Jump to content

nexus

HERO Member
  • Posts

    12,751
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by nexus

  1. Re: Worth a thousand words? Forgot Yun Li's HDC file
  2. Re: Worth a thousand words? I'm having the most trouble coming up with anything more solid than that initial snippet of an idea for Picture 2 but I'll see what I can do.
  3. Re: Worth a thousand words?Yun LiVal Char Cost Roll Notes8 STR -2 11- Lift 75.8kg; 1 1/2d618 DEX 24 13- OCV: 6/DCV: 618 CON 16 13-10 BODY 0 11-20 INT 10 13- PER Roll 13-25 EGO 30 14- ECV: 820 PRE 10 13- PRE Attack: 4d616 COM 3 12-2/20 PD 0 Total: 2/20 PD (0/18 rPD)4/22 ED 0 Total: 4/22 ED (0/18 rED)4 SPD 12 Phases: 3, 6, 9, 126 REC 040 END 240 STUN 17 Total Characteristic Cost: 122Movement: Running: 6"/12" Leaping: 1"/2" Swimming: 2"/4" Teleportation: 20"/40"Cost Powers END Defensive Spells30 "As one dead": Force Field (18 PD/18 ED), Costs END Only To Activate (+1/4) (45 Active Points); Requires A Skill Roll (-1/2) 47 Insensate Corpse Technique: Physical Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2), Linked ("As one dead"; -1/2)7 Insensate Corpse Technique: Energy Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2), Linked ("As one dead"; -1/2)20 Necromantic Shield: Power Defense (20 points) Offensive Magic103 Multipower, 144-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (180 Active Points); all slots Gestures (-1/4), Incantations (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)4u 1) Necrocrotic Energy Blast: Energy Blast 12d6, Penetrating (+1/2) (90 Active Points); Limited Power Power loses about a third of its effectiveness (Doesn't affect non living targets; -1/2), No Knockback (-1/4), Gestures (-1/4), Incantations (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 45u 2) Agony of Death: Soul Talons 4 1/2d6, Continuous (+1) (90 Active Points); Gestures (-1/4), Incantations (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 44u 3) Visions of Mortality: Entangle 3d6, 3 DEF (Stops A Given Sense Group Sight Group), Takes No Damage From Attacks Limited Group (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (90 Active Points); Eye Contact Required (-1/2), Limited Power Power loses about a fourth of its effectiveness (Only effects mortal targets; -1/4), Gestures (-1/4), Incantations (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 45u 4) Summon Ghostly Minions: Telekinesis (33 STR), Fine Manipulation, Uncontrolled (+1/2) (89 Active Points); Gestures (-1/4), Incantations (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 4 Misc Spells37 Walking the Dragon Lines: Teleportation 20", x8 Increased Mass, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (110 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Power Power loses about a third of its effectiveness (Only along Dragon Lines; -1/2), Requires A Skill: Feng Shui/Geomancy Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 1116 Necromantic Arts: Summon 300-point Various Undead, Slavishly Devoted (+1) (120 Active Points); Extra Time (1 Day, -4), Limited Power Power loses about half of its effectiveness (Each 100 base points of creature adds an additional day; -1), Limited Power Power loses about a third of its effectiveness (Requires bodies and materials; -1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4), Gestures (-1/4) 12 Innate Magical Enhancements50 1) Empowered by Death, Untouched by Time: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; 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 does not sleep)16 2) Unatural Vitality: +20 BODY (40 Active Points); Limited Power Power loses about half of its effectiveness (Only to stave off death; -1), No Figured Characteristics (-1/2) 78 The Animator of the Dead: Variable Power Pool, 60 base + 18 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (105 Active Points); Limited Special Effect Uncommon SFX (Necromancy Powers Only; -1), OIF (-1/2) \tabSnake Style Kung Fu Maneuver OCV DCV Notes4 Block +2 +2 Block, Abort4 Evade -- +5 Dodge, Affects All Attacks, Abort4 Punch +0 +2 5 1/2d6 Strike5 Kick -2 +1 7 1/2d6 Strike4 Tseih Hueh strike -1 +1 3d6 NND8 +2 HTH Damage Class(es)Perks6 Money: Wealthy21 Her clan: Contact (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 13-50 Cultist and Servant: FollowerSkills15 Necromancy: Power 20-3 Scholar1 1) KS: Accupunture and Pressure Points (2 Active Points) 11-5 2) KS: Asian Occult Lore (6 Active Points) 16-3 3) KS: Chinese Herbalism (4 Active Points) 14-5 4) KS: Chinese Occult Lore (6 Active Points) 16-4 5) KS: Feng Shui (5 Active Points) 15-2 6) KS: Snake Style Kung Fu (3 Active Points) 13-3 High Society 13-3 Forensic Medicine 13-3 Interrogation 13-4 Language: Mandarin (Cantonese is Native) (idiomatic)3 Language: Japanese (completely fluent)3 Language: Korean (completely fluent)3 Language: English (completely fluent)3 Seduction 13-3 Tactics 13-3 Deduction 13-3 Bribery 13-12 +4 with Magic9 +3 with Snake Kung FuTotal Powers & Skill Cost: 581Total Cost: 703250+ Disadvantages5 Distinctive Features: Strong Negative Chi Aura (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)15 Distinctive Features: The area around is notable colder and quieter, disturbing aura (Not Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)10 Hunted: Takofanes 11- (Mo Pow, Watching)10 Enraged: Insulted or taunted (Uncommon), go 11-, recover 14-15 Susceptibility: Being in areas of strong positive Chi 1d6 damage per Phase (Uncommon)5 Reputation: Power Mad Necromancer, 11- (Known Only To A Small Group)15 Psychological Limitation: Meglomaniac (Common, Strong)15 Psychological Limitation: Arrogant and overconfident (Common, Strong)10 Psychological Limitation: Disdain for westerners, particularly Americans, underestimates them (Common, Moderate)353 Experience PointsTotal Disadvantage Points: 703Background/History: Yun Li was from a family or sorcerers. Each member of her family was taught a different specialty. Li's specialty was necromancy. She was the most powerful member of the family. But she didn't feel powerful enough. So, she searched the globe for the mystical staff: The Animator of the Dead. (loosely translated). This staff could raise an entire graveyard in one hour. And all under her command. But, she was consistently followed by a mercenary. Captain Blight. Captain Blight was practically immune to Li's power. Which is quite an accomplishment for someone who is dead. You see, while Li was first learning all of her new powers; an American military man was sent in to discover what she was all about. Li discovered Blight, and attacked him, and he died. When she tried to animate his corpse. It was her first time to animate the dead. And she got the spell wrong. Instead of a mindless loyal zombie, Blight was alive - in a sense - again. Li's powers couldn't affect Blight anymore, Plus Blight's guns and knife could work on any undead creature. Blight escaped capture (he was still outnumbered), and decided to make it his "life's" work to keep tabs on Li. Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance:
  4. I need some help building the requirements for a magic system for an up coming Fantasy game. I'm not claiming that its original but I thought it was an interesting take on "Fire and forget" style D and D magic. Spells (Weaves) are patterns of will and occult energy that require great concentration, study of symbols, formula and focusing gestures to create. To side step this lengthy casting time, a mage may prep her spells before hand essentially running through most of the creation process (referred to Weaving) except for the crucial final stages and store the pattern in their mind for later use. When the time comes, the mage finishes the casting and fully unleashes the spells effects (creates the fireball, casts the charm, etc) which usually requires the same as normally activating and using the Power involved. Once this is done, the mage has two options: They can recreate the pattern with study and concentration for later use OR they can cast the spell directly, running through the entire ritual (which often takes a minute or more). Speed Casting (Cutting the Weave) is risky, if the mage flubs it, bad things can happen, Untying the Weave (lengthy casting) is much slower but not as dangerous even if flubbed there is no danger of backlash in anything but the most powerful or experimental magics. Mages can use the lengthy method at any time they have access to their books and scrolls. Short casting requires having the required prep time to set up the spells. How would you best represent this in mechanical terms?
  5. I need some help building the requirements for a magic system for an up coming Fantasy game. I'm not claiming that its original but I thought it was an interesting take on "Fire and forget" style D and D magic. Spells are patterns of will and occult energy that require great concentration, study of symbols, formula and focusing gestures to create. To side step this lengthy casting time, a mage may prep her spells before hand essentially running through most of the creation process (referred to Weaving) except for the crucial final stages and store the pattern in their mind for later use. When the time comes, the mage finishes the casting and fully unleashes the spells effects (creates the fireball, casts the charm, etc) which usually requires the same as normally activating and using the Power involved. Once this is done, the mage has two options: They can recreate the pattern with study and concentration for later use OR they can cast the spell directly, running through the entire ritual (which often takes a minute or more). Speed Casting (Cutting the Weave) is risky, if the mage flubs it, bad things can happen, Untying the Weave (lengthy casting) is much slower but not as dangerous even if flubbed there is no danger of backlash in anything but the most powerful or experimental magics. Mages can use the lengthy method at any time they have access to their books and scrolls. Short casting requires having the required prep time to set up the spells. How would you best represent this in mechanical terms?
  6. Re: Worth a thousand words? Nice! I'll see if I can work out some write ups this weekend. Repped
  7. Re: Worth a thousand words? BTW: If anyone wants the original "birdgirl" picture PM and I'll send it to you.
  8. Re: Worth a thousand words? Calra is a refugee. Part of a small expeditionary force dispatched by Isthva V'han to test the defenses of the Earth she was separated from her unit when their base ship fell under assault by Terran forces (Viper as it turned out but she's not aware it wasn't any official military force) and forced to retreat. Calra was assumed killed in action but in fact survived despite and recovered her injuries to find herself alone on an alien and hostile planet. So she set about doing what a good solider would: finding a way to rejoin her lieges forces and do what she could to weaken the "enemy". So Calra acts as something of a terrorist, striking at sensitive targets on her own or offering her services as one of these "supervillains" particularly those of a high tech bent who might offer her a chance to get back home in some fashion though she plays those cards very close to her chest. Even many criminal Terrans seemed unnaturally resistant to accepting the Just and Glorious rule of the Eternal Empress. She's was dubbed "Prism" at some point and accepted it since "code names" seemed important in the vocation she's faking but finds the whole thing rather silly. Calra Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 20 CON 20 13- 10 BODY 0 11- 10 INT 0 11- PER Roll 11- 12 EGO 4 11- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 12 COM 1 11- 5/22 PD 1 Total: 5/22 PD (0/17 rPD) 8/25 ED 4 Total: 8/25 ED (0/17 rED) 4 SPD 7 Phases: 3, 6, 9, 12 8 REC 0 40 END 0 35 STUN 5 Total Characteristic Cost: 96 Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 20 Photonic Manipulation: Elemental Control, 40-point powers 27 1) Photon Energy Feild: Force Field (14 PD/14 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (47 Active Points) 2 20 2) Photonic Form: Desolidification (affected by Darkness Based attacks) (40 Active Points) 4 16 3) Absorption 5d6 (energy, to Constitution, Strength, Body), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), [two powers] simultaneously (+1/2) (44 Active Points); Limited Power Power loses about a third of its effectiveness (Light Based Attacks only; -1/2) 25 4) Long distance Light Manipulation: Clairsentience (Sight Group), x16 Range (2,960"), Mobile Perception Point (can move up to 6" per Phase), Targeting, Transmit (57 Active Points); Limited Power Power loses about a third of its effectiveness (Can see into Opaquely sealed areas; -1/2) 6 Alien Body 10 Light Resistant Eyes: Sight Group Flash Defense (10 points) 67 Photokinsis: Multipower, 80-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (100 Active Points); all slots Restrainable (-1/2) 4u 1) Simple Solid Light Constructs: Telekinesis (33 STR), Affects Porous (60 Active Points); Restrainable (-1/2) 3 5u 2) Blinding Light: Darkness to Sight Group 6" radius, Personal Immunity (+1/4) (75 Active Points); Restrainable (-1/2) 3 4u 3) Sight Group Images Increased Size (4" radius; +1/2), +/-9 to PER Rolls, Alterable Size (63 Active Points); Restrainable (-1/2) 3 5u 4) Coherent Photon Blast: Energy Blast 12d6, Indirect (Same origin, always fired away from attacker; +1/4) (75 Active Points); Restrainable (-1/2) 3 5u 5) Focused Photon Blast: Killing Attack - Ranged 4d6, Indirect (Same origin, always fired away from attacker; +1/4) (75 Active Points); Restrainable (-1/2) 3 5u 6) Tight Focus Photon Blast: Killing Attack - Ranged 3d6-1, Indirect (Same origin, always fired away from attacker; +1/4), Armor Piercing (+1/2) (70 Active Points); Restrainable (-1/2) 3 5u 7) Dazzle Blasts: Sight Group Flash 10d6, Variable Advantage (+1/4 Advantages; +1/2) (75 Active Points); Restrainable (-1/2) 3 3u 8) Complex Solid Light Constructs: Summon 200-point Independent Phototonic Beibgs, Slavishly Devoted (+1) (80 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Restrainable (-1/2) 4 Equipment 6 1) Armor Costume: Armor (3 PD/3 ED) (9 Active Points); OIF (-1/2) Skills 3 Tactics 11- 3 Teamwork 14- 1 TF: Military Spacecraft 5 Rapid Attack (Ranged) 3 Paramedics 11- 1 Language: English (basic conversation) 6 +2 with Multipower 5 +1 with HTH Combat Total Powers & Skill Cost: 254 Total Cost: 350 250+ Disadvantages 10 Distinctive Features: Chalk white skin, blue hair, pinkish red eyes, unusual "pine like" natural order (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Money: Destitute 10 Physical Limitation: Alien Physiology: Requires special medical care and diet (Infrequently, Greatly Impairing) 5 Physical Limitation: Limited knowledge of Terran culture and mores (Infrequently, Slightly Impairing) 10 Social Limitation: No legal Identity or records (Frequently, Minor) 10 Vulnerability: 1 1/2 x STUN Heat Based attacks (Common) 20 Psychological Limitation: Considers Terrans little more than somewhat clever apes (Very Common, Strong) 10 Psychological Limitation: Tries not to engage in wanton destruction or violence (Common, Moderate) 15 Psychological Limitation: Not used to complex social interaction and can easily manipulated in that fashion (Uncommon, Total) Total Disadvantage Points: 350 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance:
  9. Re: Worth a thousand words? My originals reposted. Interlock
  10. Re: Worth a thousand words? A couple of pics for expansion
  11. Re: Worth a thousand words? Note on Regis: Technically, she can't speak either but can pretty effortlessly create a mental "voice" for herself if need be. I decided not to bother writing that up since it's essentially the same as speaking for most intents and purposes and just didn't give her a disadvantage for being physically mute. If you think it should be it would be Images, only to simulate speech, no range.
  12. Re: Worth a thousand words? Regis: Even geniuses make mistakes. Telios, on something of a lark decided to create a special "doll" for amusement, one with psionic talents to make her more useful as a toy as she'd be able to read his desires before he was even aware of them and apply her powers to the task. He over did it. Regis, crafted from genetic samples from several powerful psis including Mentalla turned out to be far more powerful then Telios intended. Worse, she was far more willful as well. She saw the fate that of mastermind's toys when he tired of them and resented being considered an expendable slave and fled at the first opportunity, taking Three with her as bodyguard but also out of a sense of fellowship. Telios wants his "property" back but is also fascinated by their rebellion and wants to see how they do on their own and to test them as something of field experiment. With proper conditioning both could be useful to him in the future. Regis Val Char Cost Roll Notes 8 STR -2 11- Lift 75.8kg; 1 1/2d6 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 8 BODY -4 11- 20 INT 10 13- PER Roll 13- 23 EGO 26 14- ECV: 8 20 PRE 10 13- PRE Attack: 4d6 14 COM 2 12- 4/14 PD 2 Total: 4/14 PD (0/10 rPD) 4/14 ED 0 Total: 4/14 ED (0/10 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 40 END 2 30 STUN 9 Total Characteristic Cost: 107 Movement: Running: 6"/12" Flight: 10"/40" Leaping: 1"/2" Swimming: 2"/4" Teleportation: 12"/24" Cost Powers END 25 Mental Domination: Elemental Control, 50-point powers 35 1) Mental Domination: Mind Control 12d6 (60 Active Points) 6 25 2) Senory Overide: Mental Illusions 10d6 (50 Active Points) 5 17 3) Thought Theft: Telepathy 10d6 (50 Active Points); Limited Power Power loses about a third of its effectiveness (Only to read memories; -1/2) 5 18 4) Psionic Cloaking: Invisibility to Sight, Hearing, Smell/Taste and Radio Groups , Reduced Endurance (0 END; +1/2) (52 Active Points); Limited Power Power loses about a third of its effectiveness (Psionic; -1/2) 14 5) "You missed.": +10 with DCV (50 Active Points); Limited Power Power loses about a third of its effectiveness (Psionic; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 5 112 Multipower, 112-point reserve 6u 1) Pain Induction: Ego Attack 6d6 (60 Active Points) 6 4u 2) Mental Scan: Mind Scan 8d6 (40 Active Points) 4 4u 3) "You go where I wish." : Teleportation 12", Usable As Attack (+1), Based On EGO Combat Value (Mental Defense applies; +1) (72 Active Points); Limited Power Power loses about a third of its effectiveness (Psychic; -1/2), Limited Power Power loses about a fourth of its effectiveness (Target must move under their own Power; -1/4), Must Pass Through Intervening Space (-1/4) 7 6u 4) "Army of Many": Energy Blast 10d6, Variable Special Effects (Limited Group of SFX; +1/4), Reduced Endurance (1/2 END; +1/4), Indirect (Any origin, any direction; +3/4) (112 Active Points); Limited Power Power loses about a third of its effectiveness (Special effects, damage and origin of attack limited to availabe subjects to command; -1/2), Limited Power Power loses about a fourth of its effectiveness (Can't use subjects with more than 10 points of mental defense; -1/4) 5 5u 5) Sensory Shutdown: Sight, Smell/Taste, Touch and Hearing Groups Flash 7d6 (50 Active Points) 5 3u 6) "Crowd Control": Summon 32 50-point Surrounding bystanders, Slavishly Devoted (+1) (70 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2) 7 15 Mental Defense (20 points total) Equipment 20 1) Armored Costume: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 25 2) Psychokinetic suit: Flight 10", x4 Noncombat, Invisible to Hearing, and Sight Groups (+1/2) (37 Active Points); OIF (-1/2) 4 Skills 3 Computer Programming 13- 3 Electronics 13- 3 Interrogation 13- 3 Systems Operation 13- 3 Seduction 13- 3 KS: Sexual Techniques 13- 1 Psionic Powers: KS 8- 3 Psychology: KS 13- 3 Tactics 13- 3 Teamwork 13- 15 +3 with Mental Combat Total Powers & Skill Cost: 377 Total Cost: 484 250+ Disadvantages 10 Money: Destitute 10 Social Limitation: No Legal Idenity (Frequently, Minor) 10 Physical Limitation: Limited knowledge of the "real world" (Frequently, Slightly Impairing) 15 Hunted: Telios 8- (Mo Pow, Capture) 5 Distinctive Features: No navel or fingerprints, bald (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: Attempts to control, manipulate or dominate her (Uncommon), go 14-, recover 11- 20 Psychological Limitation: Control Freak, must be in charge (Very Common, Strong) 10 Psychological Limitation: Arrogant and easily offended (Common, Moderate) 134 Experience Points Total Disadvantage Points: 484 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance:
  13. Re: Worth a thousand words? Here's the HDC file for those that want it Sheet for Regis coming up.
  14. Re: Worth a thousand words? Something about her makes me think android or robot, cold, methodical and emotionless. Don't have a good handle on powers so I'll default to basic enhanced physical abiities (strength, speed durability), maybe some enhanced senses. Maybe she's an engineered lifeform, a project of Telios created as bodyguard and a long term piece of eyecandy unlike his other throw away "dolls". But like them, she can't speak lacking any vocal organs. Three Val Char Cost Roll Notes 50 STR 40 19- Lift 25.6tons; 10d6 [5] 25 DEX 45 14- OCV: 8/DCV: 8 25 CON 30 14- 16 BODY 12 12- 8 INT -2 11- PER Roll 16- 12 EGO 4 11- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 20 PD 10 Total: 20 PD (10 rPD) 20 ED 15 Total: 20 ED (10 rED) 5 SPD 15 Phases: 3, 5, 8, 10, 12 15 REC 0 50 END 0 60 STUN 6 Total Characteristic Cost: 183 Movement: Running: 16"/32" Leaping: 10"/20" Swimming: 10"/20" Cost Powers END 20 Enhanced Immune System: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents) 4 Hyper Efficent Metabolism: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Sleeping: Character only has to sleep 8 hours per week) 25 Healing Factor: Healing 3 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 15 Enhanced Senses: +5 PER with all Sense Groups 5 Thermal Vision: Infrared Perception (Sight Group) 5 UV vision: Ultraviolet Perception (Sight Group) 20 Enhanced senses: Targeting with Hearing Group 6 Omnidexterous (Can used feet and tongue as hands): Extra Limbs (3), Inherent (+1/4) (6 Active Points) 20 Athletic: Running +10" (16" total) 2 8 Athletic: Swimming +8" (10" total) 1 10 Durable: Sight Group Flash Defense (10 points) 10 Durable: Hearing Group Flash Defense (10 points) 10 Durable: Damage Resistance (10 PD/10 ED) 7 Emotionally Subdued: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Defensive Only; -1) 4 Martial Strike +0 +2 12d6 Strike 5 Offensive Strike -2 +1 14d6 Strike 5 Grappling Block +1 +1 Grab One Limb, Block 3 Martial Throw +0 +1 10d6 +v/5, Target Falls 4 Counterstrike +2 +2 12d6 Strike, Must Follow Block 4 Choke Hold -2 +0 Grab One Limb; 2d6 NND 4 Crush +0 +0 14d6 Crush, Must Follow Grab Talents 10 Emotionally Subdued: Resistance (10 points) Skills 3 Contortionist 14- 3 Acrobatics 14- 3 Breakfall 14- 10 Defense Maneuver I-IV 3 Sign Language: Language (completely fluent) 5 Rapid Attack (HTH) 3 Stealth 14- 4 KS: Sexual Techniques 13- 24 +3 with All Combat Total Powers & Skill Cost: 262 Total Cost: 445 250+ Disadvantages 15 Hunted: Telios 8- (Mo Pow, Capture) 10 Enraged: Regis harmed (Uncommon), go 11-, recover 14- 10 Money: Destitute 10 Physical Limitation: Mute (Frequently, Slightly Impairing) 10 Social Limitation: No Legal ID (Frequently, Minor) 5 Distinctive Features: No navel or fingerprints. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Psychological Limitation: Casual Killer (Common, Moderate) 20 Psychological Limitation: Little personal initiative, a follower (Very Common, Strong) 15 Psychological Limitation: Loyal and Protective and of Regis (Common, Strong) 90 Experience Points Total Disadvantage Points: 445 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Three is, obviously, the third of her line and the most powerful to date. She has little emotion or personality beyond an intense loyalty to Regis that the mentalist has created for her. Aside from that she is cold and machine like but as time goes on she's started to develop sparks of humanity and a child like curiosity about the rest of the world. Interestingly, Regis nurtures that part of her having taken on an almost maternal attitude towards the combat clone.
  15. Re: Some Book Of The Machine Pages Posted I like Mechanon's new form. It looks a little more "modern" comics wise and less like a blatant ripoff of Ultron.
  16. Re: Inceptum Terminus: Chronicles of the New Confederation Sounds interesting but I have one question and I hope it's not taken the wrong way. In Chapter 1 where political systems, ethics, etc are addressed does it seem like the author's personal political feelings/values are being preached or is it a fairly neutral description*? *I understand its very rare to have a discussion about those subjects that is totally neutral but there are degrees.
  17. Re: Worth a thousand words? Picture 4 Maybe "Spectrum" or "Prism". I see her as having powers based n light and colors, maybe even creating solid energy constructs similar to the powers of a Green Lantern. I'd make her an alien, maybe on Earth due to assignment since her costume and bearing have a military vibe to me. Picture 1: Her cowl makes her look bald (though of course she didn't have to be) and that makes me think mentalist right off the bat. Interesting color combination, a bit on the somber side in ways and kind of severe maybe a very no nonsense even hardened personality that's somewhat superior. I could see her as a villain actually with powers centered on Mind Control and Illusion. Weak in physical combat and likes to hide and mentally snipe at "inferior minds". Name could be something like Dominatrix, Regis, or other commanding title. Picture 2. The costume implies mystic to be, of a meditative, monk sort rather than a mage though I could see him casting spells too. But I more imagine a martial artist that practices a "internal" style the emphasizes chi/mana control and Mind over matter maybe Kalarippayattu an Indian martial art that has some mystical aspects. Might be a little clichéd by he could be blind too or maybe just wears the eyeless mask to focus his other senses.
  18. Re: Some Book Of The Machine Pages Posted One word. Sweet!
  19. Re: Worth a thousand words? I'm not really upset, disappointed and somewhat annoyed though and I didn't want my friends to get upset or insulted. But why lets some spoilsports kill a good time? I'll talk to them and see what they think and if it's okay with them I'll put them back up.
  20. Re: Immunity to Electric Attacks What about Area of Effect or Damage Shields?
  21. This is just a place holder for the moment. I'll be posting a group of characters inspired by the "Worth a 1000 words" thread here. The characters will be members of a somewhat eccentric superhero team and the villainess that brought them together (or in some cases created them). Characters: Paragon Dancer Lorelei Antibody Gwar Dhsuna Interlock They'll be based on 250+100 Disadvantages along with "experience" as needed and based in my Wyldstrike campaign setting for background purposes.
  22. Re: Worth a thousand words?
  23. Re: Worth a thousand words? In any case, there were some really good ideas in the thread so far. I'll try to get the Outsiders up in a week or two. I hope some others will be posting pics at some point. Be a shame for the thread to close down.
  24. Re: PA Hero:How long would plumbing work? Thanks for the information, guys (I assume. ). You've been very helpful.
  25. Re: Worth a thousand words?
×
×
  • Create New...