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Beast

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Posts posted by Beast

  1. 18 minutes ago, Lord Liaden said:

     

    The only time Destroyer cares one jot what's in the eyes of the public, aka "the mindless sheep," is if one of them dares to publicly criticize him. Said critic usually winds up dead shortly after, if they're lucky enough to have only annoyed him. If DD is actually offended or angered, their fate is much worse. (The Doctor is epically vindictive.)

     

    As for New Millennium Seeker, maybe you'd be interested in 4E Hero System stats for him. And all the other characters from that book line.

     

     

    And you made my point about DD as he is a killer from the nazi era and heroes wanting to draw him out would promote this
    if your going to promote him as a villain starting with a nazi connection is a great place to start

    I have all that stuff
    I you look on the playtest page I'm there Robert Isenberg
    My friend Ron Glass had his version before 4th ed called Shadow Wolf
    30 body and maybe 3 resistant def he never learned my character Precision's mantra

    "Best defense,  No be there"
    Precision had 10 resistant and 50% damage reduction if he did get hit

  2. On 7/23/2020 at 7:00 AM, Lord Liaden said:

     

    Got it. But CSL rather than buying up her OCV would give her a bit more defensive flexibility. Her DEF plus CON combo seems a bit low for a brick in the 11D6 range -- not that hard to Stun her.

    the average stun in a 12dc  game is 42 , to stun her, the hit has to be 51 to overcome her def and con( more is planned for in the future)
    CSLs can also add damage and she does not need to do more
    she is flexible enough , if she needs to do more damage she can push or haymaker

  3. 53 minutes ago, Lord Liaden said:

     

    Albert Zerstoiten was never a Nazi, in either his 4E or 5/6E incarnations. He mouthed their slogans to continue to use their scientific resources, but he considered Hitler and his cronies to be of low intelligence, and their doctrine of racial superiority to have no basis in science.

     

    The latest Golden Age Champions fully writes up a character only alluded to in previous books, Korrex the Conqueror (also called "Korrex the Time King"), a pretty explicit Kang analogue. He's a warlord from an alternate future Earth who conquers past eras, causing the creation of new alternate timelines. Setting one of his minions to govern the new alternate Earth, he moves on to another era.

     

    The version of Seeker from Champions: New Millennium was a product of genetic engineering, and was thus more than humanly strong and tough, in addition to being a highly trained fighter. If I used any version of Seeker, this one would be less improbable than the original. ;)

     

    In my campaign I decided Leech was a servant of the Coin Collector, from DEMON: Servants Of Darkness. (The coin used to entrance him was an obvious tie-in.) CC used a ritual to spread the Qliphothic taint in his own body to others, warping his victim into a monster obedient to his will. My version of CC had a dozen of these "Leeches," blasphemously named after the Twelve Apostles, which he kept in various bodies of water around the world until needed as his assassins or enforcers.

    He uses nazi tech and spouts their propaganda makes him a nazi in the eyes of the public
    Having his own agenda is nothing new
    Goring tried to take over the nazi government in april of 45 when he thought Hitler had a nervous breakdown

    As for Seeker, I'm staying with the Hero system champions
    Fusion is a different game for me

     

  4. On 7/20/2020 at 3:57 PM, specks said:

    If we were to reboot Champions Universe what changes would you like to see. My choices:
    -Change Dr. Destroyer. A previous thread mentioned making him a female but I would drop the Nazi WWII story and make him/her a time traveling villain from the future who came to conquer the past. Destroyer is big enough in points and resources to already represent a major threat so why not a temporal threat as well.
    -Bring back Seeker. I think he needs a greater number of martial art skills and weapons. Maybe give him a beard give him more character.
    -I think it is time to have Leech cured. He did not ask to be what he was so I think maybe some mystical hero might change him back. Have him back to drive a cab again :)
    -Drop Millennium City as the default setting. I think it would be nice to not be pigeon-holed in one city. Many individual villains (and organizations) have a global reach so why not pick and choose different cities for villains instead of one.

     

    I have some more but I think that these are good starting points.

     

    Leave him as a nazi, nazis are universal villains
    there is already an empress that spans dimensions( adding time travel is trival)
    Seeker needs more def to take a hit

    Curing Leech is a plot hook for a GM to set
    there are 4 cities for champions(Millennium city,Hudson, Vibora Bay and San Angelo(needs up dating) to choose from or build on your self our use all of them and add more as needed

  5. On 7/24/2020 at 1:48 PM, DoctorHammersmith said:

    When you say "bellybutton" storage, are you saying that there is a pocket dimension where the bellybutton otherwose would be? Or a hollow space behind the bellybutton, which takes the place of the stomach? Or that the skin of the stomach stretches over whatever is pushed into there, so you could theoretically carry, say, a medicine ball (as a ludicrously heavy example) or a ten foot pole (as a ludicrously awkwardly shaped example) and just have that distending the stomach out of all proportion, but successfully carrying things?

    The entrance is at her bellybutton and the stretching to pull items out
    for me objects are warping in size as they enter/leave the extra dimensional space(max size is 2m x 2m x 2m) and limited by her strength(50 tons)
    and at this time she cannot hide in it, hence it being labeled belly button
    this was inspired by the Robert Heinlin character "Friday" and her courier pouch
    It's doorway is at the belly button
    think of a woman;s large purse but this one is not an OAF
     

  6. updated version 1.1
    Nemesis-2.png

     

    Nemesis

     

    Val Char Cost Roll Notes

    55 STR 5 20- Lift 51.2tons; 11d6 [1]

    18 DEX 16 13- OCV: 9/DCV: 7

    25 CON 15 14-

    13 INT 3 12- PER Roll 12-

    13 EGO 3 12- ECV: 3 - 3

    18 PRE 8 13- PRE Attack: 3 ½d6

     

    9 OCV 30

    7 DCV 20

    3 OMCV 0

    3 DMCV 0

    6 SPD 10 Phases: 2, 4, 6, 8, 10, 12

     

    10+15 PD 0 Total: 10/25 PD (0/15 rPD)

    10+15 ED 0 Total: 10/25 ED (0/15 rED)

    10 REC 6

    60 END 8

    10 BODY 0

    60 STUN 20 Total Characteristic Cost: 140

     

    Movement: Running: 34m/68m

    Flight: 20m/40m

     

    Cost Powers END

    Golem body, all slots Unified Power (-¼)

    48 1) +40 STR, Reduced Endurance (0 END; +½) (60 Active Points)

    36 2) Resistant Protection (15 PD/15 ED) (45 Active Points) 0

    6 3) Tough outer layer: +8 PD (8 Active Points)

    6 4) Tough outer layer: +8 ED (8 Active Points)

    24 5) Haste spell: +3 SPD (30 Active Points)

    28 6) Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (35 Active Points) 0

    8 7) Gems of true sight for eyes: Sight Group Flash Defense (10 points) (10 Active Points) 0

    12 😎 Gems of true sight for eyes: magic based Radar (Radio Group) (15 Active Points) 0

    9 9) Regeneration (1 BODY per Turn) (16 Active Points); Linked (Gate to hell fire; -½) 0

     

    24 Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼)

    2f 1) Turning off the levitation spell: Knockback Resistance -20m, Custom Adder (20 Active Points) 0

    Notes: +6m running total 18m can weigh a lot

    4v 2) the magic from boots of striding and leaping: Running +22m (34m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1

    2f 3) the magic from boots of striding and leaping and levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points) 3

    Notes: 160m x 80m

    2f 4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1

     

    12 Magics to alter self: Multipower, 22-point reserve, (22 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼)

    1f 1) Shape Shift (Sight and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (22 Active Points) 2

    1f 2) Gate to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼), Personal Immunity (+¼), Constant (+½), Uncontrolled (+½), Penetrating (x3; +1 ½) (22 Active Points); Leaves A Trail (+¼*) 2

    1f 3) Bright Sunlight(gate to sun): Change Environment (-2 to Normal Sight PER Rolls, Varying Combat Effects), Area Of Effect (8m Radius; +½) (21 Active Points) 2

    1f 4) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2

    1f 5) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points); No Range (-½) 2

    1f 6) bellybutton storage(extra dimensional storage 😞 (Total: 22 Active Cost, 12 Real Cost) Custom Power (20 Active Points) (Real Cost: 20) plus Stretching 2m (2 Active Points); Limited Power Power loses almost all of its effectiveness (only inside the extra dimensional space; -2), No Velocity Damage (-¼), no Noncombat Stretching (-¼), Limited Body Parts (arm only; -¼) (Real Cost: 1) 3

     

     

    Perks

    1 Money invested from the past: Money: Well Off

     

    Talents

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

     

    Skills

    0 Presence Skills may add + 3 for Striking Appearance

    3 1) Acting 13-

    3 2) Charm 13-

    3 3) Streetwise 13-

    0 Dex skills

    3 1) Breakfall 13-

    3 2) Stealth 13-

    0 Int based

    3 1) Deduction 12-

    0 general

    3 1) Power: magic skill 11-

    0 everyman skills

    0 1) Climbing 8-

    0 2) Language: English (completely fluent; literate) (4 Active Points)

    0 3) Paramedics 8-

    0 4) Persuasion 8-

    0 5) PS: model 11-

    0 6) Shadowing 8-

    0 7) TF: Everyman Skill, Small Motorized Ground Vehicles

    0 😎 AK 8-

     

    Total Powers & Skill Cost: 260

    Total Cost: 400

     

    400+ Matching Complications

    5 Distinctive Features: Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)

    10 Distinctive Features: usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    15 Hunted: Magic seeking villain Infrequently (Mo Pow; Harshly Punish)

    10 Physical Complication: she has no organs (Infrequently; Slightly Impairing)

    15 Psychological Complication: Code vs killing (Common; Strong)

    10 Psychological Limitation: Curious (Common; Moderate)

    10 Social Complication: Secret Id Frequently, Minor

     

    Total Complications Points: 400

     

    Stuff to buy w/ exp

     

     

    Golem body, all slots Unified Power (-¼)

    1) LS (Eating: Character does not eat; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (38 Active Points) 0

    2) Gems of True sight :Seeing the magic: Detect and read/ analyze magic A Class Of Things 14- (Unusual Group), Discriminatory, Analyze, Penetrative, Range (32 Active Points) 0

    3) Gems of true sight: Spatial Awareness (Unusual Group), +2 to PER Roll, Discriminatory, Analyze, Telescopic: +1, Tracking (50 Active Points) 0

    4) Resistant Protection (5 PD/5 ED) (15 Active Points) 0

    5) Remembering Languages through the ages: Universal Translator 15- (23 Active Points); Extra Time (1 Minute, Only to Activate, -¾)

    6) mIND LIKE A STEEL TRAP: Eidetic Memory (5 Active Points)

    7) Teleportation: Floating Fixed Location (4 Locations) (20 Active Points) 0

    😎 Teleportation: Fixed Location (8 Locations) (8 Active Points) 0

     

    for move multipower

    1) Teleportation 10m, MegaScale (1m = 10,000 km; +2) (30 Active Points) 3

     

    Multi-function hands: Multipower, 10-point reserve, (10 Active Points); Restrainable (-½), Unified Power (-¼)

    1) wedging/poking in her frail looking fingers to climb: Clinging (normal STR) (10 Active Points) 0

    2) sharp nails: HKA ½d6 (4d6+1 w/STR) (10 Active Points)Notes: normal damage with balance 4d6-1 HKA spend 1 HAP to get 4d6+1 1

    3) Spot welding repairs using Hellfire and a bit of pounding to repair metal: (Total: 10 Active Cost, 6 Real Cost) Healing BODY 1 point, Decreased Re-use Duration (1 Turn; +1 ½) (7 Active Points); Limited Power Power loses about half of its effectiveness (not on flesh and bones we are talking about welding and repairing metal; -1) (Real Cost: 3) plus PS: Sculpting 12- (Real Cost: 3) 1

     

    Does Not Bleed, Inherent (+¼) (19 Active Points) 0

    Power Defense (10 points) 0

    Mental Defense (10 points total) 0

    +5 REC

    +10 EGO

    +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (only for defense; -1)

    +10 PRE

    +10 BODY

    +1 SPD

    +5 PD

    +5 ED

    Power: magic skill 15-

    Concealment 12-

    Conversation 13-

    Deduction 12-

    Electronics 12-

    Defense Maneuver I-IV

    High Society 13-

    Interrogation 13-

    Navigation 12-

    Paramedics 12-

    Persuasion 13-

    PS: Modeling 15-

    Shadowing 12-

    KS: World history 13-

    +2 with all Non-Combat Skills

     

    Magics to alter self: Multipower, 25-point reserve, (25 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼)

    1) Shape Shift (Sight, Hearing and Smell/Taste Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (25 Active Points) 2

    2) EMP field: RKA ½d6, Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼), Penetrating (+½), Constant (+½) (25 Active Points); Limited Power Power loses about a third of its effectiveness (only vs electronics; -½) 2

    3) Bright Sunlight(gate to sun: Change Environment (-2 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2

    4) Gate to sunlight cone: Change Environment (-3 to Normal Sight PER Rolls, Varying Combat Effects), Area Of Effect (16m Cone; +½) (24 Active Points); No Range (-½) 2

    5) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (8m Radius; +½) (24 Active Points); No Range (-½) 2

    6) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (8m Radius; +½) (24 Active Points); No Range (-½) 2

    7) Cold Iron Hands: Change Environment (-3 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects) (24 Active Points) 2

    😎 Gates to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Personal Immunity (+¼), Persistent (+¼), Inherent (+¼), Constant (+½), Reduced Endurance (0 END; +½), Penetrating (x4; +2) (25 Active Points) 0

    9) Choke hold: Change Environment (Suffocation), Reduced Endurance (½ END; +¼) (25 Active Points); No Range (-½) 1

    10) bellybutton storage(extra dimensional storage 😞 (Total: 24 Active Cost, 12 Real Cost) Custom Power (20 Active Points) (Real Cost: 20) plus Stretching 3m, Reduced Endurance (0 END; +½) (4 Active Points); Limited Power Power loses almost all of its effectiveness (only works inside extra dimensional space; -2), no Noncombat Stretching (-¼), No Velocity Damage (-¼) (Real Cost: 1) 2

     

    Magics to alter self: Multipower, 45-point reserve, (45 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼)

    1) Improved Illusions: Shape Shift (Sight, Hearing and Smell/Taste Groups, limited group of shapes), Imitation, Makeover, Costs END Only To Change Shape (+¼) (44 Active Points) 3

    2) EMP field: RKA 1d6, Costs Endurance Only To Activate (+¼), Penetrating (+½), Constant (+½), Area Of Effect (16m Radius; +¾) (45 Active Points); Limited Power Power loses about a third of its effectiveness (only vs electronics; -½) 4

    3) Bright Sunlight(gate to sun: Change Environment (-2 to Normal Sight PER Rolls, -2 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (16m Radius; +¾) (44 Active Points) 4

    4) Gate to sunlight (finger cone flashlight: Change Environment (-3 to Normal Sight PER Rolls, -3 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (16m Cone; +½) (45 Active Points); No Range (-½) 4

    5) Intense Magnetic Field: Change Environment (-3 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (16m Radius; +¾) (42 Active Points); No Range (-½) 4

    6) Cold Iron: Change Environment (-4 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (8m Radius; +½) (42 Active Points); No Range (-½) 4

    7) Cold Iron Hands: Change Environment (-3 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Suffocation, Varying Combat Effects) (44 Active Points) 4

    😎 Gates to hell fire: Killing Attack - Ranged 1d6, Area Of Effect (2m Surface; +¼), Costs Endurance Only To Activate (+¼), Constant (+½), Penetrating (x2; +1) (45 Active Points) 4

    9) Ringing their bell: Change Environment (-5 to Characteristic Roll or Skill Roll, Stunning) (45 Active Points) 4

    10) unbreakable grip: (Total: 45 Active Cost, 20 Real Cost) Change Environment (Long-Lasting 1 Turn, Suffocation), Reduced Endurance (½ END; +¼) (27 Active Points); No Range (-½) (Real Cost: 12) plus +18 STR (18 Active Points); Limited Power Power loses about a third of its effectiveness (only to hold grabbed targets; -½) (Real Cost: 12) 3

    11) extra dimensional storage (2m x 2m x 2m area): Custom Power, Costs Endurance Only To Activate (+¼) (44 Active Points) 3

     

    Background/History: Anastasia was the not so bright apprentice to a great and evil mage

    The mage needed a soul he could control to power his iron golem to protect his estate from fairies and other threats

    During this time the mage added many spells to aid his creation to look normal ,as the times warranted it he needed to disguise her

    later she became his lover and assassin posing as his apprentice with a wandering eye

    later the mage died in a lab accident(not her fault) and Anastasia was left without being controlled

    She is looking to right the wrongs she did while controlled in her past

     

    Personality/Motivation: Anastasia was a assassin for over a thousand years and is now trying to atone for that

     

    Quote: really, I just got these cleaned

    I was scupted by the greatest artists of the time over a thousand years ago

    now look at what you made me do

     

    Powers/Tactics: Brick that can hide an infiltrate

    can inflivict some rare susceptibilities/vulerabilities

     

    Campaign Use: Brick that can hide an infiltrate

     

    Appearance: most likely the hottest woman in the room

  7. 2 minutes ago, Lord Liaden said:

    For an attempt to be constructive, I would suggest looking at some CSL HTH, since that seems to be her primary mode of combat. And if she's been around a thousand years, a few more background Skills such as Languages and Area Knowledge would be logical.

    was not in the budget at 400pts
    CV is on the high end already for here current game
    skills from the past will be bought  as needed to round her out

  8. she is a PC
    2 very different peronalities(wants to be a good person, regards life as sacred)
    I did up an evil version for a game on RPOL where she is more sadistic (the players are minions of an evil mastermind )hopefully the game will start soon
    she was made on the campaign world when magic was high in the past(she is over a 1000 yrs old, but I do have plans for her to have access to a small pocket dimension to store stuff and maybe teleport)
    I plan on giving her Universal Translator where she remembers languages from the past and can figure out new ones(It was not in the budget to start with more than 1)

    I'm playing her in an online game right now

     

    Thank you

     

  9. 3 hours ago, Black Ops said:

    *cough*

     

    With that name I imediately thought of a certain Secret Agent assosiated with a certain big franchise, assosicated with a certain extended cinematic universe.

    so what did you think of the character?

  10. I like to get the gist of the universe first and it's lore
    there by leaving it sparse ,the GM and I can work on more specific aspects with time
    who the great and evil mage was
    who she might have killed when controlled in the past that may affect the present(there is a PC character that this might affect)
    thanks for the comments

  11. Comments please
    Anastasia Romanova is a homage character based on Fantasia Faust from the Ironwood and Elementals  comics

     

    Nemesis

     

    Val Char Cost Roll Notes

    55 STR 5 20- Lift 51.2tons; 11d6 [1]

    18 DEX 16 13- OCV: 9/DCV: 7

    25 CON 15 14-

    13 INT 3 12- PER Roll 12-

    13 EGO 3 12- ECV: 3 - 3

    18 PRE 8 13- PRE Attack: 3 ½d6

     

    9 OCV 30

    7 DCV 20

    3 OMCV 0

    3 DMCV 0

    6 SPD 10 Phases: 2, 4, 6, 8, 10, 12

     

    10+15 PD 0 Total: 10/25 PD (0/15 rPD)

    10+15 ED 0 Total: 10/25 ED (0/15 rED)

    10 REC 6

    60 END 8

    10 BODY 0

    60 STUN 20 Total Characteristic Cost: 140

     

    Movement: Running: 56m/112m

    Flight: 40m/80m

     

    Cost Powers END

    Golem body, all slots Unified Power (-¼)

    48 1) +40 STR, Reduced Endurance (0 END; +½) (60 Active Points)

    36 2) Resistant Protection (15 PD/15 ED) (45 Active Points) 0

    6 3) Tough outer layer: +8 PD (8 Active Points)

    6 4) Tough outer layer: +8 ED (8 Active Points)

    24 5) Haste spell: +3 SPD (30 Active Points)

    28 6) Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (35 Active Points) 0

    8 7) Gems of true sight for eyes: Sight Group Flash Defense (10 points) (10 Active Points) 0

    12 😎 Gems of true sight for eyes: Radar (Radio Group) (15 Active Points) 0

    9 9) Regeneration (1 BODY per Turn) (16 Active Points); Linked (Gate to hell fire; -½) 0

     

     

    24 Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼)

    2f 1) Turning off the levitation spell: Knockback Resistance -20m (20 Active Points) 0

    Notes: +6m running total 18m can weigh 102,400kg

    4v 2) the magic from boots of striding and leaping: Running +22m (56m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1

    2f 3) the magic from boots of striding and leaping and levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points) 3

    Notes: 160m x 80m

    2f 4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1

     

    12 Magics to alter self: Multipower, 22-point reserve, (22 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼)

    1f 1) Bright Sunlight(gate to sun): Change Environment (-1 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (21 Active Points) 2

    1f 2) Shape Shift (Sight and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (22 Active Points) 2

    1f 3) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2

    1f 4) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points); No Range (-½) 2

    1f 5) Gate to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Costs Endurance Only To Activate (+¼), Personal Immunity (+¼), Constant (+½), Penetrating (x3; +1 ½) (19 Active Points) 2

    1f 6) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Constant (+½), Reduced Endurance (0 END; +½) (22 Active Points); No Range (-½) 0

     

    Perks

    1 Money invested from the past: Money: Well Off

     

    Talents

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

     

    Skills

    0 Presence Skills may add + 3 for Striking Appearance

    3 1) Acting 13-

    3 2) Charm 13-

    3 3) Streetwise 13-

    0 Dex skills

    3 1) Breakfall 13-

    3 2) Stealth 13-

    0 Int based

    3 1) Deduction 12-

    0 general

    3 1) Power: magic skill 11-

    0 everyman skills

    0 1) Climbing 8-

    0 2) Language: English (completely fluent; literate) (4 Active Points)

    0 3) Paramedics 8-

    0 4) Persuasion 8-

    0 5) PS: model 11-

    0 6) Shadowing 8-

    0 7) TF: Everyman Skill, Small Motorized Ground Vehicles

    0 😎 AK 8-

     

    Total Powers & Skill Cost: 260

    Total Cost: 400

     

    400+ Matching Complications

    5 Distinctive Features: Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)

    10 Distinctive Features: usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    15 Hunted: Magic seeking villain Infrequently (Mo Pow; Harshly Punish)

    10 Physical Complication: she has no organs (Infrequently; Slightly Impairing)

    15 Psychological Complication: Code vs killing (Common; Strong)

    10 Psychological Limitation: Curious (Common; Moderate)

    10 Social Complication: Secret Id Frequently, Minor

     

    Total Complications Points: 400

     

    Nemesis_2(1).png.thumb.jpg.69934351dff6141df1ab02a27c0faacd.jpg

     

    stuff to buy or buy up w/ exp

    Golem body, all slots Unified Power (-¼)

    1) LS (Eating: Character only has to eat once per year; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (37 Active Points) 0

    2) Does Not Bleed (15 Active Points) 0

    3) +5 REC (5 Active Points)

    4) Gems of true sight for eyes: Radar (Radio Group), +2 to PER Roll, Discriminatory, Analyze, Partially Penetrative, Telescopic: +10 (37 Active Points) 0

    5) Resistant Protection (5 PD/5 ED) (15 Active Points) 0

    6) Power Defense (10 points) (10 Active Points) 0

    7) Mental Defense (10 points total) (10 Active Points) 0

     

    Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼)

    1) Turning off the levitation spell: Knockback Resistance -20m (20 Active Points)Notes: +6m running total 18m can weigh 102,400kg 0

    2) Running +22m (56m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1

    3) overpowered and directed levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points)Notes: 160m x 80m 3

    4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1

     

    Magics to alter self: Multipower, 25-point reserve, (25 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼)

    1) Shape Shift (Sight, Hearing and Smell/Taste Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (25 Active Points) 2

    2) EMP field: RKA ½d6, Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼), Penetrating (+½), Constant (+½) (25 Active Points); Limited Power Power loses about a third of its effectiveness (only vs electronics; -½) 2

    3) Bright Sunlight(gate to sun: Change Environment (-2 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2

    4) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Costs Endurance Only To Activate (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2

    5) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Costs Endurance Only To Activate (+¼), Area Of Effect (8m Radius; +½) (24 Active Points); No Range (-½) 2

    6) Gates to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Personal Immunity (+¼), Persistent (+¼), Inherent (+¼), Constant (+½), Reduced Endurance (0 END; +½), Penetrating (x4; +2) (25 Active Points) 0

    7) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Armor Piercing (+¼), Constant (+½), Reduced Endurance (0 END; +½) (25 Active Points); No Range (-½) 0

    😎 Choke hold: Change Environment (Suffocation), Reduced Endurance (½ END; +¼) (25 Active Points); No Range (-½) 1

    9) bellybutton storage(extra dimensional storage 😞 (Total: 24 Active Cost, 12 Real Cost) Custom Power (20 Active Points) (Real Cost: 20) plus Stretching 3m, Reduced Endurance (0 END; +½) (4 Active Points); Limited Power Power loses almost all of its effectiveness (only works inside extra dimensional space; -2) (Real Cost: 1) 2

     

    Background/History: Anastasia was the not so bright apprentice to a great and evil mage

    The mage needed a soul he could control to power his iron golem to protect his estate from fairies and other threats

    During this time the mage added many spells to aid his creation to look normal ,as the times warranted it he needed to disguise her

    later she became his lover and assassin posing as his apprentice with a wandering eye

    later the mage died in a lab accident(not her fault) and Anastasia was left without being controlled

    She is looking to right the wrongs she did while controlled in her past

     

    Personality/Motivation: Anastasia was a assassin for over a thousand years and is now trying to atone for that

     

    Quote: really I just got these cleaned

    I was sculpted by the greatest artists of the time over a thousand years ago

    now look at what you made me do

     

    Powers/Tactics: Brick that can hide an infiltrate

    can inflict some rare susceptibilities/vulnerabilities

     

    Campaign Use: Brick that can hide an infiltrate

     

    Appearance: most likely the hottest woman in the room

     

     

  12. On 5/23/2020 at 6:49 PM, Christopher R Taylor said:

    I want to emphasize something here: this is intended to be a free product for download and use by all.  Its meant to be an introduction to Champions and Hero Games (and role playing in general) that will help launch people into the hobby and enjoying Superhero Role Playing.  Nobody gets paid, for this one, except the warm feeling of helping out our hobby and favorite game and introducing others to it.  Plus, showing off your talents.

     

     

     

    What we need:


    More character designs

     

    you can use any of mine that are in the downloads section
    just give me a buzz if any work for you to use or tweak if need be

    https://www.herogames.com/profile/136-beast/content/?type=downloads_file

     

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