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Beast

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Posts posted by Beast

  1. Re: Blast with Fade

     

    it can be cast as just 1 power/power you just need to prefigure how to pay the end cost on it

    you could put a progressive link on all of it(not the first die) limiting that each die cannot have more end paid to it then the previous die at best I would call this a -1/4 limitation at that

    this would be something that should be discussed with the GM and aggreed to way before it get used in a game

     

    I built it just as a basic effect but you need to define the end cost on a per die basis

    so there is no need do multiple castings

    that is why I built it using a 20 cp and 1 end per phase to keep the math simple

    in the end it is a 120 active pt power

    kinda reminds me of the gas cans and molotav cocktails from left 4 dead

     

    great minds... the only thing here is that from a technical POV, to reduce the number of dice each Phase requires a recasting of the spell at the lower damage level. While handwaving easily takes care of that - some people prefer not to handwave it.

     

    And of course, there's no differentiation between that and someone who can cast a version that doesn't fade it's damage.

  2. Re: Blast with Fade

     

    have the blast as uncontrolled continous area(whatever)

    then have him pay the endurance for each die of damage individually(spending less on the next die of damage

    example 6d6 eb

     

    EB 1d6, Reduced Endurance (1/2 END; +1/4), Uncontrolled (+1/2), Continuous (+1), Area Of Effect (2" Radius; +1 1/4) (20 Active Points)

     

    each die will cost 20cp less with limitations and 1 end per phase(assume a speed 4 character)

    2 turn max duration(8 phases)

    die 1 has 8 end

    die 2 has 7 end

    die 3 has 6 end

    die 4 has 5 end

    die 5 has 4 end

    die 6 has 3 end(or what ever variation you want)

     

    here is the full power build

    EB 6d6, Reduced Endurance (1/2 END; +1/4), Uncontrolled (+1/2), Continuous (+1), Area Of Effect (16" Radius; +1 1/4) (120 Active Points)

     

    what I built does the max damage for 3 seconds then falls 16% after every 3 seconds till the last die which will smolder for 6 seconds(2 phases)

  3. Re: Start of an Alien Invasion

     

    a few large EMP bombs(2 dozen or so) to disable or destroy most(at least 70%)of ground based electronics

    the with the control of space maybe a day or two to laser all gps and comm satalites to death

     

    pretty much only military grade hardware will survive but then they will be limited and any radio traffic will be detected and can be suppressed

    after most comms are down then attacks or takeovers of power generating can begin

     

     

     

    Since the energy field also has the side effect of turning one person in a million into a superhuman all over the world, I guess it's clearly not conventional physics.

     

     

     

    This is actually all backstory. The setting is our world until the alien invasion creates superhumans. The actual campaign begins about 10 years later after society has started to adjust to the new status quo.

    The original plan was that all communications go down and resistance to the invasion is crippled. Then a few days later superhumans start manifesting their powers. Some of them use their abilities to help coordinate against the aliens, and then a super-genius eventually devises a way to restore communications.

    I suddenly realized that I couldn't really think of a way that all communications could be disrupted short of a "handwavium field generator".

  4. Re: Start of an Alien Invasion

     

    it is going to depend on how much info the aliens gathered before they invaded

     

    in Footfall the elephants knew the humans had radio communications so that implied some electronics

    they had no clue about nuke pumped x-ray lasers since they saw nukes as a destroyer of enviroments they want to use

  5. Re: "Zombie Powder"

     

    major transform(though this would have to have some way of being healed)

    follower slavishly loyal(just limits how many you can have at 1 time)the have the right disads

    ego drain to -30(delay the recovery rate to days/weeks)with a low level mind control

  6. Re: Unworkable Premises for a Campaign

     

    in that case since it could be that she would just want to always improve her lot in life

    so it could be something she buys later with experience

    (something that becomes a regular problem her sub-conscience would start having her body mutate slowly to adapt to the the problem say at no more than 1 point for a skill or multipower slot and no more than 1/10 the cost for anything else)

     

     

    Well how the machine works is it gives the basic minimum of superhumanity' date=' but then works off the mind of the transformed person making her better at the things she most wants to do. In Z's case I theorise that she wanted to avoid being alone, and be able to do multiple different things at once (work, play, do good). Mermaid wanted to understand other people. Super Model wanted to impress people and so on. Night vision is a handy asset for a burglar.[/quote']
  7. Re: Unworkable Premises for a Campaign

     

    I was just figuring that the machine just enhanced her physically

    she just plays up the cat motif

    if say a cat had been in the machine with her and the 2 where combined and then enhanced I could see the night vision but then I would also see the need for claws and a penchant for stalking and or playing with her prey(no code vs killing)

     

    she is more the get in and get out type

    and flirty when she has the time

    as for the extreme rep she is good and a wanted commodity hence the watched by government and past employers(and does not wish to go to jail again)

    Mystery hunted would be for a past victim of one of her thefts and they are holding a grudge

     

     

    You're totally set on being an unstoppable butt-kicking machine. Whatever. But isn't it odd for a cat-themed superhuman to have no night vision? Also' date=' "thief" is not an extreme reputation.[/quote']
  8. Re: Unworkable Premises for a Campaign

     

    added more skills that would be needed to to get in the crowds she would have preyed upon pursuasion,high society,forgery(to tell the fakes from real)

    dropped damage to 11d6 max(unless pushing)

    dropped enrage

     

     

    The Cat

    Val Char Cost Roll Notes

    40 STR 30 17- Lift 6400.0kg; 8d6 [4]

    29 DEX 57 15- OCV: 10/DCV: 10

    25 CON 30 14-

    12 BODY 4 11-

    18 INT 8 13- PER Roll 13-

    12 EGO 4 11- ECV: 4

    15 PRE 5 12- PRE Attack: 3d6

    20 COM 5 13-

     

    20/26 PD 12 Total: 20/26 PD (0/6 rPD)

    20/26 ED 15 Total: 20/26 ED (0/6 rED)

    6 SPD 21 Phases: 2, 4, 6, 8, 10, 12

    15 REC 4

    50 END 0

    50 STUN 5 Total Characteristic Cost: 200

     

    Movement: Running: 6"/17"/12"/34"

    Leaping: 33"/132"

    Swimming: 2"/4"

     

    Cost Powers END

    40 enhance body: Multipower, 40-point reserve

    4u 1) Leaping +25" (33" forward, 16 1/2" upward) (Accurate, Position Shift, x4 Noncombat) (40 Active Points) 4

    4u 2) Running +11" (6"/17" total), Position Shift, Reduced Endurance (0 END; +1/2) (40 Active Points)

    12 Armor (6 PD/6 ED) (18 Active Points); OIF (lite body armor; -1/2)

    5 Luck 1d6

     

    10 Clinging (normal STR)

    1 LS (Longevity: 200 Years)

     

     

    5 Defensive Strike +1 +3 11d6 Strike

    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

    4 Sacrifice Lunge +2 -2 11d6 +v/5; FMove

    3 Martial Throw +0 +1 11d6 +v/5, Target Falls

    12 +3 HTH Damage Class(es)

     

    Skills

    3 Acrobatics 15-

    3 Breakfall 15-

    3 Computer Programming 13-

    3 Concealment 13-

    3 Contortionist 15-

    3 Electronics 13-

    3 High Society 12-

    4 Forgery (Art Objects) 14-

    3 Lockpicking 15-

    5 Persuasion 13-

    3 Security Systems 13-

    3 Sleight Of Hand 15-

    3 Systems Operation 13-

    3 Stealth 15-

     

    Total Powers & Skill Cost: 150

    Total Cost: 350

     

    200+ Disadvantages

    10 Distinctive Features: always looking around(casing the joint) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    20 Hunted: mystery 8- (Mo Pow, NCI, Harshly Punish)

    15 Hunted: fomer clients 8- (Mo Pow, Capture)

    20 Hunted: US Goverment 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    15 Psychological Limitation: Code vs Killing (Common, Strong)

    15 Psychological Limitation: Courious (Common, Strong)

    15 Psychological Limitation: Loves male attention (Common, Strong)

    10 Reputation: former cat buglar, 8- (Extreme)

    5 Rivalry: Professional (sneaky thief types; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    15 Social Limitation: Secert Id (Frequently, Major)

    10 Unluck: 2d6

     

    Total Disadvantage Points: 350

     

    Background/History: Maggie was a burglar and a good one at that

    she had never been caught nobody even had a clue about her

    she was going for her most dangerous theft yet

    the power matrix to Sentinel's UBERTRON FEM ENHANCER tm

    there she made her first mistake

    she accidently turned the damn thing on and got zapped by it

    Later Sentinel showed up thinking one of his home defense systems knocked her out

    Sentinal handed Maggie over to the police not knowing she had superpowers now so of course she got away on the way to jail

    Maggie used her new powers to help her in crimes(mostly in getting in and out)

    she also took up taunting and flirting with Sentinel

    she went straight and married Sentinel that lasted about 3 yrs

    when they broke up Maggie went back to crime and was later caught by Sentinel and sent to prison for 10 yrs

     

    Maggie has learned her lesson and is now gone straight she has served her time is now putting her talents to use on the right side of the law

     

    Personality/Motivation: want s to do the right thing

     

    Quote: shush

    Powers/Tactics: demi-brick martialartist

    very fast and very lucky

    Campaign Use:

    Appearance: Norrmal form brunette

    Hero form platinum blond

    appear to be 20 yrs is in fact 35 yrs old

  9. Re: Unworkable Premises for a Campaign

     

    ok ditched the ec

    pd/ed now 20 plus 6pd/6ed body armor oif mo activate since only most everything is covered

    took suggestion of making running and leaping a multipower

    dropped the DF(always the gentleman)missed that one when I modified her from a male character from a game that happened once then got dropped

     

    see how she looks now

     

    The Cat

    Val Char Cost Roll Notes

    40 STR 30 17- Lift 6400.0kg; 8d6 [4]

    29 DEX 57 15- OCV: 10/DCV: 10

    25 CON 30 14-

    12 BODY 4 11-

    18 INT 8 13- PER Roll 13-

    12 EGO 4 11- ECV: 4

    15 PRE 5 12- PRE Attack: 3d6

    20 COM 5 13-

     

    20/26 PD 12 Total: 20/26 PD (0/6 rPD)

    20/26 ED 15 Total: 20/26 ED (0/6 rED)

    6 SPD 21 Phases: 2, 4, 6, 8, 10, 12

    15 REC 4

    50 END 0

    50 STUN 5 Total Characteristic Cost: 200

     

    Movement: Running: 6"/17"/12"/34"

    Leaping: 33"/132"

    Swimming: 2"/4"

     

    Cost Powers END

    40 enhance body: Multipower, 40-point reserve

    4u 1) Leaping +25" (33" forward, 16 1/2" upward) (Accurate, Position Shift, x4 Noncombat) (40 Active Points) 4

    4u 2) Running +11" (6"/17" total), Position Shift, Reduced Endurance (0 END; +1/2) (40 Active Points)

    12 Armor (6 PD/6 ED) (18 Active Points); OIF (lite body armor; -1/2)

    5 Luck 1d6

     

    10 Clinging (normal STR)

    1 LS (Longevity: 200 Years)

     

     

    5 Defensive Strike +1 +3 11d6 Strike

    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

    4 Sacrifice Lunge +2 -2 11d6 +v/5; FMove

    3 Martial Throw +0 +1 11d6 +v/5, Target Falls

    5 Sacrifice Strike +1 -2 15d6 Strike

    12 +3 HTH Damage Class(es)

     

    Skills

    3 Acrobatics 15-

    3 Breakfall 15-

    3 Computer Programming 13-

    3 Contortionist 15-

    10 Defense Maneuver I-IV

    3 Electronics 13-

    3 Lockpicking 15-

    3 Security Systems 13-

    3 Sleight Of Hand 15-

    3 Systems Operation 13-

    3 Stealth 15-

     

    Total Powers & Skill Cost: 150

    Total Cost: 350

     

    200+ Disadvantages

    20 Enraged: innocents endangered (Common), go 11-, recover 11-

    20 Hunted: mystery 8- (Mo Pow, NCI, Harshly Punish)

    15 Hunted: US Goverment 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    15 Psychological Limitation: Code vs Killing (Common, Strong)

    15 Psychological Limitation: Honorable (Common, Strong)

    10 Psychological Limitation: Courious (Common, Moderate)

    15 Psychological Limitation: Loves male attention (Common, Strong)

    15 Reputation: Honorable, 14-

    5 Rivalry: Professional (sneaky thief types; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    15 Social Limitation: Secert Id (Frequently, Major)

    5 Unluck: 1d6

     

    Total Disadvantage Points: 350

     

    Background/History: Maggie was a burglar and a good one at that

    she had never been caught nobody even had a clue about her

    she was going for her most dangerous theft yet

    the power matrix to Sentinel's UBERTRON FEM ENHANCER tm

    there she made her first mistake

    she accidently turned the damn thing on and got zapped by it

    Later Sentinel showed up thinking one of his home defense systems knocked her out

    Sentinal handed Maggie over to the police not knowing she had superpowers now so of course she got away on the way to jail

    Maggie used her new powers to help her in crimes(mostly in getting in and out)

    she also took up taunting and flirting with Sentinel

    she went straight and married Sentinel that lasted about 3 yrs

    when they broke up Maggie went back to crime and was later caught by Sentinel and sent to prison for 10 yrs

     

    Maggie has learned her lesson and is now gone straight she has served her time is now putting her talents to use on the right side of the law

     

    Personality/Motivation: want s to do the right thing

     

    Quote: shush

     

    Powers/Tactics: demi-brick martialartist

    very fast and very lucky

     

    Campaign Use:

     

    Appearance: Norrmal form brunette

    Hero form platinum blond

    appear to be 20 yrs is in fact 35 yrs old

     

     

     

     

    Yeah...not loving the elemental. It isn't very elemental. And it's not enough to be lucky anyway. She actually has to be able to take a physical pounding. "luck" doesn't really work as a pretext for avoiding injury while having sex with a man with Strength 100. Another approach is called for. If you don't want to be physically bullet-proof...then don't be. I wouldn't worry about it too much. If someone's coming after her with a killing attack, Maggie can dodge like nobody's business anyway. You might want to just drop the "Armor", buy up her PD to the minimum, get a little actual luck, and sling jumping, running and clinging into a movement multipower.

     

    And actually having luck even before enhancement would help justify her successfully managing to break into Sentinel's old HQ. Apart from that, "Always the Gentleman" sits a little oddly on a woman. How is it going to manifest?

  10. Re: Unworkable Premises for a Campaign

     

    The Cat

    Val Char Cost Roll Notes

    40 STR 30 17- Lift 6400.0kg; 8d6 [4]

    30 DEX 60 15- OCV: 10/DCV: 10

    25 CON 30 14-

    12 BODY 4 11-

    18 INT 8 13- PER Roll 13-

    14 EGO 8 12- ECV: 5

    15 PRE 5 12- PRE Attack: 3d6

    20 COM 5 13-

     

    8/26 PD 0 Total: 8/26 PD (0/18 rPD)

    8/26 ED 3 Total: 8/26 ED (0/18 rED)

    7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12

    15 REC 4

    50 END 0

    50 STUN 5 Total Characteristic Cost: 192

     

    Movement: Running: 6"/19"/12"/38"

    Leaping: 43"/86"

    Swimming: 2"/4"

     

    Cost Powers END

    18 Mutation enhanced body and perception: Elemental Control, 44-point powers, (22 Active Points); all slots OIHID (-1/4)

    21 1) luck: Armor (18 PD/18 ED) (54 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 5

    18 2) Leaping +35" (43" forward, 21 1/2" upward) (Accurate, Position Shift) (45 Active Points) 4

    19 3) Running +13" (6"/19" total), Position Shift, Reduced Endurance (0 END; +1/2) (46 Active Points)

     

    10 Clinging (normal STR)

    1 LS (Longevity: 200 Years)

     

     

    5 Defensive Strike +1 +3 11d6 Strike

    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

    4 Sacrifice Lunge +2 -2 11d6 +v/5; FMove

    3 Martial Throw +0 +1 11d6 +v/5, Target Falls

    5 Sacrifice Strike +1 -2 15d6 Strike

    12 +3 HTH Damage Class(es)

     

    Skills

    3 Acrobatics 15-

    3 Breakfall 15-

    3 Computer Programming 13-

    3 Contortionist 15-

    10 Defense Maneuver I-IV

    3 Lockpicking 15-

    3 Security Systems 13-

    3 Sleight Of Hand 15-

    3 Systems Operation 13-

    3 Stealth 15-

     

    Total Powers & Skill Cost: 158

    Total Cost: 350

     

    200+ Disadvantages

    10 Distinctive Features: Always the Gentleman (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    20 Enraged: innocents endangered (Common), go 11-, recover 11-

    25 Hunted: OMEGA 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

    15 Hunted: US Goverment 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    15 Psychological Limitation: Code vs Killing (Common, Strong)

    15 Psychological Limitation: Honorable (Common, Strong)

    10 Psychological Limitation: Courious (Common, Moderate)

    15 Psychological Limitation: Loves male attention (Common, Strong)

    15 Reputation: Honorable, 14-

    10 Social Limitation: Secert Id (Occasionally, Major)

     

    Total Disadvantage Points: 350

     

    Background/History: Maggie was a burglar and a good one at that

    she had never been caught nobody even had a clue about her

    she was going for her most dangerous theft yet

    the power matrix to Sentinel's UBERTRON FEM ENHANCER tm

    there she made her first mistake

    she accidently turned the damn thing on and got zapped by it

    Later Sentinel showed up thinking one of his home defense systems knocked her out

    Sentinal handed Maggie over to the police not knowing she had superpowers now so of course she got away on the way to jail

    Maggie used her new powers to help her in crimes(mostly in getting in and out)

    she also took up taunting and flirting with Sentinel

    she went straight and married Sentinel that lasted about 3 yrs

    when they broke up Maggie went back to crime and was later caught by Sentinel and sent to prison for 10 yrs

     

    Maggie has learned her lesson and is now gone straight she has served her time is now putting her talents to use on the right side of the law

     

    Personality/Motivation: want s to do the right thing

     

    Quote: shush

     

    Powers/Tactics: demi-brick martialartist

    very fast and very lucky

     

    Campaign Use:

     

    Appearance: Norrmal form brunette

    Hero form platinum blond

    appear to be 20 yrs is in fact 35 yrs old

  11. Re: Unworkable Premises for a Campaign

     

    Cat is a reformed ex-con

    I placed her real age at 35

    she appears to be 20 by the look of her

     

    Cat/Maggie May met Sentinel when she was 18

    got transmogrofied when she was 21 and got tossed into jail at 23

    she has been out of the joint for 2 yrs

     

    but this can easily be changed

     

     

    Hurrah! Thank-you' date=' Clonus. [dances the Highland Fling of Happiness']

     

    Hmm...Lorelei Lucas, ace reporter?

     

    In his original description, Clonus had the "spunky girl reporter" as the first of Sentinel's wives. I'd like to keep it that way...would that be all right with the GM and the other players?

  12. Re: Detect Teleportation Destination

     

    if you have the time(like when the villian is telling you his master plan) you could just have him as your floating location

     

    if you really want to be cheesy t-port with a piece of rebar pointed where the villian should be when you appear

     

     

    "How does he keep finding us!?" :eg:

     

    Just because you can teleport to one of your Floating Locations, that doesn't tell you exactly where it is at all times. If I take that Floating Location pebble and suspend it in open air over a lake of molten rock in the heart of the dark continent, the guy that the location belongs to doesn't know that. He'll find out once he teleports there (and survives the fall into the magma, of course). But not before. With the exception of a Gate build.

     

    I'd build the OP's power like this:

     

    52 Teleport Tracker: Detect Teleport Destination (A class of things), Targeting, Discriminatory, Range, Tracking, Telescopic +44.

     

    +44 Telescopic is enough to overcome the range mod from 16,777,216 hexes -- which is more than the diameter of the Earth. It isn't for seeing the Origin point -- only to find the Destination. Discriminatory might not be absolutely needed, but I thought it couldn't hurt. Tracking IMO is key, as this is what "connnects" any particular destination with the origin point in question.

     

    While it doesn't seem to be anywhere in 5ER, I would apply a Time Penalty to the PER Roll of maybe -2 per step on the Time Chart above 1 Turn to the use of a Tracking sense. "Scents" do fade with time. I might be inclined to grant a PER Roll Bonus based loosely on the AP of the Teleport power that was used. A big, multi-person, world-spanning teleport gate will be easier to detect after the fact than a small 10" personal, comat teleport would be. Like Tracking an Elephant is (IMO) usually easier than tracking a mouse.

     

    However, Teleportation w/ Invisible Power Effects (+1/2) would make it very difficult to track. ;)

  13. Re: Unworkable Premises for a Campaign

     

    so she gets power when she accidently turned it on when she was trying to steal it's power matrix

    that works for me

     

    would you like us to post our character's here or wait till you have a game setup on HC

     

    I'm thinking "standard superheroic". 200 base points and a maximum of 150 points in disadvantages. Sentinel himself was in the Cosmic category. You'd have to have a ST of at least 30 and PD of at least 20. Maybe a 60 active point limit. And one other thing. I have an irrational dislike of "Freak Accident" origins. People can get powers accidentally' date=' but only by being exposed inadverdently to things deliberately designed to give people powers. So for example the burglar character could have stumbled onto Sentinel's wife-making gizmo and set it off, but random chemicals and radiation won't do the trick. And yes, I guess I'll be starting a game up on Hero Central.[/quote']
  14. Re: Unworkable Premises for a Campaign

     

    I'm egging him on for a game

    hopefully on Hero central

    the basis was he liked the premsis but did not think anybody would go for it

    I'm one of a few that has said we'ed love to play in that kind of game

     

     

    So.. Did I miss where Clonus agreed to GM for you all?
  15. Re: Unworkable Premises for a Campaign

     

    maybe one of the after effects of being with Sentinel is that some LS vs aging might be common amongst them

     

    my design is going to be that one night during their courtship

    she broke into his house and crawled into bed with him(he did not wake up and she just cuddled with him) after Sentinel had been in a fight where he got hit with various chemicals and radiation and had not gone through a proper decontamination(he just showered and went to bed,she climbs into bed with him and is contaminated and mutates gaining super powers(character would look something like the Black Cat from Spider-man

    they never marry but are together for a few yrs before he catches on and tosses her in jail she is now out and realizes that she was wrong and has reformed

     

    How many points where you thinking of having the characters be

    along with active pts and DC caps

     

    AGREED!

     

    I'd take the spunky (but now aging) "girl" reporter.

     

    Others who commented:

    McCoy; the cop

    Assault; the mermaid

    Beast; the burglar

  16. here is Mk 2 of Grave Robber

    built on 300 points for a game that works on 50 active(1 power might be over by 1 point)

     

    any comments welcomed(and yes this is a Villian)

     

    Grave Robber

     

    Val Char Cost Roll Notes

    15 STR 5 12- Lift 200.0kg; 3d6 [3]

    20 DEX 30 13- OCV: 7/DCV: 7

    15 CON 10 12-

    10 BODY 0 11-

    18 INT 8 13- PER Roll 13-

    14 EGO 8 12- ECV: 5

    18 PRE 8 13- PRE Attack: 3 ½d6

    8 COM -1 11-

     

    3+10 PD 0 Total: 3/13 PD (0/10 rPD)

    3+10 ED 0 Total: 3/13 ED (0/10 rED)

    4 SPD 10 Phases: 3, 6, 9, 12

    6 REC 0

    30 END 0

    30 STUN 4 Total Characteristic Cost: 82

     

    Movement: Running: 6"/12"

    Leaping: 3"/33"/24"/264"

    Swimming: 2"/4"

     

    Cost Powers END

    18 Alter physology: Elemental Control, 44-point powers, (22 Active Points); all slots OIHID (-¼)

    18 1) will sapping toxin: Drain EGO 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Reduced Endurance (0 END; +½), Damage Shield (Offensive; +¾), Continuous (+1), NND ([standard]LS vs all toxins; +1) (45 Active Points) 0

    10 2) Telepathy 5d6, Reduced Endurance (0 END; +½), Persistent (+½) (50 Active Points); Skin Contact Required (-1), Always On (-½) 0

    12 3) Mind Control 3 ½d6, Telepathic (+¼), Reduced Endurance (0 END; +½), Continuous (+1) (49 Active Points); Skin Contact Required (-1) 0

    12 4) Shrinking (0.5 m tall, 1.5625 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +6" KB), Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Always On (-½) 0

    10 5) Major Transform 1d6-1 (host body for grave robber, rec per month(so long as to have no contact physiscal contact with Grave Robber), Reduced Endurance (0 END; +½), Damage Shield (Offensive; +¾), Continuous (+1), NND ([standard]LS vs all toxins; +1) (42 Active Points); Conditional Power Power does not work in Very Common Circumstances (needs skin to skin contact; -1) 0

    18 6) Shape Shift (Sight Group, any shape), Reduced Endurance (0 END; +½) (45 Active Points) 0

    17 7) (Total: 45 Active Cost, 32 Real Cost) Clinging (46 STR) (20 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 13) plus Stretching 4" (20 Active Points) (Real Cost: 16) plus Extra Limbs (10) (5 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 3) 5

    18 8) Leaping +30" (3"/33" forward, 1 ½"/16 ½" upward) (Accurate, x8 Noncombat) (45 Active Points) 4

    15 9) (Total: 45 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 20) plus Armor (10 PD/0 ED) (15 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 10) 4

    15 10) (Total: 45 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 20) plus Armor (0 PD/10 ED) (15 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 10) 4

    4 Choke Hold -2 +0 Grab One Limb; 2d6 NND

    5 Flying Grab -2 -1 Grab Two Limbs, 25 STR for holding on; FMove

    3 Legsweep +2 -1 4d6 Strike, Target Falls

    5 Passing Strike +1 +0 3d6 +v/5; FMove

     

    Perks

    5 Ill gotten gains: Money: Well Off

     

    Skills

    3 Stealth 13-

    Notes: 17- in villan form

    3 Tracking 13-

    3 Deduction 13-

    3 Criminology 13-

    4 Flying grab: +4 with any single attack

    3 who's who: Research 13-

    3 Concealment 13-

    Notes: 17- when hidding

    3 Contortionist 13-

    5 Power 12-

    3 Disguise 13-

     

    Total Powers & Skill Cost: 218

    Total Cost: 300

     

    150+ Disadvantages

    20 Distinctive Features: a puddle of black slime in villian form (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

    20 Hunted: His creators(an evil bio engineering company 8- (Mo Pow, NCI, Capture)

    20 Enraged: if one that he is controling is taken away (Uncommon), go 14-, recover 11-

    20 Hunted: Primus 8- (Mo Pow, NCI, Harshly Punish)

    20 Psychological Limitation: Wants control (Very Common, Strong)

    15 Psychological Limitation: cares nothing for others unless it benifits him (Common, Strong)

    15 Psychological Limitation: Hatered of bioengineers (Uncommon, Total)

    20 Reputation: killer, 14- (Extreme)

     

    Total Disadvantage Points: 300

     

    Background/History: Somebody wanted to create a zombie apocalyse

    the only problem was that the base person they used could not seperate the slime he had become to infect others

     

    Personality/Motivation: wants to control it all

     

    Quote: you will be one with us

     

    Powers/Tactics: attacks from surprise(leaps or drops on targets)

    reduces ego to negative numbers so telepathy and mind control will work easilly

    second toxin makes them host bodies that are easilly stored when not needed

    will go after normals with money take control move money out of their control to his and asume victimes life till money is all gone

    then have the victim kill themselves to cover his trail

     

    Campaign Use: body snacher for putting DNPC in danger or have them go missing or to get at a hero that normally could not be gotten(has a power suit

     

    Appearance: villian form is a small puddle of slime

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