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Beast

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Everything posted by Beast

  1. Re: Can this be done x 2 this could be done you just need to figure out what the heaviest thing in your house would be the fridge,water heater and bath tub would the heaviest things at say 200 kg and pay the points for it now I would not charge you any points other than the base/vehicle perk points but you would have to pay for anything unusual, like that hanging 16 ton wt set for the villian that threatens you with a banana
  2. Re: Can this be done x 2 if you are going to give your player the points to pay for said effect then all is well if not then the payer and you are going to have to figure out how they are going to pay for it with the points on hand which means what amount of limitations you are willing to put on it or have the power at a reduced level the big thing is you get the powers you want when you pay the points for them at what amount of points is up to the GM
  3. Re: Can this be done x 2 I would not use summon to get this effect for me I would go this route napalm: EB 15d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Misfire; +1/4), Reduced Endurance (1/2 END; +1/4), Uncontrolled (+1/2), Sticky (+1/2), Area Of Effect (53" Cone; +1), Continuous (+1) (337 Active Points); Conditional Power Power does not work in Common Circumstances (needs oxygen,not under water; -1/2), Extra Time (Full Phase, -1/2), No Range (-1/2), Gestures (lighting the match; -1/4), Physical Manifestation (-1/4)
  4. Re: Fantasy Gambling Ideas here is 1 I learned this weekend at Ren faire it is called 3's away you need at least 5d6(you will roll at most 5 times per player w/ 5 dice) after each roll you must keep at least 1 die(you may keep more if wanted "3's" are worth 0 all others keep their normal value object is to get the lowest score
  5. Re: Various Powers at Edge of System the big problem I see with your absolutes is that it invites the other side to have them also you want no true death fine but beware of that inescapable prison that is a 3'x3'x7' box locked away in another dimension are you running the game or is someone else?
  6. Re: Dropping defences if you needed the aid you should try to be under some kind of cover and not in the thick of battle
  7. Re: How many staffers does a superhero team need? actually the X-Men had a staff of about 2 grounds keeper(x-military) nurse both human back before their stint in australia when the basic costume became bullet proof
  8. Re: URBAN FANTASY HERO -- What Do *You* Want To See? things I'd like to see something like the Buffyverse(the magic box would seem to be a perfect place for a resourse pool for magic items Sidhe Seelie and Unseelie courts the hidden side like in Hell Boy 2 organizations like those in Buffy and Hell Boy that defend humanity vs the super natural maybe even add the Men in Black Ideas for normal based tech that give normals a chance vs the super natural like in Buffy when she shot the villian "that no human forged weapon could harm so she used a hollow charged rocket that created a self forged penatrator"
  9. Re: Jedi Ghosts and fade-to-deaths? at the end of return of the jedi Darth Vader becomes a ghost and he was tainted by the dark side I'd add also redeemed to the light side
  10. Re: Potential HC Campaign: SideKicks need to do a new background story and design her toys(vehicles and bases) but here is a rough draft she is a gadgeteer that can figure out how something work be it tech,magic or alien Silk Detective Val Char Cost Roll Notes 15/25 STR 5 12- / 14- Lift 200.0kg/800.0kg; 3d6/5d6 [1] 20/30 DEX 30 13- / 15- OCV: 7/10/DCV: 7/10 15/25 CON 10 12- / 14- 14 BODY 8 12- 23 INT 13 14- PER Roll 14- 12 EGO 4 11- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 20 COM 5 13- 3/25 PD 0 Total: 3/25 PD (0/20 rPD) 4/26 ED 1 Total: 4/26 ED (0/20 rED) 3/6 SPD 0 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12 6/13 REC 0 30/50 END 0 30/40 STUN 0 Total Characteristic Cost: 81 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Teleportation: 18"/144" Cost Powers END kludged magics,super tech and alien artifacts, all slots Concentration (0 DCV; -1/2), Extra Time (Extra Phase, Only to Activate, -1/2), OIHID (-1/4) Notes: 2 full phases to get into hero id 7 1) +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points) 13 2) +10 DEX (30 Active Points) 9 3) +10 CON (20 Active Points) 9 4) +2 SPD (20 Active Points) 3 5) +3 REC (6 Active Points) 27 6) Find Weakness 13- with All Attacks, No Range Modifier (+1/2) (60 Active Points) Notes: costs 1/2 end to use(3 pts) every phase used 7 7) Sight Group Flash Defense (15 points) (15 Active Points) 2 8) Teleportation: Fixed Location (5 Locations) (5 Active Points) Notes: command seat of her Lav-25team base 4 9) Teleportation: Floating Fixed Location (2 Locations) (10 Active Points) 16 adapted magics,super tech and alien cybernetic nanites: Elemental Control, 74-point powers, (37 Active Points); all slots Extra Time (Extra Phase, Only to Activate, -1/2), Concentration (0 DCV; -1/2), OIHID (-1/4) 15 1) Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 7 17 2) Teleportation 18", x2 Increased Mass, x8 Noncombat, Safe Blind Teleport (+1/4), Reduced Endurance (1/2 END; +1/4) (76 Active Points) 3 37 Modified weapons: Multipower, 75-point reserve, (75 Active Points); all slots Restrainable (-1/2), OIHID (-1/4), Real Weapon (-1/4) 4u 1) 2x Colt M1911a1 .45 cal pistols custom loads magic reloads: RKA 2d6, Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (75 Active Points) 4u 2) 2x Colt M1911a1 ,45 cal pistols with custom mercy rounds: EB 6d6, STUN Only (+0), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (75 Active Points) 15 tinker power: Luck 6d6 (30 Active Points); Limited Power Power loses about half of its effectiveness (only on how something works; -1) Perks 20 Lav 25, nanite computer, extra dimensiona base,robot dragon: Vehicles & Bases 5 Money: Well Off Skills 3 Acrobatics 13- (15-) 3 Analyze: Magic 14- 3 Breakfall 13- (15-) 3 Bugging 14- 3 Combat Driving 13- (15-) 3 Combat Piloting 13- (15-) 3 Computer Programming 14- 3 Concealment 14- 3 Criminology 14- 3 Deduction 14- 3 Inventor 14- 8 Penalty Skill Levels: +4 vs. Range Modifier with a tight group of attacks 6 Survival (Temperate/Subtropical, Tropical, Desert) 14- 5 TF: Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes, Wheeled Military Vehicles 3 WF: Small Arms, Vehicle Weapons 0 PS: Archeology (Custom Adder) 11- 0 KS: anchient greek culture and mythos (Custom Adder) 11- 0 Paramedics 8- Total Powers & Skill Cost: 269 Total Cost: 350 200+ Disadvantages 10 Distinctive Features: (Concealable always looking around; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Nazis 8- (Mo Pow, NCI, Harshly Punish) 20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish) 20 Enraged: when normals are harmed (Common), go 11-, recover 11- 5 Physical Limitation: needs glasses to read (Infrequently, Slightly Impairing) 10 Psychological Limitation: Hates Nazis with a passion (Uncommon, Strong) 15 Psychological Limitation: Curious (Common, Strong) 10 Psychological Limitation: Annoyed by incompetence (Uncommon, Strong) 20 Reputation: property damage, 14- (Extreme) 5 Rivalry: Professional (other detective types), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Limitation: Secret Id (Frequently, Major) Total Disadvantage Points: 150 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance:
  11. Re: Potential HC Campaign: SideKicks I'd be up for this game what AP caps and CV's do you want to see?
  12. Re: Call for Replacements since both of mine are constructs by Dr Destroyer both are wanting to avoid him and see strength in numbers
  13. Re: Power advantages to Martial Arts I'd say figure out what the highest damage class you want to do NND and then buy a naked advantage NND so if the max damage you do is is 5d6 with strength then a naked NND would cost 25 pts and then put what ever limitations you want on that(only with MA maneuvers-1/4)should you have weapons that you also use
  14. Re: Fantasy Gambling Ideas these are game that where bet upon during the time of QE 1 bear baiting you bet how many dogs it will take to kill a bear in a pit cat in the bag you shoot arrows at a hanging bag with a cat in it the 1 who hits the cat looses
  15. Re: Call for Replacements if you are playing in a 75 active pt game you include the pts in damage reduction with armor so you don't get the 30 ed and 50% damage reduction you go more like this 75% damage reduction resistant cost 60 pts 10 armor cost 15 pts would not worry about pd from strength unless it gets over 10 pts
  16. Re: Call for Replacements here is Wraith a gravity based Brick Wraith Val Char Cost Roll Notes 60 STR 15 21- Lift 102.4tons; 12d6 [2] 24 DEX 42 14- OCV: 8/DCV: 8 15/30 CON 10 12- / 15- 14 BODY 8 12- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 5/37 PD 0 Total: 5/37 PD (0/20 rPD) 4/35 ED 1 Total: 4/35 ED (0/20 rED) 3/6 SPD 0 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12 11/24 REC 6 30/60 END 0 32/70 STUN -3 Total Characteristic Cost: 104 Movement: Running: 6"/12" Flight: 21"/84" Leaping: 5"/10" Swimming: 1"/2" Teleportation: 5"/10" Cost Powers END 37 Mutation Gravity manipulation: Elemental Control, 74-point powers 25 1) Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Visible (all flesh turns invisible but outline can be seen; -1/4) 7 26 2) (Total: 79 Active Cost, 50 Real Cost) +35 STR, Reduced Endurance (0 END; +1/2) (52 Active Points); No Figured Characteristics (-1/2) (Real Cost: 35) plus Flight 5", Costs END Only To Activate (+1/4), Usable As Attack (x4 maximum weight per inanimate target; +1 1/2) (27 Active Points); Linked (STR; -1/2), Only In Contact With A Surface (-1/4) (Real Cost: 15) 2 37 3) Flight 16", x4 Noncombat, Costs END Only To Activate (+1/4), Usable Underwater (+1/4), No Gravity Penalty (+1/2) (74 Active Points) 6 Gravity enhancements, all slots OIHID (-1/4) 24 1) +15 CON (30 Active Points) 10 2) +12 PD (12 Active Points) 6 3) +8 ED (8 Active Points) 24 4) +3 SPD (30 Active Points) 16 5) +10 REC (20 Active Points) 24 6) +30 STUN (30 Active Points) 14 7) Knockback Resistance -9" (18 Active Points) 33 8) N-Ray Perception (Touch Group), +2 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting, Telescopic: +10, Transmit (49 Active Points); Limited Power Power loses about a fourth of its effectiveness (Cannot read or see colors; -1/4) Notes: stopped by force walls/ fields 16 9) LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points) 6 Justice Squadron comm: HRRP (Radio Group) (12 Active Points); OAF (-1) 75 Intense gravity manipulation: Multipower, 75-point reserve 7u 1) Gravity locking: Drain STR 1d6, Alterable Size, Costs END Only To Activate (+1/4), Damage Shield (+1/2), Continuous (+1), NND ([standard]Gravity based powers,mass,or density altering powers; +1), Area Of Effect (12" Radius; +1 1/4) (75 Active Points) 7 7u 2) Invisibility to Sight, Mental, Radio and Hearing Groups and Spatial Awareness , No Fringe, Reduced Endurance (0 END; +1/2) (75 Active Points) 7u 3) Gravitic Crush: Drain BODY 7 1/2d6 (75 Active Points) 7 7u 4) Gravity warping: Teleportation 5", x16 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (75 Active Points) 7 7u 5) Desolidification (affected by Force wall/fields), Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 2 people at once; +1/2) (70 Active Points) 3 Perks 5 Horror writer profession: Money: Well Off 5 Vehicles & Bases 3 Reputation (A large group) 14-, +1/+1d6 5 Fringe Benefit: International Police Powers Skills 2 KS: Justice Squadron foes 11- 2 KS: international law 11- 3 Concealment 13- 3 Criminology 13- 3 Deduction 13- 3 Mimicry 13- 5 Navigation (Air, Land, Marine, Space) 13- 3 Paramedics 13- 3 Systems Operation 13- 3 Shadowing 13- 5 various monster lore: KS 14- 5 PS: Horror writer 14- 3 Stealth 14- 20 +4 with HTH Combat 1 TF: Grav Vehicles/Hovercraft 3 Language: Russian (completely fluent; literate) (4 Active Points) 3 Language: Lithuanian (completely fluent; literate) (4 Active Points) 0 Language: English (idiomatic; literate) (5 Active Points) Total Powers & Skill Cost: 496 Total Cost: 600 450+ Disadvantages 20 DNPC: Publisher Fred Garvin editor Dameon Grey 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 20 Hunted: Dr Destroyer 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Capture) 20 Hunted: Comunist super soldiers 8- (Mo Pow, NCI, Harshly Punish) 10 Psychological Limitation: dislikes killing (Common, Moderate) 10 Psychological Limitation: Loves playing the spooky motif (Common, Moderate) 15 Psychological Limitation: Thrill seeker (Common, Strong) 15 Psychological Limitation: annoyed by incompetence (Common, Strong) 15 Psychological Limitation: Hates Commies (Uncommon, Total) 15 Social Limitation: Secret Id (Frequently, Major) Total Disadvantage Points: 600 Background/History: Rena is a mutant late bloomer(she is 28 yrs old) she also 1 of Dr Destroyer's genetic experiments using gravity manipulating elements from the DNA of Binary and the Blob this was done during a pre-natal test by a dr that Destroyer had on his payroll when no powers appeared during puberty,Destroyer thought the experiment failed but kept a watch on Rena till she was 25 with still no results Dr Destroyer gave up on Rena Her powers manifested 2 yrs ago she has spent most of here time learning how to use them and is only now getting back to writing horror stories/novels she is a first generation born american on her father's side of the family Rena's father was a Soviet Sub captian who defected with his sub(a boomer)and most of the officers(3 yrs before she was born) when Rena's powers manifested her father used his contacts with the US goverment to get some help and training for her for her Rena got sent to Primus be trained Rena has helped out Primus but perfers to be a writer that was until Dr Destroyer detected the gentic markers he placed in his work Personality/Motivation: thrill seeker Quote: gennerally Wraith does not speak much Powers/Tactics: 60 str :brick plain and simple can use flight :flys upright(ala Magneto)and walks while flying increasing gravity field those in it are being made heavier by making them more attuned to the planet's gravity increased stats: time space is being stretched around here, the universe slowed greatly in relation to her N-ray perception:mass based and very accurate but cannot read unless it is carved or raised and cannot percieve colors Mega-scale teleportation she is using gravity to warp 2 points in time space thing would be bad should she go under 1 km(think leaving a crease in time/space Drain(gravitic crush)she is creating an intense gravitc field to crush her target down to as small as a singularity)think going past crush depth in a sub) invisibility just extending the field from skin tight to include her clothing and refining it as to be perfect camoflage knock back resistance using gravity to hold her in place desolid warping space around her and a friend Campaign Use: Front line brick some stealth transport this character is coming from goverment training but has no wish to be a governemt agent(would prefer to just write horror novels or a movie) but fate has handed her other things to her hand word got out less than a yr ago about her father that he survived those who had a grudge paid him back by killing him and his wife they are after the daughter but did not know that she was super powered much to their surprise Appearance: clothing a waffenrok made for a woman 15/16 century battle dress for a landskennect tall(thigh high)boots elbow length gloves great cloak with hood all clothing looks to be worn but no body is visible
  17. Re: US Government's reaction to superhumans from the scenario given in the link did any of Pablo's unit survive? if so the woman if she resisted might still get shot(not that would mean much) given that the road blocks are set up so only 1 soldier is at risk at a time Pablo would get medivaced out as would the woman under gaurd so far all that has been shown is the 2 have great resistance to damage the woman would be disappeared it might happen to Pablo too if he does not make contact with his family or a lot of his friends in the unit make a big stink wondering where he is since he survived intact and higher ups said he died (checking with the family would bring up a closed casket burial which would be questioned since he was intact and probably talking with unit buddies) Les go with the woman gets disappeared and Pablo gets ordered to secrecy since he is still in the Army both would get tested up the ying yang(blood,dna,catscan,spectragraph,etc) the beginning tests would not be overly dangerous to normals but you might get the overzealous general or bureaucrat that might try and order more dangerous tests especially on the woman since she is presumed dead and probably accused of being in on the car bomb if there is a detectable X-factor the goverment will go looking for it in everybody they can in secret for as long as they can of course first recruits will be active military as they will be the the easist to get samples from and can be ordered around if this is a survivor gene kinda thing that only works say 1 in 100 the goverment will only keep an eye on those that have it and see what they can recruit if it is a sure thing the these people will be gauged,maneuvered,groomed to be recruited if possible and a new type of cold war may start those that cannot be recruited and are too powerful might be disappeared in 1 fashion or an other those that have powers that just protect and are passive and concealable might get left alone if they are not the right type to recruit if it is a slow thing in them appearing the goverment will have time to the secret stuff going if not might have a mutant discrimination like marvel has and all hell might break loose no I'm not a paranoid conspiracy theroist but I do expect my goverment to do black ops when it's security is threatened
  18. Re: Multitarget Abilities here is a simple way to do that 1 mulitpower with all 11 powers it has a normal speed of 4(can move,attack, recover,etc..) then you buy +8 speed only for attacks(cannot move,recover,dodge,etc..) then have it attack every segment give it the limitation it may only use each slot once per turn(-1/4) Steve Long wrote up Grond in CKC with a +2 Speed for attacks only at -1 plus some other limitation(act 11-, costs end)which you do not need you are going to burn through End like there is no tomorrow so buy it down and give it a large recovery and Endurance
  19. Beast

    Maelstrom

    Re: Maelstrom he is going to run out of end real fast
  20. Re: Ship-Flipping for Evil Bricks probably 110 str you should know that you will have to hold it there till enough water floods in to counter the ballast at the bottom of the ship that you are forcing out of the water
  21. Re: Phone back tracter some cell phones have GPS in them if they do finding them is even easier so long as there is some sky for them to see and that gets logged in to the carriers system
  22. Re: Call for Replacements She has not done all that much since she is a construct and pretty much made plans to jump ship right after meeting Dr Destroyer Silk Detective Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 24 DEX 42 14- OCV: 8/DCV: 8 25 CON 30 14- 14 BODY 8 12- 23 INT 13 14- PER Roll 14- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 10+25 PD 5 Total: 10/35 PD (0/25 rPD) 10+25 ED 5 Total: 10/35 ED (0/25 rED) 6 SPD 26 Phases: 2, 4, 6, 8, 10, 12 10 REC 0 50 END 0 40 STUN 0 Total Characteristic Cost: 169 Movement: Running: 6"/12" Leaping: 5"/10" Swimming: 2"/4" Teleportation: 25"/50" Cost Powers END 30 Mutation/learned/implanted technologies tech/magic/alien: Elemental Control, 74-point powers, (37 Active Points); all slots Only In Heroic Identity (-¼) 25 1) Transdermal force field: Armor (25 PD/25 ED) (75 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 7 30 2) Teleportation 25", No Relative Velocity, Reduced Endurance (½ END; +¼) (75 Active Points) 3 25 3) (Total: 75 Active Cost, 50 Real Cost) Find Weakness 14- with All Attacks (45 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 30) plus IR Perception (Sight Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees), Telescopic: +10 (13 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 9) plus Sight Group Flash Defense (17 points) (17 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 11) 7 33 Found/Modified weapons in a dimensional pocket: Multipower, 75-point reserve, (75 Active Points); all slots Restrainable (-½), Extra Time (Full Phase, -½), Only In Heroic Identity (-¼) 3u 1) 2x Colt M1911a1 .45 cal. pistols(endless clips magic): Killing Attack - Ranged 2d6, Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (75 Active Points) 0 3u 2) 2x Colt m1911a1 .45 cal with Mercy bullets: Energy Blast 6d6, STUN Only (+0), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (75 Active Points) 0 2u 3) alien power core on a staff setting 1: RKA 5d6 (75 Active Points); Required Hands Two-Handed (-½), Cannot Be Used With find weakness (-¼) 7 2u 4) alien power core setting 2: EB 15d6 (75 Active Points); Required Hands Two-Handed (-½), Cannot Be Used With find weakness (-¼) 7 3u 5) C4 Demo packs w/varible trigger: Killing Attack - Ranged 2d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character can set Trigger multiple times, Two activation conditions apply simultaneously; +½), Explosion (-1 DC/3"; +1) (75 Active Points); 32 clips of 1 Charge (-½) [1] 3u 6) Greek fire bomb: RKA 1d6, 8 clips of 1 Continuing Charge lasting 20 Minutes (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character can set Trigger multiple times; +¼), +1 Increased STUN Multiplier (+¼), Area Of Effect (One Hex; +½), Uncontrolled (+½), Sticky (+½), Penetrating (x2; +1), Continuous (+1) (75 Active Points) [1 cc] 2u 7) tangler grenades: Entangle 4d6, 8 DEF, Autofire (3 shots; +¼) (75 Active Points); 16 clips of 3 Charges (-¼), Range Based On STR (-¼), Can Be Missile Deflected (-¼) [3] 20 Luck 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (-1) 0 Notes: Only to figure out how somthing works 5 Defensive Strike +1 +3 5d6 Strike 4 Fast Strike +2 +0 7d6 Strike 3 Martial Throw +0 +1 5d6 +v/5, Target Falls Perks 60 Personal computer,multi-vehicle,personal base,JS donation 3 Reputation (A large group) 14-, +1/+1d6 5 Fringe Benefit: International Police Powers 5 Money: Well Off Skills 3 Breakfall 14- 3 Combat Piloting 14- 3 Combat Driving 14- 10 +2 with Ranged Combat 10 +1 Overall 12 +4 with all attacks vs range 12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 14- 3 Concealment 14- 3 Demolitions 14- 3 Electronics 14- 3 Forensic Medicine 14- 2 KS: Justice Squadron's foes 11- 2 KS: international law 11- 3 Inventor 14- 3 Lockpicking 14- 3 Magic 14- 3 Mechanics 14- 6 Navigation (Air, Dimensional, Land, Marine, Space) 14- 3 Paramedics 14- 4 SS: Archeology 13- 3 Security Systems 14- 3 Stealth 14- 3 Streetwise 13- 11 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Radar, Sonar) 14- 5 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14- 15 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Parachuting, Basic, SCUBA, Small Military Ships, Small Planes, Submarines, Tracked Military Vehicles, Wheeled Military Vehicles 9 WF: Beam Weapons, Energy Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 3 Language: A.S.L. (Completely Fluent, w/Accent) 2 Language: Anchient Egyptian (Fluent Conversation) 2 Language: Anchient Greek (Fluent Conversation) 0 Language: English (Imitate dialects; Custom Adder) 3 Language: French (Idiomatic, native accent; Custom Adder) 3 Language: German (Idiomatic, native accent; Custom Adder) 2 Language: Greek (Completely Fluent, w/Accent; Custom Adder) 2 Language: Latin (Completely Fluent, w/Accent; Custom Adder) 3 Language: Russian (Completely Fluent, w/Accent) 2 Language: Spanish (Completely Fluent, w/Accent; Custom Adder) Total Powers & Skill Cost: 431 Total Cost: 600 450+ Disadvantages 10 Distinctive Features: Always looking around Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Hunted: D.E.M.O.N. 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Hunted: Dr Destroyer 8- (Occasionally), More Powerful, NCI, Capture 10 Psychological Limitation: Curious Common, Moderate 10 Psychological Limitation: Hates Dr.Destroyer Uncommon, Strong 15 Psychological Limitation: annoyed by incompetence Common, Strong 15 Psychological Limitation: Code vs Killing Common, Strong 10 Reputation: Loose cannon, Frequently (11-) 15 Reputation: Property Damage, Frequently (11-), Extreme 5 Rivalry: other detective types Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Id Frequently (11-), Major 5 Social Limitation: Justice squadron rules (Occasionally, Minor) Total Disadvantage Points: 600 Background/History: Caitlin is the result of genetic manipulation by Dr.Destroyer using material from Forge and Ilyanna Rasputin(Magix) Dr Destroyer wanted a super powered agent that could be sent out to find various artifacts and figure out their use Caitlin was all that but also had a mind of her own and had no use for the bad Dr. Caitlin was able to transfer her expense account (funded by the Bad Dr)into cash,gems,metals and other easily liquid commodites to fund her self) She has set her self up as an explorer for hire in her secret Id Personality/Motivation: always curious for knowledge of everything around her loves free will Quote: you got a flaw there and there Powers/Tactics: pocket dimention manipulation alows her to store her weapons & defences she is 1 that can pick up most any device and figure out how it is used also has some ability to meld and modifie various gadgets Campaign Use: detective and scientific analysis ranged combatant with some hand to hand Appearance: Platiium blond blue costume red boots pulls weapons out of nowhere apperant age 25
  23. Re: Call for Replacements resubmitting computer and Multivehicle are attached as HD files Silk Detective Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 24 DEX 42 14- OCV: 8/DCV: 8 25 CON 30 14- 14 BODY 8 12- 23 INT 13 14- PER Roll 14- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 10+25 PD 5 Total: 10/35 PD (0/25 rPD) 10+25 ED 5 Total: 10/35 ED (0/25 rED) 6 SPD 26 Phases: 2, 4, 6, 8, 10, 12 10 REC 0 50 END 0 40 STUN 0 Total Characteristic Cost: 169 Movement: Running: 6"/12" Leaping: 5"/10" Swimming: 2"/4" Teleportation: 25"/50" Cost Powers END 30 Mutation/learned/implanted technologies tech/magic/alien: Elemental Control, 74-point powers, (37 Active Points); all slots Only In Heroic Identity (-¼) 25 1) Transdermal force field: Armor (25 PD/25 ED) (75 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 7 30 2) Teleportation 25", No Relative Velocity, Reduced Endurance (½ END; +¼) (75 Active Points) 3 25 3) (Total: 75 Active Cost, 50 Real Cost) Find Weakness 14- with All Attacks (45 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 30) plus IR Perception (Sight Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees), Telescopic: +10 (13 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 9) plus Sight Group Flash Defense (17 points) (17 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 11) 7 40 Found/Modified weapons in a dimensional pocket: Multipower, 90-point reserve, (90 Active Points); all slots Restrainable (-½), Extra Time (Full Phase, -½), Only In Heroic Identity (-¼) 4u 1) 2x Colt M1911a1 .45 cal. pistols(endless clips magic): Killing Attack - Ranged 2d6, +1 STUN Multiplier (+¼), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (82 Active Points) 0 4u 2) Stun blaster(found and modified viper weapon): Energy Blast 7d6, STUN Only (+0), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (87 Active Points) 0 3u 3) C4 Demo packs w/varible trigger: Killing Attack - Ranged 3d6, Explosion (+½), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character can set Trigger multiple times, Two activation conditions apply simultaneously; +½) (90 Active Points); 32 clips of 1 Charge (-½) [1] 20 Luck 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (-1) 0 Notes: Only to figure out how somthing works 5 Defensive Strike +1 +3 5d6 Strike 4 Fast Strike +2 +0 7d6 Strike 3 Martial Throw +0 +1 5d6 +v/5, Target Falls Perks 60 Personal computer,multi-vehicle,personal base,JS donation 3 Reputation (A large group) 14-, +1/+1d6 5 Fringe Benefit: International Police Powers 5 Money: Well Off Skills 3 Breakfall 14- 3 Combat Piloting 14- 3 Combat Driving 14- 10 +2 with Ranged Combat 10 +1 Overall 12 +4 with all attacks vs range 12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 14- 3 Concealment 14- 3 Demolitions 14- 3 Electronics 14- 3 Forensic Medicine 14- 3 Inventor 14- 4 KS: Archeology 13- 3 Lockpicking 14- 3 Magic 14- 3 Mechanics 14- 6 Navigation (Air, Dimensional, Land, Marine, Space) 14- 3 Paramedics 14- 3 Security Systems 14- 2 KS: Justice Squadron's foes 11- 2 KS: international law 11- 3 Stealth 14- 3 Streetwise 13- 11 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Radar, Sonar) 14- 5 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14- 15 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Parachuting, Basic, SCUBA, Small Military Ships, Small Planes, Submarines, Tracked Military Vehicles, Wheeled Military Vehicles 9 WF: Beam Weapons, Energy Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 3 Language: A.S.L. (Completely Fluent, w/Accent) 2 Language: Anchient Egyptian (Fluent Conversation) 2 Language: Anchient Greek (Fluent Conversation) 0 Language: English (Imitate dialects; Custom Adder) 3 Language: French (Idiomatic, native accent; Custom Adder) 3 Language: German (Idiomatic, native accent; Custom Adder) 2 Language: Greek (Completely Fluent, w/Accent; Custom Adder) 2 Language: Latin (Completely Fluent, w/Accent; Custom Adder) 3 Language: Russian (Completely Fluent, w/Accent) 2 Language: Spanish (Completely Fluent, w/Accent; Custom Adder) Total Powers & Skill Cost: 431 Total Cost: 600 450+ Disadvantages 10 Distinctive Features: Always looking around Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Hunted: D.E.M.O.N. 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Hunted: Dr Destroyer 8- (Occasionally), More Powerful, NCI, Capture 10 Psychological Limitation: Curious Common, Moderate 10 Psychological Limitation: Hates Dr.Destroyer Uncommon, Strong 15 Psychological Limitation: annoyed by incompetence Common, Strong 15 Psychological Limitation: Code vs Killing Common, Strong 10 Reputation: Loose cannon, Frequently (11-) 15 Reputation: Property Damage, Frequently (11-), Extreme 5 Rivalry: other detective types Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Id Frequently (11-), Major 5 Social Limitation: Justice squadron rules (Occasionally, Minor) Total Disadvantage Points: 600 Background/History: Caitlin is the result of genetic manipulation by Dr.Destroyer using material from Forge and Ilyanna Rasputin(Magix) Dr Destroyer wanted a super powered agent that could be sent out to find various artifacts and figure out their use Caitlin was all that but also had a mind of her own and had no use for the bad Dr. Personality/Motivation: always curious for knowledge of everything around her loves free will Quote: you got a flaw there and there Powers/Tactics: pocket diamention manipulation allows her to store her weapons & defenses she is 1 that can pick up most any device and figure out how it is used also has some ability to meld and modifie various gadgets Campaign Use: detective and scientific analysis ranged combatant with some hand to hand Appearance: Platium blond blue costume red boots pulls weapons out of nowhere
  24. Re: gravitic well since tk is a constant power you could make it a damage shield also you could have it only do damage if the target is against you of course you are going to make a great vaccum cleaner
  25. Re: Dual Strike RKA 10d6 (150 Active Points); Activation Roll 13- (-3/4), OIF (-1/2), Reduced Penetration (-1/4) you get 2x 5d6 rka's that both hit most of the time(RSR at -1/2 is not going to work most of the time if you hit and activate both attacks need to go through what ever def then they add back up for dazing
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