3 14 Ofuda: Multipower, 35-point reserve, all slots: (35 Active Points); OIF (-1/2), Gestures (-1/4), Requires both hands (-1/4), Incantations (-1/4), Range Based On Strength (-1/4) 1u 1) Ofuda of the Dark Flame: Energy Blast 5d6 (vs. ED), Autofire (3 shots; +1/4) (31 Active Points); Beam (-1/4) 3 1u 2) Warding: Force Wall (5 PD/5 ED; 4" long and 3" tall) (35 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) [Notes: The wall created only works against energy attacks, and supernatural creatures.] 3 1u 3) Ofuda of the Holy Light: Flash 4d6 (Sight Group), Explosion (-1 DC/2"; +3/4) (35 Active Points) 3 1u 4) Ofuda of Protection: Force Field (17 ED), Area Of Effect Nonselective Target (2" Radius; +3/4) (30 Active Points); Instant (-1/2) 3 60 Martial Arts Tricks: Variable Power Pool (Physical Pool), 30 base + 30 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (75 Active Points); Limited Class Of Powers Available Limited (-1/2) [Notes: Powers must be physical feats.] 0 1) Bio-Feedback: Life Support , Extended Breathing, Immunity: Alcohol, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in Intense Cold, Safe in Intense Heat (30 Active Points) Real Cost: 30 0 2) Body Control: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Self Only (-1/2) Real Cost: 20 3 0 3) Defensive Techniques: Armor (20 PD/0 ED) (30 Active Points) Real Cost: 30 0 4) Dodge Like Crazy: Combat Luck (15 PD/15 ED) (30 Active Points) Real Cost: 30 0 5) Flurry of Blows: Hand-To-Hand Attack +3d6, Autofire (10 shots; +1) (30 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 20 3 0 6) God-like Leaping: Leaping +20" (4"/30" forward, 2"/15" upward) (Accurate, x4 Noncombat) (30 Active Points) Real Cost: 30 3 0 7) God-like Speed: Teleportation 15" (30 Active Points); Must Pass Through Intervening Space (-1/4), No Noncombat Movement (-1/4) Real Cost: 20 3 0 8) God-like Swiftness: +10" Running (6"/16" total), x8 Noncombat (30 Active Points) Real Cost: 30 3 Powers Cost: 90 Cost Martial Arts Maneuver 20 +5 HTH Damage Class(es) 8 Weapon Element: Chain & Rope Weapons, Hook Sword, Lajatang, Pendjepit, Staffs, Three-Section Staff, Thrown Knives, Axes, and Darts, Wind and Fire Wheels Martial Arts, all slots: Double Knockback 2x KB (+3/4) 5 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +7d6 Strike 7 2) Charge: 1/2 Phase, +0 OCV, -2 DCV, STR +7d6 +v/5 Strike, FMove 7 3) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +7d6 Strike, Must Follow Block 7 4) Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +9d6 Crush, Must Follow Grab 9 5) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 7 6) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +7d6 Strike 9 7) Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block 5 8) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +7d6 Strike; Target Falls; Must Follow Grab 9 9) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1, Disable 7 10) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND; Target Falls 7 11) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 9 12) Killing Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1, Target Falls 5 13) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +6d6 Strike, Target Falls 7 14) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +7d6 Strike 7 15) Reversal: var Phase, -1 OCV, -2 DCV, +40 STR to Escape; Grab Two Limbs 7 16) Shove: 1/2 Phase, +0 OCV, +0 DCV, +40 STR to Shove Martial Arts Cost: 142 Cost Skill 3 Acrobatics 12- 9 Analyze: Combat 15- 7 Breakfall 14- 10 +2 with HTH Combat 20 +4 with DCV 7 Conversation 14- 10 Defense Maneuver: I-IV 5 CuK: Buddhists (INT-based) 14- 6 KS: Buddhist Teachings (INT-based) 15- 3 Language: Cantonese (fluent conversation; literate) 3 Language: Thai (fluent conversation; literate) 3 Oratory 12- 7 Power (PRE-based) 14- 7 Power (INT-based) 14- 7 Power (STR-based) 15- (21-) 5 Rapid Attack (HTH) 2 Weaponsmith (Muscle-Powered HTH) 12- Skills Cost: 114 Cost Perk 3 Anonymity 6 Fringe Benefit: Member of the Lower Nobility, Membership, Right to Marry: Can perform the marriage ceremony [Notes: Member of Lower Nobility: As a Priest with the name Sanzo, he is afforded a great ammount of respect by Buddists around the world and by the Japanese people. Membership: He is a member of the Buddist priesthood.] Perks Cost: 9 Cost Talent 3 Bump Of Direction 20 Combat Sense (Sense) 15- Talents Cost: 23 Total Character Cost: 526 Val Disadvantages 15 Distinctive Features: The Mark of the Sanzo (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) [Notes: This is a red mark on his forehead that he is forbidden to ever conceal by his vows of priesthood, his pride, and his honor.] 15 Psychological Limitation: Forbidden from Budhist Holy Ground (Uncommon; Total) [Notes: Due to his "dishonor" for the greater good of his order, he will, for no reason whatsoever, ever set foot on ground sacred to Buddha.] 15 Social Limitation: Ignores some tenants of the Budhist Faith. (Very Frequently; Major; Not Limiting In Some Cultures) [Notes: Sanzo is, first and formost, a pragmatist. He has a tendency that annoys most Buddists he encounters to take part in almost every vice (excluding sex and illeagle drugs) that he comes into contact with. He is never without his trusty pack of smokes, or a bottle of whisky within easy reach, and likes to pile his plate high with red meat when he eats. This offends Buddists to no end.] Disadvantage Points: 45 Base Points: 200 Experience Required: 281 Total Experience Available: 281 Experience Unspent: 0 hehehe...I had this guy 95% compleated in HD about a month ago and forgot about him... It's been a while... I'll come back in a few minutes with a challenge (and it won't involve pudding of any kind this time Arandmoor
  24. Dice on the Mat When I ran games at College we always used a battle mat. Well, one of the rules was that you were suposed to roll on a non-mat surface because when you rolled on the mat three things usually happened: 1) your dice kept rolling for somewhere around 20-30 seconds (I kid you not), 2) the dice ALWAYS ended up rolling low, 3) and since we never had enough miniatures, half of the bad guys were dice so when you "went bowling", so to speak, it usually screwed something up on the mat. Well we had this one player who simply never listened or learned, and every time his d20 knocked over his mini on the mat: "Oh and Steve just got hit by a boulder for 2d20 damage!" He got hit by no less than 2 mysterous boulders per session for two whole years of play.
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