Jump to content

nexus

HERO Member
  • Posts

    12,751
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by nexus

  1. Re: The Global Guardians on September 11, 2001 Wow..simply..wow. Very impressive writing. And it does take allot of guts to show a character failing. I haven't seen it often in a "fan fiction" particularly not about a PC. Sometimes moments of weakness and despair reveal allot more about a character than success. Well done.
  2. Would it be more possible to run a space/future oriented game at a more "traditional" power level? I liker the idea of space based supers, but I'm not a big fine of the ultra high power/point levels. I'm much more comfortable around th 300-450 point level. I was thinking the campaign would be along the lines of the 2099 titles or possibly the old show "Galaxy Rangers".
  3. Re: Shrinking + IPE = Desolid (Sort of . . .) The character is called "The Murder" and he is basically..well a hive minded flock of crows.
  4. Have very many players in the experience of others on the board taken -0 limitation or zero point disadvantages just for flavor?
  5. Re: Shrinking + IPE = Desolid (Sort of . . .) Thanks! You might have just single handedly solved a problem I was having with a rather odd character.
  6. Re: Need Help with Disadvantages You can always pass the buck and go for that old chestnut "Mystery Disad" In the GGU is often strongly advised to get the full disadvantage points, but that varies from campaign to campaign.
  7. Re: All HEROes Must Be Eaten: zombie survival horror I'm actually running a survival horror game using Hero. Its been an intersting experience. Getting the balance just right is a bit difficult since one of the shticks of survival horror is sudden death and Hero characters are fairly durable by nature.
  8. Re: Suggestions for Brick power Her defenses remain even if she's hit by another form of attack, but they do fade over time.
  9. Re: Suggestions for Brick power I think you're right. I was making this much more difficult than it had to be.
  10. The basic effect is that the character's defenses against energy attacks increase when she's hit by them. The main limitation is that the increased Defense only applies against the same special effect as the attack. For example, if the character was hit by a "cold blast" her defense against Cold would increase, but not against other energy attacks until she was struck by one. Any suggestions?
  11. Re: The Uplifted:Sentient Animal villians
  12. Re: The Uplifted:Sentient Animal villians There's a character with the same name in Feng Shui? Cool!
  13. Re: The PCs of Bay City Blues Name: Pheonix Val Char Cost 0/25 STR -10 20 DEX 30 20 CON 20 15 BODY 10 10 INT 0 12 EGO 4 15 PRE 5 18 COM 4 15 PD 15 15 ED 11 4 SPD 10 4 REC 0 40 END 0 45 STUN 20 Characteristic Rolls: STR: 9/14-, DEX: 13-, CON: 13-, INT: 11-, EGO: 11-, PER: 11- Run: 6/22", Swim: 2", Jump: 5/35", Lift: 25kg/800kg Cost Powers END/Roll 25 +25 STR:High Efficency Myomerys Fibers; Reduced END: Zero, ½ 0 10 Damage Resistance:Kevelar/Ceramic Composite Armorweave (10 PD/10 ED) 10 Damage Reduction:Pain Editor (Physical, 25% Resistant); Limited Power:Stun Only: Seriously, -½ 10 Damage Reduction:Pain Editor (Energy, 25% Resistant); Limited Power:Stun Only: Seriously, -½ 10 END Reserve:Power Reserves (100 END, 0 REC/turn) 4 END Reserve REC:Recharge Systems (5/turn); Limited Power:Requires Electrical Power source: Slightly, -¼ 5 Radio Listen and Transmit:Internal Radio/Cell Phone 3 Ultrasonic Hearing 5 Breathe in Unusual Environment:Underwater/Poisonous Enviormants (Rebreather/cybergills) 3 Immune to Aging 3 Life Support: Intense Heat/Cold 3 Life Support: High Pressure/Vacuum 18 Running:Leg Actuators (+6", 12", NC: 24"); Reduced END: Zero, ½; Non-Combat Multiplier: ×2, +0; Has Turn Mode: No, +0 0 15 Superleap:Leg Actuators (+10", 15", NC: 30"); Reduced END: Zero, ½; Non-Combat Multiplier: ×2, +0 0 7 Multipower:Overdrive Systems (20-pt reserve); Increased END: ×5, -2 u-1 +20 STR; Increased END: ×5, -2 10 u-1 Running (+10", 16", NC: 32"); Non-Combat Multiplier: ×2, +0; Has Turn Mode: No, +0; Increased END: ×5, -2 20 u-1 Superleap (+20", 25", NC: 50"); Non-Combat Multiplier: ×2, +0; Increased END: ×5, -2 20 Cost Skills, Talents, Perks Roll 7 Acrobatics 15- 3 Breakfall 13- 3 Climbing 13- 3 Contortionist 13- 1 Electronics 8- 25 Karate (4) Punch (OCV 0, DCV +2, 7d6) (5) Kick (OCV -2, DCV +1, 9d6) (4) Block (OCV +2, DCV +2) (4) Chop (OCV -2, DCV 0, 1d6+1 HKA) (4) Disarm (OCV -1, DCV +1) (4) Escape (OCV --, DCV +5) 1 Computer Programming 8- 3 Absolute Time Sense:Internal Clock 3 Ambidexterity 3 Bump of Direction:Internal Compass 3 Lightning Calculator:Internal Computer 10 +2 level w/HTH Combat 3 Double-Jointed:Duel Action Jointing 3 Immunity:Non Organic Structure (Biological Poisons); Frequency: Common 150+ Disadvantages 5 Distinctive Features:Full Body Cyborg; Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0 5 Phys. Lim.No Sense of Taste/Smell (Infrequently, Slightly) 10 Phys. Lim.Does not Heal (Frequently, Slightly) 5 Phys. Lim.Requires Special Food (Infrequently, Slightly) 5 Reputation:First Full Body cyborg (8-) 10 Public Identity 10 Watched:BioTech Enterprises (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 20 Code Against Killing (Common, Total) 15 Overconfidence (Very Common, Moderate) 15 Phys. Lim.Shuts down when End Reserve hits 0 (Infrequently, Fully) 74 Hero Bonus OCV: 7; DCV: 7; ECV: 4; Mental Def.: 0; Phases: 3, 6, 9, 12 PD/rPD: 15/10; ED/rED: 15/10 COSTS: Char.: 119 Disad.: 174 Powers: + 205 Base: + 150 Total: = 324 Total: = 324
  14. Re: The PCs of Bay City Blues Name: Matt Stone Val Char Cost 15 STR 5 18 DEX 24 15 CON 10 12 BODY 4 20 INT 10 18 EGO 16 18 PRE 8 10 COM 0 10 PD 9 10 ED 9 3 SPD 2 6 REC 0 30 END 0 28 STUN 0 Characteristic Rolls: STR: 12-, DEX: 13-, CON: 12-, INT: 13-, EGO: 13-, PER: 13- Run: 6/9", Swim: 2", Jump: 3", Lift: 200kg Cost Powers END/Roll 6 Running (+3", 9", NC: 18"); Non-Combat Multiplier: ×2, +0; Has Turn Mode: No, +0 1 4 Instant Change; Clothes: One Set, 5; Focus: Inobvious Inaccessible, -¼ 17 Force Field (10 PD/10 ED); OIF: -½; Reduced END: Half, ¼ 1 17 10" Flight (NC: 20"); Non-Combat Multiplier: ×2, +0; OIF: -½; Reduced END: Half, ¼ 1 45 Multipower (60-pt reserve); OAF: -1; Reduced END: Zero, ½ u-3 7d6 Area Attack:Cone; No Range: -½; Limited Power:knockback Only: Significantly, -¾; Range: 0; Versus: ED; Area Effect (Cone): 10" long, +1; OAF: -1; Reduced END: Zero, ½ 0 u-5 7d6 Area Attack:Radius; Limited Power:Knockback Only: Significantly, -¾; Range: 480; Versus: ED; Area Effect (Radius): 6" radius, +1; Adder:Hole in the middle: ¼; OAF: -1; Reduced END: Zero, ½ 0 u-4 7d6 Area Attack:Line; Range: 435; Versus: ED; Area Effect (Line): 20" long, +1; OAF: -1; Reduced END: Zero, ½ 0 u-4 9d6 Energy Blast; Range: 450; Versus: ED; Adder:Penetrating: ½; OAF: -1; Reduced END: Zero, ½ 0 u-4 7d6 Energy Blast; Autofire: 5 shots, ½; Range: 435; Versus: ED; OAF: -1; Reduced END: Zero, 1 0 u-4 3d6 Armor Piercing Killing Attack; Range: 450; Armor Piercing: 1, +½; OAF: -1; Reduced END: Zero, ½ 0 u-3 3d6 Entangle (DEF 3); Range: 450; Charges: 6, -¾; Area Effect (Radius): 10" radius, +1; Selective Target: +¼; Increased Area: ×2, ¼; OAF: -1; Reduced END: Zero, ½ 0 3 Infrared Vision; Focus: Obvious Inaccessible, -½ 7 Telescopic Sense (Sight, +7 to PER); Focus: Obvious Inaccessible, -½ 6 Microscopic Vision (×1000); Focus: Obvious Inaccessible, -½ 5 Enhanced Perception:Low Light Vision (Normal Sight, +4 to PER); Focus: Obvious Inaccessible, -½; Limited Power:Only to offset darkness penalties: Slightly, -¼ 3 Ultraviolet Vision; Focus: Obvious Inaccessible, -½ 3 Flash Defense (Sight, 5 pts); Focus: Obvious Inaccessible, -½ 7 High Range Radio Hearing; Focus: Obvious Inaccessible, -½ 2 Ultrasonic Hearing; Focus: Obvious Inaccessible, -½ 3 Flash Defense (Hearing, 5 pts); Focus: Obvious Inaccessible, -½ Cost Skills, Talents, Perks Roll 15 Money (Filthy Rich) 10 Renown 3 Common Sense 10 Eidetic Memory 3 Lightning Calculator 3 Speed Reading 3 Time Sense 8 Education 17- 19 Computer Programming 21- 19 Cryptography 21- 19 Electronics 19- 19 Hacking 21- 23 Inventor 23- 9 +3 level w/Ranged Weapons 23 Research 23- 17 Systems Operation (Radar) 20- 19 Systems Operation:Computer Networks 21- 19 Systems Operation:Satellite Relay Communications 21- 5 Pilot 14- 10 Physics 19- 5 Dimensional Physics 14- 4 Temporal Physics 13- 8 Molecular Chemistry 17- 8 Metallurgy 17- 8 Robotics 17- 8 Nuclear Physics 17- 8 Molecular Physics 17- 8 Nanotechnolgy 17- 8 Electrical Engineer 17- 5 Areonautics 14- 8 Quantum Physics 17- 5 Biochemistry 14- 100+ Disadvantages 20 Enemy:Viper (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 20 Normal Characteristic Maxima 15 Code vs Killing (Common, Strong); Situation: Common, +10; Intensity: Strong, +5 10 Public Identity 20 Protective of Casey/Jane (Common, Total); Situation: Common, +10; Intensity: Total, +10 5 Generic Complication:Dislikes Magic (Uncommon, Moderate); Situation: Uncommon, +5; Intensity: Moderate, +0 10 Phobia:Claustrophobia (Common, Moderate); Situation: Common, +10; Intensity: Moderate, +0 OCV: 6; DCV: 6; ECV: 6; Mental Def.: 0; Phases: 4, 8, 12 PD/rPD: 20/10; ED/rED: 20/10 COSTS: Char.: 97 Disad.: 100 Powers: + 494 Base: + 100 Total: = 591 Total: = 200
  15. Re: The PCs of Bay City Blues Name: Nexus Val Char Cost 40 STR 30 24 DEX 42 24 CON 28 14 BODY 8 18 INT 8 18 EGO 16 18 PRE 8 28 COM 9 8 PD 0 5 ED 0 4 SPD 6 13 REC 0 48 END 0 46 STUN 0 Characteristic Rolls: STR: 17-, DEX: 14-, CON: 14-, INT: 13-, EGO: 13-, PER: 15- Run: 6/9", Swim: 2", Jump: 8/33", Lift: 6400kg Cost Powers END/Roll 6 Running (+3", 9", NC: 18"); Non-Combat Multiplier: ×2, +0; Has Turn Mode: No, +0 1 6 Enhanced Perception (all) (+2 to PER) 48 Multipower (60-pt reserve); Only in Hero ID: -¼ u-3 10d6 Energy Blast; Focus:Thrown Objects: Inobvious Inaccessible, -¼; Range: 250; Versus: PD; Only in Hero ID: -¼ 5 u-5 Telekinesis (STR 40); Range: 300; Manipulation: Coarse, +0; Only in Hero ID: -¼ 6 u-3 4d6 Entangle (DEF 4); Limited Power:Costs End as Constant Power: Seriously, -½; Entangle Damage: Entangle Takes no Damage From Attack, +½; Range: 300; Only in Hero ID: -¼ 6 30 Regeneration (2 BODY/Turn); Regenerate: Lost Limbs and Organs, +10 20 Superleap (+25", 33", NC: 66"); Only in Hero ID: -¼; Non-Combat Multiplier: ×2, +0 5 5 Instant Change; Clothes: One Set, 5 32 Armor (12 PD/15 ED); Only in Hero ID: -¼ 4 Infrared Vision; Only in Hero ID: -¼ 4 Radio Listen and Transmit; Only in Hero ID: -¼ 5 Microscopic Vision (×100); Only in Hero ID: -¼ 2 Ultrasonic Hearing; Only in Hero ID: -¼ 4 Swinging (+5", NC: 10"); Only in Hero ID: -¼; Non-Combat Multiplier: ×2, +0 1 Cost Skills, Talents, Perks Roll 4 Basic Strike (OCV 0, DCV +2, 12d6) 3 Breakfall 14- 5 Defensive Strike (OCV +1, DCV +3, 10d6) 4 Martial Block (OCV +2, DCV +2) 4 Martial Dodge (OCV --, DCV +5) 5 Offensive Strike (OCV -2, DCV +1, 14d6) 8 +2 DC for Martial Attacks 15 Acrobatics 20- 6 Education 15- 6 Knowledge Skill:History 15- 11 Lockpicking 18- 11 Mechanics 15- 3 Paramedic 13- 6 Professional:Artist 15- 12 +4 level w/PER Rolls 11 Persuasion 17- 10 +2 level w/Attack Power 7 Streetwise 15- 10 Eidetic Memory 3 Ambidexterity 150+ Disadvantages 20 Hunted:Project (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 15 Psych. Lim.Protective of Innocents (Common, Strong) 10 Psych. Lim.impulsive (Common, Moderate) 5 DNPC:Sister (Normal, 8-); Skills: Useful, -5 15 In Love with Pandora (Common, Strong) 15 Secret Identity 10 Psych. Lim.Stubborn (Common, Moderate) OCV: 8; DCV: 8; ECV: 6; Mental Def.: 0; Phases: 3, 6, 9, 12 PD/rPD: 20/12; ED/rED: 20/15 COSTS: Char.: 155 Disad.: 90 Powers: + 321 Base: + 150 Total: = 476 Total: = 240
  16. These are some of the player characters from my second longest running Champions game, Bay City Blues. Its set in the New Millennium Bay City setting with allot of homebrew touches. The campaign is somewhat innovative in that we didn't worry about balancing PCs, just made them up according to concept. So point totals are all over place. Some of the characters are still in Fourth Edition (conversion is on going). I hope you'll find them interesting. Name: Myriad Val Char Cost 30 STR 20 25 DEX 45 23 CON 26 16 BODY 12 13 INT 3 18 EGO 16 18 PRE 8 20 COM 5 6 PD 0 5 ED 0 4 SPD 5 12 REC 2 46 END 0 43 STUN 0 Characteristic Rolls: STR: 15-, DEX: 14-, CON: 14-, INT: 12-, EGO: 13-, PER: 12- Run: 6", Swim: 2", Jump: 6", Lift: 1600kg Cost Powers END/Roll 36 Armor (12 PD/12 ED) 67 Variable Power Pool:Biomorphic Powers (40-pt Pool); Control Cost: 20; No Skill Required for Change: +1; Restricted Type of Powers Available: -½ 10 Power Defense:Ada[ptive Physiology (10 pts) 3 Immune to Aging 3 Immune to Disease 3 Life Support: Intense Heat/Cold Cost Skills, Talents, Perks Roll 3 Acrobatics 14- 3 Bureaucratics 13- 3 Breakfall 14- 3 Contortionist 14- 3 Criminology 12- 3 Demolitions 11- 4 Knowledge Skill:Bay City Supervillians 13- 2 Knowledge Skill:Famous Supervillians 11- 2 Knowledge Skill:Super Powered Organizations 11- 3 Japanese (Completely Fluent w/accent); Literacy: Standard, 0 3 Russian (Completely Fluent w/accent); Literacy: Standard, 0 4 Spanish (Native Accent); Literacy: Standard, 0 3 Lockpicking 14- 3 Mechanics 11- 3 Paramedic 12- 2 Professional Skill:Chef 11- 4 Professional Skill:Comic Book Artist 13- 5 Professional Skill:Guitar Player 14- 3 Security Systems 12- 3 Streetwise 13- 3 Systems Operation 12- 2 Air Vehicles 3 Ambidexterity 3 Combat Sense 12- 3 Double-Jointed 5 Money (Well Off) 15 +3 level w/HTH Combat 20 Comic Book Martial Arts (4) Punch (OCV 0, DCV +2, 8d6) (5) Kick (OCV -2, DCV +1, 10d6) (4) Block (OCV +2, DCV +2) (3) Throw (OCV +0, DCV +1, 6d6+v/5) (4) Dodge (OCV --, DCV +5) 150+ Disadvantages 20 Hunted:Hybrid (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 10 Hunted:Viper (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 10 Hunted:Alien Hunters (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 5 Watched:City Govorment (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 10 Watched:Secret Govorment Agency (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 15 Code Against Killing (Common, Strong) 15 Overconfidence (Very Common, Moderate) 20 Psych. Lim.Protective of Innocents (Common, Total) 15 In Love with Paul (Common, Strong) 10 Psych. Lim.Hates Robots (Common, Moderate) 10 Public Identity 10 Reputation:popular Hero (11-) 5 DNPC:Paul (Slightly Less Powerful, 8-); Skills: Normal, +0 OCV: 8; DCV: 8; ECV: 6; Mental Def.: 0; Phases: 3, 6, 9, 12 PD/rPD: 18/12; ED/rED: 17/12 COSTS: Char.: 142 Disad.: 155 Powers: + 238 Base: + 150 Total: = 380 Total: = 305
  17. Re: The Uplifted:Sentient Animal villians K-9 Val Char Cost Roll Notes -5 STR -15 8- Lift 12.5kg; -1d6 HTH damage 15 DEX 15 12- OCV: 5/DCV: 5 18 CON 16 13- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 20 EGO 20 13- ECV: 7 12 PRE 2 11- PRE Attack: 2d6 10 COM 0 11- 4 PD 4 Total: 4 PD (0 rPD) 4 ED 0 Total: 4 ED (0 rED) 4 SPD 15 Phases: 3, 6, 9, 12 4 REC 0 50 END 7 25 STUN 6 Total Characteristics Cost: 75 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END 133 Mastery of Illusions: Variable Power Pool, 80 base + 53 control cost, No Skill Roll Required (+1) (160 Active Points); Limited Class Of Powers Available:Any use of Mental Illusions Limited (-1/2) Innate Powers 6 1) Powerful Mind: +6 Mental Defense (10 points total) 22 2) Psionic Targeting System: Mind Scan 12d6 (60 Active Points); Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-3/4), Costs END To Maintain Full END Cost (-1/2), Does Not Provide Mental Awareness (-1/4), IIF (-1/4) 6 40 3) "A dog and his boy": Duplication (creates 100-point form), Cannot Recombine (+0), Altered Duplicates (100%; +1) (40 Active Points) 30 4) "A dog and his boy 2": Mind Link (One Specific Mind:His duplicate), Any dimension, No LOS Needed, Psychic Bond 50 5) "A dog and his boy 3": Clairsentience (Sight , Hearing , Smell/Taste And Touch Groups), Reduced Endurance 0 END (+1/2) (75 Active Points); Only Through The Senses Of Duplicate (-1/2) Animal Powers 12 1) Canine Senses: Enhanced Perception (+4 to PER Rolls for All Sense Groups) 10 2) Canine Nose: Tracking (Smell/Taste Group) 3 3) Canine Ears: Ultrasonic Perception 10 4) Canine Teeth: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) 1 1 5) Strong legs: Leaping +1" (1" forward, 0 1/2" upward) 1 Skills 9 Conversation 14- 3 Deduction 12- 5 High Society 12- 7 Interrogation 13- 3 KS: Fine Wines and Food (INT-based) 12- 4 KS: Psychology 13- 5 Lipreading 13- 7 Acting 13- 9 Persuasion 14- 3 Streetwise 11- 3 Shadowing 12- 7 Seduction 13- 3 +1 with any Seduction, Persuasion and Conversation Total Powers & Skills Cost: 385 Total Cost: 460 400+ Disadvantages 15 Distinctive Features: Pure Bred German Shepherd (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Social Limitation: Animal, No legal rights (Frequently; Major) 15 Psychological Limitation: Hedonistic and lecherous (Common; Strong) 10 Psychological Limitation: Somewhat in love with Masque (Common; Moderate) 5 Money: Poor Total Disadvantage Points: 460 Background: K-9 (Lot K, subject 9 strictly a coincidence) is the product in the creation of psionic powers in non humans using nanotechnological implants in the brain and nervous system. He is one of the few survivors and the only one to develop controllable powers. K-9 has known Prime since the beginning and assisted her out of a sense of friendship and loyalty, though he doesn’t share her disdain for humanity. K-9 serves to control her more brutal and hatful urges and is, in a sense, her conscious. Not that he doesn’t have his own failings. His loyalty to Primate Prime has been strained somewhat when met the genetically engineered raccoon thief/heroine Masque. He’s found himself drawn to her romantically and allowed her to escape both his mental control and physically from Primate Prime (See Masque).. Just how this little drama will play out is anyone’s guess. Personality: K-9 is fun loving and charismatic. He enjoys dealing with people of all sorts and can be very convincing. He enjoys the finer things in life and has no desire what so ever to be “just†a dog again. In fact, he “think he’s people†in allot of ways and prefers it that way something that annoy Primate Prime a bit. He’s also a lecher of the first order and uses his “human†body and his powers to indulge those appetites frequently. Powers: K-9’s telepathic powers are centered totally on creation mental illusions of incredible complexity and believability. He can do almost anything and very creative with his powers and just plain strong. In addition, K-9 had built a system into his collar that allows him to target his powers from a distance. K-9’s oddest ability is that he had effectively two bodies, his original dog body and a cloned human body that he uses to interact with people and as cover when in combat. People naturally assume the human form is the villain, not his “seeing eye dog†and act accordingly. Appearance: K-9’s dog body is a large pure bred male German Shepherd. His human is a tall man with a slim athletic build, dark hair and handsome features who tends to dress in white suits and wears dark glasses as if blind (thought it sees quite well).
  18. Re: The Uplifted:Sentient Animal villians Steel Simian Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 HTH damage 22 DEX 36 13- OCV: 7/DCV: 7 25 CON 30 14- 17 BODY 14 12- 8 INT -2 11- PER Roll 11- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 8 COM -1 11- 13 PD 7 Total: 13/25 PD (12/24 rPD) 12 ED 7 Total: 12/24 ED (12/24 rED) 4 SPD 8 Phases: 3, 6, 9, 12 11 REC 0 50 END 0 50 STUN 5 Total Characteristics Cost: 144 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END Cybernetic implants:All powers are "restrainable" -1/4 10 1) Internal Armor Plating: Damage Resistance (12 PD/12 ED) (12 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4) 30 2) Artifical Limbs/muscle weave: +30 STR, Reduced Endurance 0 END (+1/2) (45 Active Points); No Figured Characteristics (-1/2) 34 3) Pain Editor: Energy Damage Reduction, Resistant, 75% (60 Active Points); STUN Only (-1/2), Restrainable (Only by means other than Grabs and Entangles -1/4) 34 4) Pain Editor 2: Physical Damage Reduction, Resistant, 75% (60 Active Points); STUN Only (-1/2), Restrainable (Only by means other than Grabs and Entangles -1/4) 22 5) Combat Drugs: Succor:Strength and Dexterity 4d6 (max. Aided Points: 24), Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Variable Effect Two Powers Simultaneously (+1/2), Uncontrolled (+1/2), Continuous (+1) (65 Active Points); 1 Continuing Fuel Charges lasting 5 Minutes each (-1/2), Fuel is Difficult to obtain (-1/4), Self Only (-1/2), Enraged while until points fade Power loses about a third of its effectiveness (-1/2), Restrainable (Only by means other than Grabs and Entangles -1/4) 6 6) "Augmented Grip": Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), Restrainable (Only by means other than Grabs and Entangles -1/4), He must be able to grip surface (Def 8) Power loses about a fourth of its effectiveness (-1/4) 9 7) Onboard Tactical computer: Tactics (11 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4) 15- 8 8) Onboard Tactical Computer: +3 with All Combat (24 Active Points); Requires A Skill:Tactics Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points -1), Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-3/4), Restrainable (Only by means other than Grabs and Entangles -1/4) 50 Neural linked Weapon Pack: Multipower, 75-point reserve, all slots: (75 Active Points); OIF (-1/2) 4u 1) Concussion Rocket Launcher Pod: Energy Blast 10d6 (vs. PD), Explosion (+1/2) (75 Active Points); 8 Charges (-1/2) 5u 2) Auto Cannon: Killing Attack - Ranged 2 1/2d6 (vs. PD), 32 Charges (+1/4), Autofire (5 shots; +1/2) (70 Active Points) 3u 3) Flame Thrower: Killing Attack - Ranged 2d6 (vs. ED), Area Of Effect (12" Line; +1) (60 Active Points); No Range (-1/2), 12 Charges (-1/4) Battle Harness 16 1) Detachable Battle Harness: Armor (12 PD/12 ED) (36 Active Points); Activation Roll 12- (-3/4), OIF (-1/2) 26 2) Harness Jet packs: Flight 20", x4 Noncombat (45 Active Points); OIF (-1/2), 1 Continuing Fuel Charges lasting 20 Minutes each (-1/4) 11 3) HUD Targetting Computer: +4 with Ranged Combat (20 Active Points); OIF (-1/2), Only with Multipower Power loses about a fourth of its effectiveness (-1/4) 47 Battle Harness Add on Pool: Variable Power Pool, 40 base + 7 control cost (60 Active Points); Character Has No Choice Regarding How Powers Change (-1/2), Limited Class Of Powers Available Limited (-1/2), VPP Powers Can Be Changed Only In Given Circumstance (-1/2), All Powers must be OIF Power loses about a fourth of its effectiveness (-1/4) Animal Abilities 8 1) Bite: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) (10 Active Points); Reduced Penetration (-1/4) 1 4 2) Roar: +10 PRE (10 Active Points); Only for Fear based Pre Attacks Power loses about half of its effectiveness (-1), Incantations (-1/4) 7 3) Arm Swing: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1 3 4) Animal Senses: Enhanced Perception (+1 to PER Rolls for All Sense Groups) Talents 6 Ambidexterity (Reduce Off Hand Penalty to -1) 3 Lightsleep Skills 3 Acrobatics 13- 5 Accurate Sprayfire 3 Breakfall 13- 24 +3 with All Combat 7 Demolitions 13- 5 Rapid Attack (Ranged) 1 Mechanics 8- 3 Stealth 13- 4 Survival (Tropical) 12- Total Powers & Skills Cost: 401 Total Cost: 545 400+ Disadvantages 20 Distinctive Features: Large Cyborg gorilla (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: US Army Project:Iron Giant 8- (Mo Pow; Harshly Punish) 15 Social Limitation: Legally an animal, no rights (Occasionally; Severe) 15 Susceptibility: Intense Magnetic fields 1d6 damage, per Phase (Uncommon) 10 Vulnerability: 2 x STUN Electrical Damage (Uncommon) 5 Physical Limitation: Reduced sense of touch (Infrequently; Slightly Impairing) 15 Psychological Limitation: Protective of Primate Prime (Common; Strong) 10 Psychological Limitation: Destructives, loves fighting and explosions (Common; Moderate) 10 Psychological Limitation: Extremely competitive (Common; Moderate) 20 Enraged: Takes Body from Electrical Attacks (Uncommon), go 11-, recover 14-, Berserk 5 Money: Poor 5 Unluck: 1d6 Total Disadvantage Points: 545 Background: Steel Simian is the Spiritual predecessor of Project: Pheonix and Project: Iron Maiden, the corporate and military human bionic augmentation programs. (See Pheonix and Gina’s backgrounds). This relatively peaceful mountain gorilla has been bionically enhanced physically and mentally with experimental alien derived technology intended to create a powerful yet expendable solider. The project was basically a success, but due to the efforts of Primate Prime and the rest of the Uplifted will never see the light of day beyond Steel. The great ape remembers the pain of his treatments quite well and its very loyal to Prime for his rescue. Unlike Posiedon his has no desire to resturn to the wild. He has come to love the physical superiority his new body gives him. That part his training went very well. Prime is happy enough with his choice as it adds some much needed physical might to the Uplifted. Steel Simian likes being allowed smash metahumans and blow things up. It’s a perfect working arrangement. In his “off†times Simian indulges in online gaming (Mostly fighters but he is starting to develop a love of RTS games and Sims). His screen name is Battlechimp Potempkin. He has no particular dislike of humanity in general, but loves competition in all forms. Powers: Steel Simian is a cyborg, outfitted with some of the best cybernetic technology current available in the campaign world. His strength, speed and agility have all been increased dramatically and his battle pack adds even more durability and firepower to the mix. When needed artificial glands can boost Steel Simian’s abilities even more at the cost of his rationality (He goes Enraged). Prime often outfits Simian with mission specific technology such as stealth devices, psionic based weaponry or whatever she can develop and feels might be required. Appearance: A large powerful male mountain gorilla. Potempkin’s altered body allows him a more upright stance than most of his species and his limbs are obviously artificial with steel tendons and musculature. Metal plates protect his chest and vitals and his eyes are red glowing lights. In his full battleharness he looks more like a silver and olive drab robot than an animal and is quite imposing.
  19. nexus

    In Nomine

    Re: In Nomine Converting most of the Songs and characters will be fairly easy. One thing I think you'd have to accept if you were using them for PCs is that Bands and Choirs aren't going to come out even. Most of the Demon Resonance powers are going to be more expensive in Hero than Angel abilities (most of the Demons are forms of Mind Control/Transform while the Angels have Detects for the most part). And I -never- figured out a why to properly write up the Kyro ability to fully possess multiple bodies.
  20. Re: Help with two power stunts? Yeah, but I want to see the look on his face when EQ hefts him up.
  21. Re: Help with two power stunts? Whoops! He uses Clinging 80 Strength(!) and a metric ton of Knockback resistance. The player has lots of Defenses and Damage Reduction that only applies when rooted. His favorite tactic against another brick is to "Root" and windup for a Haymaker.
  22. Vector, a teleporting speedster/blaster has a stunt where he teleports rapidly from spot to spot in the space of a phase, firing a blast each time he appears. I was considering making it indirect/autofire perhaps? Earthquake is a brick and he's going to be facing an PC of mine that can "root" himself to the ground (or whatever he happens to be standing on). I want EQ to have be able to rip up that surface and thus move the PC. Dispel Vs Clinging? Some sort of TK?
  23. Re: The Uplifted:Sentient Animal villians Feel free.
  24. Re: The Uplifted:Sentient Animal villians Its an online id only. "Kara Soren" exists only on paper, electronically and in the minds of certain people that Prime and K-9 have implanted memories in. and yeah, it was "almost all of them" thanks for catching that.
×
×
  • Create New...