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Beast

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  1. did a bit more tinkering and this will be the final version for a while
    Thank you all for the comments
    most where helpful

    Ghost Girl mk6

     

    image.jpeg.8075aafecaa3eab9435f861722a766d1.jpeg

     

    Ghost Girl
    Heather Julie Elvira Mitchell

    VAL    CHA    Cost    Roll    Notes
    15    STR    5    12-    HTH Damage 3d6  END [1]
    18    DEX    16    13-
    20    CON    10    13-
    18    INT    8    13-    PER Roll 13-
    10    EGO    0    11-
    23    PRE    13    14-    PRE Attack: 4 1/2d6
    7    OCV    20
    9    DCV    30
    3    OMCV    0
    3    DMCV    0
    6    SPD    40    Phases:  2, 4, 6, 8, 10, 12
    2    PD    0    2/28 PD (0/26 rPD)
    2    ED    0    2/28 ED (0/26 rED)
    10    REC    6
    40    END    4
    12    BODY    2    
    40    STUN    10

    Movement    Cost    Meters    Notes
    RUNNING    0    12m/24m    END [1]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward
    FLIGHT        80m/640m

    TELEPORTATION        20m/40m


    Characteristics Total: 164

    Cost    Powers
        Sub-Atomic Particle manipulation, all slots Unified Power (-1/4), OIAID (-1/4) - END=
    22    1)  Resistant Protection (13 PD/13 ED) (39 Active Points); Perceivable (-1/4) - END=0
    39    2)  Partially Desolid(Quantum state in flux): (Total: 70 Active Cost, 39 Real Cost) Energy Damage Reduction, 50% (20 Active Points); Perceivable (-1/4) (Real Cost: 11) plus Physical Damage Reduction, 50% (20 Active Points); Perceivable (-1/4) (Real Cost: 11) plus Mental Damage Reduction, 50% (30 Active Points); Perceivable (-1/4) (Real Cost: 17) - END=0
    16    3)  LS  (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); Perceivable (-1/4) - END=0
    20    4)  Energy: Detection(Halo and eyes glow)  A Large Class Of Things 13- (Unusual Group), Discriminatory, Range, Targeting, Telescopic:  +12 (36 Active Points); Perceivable (-1/4) [Notes: no range mods for 500m(1,640 .42 ft /0.31 miles)] - END=0
          - END=
    41    Quantom physics manipulation: Multipower, 50-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots Unified Power (-1/4), OIAID (-1/4) - END=
    3f    1)  Mind Scramble: Mental Blast 5d6, Alternate Combat Value (uses OCV against DCV; +0) (50 Active Points) - END=2
    2f    2)  Quantum radiation field: Blast 2d6, Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4), Constant (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Attack Versus Alternate Defense (Power Defense; +1), Does BODY (+1) (45 Active Points); No Range (-1/2) [Notes: 5m of flight] - END=2
    7v    3)  Flight 40m, Position Shift, x4 Noncombat (50 Active Points) [Notes: noncombat 86 mph] - END=2
    3f    4)  Quantum tunneling: Teleportation 10m, x4 Increased Mass, MegaScale (1m = 100 km; +1 1/2) (50 Active Points) - END=2
    3f    5)  spreading herself very thin: Desolidification  (affected by strong magnetic and gravity fields) (40 Active Points) [Notes: 10m of flight] - END=2
    2f    6)  Invisibility to Sight, Radio and Hearing Groups and Spatial Awareness  (35 Active Points) [Notes: 15m of flight] - END=1

    Powers Total: 158

    Cost    Martial Arts
    4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
    5    Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
    3    Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 10d6 Strike, Target Falls
    3    Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/10, Target Falls
    4    Sacrifice Lunge:  1/2 Phase, +2 OCV, -2 DCV, 9d6 +v/10; FMove
    24    +6 HTH Damage Class(es)

    Martial Arts Total: 43

    Cost    Skills
    4    PS: Scientist 13-
    3    Scientist
    2    1)  SS:  Particle Physics 12- (3 Active Points)
    2    2)  SS:  Physics 12- (3 Active Points)
    3    3)  SS:  Quantum Physics 13- (4 Active Points)
        Dex Skills
    3    1)  Stealth 13-
        Int skills
    3    1)  Shadowing 13-
    3    2)  Computer Programming 13-
    3    3)  Concealment 13-
    3    4)  Deduction 13-
    3    5)  Electronics 13-
    3    6)  Inventor 13-
        Everyman skills
    0    1)  Acting 8-
    0    2)  Climbing 8-
    0    3)  Conversation 8-
    0    4)  Paramedics 8-
    0    5)  Persuasion 8-
    0    6)  TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]

    Skills Total: 35

     

    Value    Complications
    20    Hunted:  S.U.S.H.I.(High tech villain group Infrequently (Mo Pow; NCI; Harshly Punish)
    15    Hunted:  VIPER Infrequently (Mo Pow; Harshly Punish)
    10    Psychological Complication:  short cutting safety protocalls (Uncommon; Strong)
    20    Psychological Complication:  Code vs killing (Very Common; Strong)
    10    Social Complication:  Secret Id Infrequently, Major

    Complications Points: 75

    Base Points: 400
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 400

  2. 2 hours ago, steriaca said:

    And Dennis' version is 100% correct. But since we never seen his stats, your free to create your own version. 

     

    Dennis, by the way, is free to run with my ideas also (since this IS the only place I'll publish it). I'm not going to sue for something he originally created after all.

     

    (I think the Professor only is mentioned a few times in his comics and I don't believe we ever seen him.)

     

    Just searched Comic Vine. He appeared in 13 issues. 

    Guess you did not see the like icon on your original post

     

  3. MK6
    dropped weapon elements for sword and spear and Deduction
    jiggered points around
    added Helm for flash def
    better defined regeneration and lower to 1pt per Min
    added Oratory to better define her as a speaker to large crowds on Norse history

    added PS Teacher to everyman skills

     

    Shield Maiden
    Vigdis  Augustdottior

    VAL    CHA    Cost    Roll    Notes
    45    STR    5    18-    HTH Damage 9d6  END [1]
    18    DEX    16    13-
    30    CON    20    15-
    18    INT    8    13-    PER Roll 13-
    13    EGO    3    12-
    18    PRE    8    13-    PRE Attack: 3 1/2d6
    9    OCV    30
    6    DCV    15
    3    OMCV    0
    3    DMCV    0
    5    SPD    30    Phases:  3, 5, 8, 10, 12
    20    PD    0    20/57 PD (10/47 rPD)
    20    ED    0    20/57 ED (10/47 rED)
    15    REC    11
    75    END    7
    13    BODY    3    
    60    STUN    20

    Movement    Cost    Meters    Notes
    RUNNING    8    20m/40m    END [2]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward


    TELEPORTATION        20m/40m


    Characteristics Total: 184

    Cost    Powers
    51    Personal magic to create her Shield : Multipower, 64-point reserve,  (64 Active Points); all slots Unified Power (-1/4) - END=
    5f    1)  Shield  Defending: Resistant Protection (Default slot) (11 PD/11 ED/10 Mental Defense/10 Power Defense) (63 Active Points) - END=0
    4f    2)  Throwing her shield to smack a lot of foes: Blast 8d6+1, Area Of Effect Nonselective (32m Cone; +1/2) (63 Active Points); No Range (-1/2) - END=6
    3f    3)  Shield wall push: Hearing Group Flash 9d6, Does Knockback (+1/4), Double Knockback (+1/2), Area Of Effect (16m Cone; +1/2) (61 Active Points); No Range (-1/2) [Notes: A wall of 8 ghostly images of Shield Maiden 1 every meter push the hordes back with a clap of thunder off their shields( for an area 8m long  x 8m wide and 3m tall)] - END=6
    5f    4)  Shield wall: Barrier 15 PD/15 ED, 2 BODY (up to 12m long, 2m tall, and 1/2m thick) (62 Active Points) [Notes: each meter is 1 ghostly image of Shield Maiden] - END=6
          - END=
        Asguardian Strength, all slots Unified Power (-1/4) - END=
    36    1)  Demi-goddess strength: +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points) - END=
          - END=
        Magical armor, all slots Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4), Perceivable (Godly Meim; -1/4) - END=
    17    1)  Magic Armor/godly Meim: Resistant Protection (10 PD/10 ED) (30 Active Points) - END=3
    8    2)  Rune infused under garments: Regeneration (1 BODY per Minute) (14 Active Points) - END=1
    6    3)  Helm: Sight Group Flash Defense (11 points) (11 Active Points) - END=1
    8    Magical padding/ Godly meim: (Total: 16 Active Cost, 8 Real Cost) +8 ED (8 Active Points); Perceivable (-1/4), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*) (Real Cost: 4) plus +8 PD (8 Active Points); Perceivable (Godly Meim; -1/4), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*) (Real Cost: 4) - END=2
          - END=
    15    Morphing weapon: Multipower, 22-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (27 Active Points); all slots Restrainable (-1/2), Unified Power (-1/4) - END=
    1f    1)  Sword: HKA 1d6+1 (4d6+1 w/STR) (20 Active Points) - END=1
    1f    2)  Short Spear: HKA 1d6 (3d6 w/STR), Armor Piercing (x2; +1/2) (22 Active Points) - END=1

    Powers Total: 160

    Cost    Martial Arts
    4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
    4    Martial Block shield:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    4    Disarm Foes:  1/2 Phase, +1 OCV, -1 DCV,  55 STR , Disarm
    4    Breaking free:  1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs
    3    Tossing Enemies:  1/2 Phase, +1 OCV, +0 DCV,  9d6, Strike + v/10 target falls
    5    Putting her all into this strike:  1/2 Phase, +1 OCV, -2 DCV, 13d6 Strike
    4    Shove:  1/2 Phase, +0 OCV, +0 DCV, 60 STR to Shove
    1    Weapon Elements Shield,:  Default Element, Empty Hand

    Martial Arts Total: 29

    Cost    Skills
        Pre skills
    3    1)  Oratory 13-
        Int skills
    3    1)  Concealment 13-
    3    2)  KS 13-
    3    3)  Tracking 13-
        General Skills
    3    1)  Power 11-
    3    2)  Language:  English (completely fluent; literate) (4 Active Points)
        
    0    Language:  Old Norse (idiomatic; literate) (5 Active Points)
    0    Paramedics 8-
    0    Acting 8-
    0    Climbing 8-
    0    Conversation 8-
    0    AK: Asguard 8-
    0    Persuasion 8-
    0    PS (Custom Adder) 11-
    0    Shadowing 8-
    0    TF:  Custom Adder, Equines

    Skills Total: 18


    Cost    Talents
    9    +3/+3d6 Striking Appearance (vs. all characters)

    Talents Total: 9

    Value    Complications
    15    Hunted:  Foes of Asguard Infrequently (Mo Pow; Harshly Punish)
    10    Distinctive Features:  Tall, striking beautiful blond  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10    Enraged:  when normals are harmed (Common), go 8-, recover 14-
    15    Psychological Complication:  Will only kill if the foe proves to be a killer themselves, otherwise strike to subdue (Common; Strong)
    15    Social Complication:  Subject to orders from Odin Frequently, Major
    10    Social Complication:  Secret Id Infrequently, Major

    Complications Points: 75

    Base Points: 400
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 400

  4. 5 hours ago, Hugh Neilson said:

    All I am getting at for the complication is ensuring GM and Player common ground. As the character is likely drafted with a specific GM in mind, it may not be an issue.  However, when I see "Common" (or note it as a player), I am expecting it will come up as a relevant challenge fairly often.

    actually I had no GM in mind
    though it be from past GMs is my bias
    mostly these are place holders that will get modded once the character joins a game
    and more gets info is gathered on how that GM sees the world

    5 hours ago, Hugh Neilson said:

    One thing you may want to add (no change to the character; just notation) is the Sword and Spear damage for the MA maneuvers. That should avoid any surprises when she puts her all into a sword strike for a 5 1/2d6 HKA.

    for beginning play my plan was to keep the damage potential to the 13DC range(just not using the MA DCs till the game progressed to a 15+ DC range
    I could drop the Blades and Spears weapon elements so the MA does not apply and make her MA HtH and Shield only
    now what to do with 2 points

  5. 11 hours ago, Hugh Neilson said:

     

    I would say, rather, that when you claim points as "common", you are requesting that the GM make it a common issue. As a GM, I would want the details spelled out.  If the GM says "it will commonly be limiting to not use the KA against any living target which has not already demonstrated a willingness and ability to murder helpless life forms, and to limit attacks to 6d6 Normal against unknown targets for fear a larger attack might cause severe harm" and you're thinking "She can always use full-power attacks, but won't use the KAs unless the opponent is established to be a Bad Guy", that's a big gulf to bridge.

     

    A matter for player and GM, though - there's no objectively right answer.

     

     

    Another option would be to only limit the reduced END.  "munchkiny" is a matter of taste, though.  Some GMs would not allow power defense and Unified Power (especially a very broad Unified Power) while others might require including the stats as stat drains tend to be more common than other drains.

    Hugh I generally play heroes
    they will watch out for normals and agents( no berserker rages in her complications)
    the shield trow is 8.5 d6 which is a little over par for mooks about right for agents and a tickle for Lts
    the Shield wall push is a front line disruptor(any group stupid enough to charge her or hang out as a group with in her range)
    and heaven help the if the push tosses them into a wall or the 2nd line

     

  6. Mk4

    Pulled the reduced end to a naked advantage and put it in a ring
    she has all her demi-goddess goodnes
    made the Shield wall push into an 8m x8m x2m tall effect
    added a 16m long x 8m wide x2m tall area of mayhem for the Throwing her shield to smack around agents/goblins/kobolds/etc...

     

    Shield Maiden
    Vigdis  Augustdottior

    VAL    CHA    Cost    Roll    Notes
    45    STR    35    18-    HTH Damage 9d6  END [4]
    18    DEX    16    13-
    30    CON    20    15-
    18    INT    8    13-    PER Roll 13-
    13    EGO    3    12-
    18    PRE    8    13-    PRE Attack: 3 1/2d6
    9    OCV    30
    6    DCV    15
    3    OMCV    0
    3    DMCV    0
    5    SPD    30    Phases:  3, 5, 8, 10, 12
    19    PD    0    19/30 PD (10/21 rPD)
    19    ED    0    19/30 ED (10/21 rED)
    15    REC    11
    45    END    5
    13    BODY    3    
    70    STUN    25

    Movement    Cost    Meters    Notes
    RUNNING    6    18m/36m    END [2]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward

     

     

    Characteristics Total: 215

    Cost    Powers
    51    Personal magic to create her Shield : Multipower, 64-point reserve,  (64 Active Points); all slots Unified Power (-1/4) - END=
    5f    1)  Shield  Defending: Resistant Protection (Default slot) (11 PD/11 ED/10 Mental Defense/10 Power Defense) (63 Active Points) - END=0
    4f    2)  Throwing her shield to smack a lot of foes: Blast 8d6+1, Area Of Effect Nonselective (32m Cone; +1/2) (63 Active Points); No Range (-1/2) - END=6
    4f    3)  Throwing her shield to smack a lot of foes: Blast 8 1/2d6, Area Of Effect Nonselective (16m Long, 2m Tall, 8m Wide Line; +1/2) (64 Active Points); No Range (-1/2) - END=6
    4f    4)  Shield wall push(line a breast): Hearing Group Flash 8 1/2d6, Does Knockback (+1/4), Double Knockback (+1/2), Area Of Effect (8m Long, 2m Tall, 8m Wide Line; +3/4) (64 Active Points); No Range (-1/2) [Notes: A wallof upto 8 ghostly images of Shield Maiden(1m apart) push the hordes back with a clap of thunder off their shields] - END=6
    4f    5)  Shield wall: Barrier 15 PD/15 ED, 2 BODY (up to 12m long, 2m tall, and 1/2m thick) (62 Active Points); Limited Range (Rangeer in meters 62m; -1/4) [Notes: each meter is 1 ghostly image of Shield Maiden] - END=6
          - END=
        Asguardian magic items, all slots Unified Power (-1/4) - END=
    7    1)  Ring of Stamina: Reduced Endurance (1/2 END; +1/4) for up to 45 Active Points of 45 Strength costs 2 end (11 Active Points); IIF (-1/4) - END=0
          - END=
        Magical armor, all slots Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4), Perceivable (Godly Meim; -1/4) - END=
    17    1)  Magic Armor/godly Meim: Resistant Protection (10 PD/10 ED) (30 Active Points) - END=3
    9    2)  Regeneration (1 BODY per Turn) (16 Active Points) - END=2
    8    Magical padding/ Godly meim: (Total: 14 Active Cost, 8 Real Cost) +7 ED (7 Active Points); Perceivable (-1/4), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*) (Real Cost: 4) plus +7 PD (7 Active Points); Perceivable (Godly Meim; -1/4), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*) (Real Cost: 4) - END=2
          - END=
    15    Morphing weapon: Multipower, 22-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (27 Active Points); all slots Restrainable (-1/2), Unified Power (-1/4) - END=
    1f    1)  Sword: HKA 1d6+1 (4d6+1 w/STR) (20 Active Points) - END=1
    1f    2)  Short Spear: HKA 1d6 (3d6 w/STR), Armor Piercing (x2; +1/2) (22 Active Points) - END=1

    Powers Total: 130

    Cost    Martial Arts
    4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
    4    Martial Block shield:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    4    Disarm Foes:  1/2 Phase, +1 OCV, -1 DCV,  55 STR , Disarm
    4    Breaking free:  1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs
    3    Tossing Enemies:  1/2 Phase, +1 OCV, +0 DCV,  9d6, Strike + v/10 target falls
    5    Putting her all into this strike:  1/2 Phase, +1 OCV, -2 DCV, 13d6 Strike
    4    Shove:  1/2 Phase, +0 OCV, +0 DCV, 60 STR to Shove
    3    Weapon Elements Shield,:  Blades, Default Element, Empty Hand, Polearms and Spears

    Martial Arts Total: 31

    Cost    Skills
        Dex skills
    3    1)  Breakfall 13-
        Int skills
    3    1)  Concealment 13-
    3    2)  Power:  Rune magic 13-
    3    3)  KS 13-
    3    4)  Tracking 13-
        
    3    Language:  English (completely fluent; literate) (4 Active Points)
    0    Language:  Old Norse (idiomatic; literate) (5 Active Points)
    0    Paramedics 8-
    0    Acting 8-
    0    Climbing 8-
    0    Conversation 8-
    0    AK: Asguard 8-
    0    Persuasion 8-
    0    Shadowing 8-
    0    TF:  Custom Adder, Equines

    Skills Total: 18


    Cost    Talents
    6    +2/+2d6 Striking Appearance (vs. all characters)

    Talents Total: 6

    Value    Complications
    15    Hunted:  Foes of Asguard Infrequently (Mo Pow; Harshly Punish)
    10    Distinctive Features:  Tall, striking beautiful blond  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10    Enraged:  when normals are harmed (Common), go 8-, recover 14-
    15    Psychological Complication:  Will only kill if the foe proves to be a killer themselves, otherwise strike to subdue (Common; Strong)
    15    Social Complication:  Subject to orders from Odin Frequently, Major
    10    Social Complication:  Secret Id Infrequently, Major

    Complications Points: 75

    Base Points: 400
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 400

  7. 46 minutes ago, Hugh Neilson said:

     

    I saw Perceivable (Godly Meim; -1/4), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*) - three limitations, -1/4 each

     

    rpd/red are 17pt not 15
    regen is 9 not 8
    the padded pd/ed each round to 4(when done on my compuer's calculator they should be 4.5714.....which should round to 5pt each, but as they are in a compound power setup
    they come to 9.1428..... which HD then rounds down to 9)

    46 minutes ago, Hugh Neilson said:

     

    I'm looking at the "Common"  frequency of, basically, won't kill things that don't need killing.  How often will it actually be problematic?

    That depends entirely on what the GM throws at her

    46 minutes ago, Hugh Neilson said:

     I agree with steriaca that it seems odd that her STR is part of her godly powers, but her other stats are not. Not a huge deal, but if all of her Godly powers are suppressed, she still has a 30 CON?  Mind you, if she is Divine by nature, could she just be Drained away entirely?

    I could have put all those stats above 20(15 in the case of Rec) under Unified, but I felt that would have been too munchkiny
    technically she is working toward that divinity, so somebody could try and take that away but the only way I see it going away permanently would be to kill her
    it is more that the reduced end on her Strength is magic and is for now connected intrinsicly
     

  8. 4 hours ago, Steve said:

    I'm wondering what the purpose is for Inventor and the unnamed KS skill on the INT Skills list. Is that for Secret ID usage?

    more as magic skill to invent new ways to use her various magics

    4 hours ago, Steve said:

    Maybe the above human ability amounts for CON, PD, ED, REC, END and STUN could also go under the Asguardian Strength list?

    could have, but as they are natural to her and the extra strength had the 0 end cost I saw no need

  9. 6 hours ago, Hugh Neilson said:

    Only a few minor quibbles I see.

     

    Real Cost of Godly Miem is half Active points, but I only see three -14 limitations.  What am I missing there?

    Unified

    6 hours ago, Hugh Neilson said:

    Looks like you are expecting a lot of Odin involvement.

    Place holder

    6 hours ago, Hugh Neilson said:

    I'd also be curious (if I were GM) how much impact the "strokes to subdue" is expected to have.  Against a typical Super, would she limit herself to the shield?  Would it apply to a Frost Giant or a Troll who has yet to show any homicidal inclinations?  Maybe not a big deal as the MA with Shield will be more effective in most Supers games than trying to inflict BOD, but you see this as causing issues pretty often ("common").
     

    Actually, with the reduced utility of KAs in Supers games, I've toyed with weapons, claws, etc. being SFX for some different mechanic, such as a naked AP advantage applied to STR/Martial Arts, rather than "an attack whose purpose is to kill". To a typical human being, a 10d6 AP Strike is pretty lethal - it will carve through a wall pretty easily.

     

    Presumably she is not a traditional "chooser of the slain" with that complication.

    most of the time she will use her MA and Shield Defending
    Sword and spear are for things and peeps that need destruction or killing

    I always thought Valkiriries and Shield Maidens where 2 different types of warriors
    So no, she isn't a chooser

  10. More tinkering
    made her martial art more personal
    Mk 2

    image.jpeg.892e66c887e0e71333176c8aa4d28fe1.jpeg

    Shield Maiden
    Vigdis  Augustdottior

    VAL    CHA    Cost    Roll    Notes
    45    STR    5    18-    HTH Damage 9d6  END [1]
    18    DEX    16    13-
    30    CON    20    15-
    18    INT    8    13-    PER Roll 13-
    13    EGO    3    12-
    18    PRE    8    13-    PRE Attack: 3 1/2d6
    9    OCV    30
    6    DCV    15
    3    OMCV    0
    3    DMCV    0
    5    SPD    30    Phases:  3, 5, 8, 10, 12
    20    PD    0    20/57 PD (10/47 rPD)
    20    ED    0    20/57 ED (10/47 rED)
    15    REC    11
    75    END    7
    13    BODY    3    
    60    STUN    20

    Movement    Cost    Meters    Notes
    RUNNING    8    20m/40m    END [2]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward


    TELEPORTATION        20m/40m


    Characteristics Total: 184

    Cost    Powers
    51    Personal magic to create her Shield : Multipower, 64-point reserve,  (64 Active Points); all slots Unified Power (-1/4) - END=
    5f    1)  Shield  Defending: Resistant Protection (Default slot) (11 PD/11 ED/10 Mental Defense/10 Power Defense) (63 Active Points) - END=0
    4f    2)  Throwing her shield to smack a lot of foes: Blast 8d6+1, Area Of Effect Nonselective (32m Cone; +1/2) (63 Active Points); No Range (-1/2) - END=6
    3f    3)  Shield wall push: Hearing Group Flash 9d6, Does Knockback (+1/4), Double Knockback (+1/2), Area Of Effect (16m Cone; +1/2) (61 Active Points); No Range (-1/2) [Notes: A cone 60 degrees 16m a side 30(15 per side ghostly images of Shield Maiden push the hordes back with a clap of thunder off their shields] - END=6
    5f    4)  Shield wall: Barrier 15 PD/15 ED, 2 BODY (up to 12m long, 2m tall, and 1/2m thick) (62 Active Points) [Notes: each meter is 1 ghostly image of Shield Maiden] - END=6
          - END=
        Asguardian Strength, all slots Unified Power (-1/4) - END=
    36    1)  Demi-goddess strength: +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points) - END=
          - END=
        Magical armor, all slots Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4), Perceivable (Godly Meim; -1/4) - END=
    17    1)  Magic Armor/godly Meim: Resistant Protection (10 PD/10 ED) (30 Active Points) - END=3
    9    2)  Regeneration (1 BODY per Turn) (16 Active Points) - END=2
    8    Magical padding/ Godly meim: (Total: 16 Active Cost, 8 Real Cost) +8 ED (8 Active Points); Perceivable (-1/4), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*) (Real Cost: 4) plus +8 PD (8 Active Points); Perceivable (Godly Meim; -1/4), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*) (Real Cost: 4) - END=2
          - END=
    15    Morphing weapon: Multipower, 22-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (27 Active Points); all slots Restrainable (-1/2), Unified Power (-1/4) - END=
    1f    1)  Sword: HKA 1d6+1 (4d6+1 w/STR) (20 Active Points) - END=1
    1f    2)  Short Spear: HKA 1d6 (3d6 w/STR), Armor Piercing (x2; +1/2) (22 Active Points) - END=1

    Powers Total: 155

    Cost    Martial Arts
    4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
    4    Martial Block shield:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    4    Disarm Foes:  1/2 Phase, +1 OCV, -1 DCV,  55 STR , Disarm
    4    Breaking free:  1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs
    3    Tossing Enemies:  1/2 Phase, +1 OCV, +0 DCV,  9d6, Strike + v/10 target falls
    5    Putting her all into this strike:  1/2 Phase, +1 OCV, -2 DCV, 13d6 Strike
    4    Shove:  1/2 Phase, +0 OCV, +0 DCV, 60 STR to Shove
    3    Weapon Elements Shield,:  Blades, Default Element, Empty Hand, Polearms and Spears

    Martial Arts Total: 31

    Cost    Skills
        Dex skills
    3    1)  Breakfall 13-
        Int skills
    3    1)  Concealment 13-
    3    2)  Deduction 13-
    3    3)  Inventor 13-
    3    4)  KS 13-
    3    5)  Tracking 13-
        
    3    Language:  English (completely fluent; literate) (4 Active Points)
    0    Language:  Old Norse (idiomatic; literate) (5 Active Points)
    0    Paramedics 8-
    0    Acting 8-
    0    Climbing 8-
    0    Conversation 8-
    0    AK: Asguard 8-
    0    Persuasion 8-
    0    Shadowing 8-
    0    TF:  Custom Adder, Equines

    Skills Total: 21


    Cost    Talents
    9    +3/+3d6 Striking Appearance (vs. all characters)

    Talents Total: 9

    Value    Complications
    15    Hunted:  Foes of Asguard Infrequently (Mo Pow; Harshly Punish)
    10    Distinctive Features:  Tall, striking beautiful blond  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10    Enraged:  when normals are harmed (Common), go 8-, recover 14-
    15    Psychological Complication:  Will only kill if the foe proves to be a killer themselves, otherwise strike to subdue (Common; Strong)
    15    Social Complication:  Subject to orders from Odin Frequently, Major
    10    Social Complication:  Secret Id Infrequently, Major

    Complications Points: 75

    Base Points: 400
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 400

  11. 1 hour ago, steriaca said:

    Nice. She should have a blunt weapon also, but she can always get that later with ex.

     

    Note: the blunt weapon should definitely NOT be a war hammer of some kind. Unless she is rather friendly with Thor and his wife Sif doesn't mind...

    the shield is her blunt weapon with her MA she is doing 11d6 with a fast strike( for this the shield would be in defense mode and the sfx of her hitting somebody)
    also shield push and throwing the shield are blunt attacks
    the sword and spear are for stuff that needs killing or destruction
    She is a blending of Capt America and Thor
    stuff for the future(that I added to her equipment tab)

    flying

    access to the rainbow bridge for t-port and x-d movement

    her immortality(various life supports)

    I might look into other kind of attacks(vs power /mental def/NND/etc...

    55 minutes ago, DentArthurDent said:

    “Throwing her shield to smack a lot of foes” is a wonderful description!!

     

    I would definitely make it Selective.

    with time and expanding her MP

  12. as always comments are welcome, if they are nice and/or constructive
    image.jpeg.339d60e700c5d5a86215c6e6a83109a5.jpeg
    Shield Maiden mk2
    Vigdis  Augustdottior

    VAL    CHA    Cost    Roll    Notes
    45    STR    5    18-    HTH Damage 9d6  END [1]
    18    DEX    16    13-
    28    CON    18    15-
    18    INT    8    13-    PER Roll 13-
    13    EGO    3    12-
    18    PRE    8    13-    PRE Attack: 3 1/2d6
    9    OCV    30
    6    DCV    15
    3    OMCV    0
    3    DMCV    0
    5    SPD    30    Phases:  3, 5, 8, 10, 12
    2/20    PD    0    2/20/31 PD (10/21 rPD)
    2/20    ED    0    2/20/31 ED (10/21 rED)
    15    REC    11
    50    END    6
    13    BODY    3    
    60    STUN    20

    Movement    Cost    Meters    Notes
    RUNNING    8    20m/40m    END [2]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward

     

     

    Characteristics Total: 181

    Cost    Powers
    51    Personal magic to create her Shield : Multipower, 64-point reserve,  (64 Active Points); all slots Unified Power (-1/4) - END=
    5f    1)  Shield  Defending: Resistant Protection (Default slot) (11 PD/11 ED/10 Mental Defense/10 Power Defense) (63 Active Points) - END=0
    4f    2)  Throwing her shield to smack a lot of foes: Blast 8d6+1, Area Of Effect Nonselective (32m Cone; +1/2) (63 Active Points); No Range (-1/2) - END=6
    3f    3)  Shield wall push: Hearing Group Flash 9d6, Does Knockback (+1/4), Double Knockback (+1/2), Area Of Effect (16m Cone; +1/2) (61 Active Points); No Range (-1/2) [Notes: a cone shape line of upto 32 ghostly images of Shield Maiden push the hordes back with a clap of thunder off their shields] - END=6
    5f    4)  Shield wall: Barrier 15 PD/15 ED, 2 BODY (up to 12m long, 2m tall, and 1/2m thick) (62 Active Points) [Notes: each meter is 1 ghostly image of Shield Maiden] - END=6
         
        Asguardian Strength, all slots Unified Power (-1/4) - END=
    36    1)  Demi-goddess strength: +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points) - END=
         
        Magical armor, all slots Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4), Perceivable (Godly Meim; -1/4) - END=
    17    1)  Magic Armor/godly Meim: Resistant Protection (10 PD/10 ED) (30 Active Points) - END=3
    9    2)  Regeneration (1 BODY per Turn) (16 Active Points) - END=2
    8    Magical padding/ Godly meim: (Total: 16 Active Cost, 8 Real Cost) +8 ED (8 Active Points); Perceivable (-1/4), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*) (Real Cost: 4) plus +8 PD (8 Active Points); Perceivable (Godly Meim; -1/4), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*) (Real Cost: 4) - END=2
         
    19    Morphing weapon: Multipower, 22-point reserve, all slots Reduced Endurance (0 END; +1/2) (33 Active Points); all slots Restrainable (-1/2), Unified Power (-1/4) - END=
    1f    1)  Sword: HKA 1d6+1 (4d6+1 w/STR) (20 Active Points) - END=0
    1f    2)  Short Spear: HKA 1d6 (3d6 w/STR), Armor Piercing (x2; +1/2) (22 Active Points) - END=0

    Powers Total: 159

    Cost    Martial Arts
    4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
    4    Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    4    Disarm Foes:  1/2 Phase, +1 OCV, -1 DCV,  55 STR , Disarm
    4    Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs
    3    Tossing Enemies:  1/2 Phase, +1 OCV, +0 DCV,  9d6, Strike + v/10 target falls
    5    Sacrifice Strike:  1/2 Phase, +1 OCV, -2 DCV, 13d6 Strike
    4    Shove:  1/2 Phase, +0 OCV, +0 DCV, 60 STR to Shove
    2    Weapon Elements Shield,:  Blades, Default Element, Empty Hand

    Martial Arts Total: 30

    Cost    Skills
        Dex skills
    3    1)  Breakfall 13-
        Int skills
    3    1)  Concealment 13-
    3    2)  Deduction 13-
    3    3)  Inventor 13-
    3    4)  KS 13-
    3    5)  Tracking 13-
        
    3    Language:  English (completely fluent; literate) (4 Active Points)
    0    Language:  Old Norse (idiomatic; literate) (5 Active Points)
    0    Paramedics 8-
    0    Acting 8-
    0    Climbing 8-
    0    Conversation 8-
    0    AK: Asguard 8-
    0    Persuasion 8-
    0    Shadowing 8-
    0    TF:  Custom Adder, Equines

    Skills Total: 21


    Cost    Talents
    9    +3/+3d6 Striking Appearance (vs. all characters)

    Talents Total: 9

    Value    Complications
    15    Hunted:  Foes of Asguard Infrequently (Mo Pow; Harshly Punish)
    10    Distinctive Features:  Tall, striking beautiful blond  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10    Enraged:  when normals are harmed (Common), go 8-, recover 14-
    15    Psychological Complication:  Will only kill if the foe proves to be a killer themselves, otherwise strike to subdue (Common; Strong)
    15    Social Complication:  Subject to orders from Odin Frequently, Major
    10    Social Complication:  Secret Id Infrequently, Major

    Complications Points: 75

    Base Points: 400
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 400

  13. there is stuff on

    drugs and poisons

    stats for marines and M-1 tank and M-2 APC

    impossible crimes

    Into the Modem Age: UNTIL Revitalized

         agents,vehicles(includes the flying sub from voyage to the bottom of the sea)

    Running Cinema Campaigns!

    World Security Services(possible friend or foe corp security)
     

    I have both in Hard and Pdf
    Almanac 1 is a great buy
    Almanac 2 is good buy

     

  14. 4 minutes ago, Cloppy Clip said:

    That sounds really interesting, Opal. Do you remember where it was published? I did a quick Google and wasn't able to find it, but knowing that it's out there is still very useful so thank you!

    the spirit rules are in Almanac 1(4th ed)

    Spirits in the Hero System . .............................................. page 36

  15. 9 minutes ago, DShomshak said:

    Reviewing:

     

    Placing Reduced Endurance on a Multipower rather than the slots is at least potentially legal, so that's between you and your GM. No further concern iof mine.

     

    It's been pointed out that while GG still has her Martial Arts and Speed outside her Hero ID she's the most fragile of spun-glass cannons. This has dramatic possibilities. If you're okay with the choices it places on the character, I am more than okay with it too.👍

     

    Ah: the BODY AVAD field is a *focus breaker.* Any adversary who depends on breakable Foci will be hosed... if Ghost Girl is willing to harm the people around her. Which she may have to do, and consequently wrestle with her Code vs Killing. Which, again, is dramatic.

     

    (And while it's very powerful in some circumstances, it's no more so than, say, a high-STR brick with levels in Grab. Now *there's* a character you end up building antagonists and scenarios around. I speak from experience as GM.)

     

    The Hunteds are just placeholders, sure. In my group, we often just write in, "Hunted: Major Campaign Adversary," or something like that, because it's often not certain who will become the ongoing Big Bad.

     

    Invisibility, Desolidification, and Teleportation that can MegaScale make Ghost Girl the infiltration and quick escape paragon for any team she's in. This is in no way a criticism; I just hope the GM is ready for a character who can bypass many obstacles. I've alowed more in my campaigns.

     

    As far as I'm concerned, that covers everything in the write-up. The character seems eminently playable. Unless you want to give more description of her origin story and personality, I'm done.

     

    Dean Shomshak

    thank you
    I'll work on more origin and personality(it takes a while for me to come up with 1)

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