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Arandmoor_Keet

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Everything posted by Arandmoor_Keet

  1. 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
  2. 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
  3. 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.
  4. Well, the Dwarf paladin in question was granted status as "the son of a god" by central casting... We had another character in another campaign who was a Highlander (like from the show...could only die by beheading and regenerated like crazy)... We've had characters come from high nobility and start with tons of money and/or magical items (sometimes multiple...the dwarf i've mentioned multiple times started at first level with a sunblade, full-plate armor, and several thousand gold pieces in gems...) We've had characters recieve spell-like abilities useable once per round (magic missile, burning hands, charm person, invisibility, etc) I personally had a Streetfighter character (oop game by whitewolf) start with a dex and apperance of 9... Character in the same game started with a Wealth background of 6... We've had cyberpunk characters start with futureistic plasma weapons, combat lasers, personal Aerodynes, favors from corporate CEOs that could not be refused, patlabors, heavy ACPA suits, 'borg bodies and no humanity loss, and of course...tons of cash... Starwars characters started with their own personal starships (i don't mean fighters or transports...one character started with a salvaged Stardestroyer! He claimed it was due to central casting...) This is just what I could think of off of the top of my head...the list goes on... My biggest problem with the whole thing was that characters never seemed to get any disadvantages to balance the "goodies" (as the other players put it.) At least, nothing to match the scale of the advantages the "wondrous backgrounds" gave them (god forbid that they did! The character might very well be unplayable!) Maybe it's just my personal experiences with Central Casting, but I haven't allowed it anywhere near my games for nearly ten years (I'll allow people to make histories with it, but all those special goodies and IMHO perverted personality characteristics are not counted.) Arandmoor
  5. I used to play with a group of powergamers and left when the line "my LOWEST stat is an 18" was uttered in a D&D game that had been converted from ADND to 3rd ed. The final straw was a fight against some undead that, and I quote, "should send everyone...even that panzy dwarf...running for their mommeys!". My elven fighter/mage just sat there and let the dwarf paladin (lowest stat 18 guy) kill everything after I missed one of them on a flanking attack rolling a 19. That was the LAST time I ever played with them. Arandmoor "If you ever hear the words 'Central Casting'...run like hell!"
  6. This one was just uttered a few minutes ago during a game of Mechwarrior: Dark Age (not champions...but hey!) by my brother: "!%...if only I was shooting my own guys!" Arandmoor
  7. This isn't for the "inexperienced mage" challenge. This is the character I had in mind when I came up with the "little kid who uses chocolate pudding" challenge that seemed to be too hard Anyway... At a very rambuctious 8 years old... The Commander of the Pudding Men! Player: Young NPC Val Char Cost 8 STR 1 10 DEX 0 9 CON 0 9 BODY 0 10 INT 0 9 EGO 0 12 PRE 6 18 COM 5 32 PD 0 32 ED 0 2 SPD 0 4 REC 0 18 END 0 18 STUN 0 6" RUN02" SWIM01 1/2" LEAP0Characteristics Cost: 12 Cost Power END Animation Powers, all slots: Conditional Power Power does not work in Very Common Circumstances (-1) [Notes: There must be a sufficient ammount of thick liquids within a short range.] 10 1) Goop In the Face!: Flash 3d6 (Sight Group), No Normal Defense Standard (+1) (30 Active Points); Does Not Work Against Desolidified Characters (-1/4), Beam (-1/4), Can Be Missile Deflected (-1/4), No Knockback (-1/4) 3 18 2) The Great Pudding Man!: Summon 75-point Liquid Automaton, Ranged (+1/2), Amicable Slavishly Devoted (+1) (37 Active Points) 4 Powers Cost: 28 Cost Skill 13 Contortionist 16- 1 Concealment 8- 9 KS: Local Superheroes 18- 1 Power 8- 7 PS: Little Kid 16- 1 Stealth 8- 5 Trading 12- Skills Cost: 37 Cost Perk 3 Anonymity Perks Cost: 3 Cost Talent 60 Combat Luck (30 PD/30 ED) Talents Cost: 60 Total Character Cost: 140 Val Disadvantages 20 Normal Characteristic Maxima 15 Age: 10- 25 Social Limitation: 7:00 Bedtime (Very Frequently; Severe) 5 Money: Weekly Allowance Poor Disadvantage Points: 65 Base Points: 70 Experience Required: 5 Total Experience Available: 5 Experience Unspent: 0 Quote: "Awh Moooooooooooom!" Powers/Tactics: Danny Smith is a mutant with the ability to mentally control matter. Presently he is limited to control semi-solid liquids (he's not very good yet) and can only hold the shapes for a short time before he grows to tired to keep them formed. His mom (another mutant and part-time crime fighter) is teaching him to control his powers, and he has exibited an unusual ammount of ability for someone so young (he's only eight years old...give him a break!) His favrite food in the world is chocolate pudding, and he is growing quite addept at making his pudding cup dance across the table during lunch before he finishes the rest of his food... Campaign Use: Little Danny Smith is your average pain in the butt mutant-kid whose powers manifested at an extrodanairaly young age. He has an annoying tendency to want to "help out" and is constantly on the lookout for his mother who knows that if she's not looking at him he's probably getting into trouble. And...after tragically losing his family during the battle of Detroit! Golem Player: NPC Val Char Cost 10 STR 0 10 DEX 0 13 CON 6 13 BODY 6 14 INT 4 13 EGO 6 20 PRE 10 18 COM 4 4/54 PD 2 4/34 ED 1 3 SPD 10 10 REC 10 50 END 12 40 STUN 15 6" RUN02" SWIM02" LEAP0Characteristics Cost: 86 Cost Power END 40 Animation: Elemental Control, 100-point powers, all slots: (50 Active Points); Conditional Power Power does not work in Uncommon Circumstances (-1/4) [Notes: All powers in Golem's Animation Elemental Control require a sufficient ammount of solid material within arms reach to use.] 40 1) Material Animation: Summon 200-point Automatons (x4 Number Of Beings), Amicable Slavishly Devoted (+1) (100 Active Points) [Notes: Requires a large ammount of solid material within reach to animate.] 10 48 2) Matter Fist: Energy Blast 14d6 (vs. PD), Double Knockback 2x KB (+3/4) (122 Active Points); Limited Range (-1/4) 12 47 3) Material Armor: Armor (50 PD/30 ED) (120 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 12 40 4) Line Spike: Killing Attack - Ranged 4d6 (vs. PD), Area Of Effect (24" Line; +1) (120 Active Points); No Knockback (-1/4), Limited Range (-1/4) [Notes: The spikes only range out to 10" due to Golem's poor depth perception.] 12 Powers Cost: 215 Cost Skill 3 Bureaucratics 13- 3 Conversation 13- 5 Cramming 3 Deduction 12- 3 High Society 13- 5 KS: Marketing (INT-based) 14- 7 KS: Buisness (INT-based) 16- 4 Language: German (completely fluent; literate) 4 Language: French (completely fluent; literate) 4 Language: Japanese (completely fluent; literate) 3 Oratory 13- 7 Power (PRE-based) 15- 6 PS: Buisness Man (INT-based) 15- 7 SS: Economics (INT-based) 16- 13 Trading 18- Skills Cost: 77 Cost Perk 4 Fringe Benefit: International Driver's License, Membership [Notes: Membership: Avant Guard] 10 Money: Wealthy Perks Cost: 14 Cost Talent 6 Lightning Reflexes: +6 DEX to act first with Single Action [Notes: With Animation Multipower] Talents Cost: 6 Total Character Cost: 398 Val Disadvantages 5 Unluck: 1d6 20 Psychological Limitation: Code Against Killing (Common; Total) 20 Physical Limitation: Poor Deapth Perception (All the Time; Greatly Impairing) [Notes: No right eye.] 10 Distinctive Features: Eyepatch (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Dr. Destroyer 8- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 30 Hunted: VIPER 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 20 Hunted: The Autocracy 11- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 20 Social Limitation: Public ID: Daniel Smith (Frequently; Severe) Disadvantage Points: 150 Base Points: 200 Experience Required: 48 Total Experience Available: 48 Experience Unspent: 0 Background/History: While Daniel's early forays into the superhero buisness as "The Commander of the Pudding Men" as a young boy when his mutant powers first manifest didn't exactly work out, he still managed to somehow have a relitively normal childhood with a mother who was also a mutant. Unfortunately, Daniel's happy home life, as hectic as it was with a part-time crime fighting mother and an overstressed father who did his best to cope in a constructive way rather than drinking or cheating, suddenly ended when their detroit apartment complex was obliterated by a sky scraper toppled by Dr. Destroyer. Deprived of both of his parents, who had both been in the apartment at the time, the 12 year old mutant could do nothing by watch as DD's robots made short work of his weak constructs...at least untill Daniel managed to gain control of one of the Destroids with his emerging powers. While even his new pet robot didn't last long against Destroyer, is did gain the attention of a nearby super who flew the kid to safety before returning to the battle. After the death of his parents, Daniel was placed into an orphanage. While there were some initial offers of adoption, they soon dried up when it was discovered that he was a mutant. Tortured by the other kids and abused by the matron, he took his revenge in small ways using his powers to control various things around the house and playing pranks that gave an eye-for-an-eye untill people stopped picking on him. Even so, he left the institution as soon as he was old enough to legally live on his own. While his home life may have not been the best, Daniel excelled in school. His teachers preached all day long about how a good education would make a person's future, and Daniel grabbed onto his one ray of hope. Graduating from High School as Validictorian, Daniel was accepted into the new Mellinium City University on a full ride scholarship and once again graduated at the top of his class. He made his way out of university straight into the buisness world, and made his first ten million dollars within his first year. Now, ten years after Destroyer's apparent death, Daniel has take up crime fighting with DD's return as a member of the Avant Guard. Already independently wealthy, he has the time and money to devote himself to the superhero gig full time with no worries at all. Personality/Motivation: Daniel Smith is a confident man who has worked hard for the things he has through some extremely tough times since his parents died. While he can come across as a bit prideful at times, he feels that he has earned what he has and takes offence at people who will blame him for their troubles or for other wrongs simply because he has money. In his identity as Golem, he will do his best to protect the less fortunate, and when Daniel Smith, he frequently donates money and time to disadvantaged children. Quote: "Oh I may not be tough...but I can't say the same about THEM!" Powers/Tactics: Golem, as he like to be called while in the line of duty, has a mutant power that allows him to animate and control inorganic material with shards of his own mind. While his main power allows him to create his "golems", he is also able to manipulate matter to both protect himself and injure his enemies. Strangely, his ability to manipulate liquids has vanashed as he got older. He tries not to think about it, but if asked about it he believes it to simply be from lack of practice. Campaign Use: Use him however you like...but I reccomend his as part of the Avant Guard Appearance: Danial Smith is a moderately attractive young man of average height who is going prematurely white at the temples. The rest of his dark hair is worn to his shoulders, sometimes in a pony tail. He favors suits and sport jackets -- when he wants to dress casually -- with jeans, and the small ammount of jewlery he has is always of a higher quality. While he does not sport a wedding ring, he has his right ear pierced and favors a gold chain around his neck. Additionally, when he wares a suit, he adds a diamond studded tie clip. Arandmoor
  8. Silly? What's wrong with chocholet pudding? You would give up the chance to take Psychological Limitation: Extreme Fear of Bill Cosby with a Spoon? Arandmoor Keet
  9. Sigh...okay...if that one was too hard... Gimme a psychic who's powers get far more powerful when s/he gets enraged. Arandmoor
  10. Fallen Player: NPC Super Villan Val Char Cost 15 STR 5 20 DEX 30 16 CON 12 16 BODY 12 12 INT 2 14 EGO 8 25/75 PRE 15 20 COM 5 13/33 PD 10 13/23 ED 10 5/10 SPD 20 10 REC 8 32 END 0 50 STUN 18 6" RUN02" SWIM03" LEAP0Characteristics Cost: 155 Cost Power END 17 Demonic Form: Elemental Control, 34-point powers 24 1) Demonic Aura: Absorption 12d6 (Energy) (60 Active Points); Limited Phenomena (-1/2), Costs Endurance Only Costs END to Activate (-1/4) 6 22 2) Demonic Skin: Armor (20 PD/10 ED) (45 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 4 18 3) Demonic Fortitude: Life Support , Eating: Character only has to eat once per week, Extended Breathing, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal, Safe in High Radiation, Safe in Intense Heat, Sleeping: Character only has to sleep 8 hours per week (35 Active Points) 18 4) Wings of Ash: Flight 15", x4 Noncombat (35 Active Points) 3 10 Demonic Aura: Lack Of Weakness (-10) for Power Defense 50 Corrupted Fires of the Cosmos: Multipower, 50-point reserve 5m 1) Sword of Flame: Hand-To-Hand Attack +5d6, Required Hands One-Handed (+0), Armor Piercing x2 (+1) (50 Active Points); Hand-To-Hand Attack (-1/2), Beam (-1/4), No Knockback (-1/4) 5 4m 2) Cosmic Fires of Hell: Hand-To-Hand Attack +5d6, Personal Immunity (+1/4), Explosion (Cone -1 DC/2"; +1/2) (44 Active Points); Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2) 4 8m 3) Hell Fire: Energy Blast 5d6 (vs. ED), Area Of Effect (10" Line; +1) (50 Active Points); Can Be Missile Deflected (-1/4) 5 3u 4) Hell's Fist: Energy Blast 5d6 (vs. ED), Autofire (10 shots; +1) (50 Active Points); Can Be Missile Deflected (-1/4), No Knockback (-1/4) 5 2u 5) Dante's Inferno: Energy Blast 3d6 (vs. ED), Personal Immunity (+1/4), Uncontrolled (+1/2), Area Of Effect (5" Radius; +1 1/4) (45 Active Points); Required Hands Two-Handed (-1/2), No Range (-1/2), Cannot Be Used With Multiple-Power Attacks (-1/4), No Knockback (-1/4) 4 8m 6) Demonic Prescence: +50 PRE (50 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 5 8m 7) Demonic Speed: +5 SPD (50 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 5 Powers Cost: 197 Cost Martial Arts Maneuver 2 Weapon Element: Blades, Off Hand Demonic Combat Instincts 4 1) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block 4 2) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike 5 3) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 4 4) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 DC 4 5) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike 4 6) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 5 7) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike Martial Arts Cost: 32 Cost Skill 5 Rapid Autofire 10 Defense Maneuver: I-IV 3 Fast Draw 13- 11 Interrogation 18- (28-) 3 CuK: Religious Groups (INT-based) 11- 6 Language: Church Latin (imitate dialects; literate) 5 Power 12- 5 Rapid Attack (HTH) 5 Rapid Attack (Ranged) 3 Stealth 13- 3 Tactics 11- 2 WF: Blades, Off Hand Skills Cost: 61 Cost Perk 30 Follower (x8, 75 Base, 75 Disad) 3 Fringe Benefit: Membership [Notes: Member of the Autocracy] 5 Money: Well Off Perks Cost: 38 Cost Talent 15 Combat Sense 11- 5 Eidetic Memory 27 Universal Translator 18- Talents Cost: 47 Total Character Cost: 530 Val Disadvantages 20 Distinctive Features: Sulfurous Smell (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 30 Enraged: Body Damage (Very Common), go 14-, recover 11- 25 Hunted: DEMON 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 20 Hunted: Champions 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 20 Psychological Limitation: Need to preach about the glories of hell before finishing opponent (Common; Total) 10 Vulnerability: 2 x STUN Ice Attacks (Uncommon) 25 Social Limitation: She's a Friggin' Demon! (Very Frequently; Severe) 10 Susceptibility: Cold 1d6 damage, per Turn (Uncommon) Disadvantage Points: 160 Base Points: 200 Experience Required: 170 Total Experience Available: 170 Experience Unspent: 0 It's getting late so I'll post her history/personality stuff tomorow sometime...(including the "cosmic" tie in...i swear it's there somewhere ) EDIT: The woman known only as Angina was born of an unholy union between her mother, a powerful witch, and her demonic father 138 years ago. Looking as though she is only in her early 20s, Angina, now known only as Fallen, is clearly not human. The half-demoness Fallen stands a little over six feet tall. Extremely attractive physically for a woman with deeply red skin, Fallen's personality is more akin to the appearance of her impressive twelve foot wingspan: Dark and dry. Finding humor in nothing but the most twisted ironies its no wonder that the woman enjoys her life as a villan. Living every day of her endless life as though it will be her last, she is normally too laid-back to ever get emotional over anything but loot, unless the object in question is Christian in origin. Christanity and Islam earn her ire like nothing else in the world except the organization DEMON (which keeps trying to enslave her) and the Champions (who she is far more inclined to flee from than fight). Other than those few things, harming her in any way is the only way to get her riled, and doing such will usually get someone killed if nothing else. Fallen's powers mainly come, one way or another, from her demon father, a powerful fire demon. Her demonic skin is highly resistant to damage, and she is almost completely immune to fire of any kind. In fact, it has been discovered in the past by the Avant Guard member Steelshod that when baithed in flame of any kind, she actually gets stronger! It is not known how strong she can get, only that when the warehouse the Avant Guard baited her into cought fire she tossed Steelshod over two-hundred feet (and four walls in the process) before making good her escape. Fallen's greatest power does not come from her father however. Her control over celestial flame is a direct gift from her mother who learned how to corrupt the divine flames of the cosmose when she began to worship darker powers than God. Fallen's heratige as a fire demon only makes her control over the corrupted fires that much greater. Presently Fallen can losely be counted as a member of the Autocracy. Although she cares little about their motives, she has been taking a lot of "heat" from DEMON and the Champions lately and has chosen the France based villan team to lie low for a while. END EDIT Anyway...onto the next challenge... Although this isn't a challenge for another member of the Autocracy (wanna leave some of those slots open for other compeditors ... Give me two versions of the same character. The first is his stats as an professional adult crime-fighter with straightforeward powers, and the second is the same character at a far younger age with the same power suit bent towards the useage of chocholate pudding as a non-lethal weapon! Oh...to make it interesting...NO TELEKINESIS! Arandmoor
  11. http://dictionary.reference.com/search?q=Autocracy If you go there, you can get the definition of the word "Autocracy"... ...If i'm lucky you'll get the joke behind them being based out of France Arandmoor
  12. I didn't write it just pointing it out Arandmoor
  13. Yep...still looking... I can think of several ways...but since I posted the challenge... Arandmoor
  14. The 5e book has an example for "super-throws" Just take the flight power, add the UAA advantage, and a limiter "Only on what the character can lift" for like -1/2 or so... The hulk would have it at like 2" (more like 20"...but he only wanted to huck the tank 2 km instead of to the seaboard) with the megascale advantage... Arandmoor Keet
  15. I think the Avant Guard needs some opponents! Lets do the members of... ...Ta Da! "The Autocracy" A villan team based out of France! Next Challenge: The Autocracy's wastable generator. Gimme something/someone that can produce things to stand in for those pesky thugs! "Because EVERY evil organization needs thugs!" Arandmoor Keet
  16. Diablos Player: Val Char Cost 15 STR 5 14 DEX 12 18 CON 22 13 BODY 6 18 INT 8 10 EGO 0 15 PRE 5 10 COM 0 8 PD 7 8 ED 6 4 SPD 16 7 REC 0 40 END 2 50 STUN 30 8" RUN44" SWIM26" LEAP6Characteristics Cost: 131 Cost Power END 15 Touch of Death: Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); Hand-To-Hand Attack (-1/2) 25 Avatar of a Death God: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal 125 Weapon Pool: Variable Power Pool (Gadget Pool), 100 base + 25 control cost (150 Active Points); Limited Class Of Powers Available Limited (-1/2), VPP Powers Can Be Changed Only In Given Circumstance (-1/2) 375 Avatar of a God of Death: Variable Power Pool (Magic Pool), 150 base + 225 control cost, Cosmic (+2) (375 Active Points) 0 1) Touch of Death: Killing Attack - Hand-To-Hand 10d6 (vs. ED), Required Hands One-Handed (+0) (150 Active Points); Limited Power Power loses almost all of its effectiveness (-2), -6 STUN Multiplier (-1 1/2), No STR Bonus (-1/2), No Knockback (-1/4) Real Cost: 28 [Notes: The Touch of Death may only be used on villans who have taken a life, not in self-defense, in Alexander's presence.] 15 10 Lack Of Weakness (-10) for Normal Defense Powers Cost: 550 Cost Martial Arts Maneuver 5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls 4 Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs 5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, STR +v/5; Target Falls; FMove 5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 5 Killing Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6, Target Falls Martial Arts Cost: 36 Cost Skill 3 Acrobatics 12- 5 Accurate Sprayfire 3 Breakfall 12- 1 Bureaucratics 8- 9 Combat Driving 15- 1 Computer Programming 8- 3 Concealment 13- 1 Conversation 8- 11 Cryptography 17- 3 Deduction 13- 3 Demolitions 13- 1 Forensic Medicine 8- 5 CuK: Mayan Culture (INT-based) 15- 4 Language: Ancient Mayan (completely fluent; literate) 2 Navigation 13- 5 PS: Arciologist 14- 6 SS: Arciology (INT-based) 16- 3 Shadowing 13- 3 Tactics 13- 3 Teamwork 12- 3 Tracking 13- Skills Cost: 78 Cost Perk 20 Vehicle (100 Base, 0 Disad) 20 Base (100 Base, 0 Disad) 3 Anonymity 20 Follower (x2, 75 Base, 75 Disad) Perks Cost: 63 Cost Talent 5 Eidetic Memory Talents Cost: 5 Total Character Cost: 863 Val Disadvantages 10 Distinctive Features: Large Mayan Religions Tatoo on Back (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: Murder (Uncommon), go 14-, recover 11- 15 Psychological Limitation: Must Kill Killers (Uncommon; Total) 10 Rivalry: Professional (James Kemond, Evil Arceologist; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 30 Hunted: VIPER 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 30 Hunted: DEMON 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 10 Reputation: As an Avenger 11- 20 Normal Characteristic Maxima 5 Age: 40+ Disadvantage Points: 150 Base Points: 200 Experience Required: 513 Total Experience Available: 513 Experience Unspent: 0 History: Alexander Winter was a happy old man living the dream he had since childhood of raising a family. Granted, family life had not always been "normal" for his children (you know...crawling around ancient tombs, learning to walk on the pyrmaids, playing hide and seek in the ruins of south american cities...etc), but they made due. It all changed six years ago in South America during a particularly promising dig. Such was the importance of the site that, as it happened, Alexander's entirely family with very few exceptions had all been hired to excivate the site due to their extensive knowledge of the ancient cultures, and their ability to work well together. All was going well untill they discovered an ancient underground temple devoted to some long forgotten god, filled with valuable artifacts! Apparently, some beaurcrat in the Mexican government had taken an interest in the dig, and decided that, when his agents told him what the arciologists had found, the valuable pieces in the temple would better serve his country if they made him rich rather than by being sold to some american museam in exchange for more charity funding for the poor. The regular army soldiers made short work of the Winter family...all except Alexander. He had moved deeper into the temple, and wasn't on the surface when the shooting began. Rightly fearing the worst, he hid himself behind a massive stone altar, hoping to at least make it out alive enough to maybe help survivers. When they dumped the bodies in the temple, Alexander's worst fears were realised...he was the only surviver. Something happened then; the slaughter of innocents awoke something dark in the temple. Something that had been sleeping for many centuries. Finding a slaughter had taken place in its home, the creature called out to the one person there willing to aid it by becomming its chosen on the earth. And Alexander agreed. The lone surviver of the army squad named the attacker "Diablos" as his fury over the murder of the Winters rivaled that of the devil himself. While the name hasn't spread far, tales do travel... Since then, Alexander has become a man devoted to the persuit of justice by the murder of his entire family. While many view him as a vidulantie (and he is...) others view him as a hero. While he saves as many lives as he is able, the perpritrators must always pay a price. When confronted by one's crimes by the right hand of a god, especially a god of death, there is always a price to be paid. At present Alexander has teamed up with two of his last living relatives, Conrad and Mike. They're two of the only members of the family who didn't want to go into the Arciology aspects of the family trade. Practicing mechanics, they have serviced the families' many vehicles for years, and are extremely loyal to their grandfather Alexander who is looking better now than he has in years. Physical Appearance: Alexander's age is marked, only by his white hair. While nearly ninty years old, his physical age has been turned backwards over forty years and seems to be staying put. His rugged appearance comes from spending his entire life in some of the most unhospitable terrain in the world, and a hard life of adventuring. As Diablos, he favors black trenchcoats and carries around any number of weapons. Combat: Alexander favors smallarms and melee combat so that he can make use of his ability to drain a person's life force with his hands. His greatest asset is his formidible magical abilities granted by the being he knows only as "the god of death." While his knowledge of what exactly happened to him is growing, the exact nature of his powers are extremely sketchy. Campaign Use: Alexander is a vigulantie who leaves a trail of bodies wherever he goes. While he does fight for justice, his methods can be extreme. Note: damnit...i had to redo his skills halfway through generation and i forgot to add survival...oh well...
  17. Forgot the Boyz description... Access's description should include the Boyz 120 points of Disadvantages. I built them after I posted her... Boyz Unit Player: Val Char Cost 15 STR 5 15 DEX 15 15 CON 10 15 BODY 10 2 INT -8 0 EGO 0 10 PRE 0 10 COM 0 5/20 PD 2 5/20 ED 2 5 SPD 25 10 REC 8 30 END 0 31 STUN 0 6" RUN02" SWIM03" LEAP0Characteristics Cost: 69 Cost Power END 15 God Loves Access: Luck 3d6 15 Automaton (Cannot Be Stunned) [Notes: The Boyz' systems are very delicate, but have excelent error checking. As a result, unlike normal robots they have stun.] 30 Wings: Flight 10", Reduced Endurance 0 END (+1/2) (30 Active Points) 45 Armor (15 PD/15 ED) 10 Power Defense (10 points) 10 Ambiance Compensators: Flash Defense (10 points) (Sight Group) 10 Audio Compensators: Flash Defense (10 points) (Hearing Group) 41 Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Immunity: Bacterial Infections, Safe in High Pressure, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing [Notes: Boyz "sleep" when they recharge.] 10 Secure System: +10 Mental Defense (10 points total) 10 Access Uplink: Mind Link (One Specific Mind), Psychic Bond 22 Small Size: Shrinking (0.4953 m tall, 0.2476 m wide, 4.5359 kg mass, -2 PER Rolls to perceive character, +2 DCV, +3" KB), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (22 Active Points) 17 Laser Breath: Energy Blast 6d6 (vs. ED) (30 Active Points); Beam (-1/4), Can Be Missile Deflected (-1/4), No Knockback (-1/4) [Notes: The laser projector is located where the mouth should be.] 3 Powers Cost: 235 Cost Skill 5 Rapid Attack (HTH) 5 Rapid Attack (Ranged) Skills Cost: 10 Cost Perk 3 Anonymity 3 Computer Link Perks Cost: 6 Total Character Cost: 320 Val Disadvantages 10 Dependence: Charged Battery Takes 1d6 Damage (Very Common; 20 Minutes) 20 Distinctive Features: Robotic Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 25 Psychological Limitation: Cannot act without command from Access (Very Common; Total) 25 Social Limitation: Viewed as Property (Very Frequently; Severe) 15 Susceptibility: EMP 3d6 damage, Instant (Uncommon) 10 Vulnerability: 2 x STUN Electricty/Magnitism (Uncommon) 15 Unluck: 3d6 (God hates Access) Disadvantage Points: 120 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Created by Access to be her assistants on the batlefield, the Boyz are her crowning achievement in robotics and artificial intelligence. They boyz are highly deadicated and follow Access's commands to the letter. Presently she believes them to be simple automatons, although the reality is that they have both manifested a low level of self awareness from their experiences with her. Presently their programming fully binds them to her, but it might not be long before they can act on their own every once in a while. Even now they occasionally "mis-interpret" a command to acomplish something they feel is more immediately important. Although they are still constantly plagued with system bugs, they still seem to pull through for her in the end. The Boyz' only attack right now is their combat laser. Their main function is to act as foreward scouts, fly cover, and aid her teamates with cordinated attacks. The Boyz appear as small metalic dragons that breathe an intense beam of light. Arandmoor Keet
  18. Here she is! Access Player: Val Char Cost 25 STR -5 10 DEX 0 10 CON 0 10 BODY 0 20 INT 10 10 EGO 0 15 PRE 5 20 COM 5 26 PD 1 22 ED 0 4 SPD 20 7 REC 0 20 END 0 50 STUN 22 18" RUN-62" SWIM05" LEAP0Characteristics Cost: 52 Cost Power END 6 Cyber Armor: Power Defense (10 points) (10 Active Points); OIF Durable (-1/2), Real Armor (-1/4) 34 Cyber Armor: Armor (20 PD/20 ED) (60 Active Points); OIF Durable (-1/2), Real Armor (-1/4) 10 Armor Assistance: +20 STR (20 Active Points); Activation Roll 11- (-1) (uses END Reserve) 2 15 +15" Running (18" total) (30 Active Points); Activation Roll 11- (-1) (uses END Reserve) 3 20 High Power Radio/Radar: Radio Perception/Transmission (Targeting Sense) 10 Increased Arc Of Perception (360-Degree) (Sight Group) 30 Analyze Sense (Sight Group; Additional Sense Group: Hearing Group, Additional Sense Group: Smell/Taste Group) 28 Cyber Gauntlet: Multipower, 50-point reserve, all slots: (50 Active Points); OIF Durable (-1/2), Concentration 1/2 DCV (-1/4) [Notes: The Cyber Gauntlet multipower only works on computers and robots.] 2u 1) Computer Control: Mind Control 10d6 (50 Active Points); Costs END To Maintain Full END Cost (-1/2), Normal Range (-1/4) (uses END Reserve) 5 2u 2) Mind Scan 5d6, One Way Link (+1) (50 Active Points); Costs END To Maintain Full END Cost (-1/2) (uses END Reserve) 5 28 Combat Gauntlet: Multipower, 50-point reserve, all slots: (50 Active Points); OIF Durable (-1/2), Incantations (-1/4) [Notes: The Combat Gauntlet is voice activated and can only be used by Access or someone who can duplicate her voice.] 2u 1) Laser Blinder: Flash 10d6 (Sight Group), Required Hands One-Handed (+0) (50 Active Points); Beam (-1/4), Can Be Missile Deflected (-1/4), No Knockback (-1/4) (uses END Reserve) 5 3u 2) Lightning Blast: Energy Blast 10d6 (vs. ED), Required Hands One-Handed (+0) (50 Active Points) (uses END Reserve) 5 2u 3) Shock Gauntlet: Hand-To-Hand Attack +10d6, Required Hands One-Handed (+0) (50 Active Points); Hand-To-Hand Attack (-1/2), No Knockback (-1/4) (uses END Reserve) 5 20 Robo Boyz: Follower (x2, 250 Base, 0 Disad) (55 Active Points); IAF Fragile (Focus (Helmet Mic); -3/4), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Incantations, Requires Incantations throughout (-1/2) [Notes: She needs to manually direct her combat bots, and constantly give them voice commands or else they just stand there. Also, if she loses either her computer gauntlet, or her helmet mic her Boyz stop working.] 15 Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points) REC: (10 Active Points); Limited Recovery (-1) 96 Variable Power Pool (Gadget Pool), 75 base + 21 control cost (113 Active Points); VPP Can Only Be Changed Between Adventures (-1/2), Only In Heroic Identity (-1/4) [Notes: All gadget end must come from her suit's battery.] Powers Cost: 323 Cost Skill 5 Skipover Sprayfire 3 Bureaucratics 12- 3 Computer Programming 13- 5 Cramming 9 Electronics 16- 9 Inventor 16- 9 Power (INT-based) 16- 5 Rapid Attack (Ranged) 6 SS: Robotics (INT-based) 16- 5 SS: Chemistry (INT-based) 15- 5 SS: Physics (INT-based) 15- 5 SS: Computer Engineering (INT-based) 15- 5 SS: Electrical Engineering (INT-based) 15- 5 SS: Material Sciences (INT-based) 15- 3 Security Systems 13- 5 Systems Operation 14- 3 Tactics 13- 3 Teamwork 11- Skills Cost: 93 Cost Perk 9 Reputation (A large group; 14-) +3/+3d6 3 Fringe Benefit: Low Justice: Character has the right to mete out justice. 15 Contact (Contact has: useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (15 Active Points) 12- Perks Cost: 27 Cost Talent 5 Eidetic Memory 3 Lightning Calculator 3 Lightsleep 4 Speed Reading (x10) Talents Cost: 15 Total Character Cost: 510 Val Disadvantages 25 Dependent NPC: Meridith Haas (Comatose Mother) 14- (Incompetent) 15 Dependent NPC: Gary Haas (Parapalygic Brother) 14- (Normal; Useful noncombat position or skills) 15 Physical Limitation: No Lifting more than 10 kg without armor assistance (Frequently; Greatly Impairing) 25 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 25 Hunted: ARGENT 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 15 Psychological Limitation: Code vs. Killing (Common; Strong) 20 Psychological Limitation: Must protect bystanders (Common; Total) 10 Social Limitation: Public ID: Jenny White (Frequently; Minor) Disadvantage Points: 150 Base Points: 200 Experience Required: 160 Total Experience Available: 160 Experience Unspent: 0 -------------------- Ten years ago Angela's life changed forever when a rampaging super, under the control of ARGENT, picked up and threw a car into the resteraunt her family was celebrating her birthday in killing her father, her sister, paralyzing her brother, and breaking her mother's neck. Bittered by the experience she now fights against criminals who would cause such rampant destruction whenever she can. Origionally from a well-to-do family, she now spends her family fortune, plus whetever her and her brother can manage to earn, on her extensive collection of gadgets, and her mother's health care. Angela is a shy, introverted person unless she can find someone to talk to about science; then she can talk all day! Focused on her mission to help people, she has less of a compulsion against killing due to the attempt on the lives of her family and will kill if the need arises or if she believes that simply capturing the villan will not solve the problem. While this does not stand well with the other members of the Avant Guard, it hasn't caused a problem...yet. She got into the superhero gig to stop those who would cause the very damage that took most of her family from her those years ago, and will have no mercy on them when she does. Presently her activities with the Avant Guard in addition to the time she spends tinkering with gadgets and teaching at a local college with her brother is all she has time for, although weather or not her "gift" to her fellow Avant Guard member Steelshod is the start of something more in her life remains to be seen. Quote: "Let me show you what THIS button does!" Angela makes all her own gadgets with help from her equally brilliant brother, and is more than willing to try out her "new toy" on her unfortunate foes. Her crowning achievments in robotics, her Boyz, form her main attack force although with her Cyber Armor (her second "crowning achievment") she is far from defenseless. When the car that destroyed her family hit her, it injured her back beyond any known method of healing and now her strength, and speed, is quite limited. While her armor can compensate for both short commings, frequent muscle spasms in her back tend to confuse the system and error it out. Presently she is unable to fix the reacurring problem, and is well aware of the fact that half the time she can barely walk or lift anything. Outside of her armor she can't do so much as carry her lecture notes from classroom to classroom, making her public ID by far her most guarded secret. Angela Haas is a 21 year old knockout of mixed Hispanic decent. Her shoulder length black hair frames a face that, while pretty, is etched with worry lines far before its time. Her intense gaze gives anyone meeting it a look of intelligence, but betrays a deep sadness. When not working on something she can often be found deep in thought or with her nose deep in a book. Despite her appearance, she has never been to Mexico and does not speak a single word of spanish. Arandmoor Keet Next Challenge: Careful! Make me a brick, sans mega-PD or ED! (I love trickey bricks...)
  19. IMHO a base can have as much character as any PC... But if you insist... Gimme a Brick sans super-strength. Arandmoor Keet
  20. I'm not sure yet how many points the characters would be built from, but to be sure, this guy is one of the toughest in the entire world...as in "only after LOTS of xp do they earn his ire." Although, bringing his demon form down around 150 points orso isn't out of te question...it's only a rough draft after all... Oh...BTW...what's a general guidline to follow to determine what could or couldn't mercilessly kick a group of heroe's butts? I'm still reading FREd... Arandmoor Keet
  21. Assistance Based Character Meet Spectre! Background/History: Spectre found out that he wasn't exactly "normal" around five years ago... ...when he died. After figuring that waiting for his family to bury him was going nowhere, Denzel decided to see what the hell was going on, and much to the surprize of the undertaker silently rose from his coffin, assumed a solid form, and left to go to the bathroom. Since then he has figured out that although there IS a body in the coffin, he is still very much alive and kicking. Able to take solid form for short peroids of time, Spectre has taken to fighting crime (after a not-so-warm greeting from his family) in order to protect his loved ones untill they realise that he hasn't gone away quite yet. Personality/Motivation: Spectre is motivated to fight crime mainly because of his wife; a successful prosicution lawyer. With some big cases going to cort shortly before his demise, people have started to threaten the widow, and her "estranged" husband will have none of it. Besides that, he doesn't sleep anymore so he has nothing better to do when the sun goes down. Quote: "Stop or I'll make you!" Powers/Tactics: Spectre's powers center around his ability to possess other beings. Once "behind the wheel" he can make them do whatever he wants. He is also adept at increasing others' abilities and sometimes lends a "helping hand" to supers in trouble. Campaign Use: Spectre's dead...use him however you want. Appearance: Denzel was a middle aged black man in relatively fit condition from a life of hard work. He appears just as he did in life, however when he's not solidified you can see right through him. Spectre Player: Val Char Cost 12 STR 2 10 DEX 0 10 CON 0 10 BODY 0 12 INT 2 20 EGO 20 20 PRE 10 10 COM 0 2 PD 0 10 ED 8 2 SPD 0 8 REC 8 20 END 0 21 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: 50 Cost Power END 90 Spectral Form: Desolidification (affected by Magic), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (90 Active Points) 35 Possession: Mind Control 12d6, Telepathic (+1/4), Reduced Endurance 0 END (+1/2) (105 Active Points); Skin Contact Required (-1), Stops Working If Mentalist Is Stunned (-1/2), Does Not Provide Mental Awareness (-1/4), Mandatory Effect EGO +10 (-1/4) 16 Physical Damage Reduction, Resistant, 50%, Usable By Other (+1/4) (37 Active Points); Linked to Possession (-1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), STUN (or BODY) Only (-1/2) [Notes: Stun Only] 68 Spectral Assistance: Aid: All 4d6, Limited Power Power loses less than a fourth of its effectiveness (+0), Variable Effect All Powers Simultaneously (+2) (120 Active Points); Others Only (-1/2), Linked to Possession (-1/4) [Notes: Can only be used on those he has posessed.] 15 Spectral Touch: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), No Knockback (-1/4), Conditional Power Power does not work in Uncommon Circumstances (-1/4) [Notes: Spectre can disrupt a living person's life force by flying through them.] 3 Powers Cost: 224 Cost Skill 1 Bureaucratics 8- 1 Climbing 8- 3 Electronics 11- 2 Gambling 11- 0 AK: Millinum City (INT-based) 8- 3 Mechanics 11- 1 Paramedics 8- 7 Power (EGO-based) 15- 2 PS: Construction Worker 11- 5 SS: Civil Engineering (INT-based) 13- Skills Cost: 25 Cost Perk 3 Anonymity [Notes: He's suposed to be dead.] 7 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact is slavishly loyal to character) 8- Perks Cost: 10 Total Character Cost: 309 Val Disadvantages 20 Hunted: DEMON 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) [Notes: He somehow managed to piss off agents of DEMON who now want him for study.] 5 Money: 0 Poor [Notes: Being dead makes employment a little hard...] 15 Physical Limitation: Cannot hold onto anything when incorporeal (Frequently; Greatly Impairing) 10 Psychological Limitation: Must see justice done (just has to meddle) (Common; Moderate) 10 Rivalry: Romantic (Rivalry for Ex-Wife; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry) [Notes: The president of his wife's law firm is going after his wife, and Spectre 'll have nothing of it.] 20 Susceptibility: Holy Ground 1d6 damage, per Segment (Uncommon) [Notes: Can't stand to be within sanctified grounds tended by true believers.] 10 Susceptibility: Contact with blessed symbols 1d6 damage, Instant (Common) [Notes: Crosses, insence, etc...] 20 Accidental Change: Stress 14- (Common) [Notes: When faced with stress, Spectre sometimes switches from solid to non-solid, or vice-versa.] Disadvantage Points: 110 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Edit: Note: he should have 25 pts allocated to total life support but I forgot...teach me to create characters late at night with almost no sleep Next Up: A secluded pad! That's right...gimme an exotic base!
  22. Here he is! Jitohiri Kamanuse Background/History: Three decades ago, a preistess of the Black Cabal made a dark pact with a demon from the neither realm: He would grant her great power if she would bear him a child. Jitohiri was thus born the product of an unholy union that forced him into matricide with the very act of comming into the world. Being born into death, and half demon at that, it was small wonder that he took to the arts of death and assassination like a fish to water. By his 13th winter he had already completed his first professional contract when he killed a corrupted shopkeeper's nephew so the fat man could possess his dead brother's wealth. The years since then have only been filled with more blood for Jitohiri. Personality/Motivation: Jitohiri is evil to the core. He is a cold blooded killer who will stop at nothing to get the job done, and is even proud at his own track record of cruelty. His greatest estacy in life is his transformation into his full demon form, and he will go to great lengths to bait magick users into letting him absorb more magick. Presently his various employers do not know that HE is the demon that appears from time to time and he would rather that they never find out (especially the Black Cabal because out of all of the magickal organizations in the lands, they have the greatest experience dealing with demons.) Quote: "More. Give me MORE! Before you die." Powers/Tactics: He's not an idiot. He'll kill melee fighters first and go after magick users last because he knows full well that they can't actually hurt him. Usually he'll try to bait magickers into thinking their spells are actually having some effect with his acting skill so that they'll throw more spells at him. He knows full well that he's addicted to his transformation and that when transformed he has no control over his actions. However, it's part of his nature so he tries to work around it and is extremely adept at using it to his advantage. Campaign Use: Jitohiri is a killing machine. When the heroes become a large pain in the butt, he will be hired to kill them plain and simple. Due to his regeneration and his unusual nature killing him is truely a chore allowing him to come back again, and again, and again, and agin...etc... Apperance: Jitohiri is of average height although his build is quite light. Toned to fighting perfection he is obviously a warrior of some type. He dresses in functional clothing prefering dark, earthy tones, and shuns high society. His purple hair is usually ruffled and hangs down to his shoulders, although when his END reserve hits 20 points or so it starts to stick straight up. He has a hoop earing hanging from his left ear and an arcane symbol of an eye tatooed on his right shoulder, both of which carry over to his demon form. Player: Val Char Cost 20 STR 10 14 DEX 12 14 CON 8 13 BODY 6 10 INT 0 10 EGO 0 10 PRE 0 10 COM 0 4/10 PD 0 3 ED 0 4 SPD 16 10 REC 6 30 END 1 40 STUN 10 8" RUN42" SWIM06" LEAP2Characteristics Cost: 75 Cost Power END 19 Demonic Regeneration: Healing 1 BODY (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2) (52 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: The only way to truely kill Jitohiri is to overload his END reserve which will result in his immediate demise.] 5 Light Armor: Armor (6 PD/0 ED) (9 Active Points); OIF (-1/2), Real Armor (-1/4) [Notes: Standard light armor constructed of metal.] 20 Curve Bladed Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Required Hands One-Handed (+0), Reduced Endurance 0 END (+1/2) (45 Active Points); OAF Durable (-1), No Knockback (-1/4) [Notes: A curved sword with a crule edge and a blood grove running the length of the blade.] 13 Full Demon Form: Multiform (300 Character Points in the most expensive form) (60 Active Points); No Conscious Control (-2), Costs END To Stay In Form (-1), Reversion (-1/2) (uses END Reserve) [Notes: Jitohiri's terrifying demon form is an unconcious transformation on his part whenever his END reserve reaches 30 points or more, and ends when the END in his reserve can no longer support the transformation.] 6 8 Magick Threshold: Endurance Reserve (80 END, 0 REC) REC: ; Limited Recovery (-2) [Notes: The END in this reserve are used to power his multiform power.] 25 Magick-Eater: Absorption 10d6 (Energy), Delayed Return Rate (points return at the rate of 5 per Hour) (+1) (100 Active Points); No Conscious Control (-2), Limited Special Effect Common SFX (-1/2), Only Restores To Starting Values (-1/2) [Notes: Magick drained in this fassion are converted into END in his END reserve.] Powers Cost: 90 Cost Martial Arts Maneuver 3 Weapon Element: Blades, Default Element, Garrote, Whips 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike 5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike Martial Arts Cost: 20 Cost Skill Standard Everyman Package 0 1) Conversation 8- 0 2) Deduction 8- 0 3) Streetwise 8- 0 4) Survival 8- 0 5) Trading 8- 5 +1 with HTH Combat 3 Breakfall 12- 3 Acting 11- 3 Concealment 11- 3 Disguise 11- 3 Shadowing 11- 3 Stealth 12- 3 Streetwise 11- 3 Tracking 11- 3 Acrobatics 12- 1 Tactics 8- 5 Rapid Attack (HTH) 3 Fast Draw 12- 5 +1 with DCV Skills Cost: 46 Cost Perk 4 Contact (Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact) 8- 10 Reputation (A large group; 11-) +5/+5d6 Perks Cost: 14 Cost Talent 5 Eidetic Memory Talents Cost: 5 Total Character Cost: 250 Val Disadvantages 10 Reputation: A Dangerous Assassin 11- (Known Only To A Small Group (Extreme)) [Notes: He is known to the Black Cabal, the Imperial Striders, the Guild, and a handfull of additional evil groups as an extremely dangerous hald-breed assassin-for-hire.] 15 Hunted: The Guild 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence) [Notes: As an independent mercenary assassin, the Guild would like nothing more than to see him dead, although it is not their top priority.] 15 Psychological Limitation: Addicted to the Change (Common; Strong) [Notes: He will take un-necessary risks to absorb magick.] 20 Distinctive Features: Demonic Heritage (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Imperial Striders 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; Limited Geographical Area) [Notes: Due to his record as a successful assassin, the Imperial Striders will kill him on sight.] 0 Normal Characteristic Maxima Disadvantage Points: 75 Base Points: 100 Experience Required: 75 Total Experience Available: 75 Experience Unspent: 0 ------------------ Magick Eater Demon Background/History: The history if the infamous "magick-eater" demon is tied closely to the mercenary assassin Jitohiri Kamanuse as they are one and the same being. Personality/Motivation: The demon represents Jitohiri's inner demon; his heritage. While this is a plague to some half-breeds, Jitohiri sees it as his greatest strength and is actually addicted to the rush his transformation brings him. When in his demon form, Jitohiri seeks simply to kill. Quote: "Raaaaaaaaaaaaggghhh!" Powers/Tactics: The demon exists to smash and kill, and since he usually ends up going berserk once he's wounded in combat anyway, tactics asside from hitting them as hard as possible are mostly out of the question. Campaign Use: The Magick-eater is Jitohiri's ace in the hole. If you fight Jitohiri, you fight the demon. Additionally, the only way to actually kill Jitohiri is through fighting the demon so... Appearance: Standing over seven feet tall, the demon usually looks to be much shorter due to its slouching posture. The demon is covered with shaggy blue fur from head to toe and it has a stripe of purple that runs from the top of its head down its back. Its heavily muscled arms are longer than its legs and it most often walks like a primate on its hands although it is fully capable of running on its powerful legs at a surprizingly fast pace for a creature that appears so bulky. In addition, the demon's back is adorned by two large scaly wings. Like Jitohiri, the demon's left ear is decorated by a hoop earing, and the fur on its right shoulder is discolored in an arcane pattern resembling an eye. Player: Val Char Cost 50 STR 70 10 DEX 0 20 CON 20 20 BODY 20 10 INT 0 10 EGO 0 15 PRE 5 2 COM -4 10/30 PD 0 4/14 ED 0 3 SPD 10 17 REC 12 40 END 0 64 STUN 18 10" RUN84" SWIM212" LEAP0Characteristics Cost: 161 Cost Power END 25 Magick-Eater: Absorption 10d6 (Energy), Delayed Return Rate (points return at the rate of 5 per Hour) (+1) (100 Active Points); No Conscious Control (-2), Limited Special Effect Common SFX (-1/2), Only Restores To Starting Values (-1/2) [Notes: Magick drained in this fassion are converted into END in his END reserve.] 8 Magick Threshold: Endurance Reserve (80 END, 0 REC) REC: ; Limited Recovery (-2) [Notes: The END in this reserve are used to power his multiform power.] 45 Demon Skin: Armor (20 PD/10 ED) [Notes: The demon's thick hide can reflect all but the strongest blows.] 30 Demonic Resistance: Energy Damage Reduction, Resistant, 50% [Notes: All but the most brutal blows are healed by the demon's intense regenetive capabilities in mere moments making it look as though no wound had been inflicted.] 35 Demonic Fortitude: Healing 4 BODY (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2) (97 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: Being of demonic blood, Jitohiri heals at a supernatural rate. It is no surprize that his full demon form regenerates far faster.] 31 Wings: Flight 8", x4 Noncombat, Reduced Endurance 0 END (+1/2) (31 Active Points) [Notes: The demon has a 12 foot wing span.] 40 Magick Breath: Energy Blast 4d6 (vs. ED), Area Of Effect (2" Any Area; +1) (40 Active Points) (uses Personal END) [Notes: The demon exhails a deadly fog of pure magical energy to damage its adversaries.] 4 30 Demon Claw: Hand-To-Hand Attack +4d6, Required Hands One-Handed (+0), Reduced Endurance 0 END (+1/2), Double Knockback 2x KB (+3/4) (45 Active Points); Hand-To-Hand Attack (-1/2) [Notes: With its massive strength, the demon can send foes flying with ease with its deadly claw attack.] Powers Cost: 244 Total Character Cost: 405 Val Disadvantages 45 Enraged: Attacked (Very Common), go 14-, recover 8-, Berserk 15 Hunted: Imperial Striders 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence; Limited Geographical Area) 20 Hunted: Black Cabal 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence) 25 Distinctive Features: Demonic Form (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 0 Normal Characteristic Maxima Disadvantage Points: 105 Base Points: 300 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  23. Actually... Actually...looking at FREd...I think I might have it figured out... I'll post him tomorow...time for bed... ...but I'd still like to see some ideas from the audience... Arandmoor Keet
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