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nexus

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Everything posted by nexus

  1. (mature readers) Meena "Sin Eater" Harjapantan Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 HTH damage 15 DEX 15 12- OCV: 5/DCV: 5 15 CON 10 12- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5 25 PRE 15 14- PRE Attack: 5d6 15 COM 3 12- 2 PD 0 Total: 2 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 2 SPD 0 Phases: 6, 12 5 REC 0 30 END 0 23 STUN 0 Total Characteristics Cost: 58 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END Quantum Powers 13 1) Aberration Transfer: Transform 3d6: Nova with aberrations to Nova without aberrations (Major) (45 Active Points); Extra Time (5 Minutes; -2), No Range (-1/2) 4 75 Biomanipulation: VPP, 45 base + 30 control cost, No Skill Roll Required (+1) (90 Active Points); Limited Class Of Powers Available:Powers limited to gross physical alterations of other living things (Limited; -1/2) Perks 10 Money (Wealthy) 3 Well-Connected 1 1) Contact:Taint riddled Bollywood starlet (12-) (Contact has been blackmailed by the character) 3 2) Contact:Another movie star (12-) (Good relationship with Contact) (4 Active Points) 1 3) Contact:Another star (12-) (Contact has been blackmailed by the character) Skills 5 Acrobatics 13- 3 Breakfall 12- 3 Combat Driving 12- 1 Computer Programming 8- 2 Language: English (Hindustani is native): Fluent Conversation 5 KS: Bollywood Film industry (INT-based) 14- 9 Interrogation 17- 3 High Society 14- 5 Conversation 15- 5 Persuasion 15- Total Powers & Skills Cost: 148 Total Cost: 205 150+ Disadvantages 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 25 Hunted: Project Utopia, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 10 Psychological Limitation: Believes Taint is evolution, Common, Moderate 10 Psychological Limitation: Cold blooded and manipulative, Common, Moderate Total Disadvantage Points: 205 Before her eruption in 2004, Meena was an Untouchable in Mumbai. The growth in the Indian film industry had turned the city into an unprecedented center of glamor and entertainment. Unfortunately for Meena, some of the local pretty boy stars decided she was an acceptable target for their more brutal sexual appetites. Unfortunately for them, she was had a latent MR Node. With the second of three rapists on top of her and the filthy street below, she erupted. She sent the dark energies coursing threw her into her assailants and watched as they, screaming and pleading, warped into more and more monstrous forms until their organs collapsed. Meena quickly found a niche for herself among the city of stars. Taint was unacceptable to media darlings and she charged hefty fees for absorbing it. Her "cure" isn't permanent but that only ensures return costumers. In 2005, she contacted Raoul Orzaiz and joined the Teragen seeing it as a place where Novas understood Taint rather than feared it. She continues to operate her Purity Clinic in Bombay and consults with wealthy Novas worldwide, covertly examining her shallow costumers for those with backbone to be recruited into the Teragen. Quote: "You must use Taint, master it for that is the only way you can influence it. Regardless of what you think you are, Taint is your true self. That's it. Give in to it. Let it surge threw you...." Appearance:Meena is an slight attractive Indian woman with black hair, dark eyes and a conservative reserved look. She dresses in business suits and plain dresses, keeps her hair in a simple pony tail and overall maintains a professional look at all times. For all her love of Taint, she has no physical aberrations (at least none that can't be covered with clothing) and has not undergone a Chrysalis.
  2. Oh, I take it Abalative has been changed? It used to give the power an activation roll that got worse each time damage penetrated.
  3. nexus

    WWE Hero

    What sort of house rules and campaign guidelines would work for a "WWE Hero" campaign. That is a game that assumes all the wrestling stuff is totally real, including the "powers". I was thinking the guidelines for a Wild Martial Arts campaign, perhaps?
  4. I'm looking for suggestions for these two powers in Hero System terms. 1 Stopping Time. The character can stop time while he can move about normally. He can affect the time stopped objects normally, moving and even harming them if he so desires. 2. A force field that stops an entire attack, but weakens proportionally to the size of the attack, meaning a large enough attack can collaspe it all together. It would slowly regenate "energy" over time. Ex:The feild has 30 points of Def. Its hit for 15 body. The FF will stop 15 more points of damage before collasping.
  5. Count Raoul Orziaz Val Char Cost Roll Notes 35 STR 25 16- Lift 3200.0kg; 7d6 HTH damage 34 DEX 72 16- OCV: 11/DCV: 11 35 CON 50 16- 12 BODY 4 11- 25 INT 15 14- PER Roll 14- 20 EGO 20 13- ECV: 7 45 PRE 35 18- PRE Attack: 9d6 35 COM 13 16- 7 PD 0 Total: 10 PD (10 rPD) 7 ED 0 Total: 10 ED (10 rED) 4 SPD 0 Phases: 3, 6, 9, 12 14 REC 0 70 END 0 47 STUN -1 Total Characteristics Cost: 233 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END Quantum Powers 13 1) Pretercognition: Clairsentience (Sight Group; Precognition) (40 Active Points); Precognition/Retrocognition Only (-1), Vague and Unclear (-1/2), Blackout (-1/2) 4 9 2) Toughness: Armor (3 PD / 3 ED) (added to Primary Value) 16 3) Psychic Screen: Mental Defense (20 points total) Quantum Enhancements 5 1) Lifter: +30 STR (30 Active Points); Increased Endurance Cost (10x END; -4), Only for lifting (Power loses about half of its effectiveness; -1), No Figured Characteristics (-1/2) (not added to totals) 30 13 2) Fast Tasks: +3 Overall (30 Active Points); Only to offset penalties for rushing (Power loses about half of its effectiveness; -1), Costs Endurance (Only Costs END to Activate; -1/4) 3 7 3) Quantum Leap: Leaping 1" (Accurate), Megascale (1" = 1 km; +1/4) (7 Active Points) (not added to totals) 1 5 4) Regeneration: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) 1 7 5) Durability: Damage Resistance (7 PD / 7 ED) 24 6) Physical Prodigy: +3 Overall, Only for Physical Skills (Power loses less than a fourth of its effectiveness; +0) (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 3 7 7) Dreadful Mien: +3 with Ranged Combat (15 Active Points); Only vs one living target within 30 meters (Power loses about half of its effectiveness; -1), Costs Endurance (Only Costs END to Activate; -1/4) 1 33 8) Natural Agitator/Soothe: Mind Control 8d6, Invisible Power Effects (Mental Group; +1/4), Area Of Effect (5" Radius; +1) (90 Active Points); Requires A Skill:Oratory Roll (-1/2), No Range (-1/2), Only to incite or pacify people (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 9 7 9) Seductive: Detect The manner of behavior that would be most seductive or arousing to the target A Single Thing 16- (Analyze, Discriminatory) (15 Active Points); Extra Time (1 Turn (Post-Segment 12); -1 1/4) 11 10) Persuader: Persuasion (17 Active Points); Costs Endurance (Costs END Every Phase; -1/2) 25- 2 22 11) Hypnotic Gaze: Mind Control 8d6, Telepathic (+1/4) (50 Active Points); Eye Contact Required (-1/2), Hypnotism Only (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 5 23 12) The Voice: Mind Control 8d6 (40 Active Points); Only commands that can performed in a phase or two (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 4 17 13) First Impression: +5 with Pre skills (25 Active Points); Only to make a good first impression (Power loses about a third of its effectiveness; -1/2) 17 14) Seductive Looks: Mental Illusions 8d6, Reduced Endurance (Half END; +1/4) (50 Active Points); Self Only (-1), Only to look like the target's physical ideal (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4), Visible:Others see the changes (-1/4) 2 Perks 15 Money (Filthy Rich) 2 Fringe Benefit (Member of the Lower Nobility) 25 Many and varied contacts 3 Well-Connected 26 1) Contact:The Casablancans (13-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (27 Active Points) Skills 7 Acrobatics 18- 9 Bureaucratics 21- 3 Combat Driving 16- 5 Breakfall 17- 3 Computer Programming 14- 3 KS: Buisness and Finance (INT-based) 14- 9 Interrogation 21- 5 High Society 19- 3 Conversation 18- 3 Persuasion 18- 3 Bribery 18- 10 +2 with HTH Combat 3 Paramedics 14- 4 PS: Photography (INT-based) 15- 3 Linguist 2 1) Language: English: Completely Fluent, w/Accent (3 Active Points) 3 2) Language: Hindustani: Idiomatic, native accent (4 Active Points) 3 3) Language: Spanish: Idiomatic, native accent (4 Active Points) 3 4) Language: Arabic: Idiomatic, native accent (4 Active Points) 2 5) Language: Japanese: Completely Fluent, w/Accent (3 Active Points) Total Powers & Skills Cost: 394 Total Cost: 626 400+ Disadvantages 5 Distinctive Features: Extremely handsome man, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Hunted: Project Utopia, More Powerful, 11- (Frequently), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 15 Hunted: The Directive, As Powerful, 11- (Frequently), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 15 Reputation: Teragen Face man, Almost Always (14-) 15 Psychological Limitation: Staunch Believer is Teras, Common, Strong 15 Psychological Limitation: Protects his friends, Common, Strong 20 Psychological Limitation: Honorable, Common, Total 196 Teragen Bonus Total Disadvantage Points: 626 My background on Raoul is unfortunately limited (he was detailed in one of the books I have misplaced). He was born to nobility so the idea of being above the common man is not new to him. So the philosophy of Teras called to him after he Erupted, and he met with other founding members of the Teragen as the historic roundtable that birthed organization shortly at the Galatea Eruption. Orzaiz is a staunch believer in the Philosophy of Teras, but in many ways is an oddity. He has never been threw a Chrysalis and seems to have no desire to. He associate freely with Baselines and Novas alike, counting members of both "races" as close friends. He simply acknowledges that Novas and Baselines are different and thinks Novas do not "owe" humanity their service (the line pushed by Utopia). If a Nova wishes to, and chooses to work with and help baselines with his abilities that is his decision. But he should not be forced to, either physically or by emotional manipulation. Raoul represents a faction of the Teragen called The Casablancans. Deal makers and politically savvy types that realize that baseline society isn't just going to keel over to Nova will and must be dealt with. Quote:"If your neighbor owns a shovel, you do not automatically expect him to dig your new swimming pool. You ask him. How is this any different?" Powers:Raoul's physical development is superhuman. He is faster, stronger and more durable than any human, easily exceeding even Olympic caliber athletes. He has been gifted with an extra ordinary will and is resistant to mind powers of all sorts. Personally, he is incredibly charming and well spoken. Even his enemies speak well of him. In some ways, he is the perfect noble, intelligent, attractive charismatic and powerful. Appearance:Orzaiz is tall and strikingly handsome. He shaves his head and maintains a small neat beard and mustache. The overall effect is roguish and striking in slightly "Lavey" manner. He is of Spanish descent and well muscled, moving with a cat like grace and economy of motion. Always dressed impeccably, he favors tailored European suits but is equally at home in safari gear or casual wear. "Schwartzennegger's acting was extremely disappointing, especially after his performance in Conan the Barbarian; he's so stiff and mechanical, he comes across like a robot." -From an actual review of The Terminator
  6. Allsion "Shrapnel" Huges Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 HTH damage 21 DEX 33 13- OCV: 7/DCV: 7 40 CON 60 17- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 22 EGO 24 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 30 COM 10 15- 9 PD 3 Total: 21 PD (21 rPD) 11 ED 3 Total: 23 ED (23 rED) 3 SPD 0 Phases: 4, 8, 12 14 REC 0 80 END 0 44 STUN -1 Total Characteristics Cost: 138 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END Quantom Powers 29 1) Bodymorph:Molten Metal and flame: Armor (12 PD / 12 ED) (36 Active Points); Only In Heroic Identity (-1/4) (added to Primary Value) 18 Bodymorph:Shrapnel: Elemental Control, 44-point Powers, all slots: (22 Active Points); Only In Heroic Identity (-1/4) 172 Bodymorph:Fiery Molten Metal: Killing Attack - Ranged 2d6 (vs. ED), Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1), Does BODY (+1), Attack Versus Limited Defense: Hardened Defenses (+1 1/2) (172 Active Points) 18 2) Fiery Propulsion: Flight 22" (44 Active Points) 4 42 3) Shrapnel Blast: Killing Attack - Ranged 5d6 (vs. PD) (75 Active Points) 7 Quantum Enhancements 30 1) Crushing Strength: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD) 3 12 2) Durability and Hardbody: Damage Resistance (9 PD / 11 ED), Hardened (+1/4) (12 Active Points) 13 3) Rapid Strike: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2 16 4) Accuracy: +3 with All Combat (24 Active Points); Costs Endurance (Costs END Every Phase; -1/2) 2 10 5) EM Vision: N-Ray Perception 17 6) Blindfighting: Combat Sense 14- 9 7) Mega Perception: Enhanced Perception (+3 to PER Rolls for All Sense Groups) 3 8) Face of Terror: +10 PRE (10 Active Points); Extra Time (1 Turn (Post-Segment 12); -1 1/4), Only to cause Fear (Power loses about a third of its effectiveness; -1/2), Visual Only (Power loses about a fourth of its effectiveness; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (not added to totals) 1 Martial Arts: Commando Training Maneuver OCV DCV Notes 4 1) Punch/Knee +0 +2 STR +2d6 Strike 4 2) Knifehand strike -2 +0 HKA 0 1/2d6 3 3) Judo Throw +0 +1 STR +v/5, Target Falls 4 4) Choke Hold -2 +0 Grab One Limb; 2d6 NND Skills 15 +3 with HTH Combat 9 +3 with any handguns 20 +4 with Melee Weapons 7 Acrobatics 15- 5 Breakfall 14- 3 Combat Driving 13- 6 Survival (Temperate/Subtropical) 14- 3 Language: Spanish: Completely Fluent, w/Accent 4 Language: Gaelic: Idiomatic, native accent 4 Language: German: Idiomatic, native accent 3 Language: English: Completely Fluent, w/Accent 3 Computer Programming 12- 3 Bureaucratics 12- 5 Deduction 13- 3 Interrogation 12- 7 Streetwise 14- Total Powers & Skills Cost: 504 Total Cost: 664 400+ Disadvantages 10 Distinctive Features: Woman made of molten metal shards, Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 25 Hunted: Project Utopia, More Powerful, 11- (Frequently), Harshly Punish, Extensive Non-Combat Influence 15 Hunted: The Directive, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 5 Physical Limitation: Nova Physiology, Infrequently, Slightly Impairing 10 Reputation: Murderous Nova Terrorist, Sometimes (8-), Extreme 15 Psychological Limitation: Hatred of Baselines, Common, Strong 15 Psychological Limitation: Believes Novas should rule/destroy baseline society, Common, Strong 147 Teragen Bonus Total Disadvantage Points: 642 Allison erupted at 17 after car bomb exploded outside her apartment in Belfast, killing her family and leaving the girl a ward of the Crown. Seeing the potential in the young nova, the British government turned her into a living weapon. Suffering from post truamatic stress, the girl quickly withdrew and soon took pleasure in only one thing, causing pain. "Shrapnel" as she came to be known earned a deadly reputation in the Equatorial Wars (conflicts in Africa and South America fought mainly be Nova Mercs (Elites) as proxies for baseline soldiers. Secretly, she took great pleasure in tormenting the pathetic humans she was supposed to be protecting. After a few years, she went rogue and while dodging the manhunt sent for her met Natalya "Swarm Queen" Pronova, another disillusion Elite. In 2003, Count Raul Orzaiz offered them both member ship in the nascent Teragen organization. Inside, Shrapnel longed to end the violence and return to her baseline innocence. But all around she Nova, her "people" used and abused so human could reap the rewards. Novas were used to fight so the monkeys could live? What made their lives more important? In 2005, when Mal issued his famous Null Manifesto, Natalya, Shrapnel and a cadre of other Novas went public and formed The Primacy(The Faction of the Teragen that urges the conquest/destruction of Baselines).. The time of the One Race had come! Powers:Shrapnel's powers are fairly straight forward. She can assume an inorganic form and fire concussive blasts of white hot metal and energy at well. Her metal form is extremely durable and can fly on jets of molten debris. Shrapnel has superhuman strength, but rather mild compared to most nova and prefers to keep her fights at range, despite her martial arts training and natural agility. Appearance:Shrapnel "The Angel of Teras", emerged from her first Chrysalis as a being of metal and energy rather an flesh and blood. She appears to be statue of molten metal and shards, eerily beautiful and terrifying at once. Her razor edged white hot "flesh" can slice threw steel like butter and when she rages, even strong men grew faint. Shrapnel can "pull herself together" and resume more human form but prefers not to, liking to stay in her "natural" form. In human form she is no less attractive, with long flowing red hair, bright green eyes and a hint of freckles. But her face is cold and her eyes hold only a burning malice for the world.
  7. Marcel "The Apostle" Delorimir Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 HTH damage 15 DEX 15 12- OCV: 5/DCV: 5 20 CON 20 13- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 25 EGO 30 14- ECV: 8 40 PRE 30 17- PRE Attack: 8d6 50 COM 20 19- 3 PD 0 Total: 3 PD (0 rPD) 4 ED 0 Total: 4 ED (0 rED) 4 SPD 15 Phases: 3, 6, 9, 12 7 REC 0 50 END 5 28 STUN 0 Total Characteristics Cost: 145 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END Quantum Powers 10 1) Psychic Shield: Mental Defense (15 points total) 24 2) Floats rather than walks: Flight 6", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (24 Active Points) 50 3) Narcotic Aura: Naked Modifier, Area of Effect (+1) (75 Active Points); Only when Power activates as side effect (Power loses about a third of its effectiveness; -1/2) 7 60 4) Invulnerability to Mental Powers: Mental Damage Reduction, Resistant, 75% 37 Narcotic Powers: Elemental Control, 74-point Powers 75 Nemocysts: Energy Blast 4d6 (vs. PD), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1), No Normal Defense:"Hard" armor or Forcefield (Standard; +1) (75 Active Points) 7 25 2) Narcotic Touch: Transform 5d6: Character into same character intoxicated on various drugs (Major), Stopped by hardend Defense or Forcefield (Power loses less than a fourth of its effectiveness; +0) (75 Active Points); No Range (-1/2) 7 30 3) Paralytic Toxins: Drain 5d6: Dexterity, Reduced Endurance (Half END; +1/4), No Normal Defense:Hardened Defense/Immunity to drugs (Standard; +1) (112 Active Points); Side Effects:Narcotic Aura power activates, Side Effect occurs automatically whenever Power is used (-1), Only Living Targets (Power loses about a third of its effectiveness; -1/2) 5 65 4) Hypnotic Gas Cloud : Mind Control 15d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), No Normal Defense (Standard; +1), Area Of Effect (21" Radius; +1) (281 Active Points); Based on CON (Defense: PD; -1), Side Effects:Narcotic Aura power activates, Side Effect occurs automatically whenever Power is used (-1), No Range (-1/2), Hypnosis or Emotion control (Power loses about a fourth of its effectiveness; -1/4) 19 5) Mind Controlling Toxins: Mind Control 9d6, Reduced Endurance (0 END; +1/2), No Normal Defense:Immunity to drugs (Standard; +1) (112 Active Points); Based on CON (Defense: PD; -1), Skin Contact Required (-1), Side Effects:Narcotic Aura power activates, Side Effect occurs automatically whenever Power is used (-1) Mega Attribute Enhancements 31 1) Natural Empath: Telepathy 8d6, Invisible Power Effects (Mental Group; +1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Receive Only (-1/2), Empathy (All Emotions; -1/2), Does Not Provide Mental Awareness (-1/4) 12 2) Artistic Genius: +3 with Artist skills (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1 10 3) Seductive Looks: Mental Illusions 6d6 (30 Active Points); Self Only (-1), Only to make target think he looks like there idea (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4), Visible:Others can see the changes (-1/4) 3 11 4) First Impression: +5 with Pre based skills (25 Active Points); Only to make a good first impression (Power loses about half of its effectiveness; -1), Costs Endurance (Only Costs END to Activate; -1/4) 2 23 5) The Voice: Mind Control 8d6 (40 Active Points); Only commands that can be accomplished in a phase or two (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 4 2 6) Hypnotic Gaze: Mind Control 1d6 (5 Active Points); Eye Contact Required (-1/2), Hypnosis Only (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 1 9 7) Persuader: Persuasion (19 Active Points); Costs Endurance (Costs END Every Phase; -1/2), Increased Endurance Cost (2x END; -1/2) 25- 4 9 8) Dreadful Mien: +4 with DCV (20 Active Points); Only vs one living feeling target within 30 meters (Power loses about half of its effectiveness; -1), Costs Endurance (Only Costs END to Activate; -1/4) 2 36 9) Natural Agitator/Soothe: Mind Control 8d6, Telepathic (+1/4), Reduced Endurance (Half END; +1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2) (80 Active Points); No Range (-1/2), Only to incite or reduce violence (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 3 11 10) Seductive: Detect:The form of behavior that the target would find the most seductive and arousing A Single Thing 19- (Analyze, Discriminatory, Range) (25 Active Points); Extra Time (1 Turn (Post-Segment 12); -1 1/4) Perks 10 Money (Wealthy) 5 Leader of the Cult of Mal 30 Contact:The Teragen (15-) (Contact has: very useful Skills or resources, Very Good relationship with Contact), Organization Contact (+2) (30 Active Points) Skills 5 Acrobatics 13- 5 Breakfall 13- 5 Deduction 13- 3 Criminology 12- 9 Bureaucratics 20- 5 Paramedics 13- 4 SS: Pharmacology (INT-based) 13- 3 KS: Narcotics (INT-based) 12- 3 CuK: Drug Cartels (INT-based) 12- 3 Interrogation 17- 3 Persuasion 17- 5 KS: Wardrobe and style (INT-based) 14- 5 PS: Poet 14- 3 Oratory 17- Total Powers & Skills Cost: 655 Total Cost: 800 400+ Disadvantages 10 Distinctive Features: Unearthly Beauty, floats constantly, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 15 Hunted: The Directive, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 20 Hunted: Project Utopia, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 15 Psychological Limitation: Wants to be Mal's second and will do anything to attain that goal, Common, Strong 15 Psychological Limitation: Amoral and Manipulative, Common, Strong 20 Psychological Limitation: Obsessed with Divis Mal, believes his is his messiah and the future of Novas, Common, Total 295 Chrysalis Bonus Total Disadvantage Points: 800 Despite his natural charisma Marcel has always been a follower. A follower with a tendency to betray his leaders. He grew up one of many disenfranchised French youths full of resent but with no ambition. He was an easy recruit for the ultra nationalist movements in France at the time. Those beliefs carried on when he Erupted and, convinced he was a superior being, Marcel became a member with Caroline Fong of the roundtable that formed the Teragen. Following Fong's lead, Marcel underwent his first Chrysalis early, but when Fong's Chrysalis failed (or vastly prolonged itself) he saw her as a failure and turned his worship to Mal's lover Scripture and threw him, Mal himself. Without Scripture's knowledge he betrayed the location of Fong's Chrysalis cocoon to Project Utopia to get her out of the way. He began to see Mal as a divine figure and those that didn't follow this belief, such as The Mathematician and Count Orzaiz as heretics that needed to be purged from the movement. Marcel has grown more and more obsessed with Mal and now wants to replace Scripture in his eyes, seeing him as a false prophet leading him astray. Going threw a second Chrysalis only strengthened this obsession to all new levels and will lead to some of the bloodiest times in the Teragen. Appearance:The Apostle is perfect. His features, build, everything about him is angelically beautiful practically beyond compare. Every features seems to have been created by a master sculpture to meld flawlessly into the next. His build is just defined enough. His eyes just piercing enough, his jaw line strong without being too rugged. In short, perfect. And its frightening. The Apostle's beauty is so fine it is inhuman. He has none of the little flaws and failings that make a person real. He is like a air brushed ideal of masculine beauty come to life and its disturbing to look upon him. His beauty incites an almost wanton lust in those attracted to such but also makes them feel small and insignificant. Others simply feel jealous and ugly compared to him. Another sign of his abandoned humanity is the fact he doesn't walk but hovers constantly, sheathed in a hazy cloud of sweet smelling narcotic gases. The Apostle tends to dress in robes as befit of holy man but does don more normal suits for appropriate occasions. Powers:The Apostle is a living drug factory. He can produce any chemical narcotic or drug imaginable at will. His body is covered in millions of syringe like hairs, ultra strong and incredible sharp. He can use these hairs to inject his toxins into anyone not protected by some form of hard armor (a natural shell will do), or a forcefield. Delomir is all but immune to mental powers and his natural charisma and social ability have been elevated to superhuman levels by his eruption and Chrysalis. Unfortunately, his power has a price. When activates many of his powers, he immediately begins to produce powerful narcotic vapors that affect all around him.
  8. I think corpses tend to dry out in vaccuum when their moisture bleeds away, but don't pop like balloons. But that is a good point. Yes, soime extreme enviornments are going to effect the zombies, but for the most part they are immune to the conditions they could be expected to encounter in their setting. And the trouble with Hero life support is that, for the most part, its all or nothing. You're either completely immune or you can be hurt be extremes. And it comes out to be more expensive build a character that is resistant instead of immune.
  9. Yeah, I problably will in his ver 2.0. I debated it but his Aberrant write up didn't give him Mega Wits and/or Quickness so I decided to be faithful to the numbers instead of the concept in that instance. And many of the "bricks" were coming out out with 2-3 speeds, but yeah he should problably have a sconce more speed since he takes on teams by himself.
  10. James "Geryon" Booth Val Char Cost Roll Notes 75 STR 65 24- Lift 819.2tons; 15d6 HTH damage 29 DEX 57 15- OCV: 10/DCV: 10 50 CON 80 19- 15 BODY 10 12- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 25 PRE 15 14- PRE Attack: 5d6 0 COM -5 9- 21 PD 6 Total: 36 PD (15 rPD) 16 ED 6 Total: 31 ED (15 rED) 4 SPD 1 Phases: 3, 6, 9, 12 25 REC 0 100 END 0 78 STUN 0 Total Characteristics Cost: 240 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END 40 Crush: Killing Attack - Hand-To-Hand 2 1/2d6 (plus STR) (vs. ED) 4 52 Shockwave Attack: Energy Blast 15d6 (vs. PD), Personal Immunity (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2) (131 Active Points); Restrainable (-1/2), No Range (-1/2), Only effects Targets on the ground (Power loses about a third of its effectiveness; -1/2) 13 16 Accuracy: +3 with All Combat (24 Active Points); Costs Endurance (Costs END Every Phase; -1/2) 2 11 Multitasking: +2 Overall (20 Active Points); Only to offset Multitasking and Sweep Penalties (Power loses about a third of its effectiveness; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2 5 Commanding Presence: +10 PRE (10 Active Points); Costs Endurance (Costs END Every Phase; -1/2), Only to issue commands (Power loses about a third of its effectiveness; -1/2) (not added to totals) 1 55 Protean Form: VPP, 30 base + 25 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (67 Active Points); Physical Modification Only (Limited; -1/2) 45 Hardened Skin: Armor (15 PD / 15 ED) (added to Primary Value) 20 Dormancy: Multiform (100 Character Points in the most expensive form) Martial Arts: MA NAME Maneuver OCV DCV Notes 4 1) Martial Block +2 +2 Block, Abort 4 2) Martial Strike +0 +2 STR +2d6 Strike 5 3) Joint Break -1 -2 Grab One Limb; HKA 0 1/2d6, Disable 5 4) Offensive Strike -2 +1 STR +4d6 Strike 4 5) Martial Escape +0 +0 +15 STR vs. Grabs Perks 3 Anonymity 6 Contact:Teragen contact (13-) (Contact has: useful Skills or resources, Good relationship with Contact) 4 Contact:Mole in Project Utopia (12-) (Contact has: useful Skills or resources) 4 Contact:Nova Detective (12-) (Contact has significant Contacts of his own) 10 Money (Wealthy) Skills 7 Acrobatics 17- 7 Breakfall 17- 3 Combat Driving 15- 1 Deduction 8- 1 Computer Programming 8- 3 Security Systems 12- 3 Lockpicking 15- 1 Survival (Temperate/Subtropical) 8- 2 Language: French: Fluent Conversation 5 Tactics 13- 1 Disguise 8- 1 KS: The arts 8- 2 Forgery 12- 3 Persuasion 14- 3 Conversation 14- 3 Streetwise 14- 20 +4 with HTH Combat 9 +3 with Thrown Weapons 4 WF: Common Melee Weapons, Common Missile Weapons Total Powers & Skills Cost: 372 Total Cost: 612 400+ Disadvantages 15 Distinctive Features: Huge malformed monster with a lovely face, Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 15 Hunted: The Directive, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 15 Hunted: Team Tomorrow, More Powerful, 8- (Occasionally), Harshly Punish 10 Hunted: Lotus Infinite, As Powerful, 8- (Occasionally), Harshly Punish 15 Psychological Limitation: Vengeful, Common, Strong 20 Psychological Limitation: Intolerance of Baseline racism aginst novas, Common, Total 15 Psychological Limitation: No Regard for human life, Common, Strong 15 Psychological Limitation: Will not kill another Nova, Common, Strong 20 Reputation: Murderous Terrorist, Almost Always (14-), Extreme 62 Teragen Bonus Total Disadvantage Points: 612 Geryon can safely be ranked among the top 10 most feared Nova criminals in the world. He is the enforcer of the Teragen and a monstrous force of vengeance for Novas as a race. He was apparently recruited shortly after Eruption and his accent places him as British. Aside from that little else is known. His name is taken from Dante's Inferno, an appropriate source. Geryon is one of the founding members of the Teragen and the leader of the Nova Vigilance faction, a group devoted to "protecting the rights of Novas and stopping Baseline Oppression". Considering one of the principles of Teras is that Novas are beyond human law and morality this has troubling implications. Geryon is wanted for numerous acts of murder and terrorism the world over, including the public "executions" of those that would "oppress the One Race (Novas). His victims include the mayor of Tampa Florida when he declared the city off limits to Novas and a Central African dictator that tried to install tracking beacons in his countries Nova population. All his killings have been extremely brutal, meant to send a message to any one that follow in his victim's footsteps. He doesn't go out of his way to kill Baselines, but doesn't spare them either crushing any that get between him and his target. Or escape. So far the combined efforts of Interpol, the Directive and Project Utopia have been unable to stop him. Perhaps the only redeeming feature about Geryon is that he refuses to kill another Nova. He has never explained quite why, but he seems unwilling to move into lethal combat with another Nova. It is a small mercy has he has no problems with crippling another Nova as a demonstration of his power as the tragic paralyzation of Harmony demonstrates. Geryon seems to hold a particular contempt for Team Tomorrow and other "super heroes" such as Team Nippon, taking a very personal pleasure in defeating them. Powers:Geryon possess extreme levels of superhuman strength and resistance to injury. He is essentially immune to small arms fire and rip reinforced concrete apart with his bare hands. Geryon is extremely fast and agile for his size, capable of moving with blinding speed even against other Novas. His personal fighting skills know almost no equal and he can easily hold his own against four or more Novas without falling totally on the defensive. Geryon has developed a personal highly acrobatic style of combat to capitalize on his abilities. Geryon also demonstrates highly advanced adaptive shape shifting. He regularly sprouts horns, claws, gills or anything else he need to capitalize on a situation. His form is rarely the same twice but is highly recognizable regardless. Appearance:In his nova form, Geryon is a monster, pure and simple. A hulking mountain of over developed muscular, fur, scales and armor plating. He never looks quite the same twice and changes to adapt to battle conditions growing digigrade legs, claws, horns or whatever he needs at will. Geryon's head is scarcely more than a suggestion almost totally engulfed by his overdeveloped shoulders such at he has no neck. But perhaps more disturbing is that his face is supernaturally beautiful, perfect in every way. Exactly what his human form looks like isn't known, but its apparently very non descript as he can vanish into a crowd almost effortlessly once he assumes it.
  11. Hail Mary? Benediction? Last Rites?
  12. Sorry, I've sort of fallen behind on this. Next up will be Skew or Raganrockette.
  13. I think the grease lasted until you wiped it off.
  14. Re: Mr. Immortal Why was he locked in the box? Was there some legitimate reason for one of his "teammates" to murder (or attempt to) murder him?
  15. I guess this isn't about champions in particular, but I was looking over my various Champions game and wondered. Just how often does sexuality come up in your games? Not so much in the graphic sense, but in the sense of dating, relationships, attraction?
  16. LOL What did she think was happening? Live Action Role playing?
  17. Geez, how petty can you get. ALong the lines of Stripperealla, we had Juggernaut, stripper by day, crime fighter by night. Her powers were...odd..
  18. Re: Whats the Weirdest Character? Made him drop the character, his girlfriend or the character?
  19. I have to say I've found this all really interesting, and timely, since I just became GM of a teen champions PBEM. WHich has room for one or tw more characters if anyone is interested.
  20. Yep, someone did and posted them to the Hero Mailing list just a few days ago.
  21. Night of the Living Dead zombie Val Char Cost Roll Notes 8 STR -2 11- Lift 75.8kg; 1 1/2d6 HTH damage 8 DEX -6 11- OCV: 3/DCV: 3 10 CON 0 11- 14 BODY 8 12- 5 INT -5 10- PER Roll 10- 0 EGO 0 9- ECV: 0 10 PRE 0 11- PRE Attack: 2d6 8 COM -1 11- 1 PD 0 Total: 1 PD (1 rPD) 1 ED 0 Total: 1 ED (1 rED) 1 SPD 0 Phases: 7 4 REC 0 0 END 0 Total Characteristics Cost: -10 Movement: Run: 4"/NC" Swim: 2"/NC" Cost Powers END 90 Dead Bodies: Physical Damage Reduction, Resistant, 50% 3 Dead Body: Damage Resistance (1 PD / 1 ED) 4 Tireless: Zero Endurance on Strength, Reduced Endurance (0 END; +1/2) (4 Active Points) 50 Dead Support: Life Support (Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare 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) 60 The Dead Feel no pain: Automaton (Takes No STUN) 15 Does Not Bleed 15 Sense Flesh: Detect:Fresh Flesh A Single Thing 10- (Range, Sense, Tracking) 6 Sense Flesh: Enhanced Perception (+6 to PER Rolls for Single Sense) Skills 4 +2 with grab Total Powers & Skills Cost: 265 Total Cost: 255 200+ Disadvantages 15 Distinctive Features: Corpse pallor, smell of death, spots of decay, Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 10 Physical Limitation: Dull senses -2 to all perception checks but sense flesh, Frequently, Slightly Impairing 20 Psychological Limitation: Their only motivation is to eat, Common, Total 20 Physical Limitation: Killed by an Impairing shot to the head, Frequently, Fully Impairing Total Disadvantage Points: 252 This is a zombie like the ones seen in Night of the Living Dead, the original and the remake. They are, quite simply, animated corpses brought to life by some unknown means. They have minimal intelligence and seek only one thing to eat. They're desired food is human beings and they can seemingly sense them. These creatures are slow, their senses are dull and they are dumb. These zombies seem to almost be able to sense living flesh and swarm to it, drawn by some unholy instinct. They don't let anything stand in there way, battering threw any obstruction. Some seem to have rudimentary memories, such as :"house=people=food" and one zombie girl arms herself with gardening tool at one point, but mostly they simple shamble and grab for their targets then try to eat them alive when they get a hold. The zombies can be destroyed by a significant blow to the head or presumably decapitation. Nothing much else seems to bother them. They don't feel pain or fear, just an endless insatiable hunger. Powers:Basically what you would expect of a corpse. They're hard to put down, don't breath or bleed and don't feel pain. They can sense living flesh fairly well. I didn't give them an "infection" power because in the movies zombies didn't create new zombies, well, beyond killing people so they could "wake up" (assuming they weren't completely devoured). It just seemed to be something that was happening worldwide. More of a campaign thing. Appearance:Relatively fresh corpses, pallid with blue lips and milky eyes. They don't speak but only moan incoherently at times. Some have spots of decay and I imagine they don't smell too good. They move with as if painfully arthritic, shambling and jerky gait clearly noticeable, but someone might mistake a fresh one for a living person who is drunk or in pain. It may have been a limitation of budge, but only the very recently dead awakened though there is one scene of a very decayed corpse coming back to life. It looks like its little more than wet bones.
  22. And here is the Hero Designer file
  23. Ewen "The Apollo Kid" Banks Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 HTH damage 29 DEX 57 15- OCV: 10/DCV: 10 25 CON 30 14- 12 BODY 4 11- 35 INT 25 16- PER Roll 16- 20 EGO 20 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 25 COM 8 14- 3 PD 0 Total: 9 PD (6 rPD) 5 ED 0 Total: 11 ED (6 rED) 3 SPD 0 Phases: 4, 8, 12 8 REC 0 50 END 0 33 STUN 0 Total Characteristics Cost: 159 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END 138 Fire Mastery: VPP, 75 base + 63 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (169 Active Points); Limited Class Of Powers Available (Limited; -1/2) 30 Fire Powers: Elemental Control, 60-point Powers 97 1) Fiery Aura: Killing Attack - Ranged 2d6 (vs. ED), Reduced Endurance (Half END; +1/4), Damage Shield (+1/2), Continuous (+1), Attack Versus Limited Defense: Hardened ED (+1 1/2) (127 Active Points) 6 30 2) Fire Bolt: Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points) 6 45 3) Fire Flight: Flight 30", Usable Underwater (+1/4) (75 Active Points) 7 33 Invulnerable to Fire: Armor (0 PD / 36 ED), Hardened (+1/4) (67 Active Points); Only Works Against Fire and heat (Very Limited Type of Attack; -1) (not added to totals) Mega Attribute Enhancements 18 Toughness: Armor (6 PD / 6 ED) (added to Primary Value) 5 1) Regeneration: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) 1 19 2) Accuracy: +3 with All Combat (24 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 2 17 3) Fast Tasks: +3 Overall (30 Active Points); Only to offset penalty for Rushing (Power loses about a third of its effectiveness; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 3 14 4) Multi Tasking: +5 with Intelligence Rolls (25 Active Points); Only to offset any penalties for multiple actions (Power loses about a third of its effectiveness; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2 4 5) Speed Reading: Speed Reading: x10 20 6) Linguistic Genius: Universal Translator 16- 29 7) Mental Prodigy:Financial, Engineering, Medical: +5 Overall (50 Active Points); Requires A Skill:Intelligence Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 5 8 8) Taint Resistance: +10 BODY (20 Active Points); Only to resist Taint (Power loses about half of its effectiveness; -1), No Figured Characteristics (-1/2) (not added to totals) 6 9) Awe Inspiring: +10 PRE (10 Active Points); Only to create awe (Power loses about a third of its effectiveness; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (not added to totals) 1 27 10) The Voice: Mind Control 8d6 (40 Active Points); Only for one command that can be quickly done in a phase (Power loses about a third of its effectiveness; -1/2) 4 Martial Arts: MA NAME Maneuver OCV DCV Notes 4 1) Punch/Kick +0 +2 STR +2d6 Strike 3 2) Grab/Pin -1 -1 Grab Two Limbs, +10 STR for holding on 5 3) Joint Break -1 -2 Grab One Limb; HKA 0 1/2d6, Disable 3 4) Takedown +1 +1 STR Strike; Target Falls Perks 10 Money (Wealthy) 18 Contact:Project Utopia (12-) (Contact has: extremely useful Skills or resources), Organization Contact (+2) (18 Active Points) 4 Contact:Floating (12-) (Contact has: useful Skills or resources) 4 Contact:Floating Contact (12-) (Contact has: useful Skills or resources) Skills 5 +1 with HTH Combat 3 Combat Driving 15- 3 Acrobatics 15- 3 Breakfall 15- 7 Criminology 18- 7 Deduction 18- 7 Bureaucratics 15- 7 Computer Programming 18- 7 Mechanics 18- 7 Electronics 18- 9 Paramedics 19- 6 PS: Medical Doctor (INT-based) 19- 3 Bribery 13- 3 Conversation 13- 3 Acting 13- 7 High Society 15- 5 KS: Classical Culture and Mythology (INT-based) 18- 5 PS: Poet (INT-based) 18- 5 PS: Stage Actor (PRE-based) 15- 2 KS 11- 3 Linguist 3 1) Language: Spanish: Idiomatic, native accent (4 Active Points) 3 2) Language: French: Idiomatic, native accent (4 Active Points) 3 3) Language: German: Idiomatic, native accent (4 Active Points) 3 4) Language: Mandarin: Idiomatic, native accent (4 Active Points) 3 5) Language: Latin: Idiomatic, native accent (4 Active Points) 3 Scientist 5 1) SS: Biology (INT-based) (6 Active Points) 19- 5 2) SS: Biochemistry (INT-based) (6 Active Points) 19- 5 3) SS: Quantum Physics (INT-based) (6 Active Points) 19- 5 4) SS: Chemistry (INT-based) (6 Active Points) 19- Total Powers & Skills Cost: 737 Total Cost: 895 400+ Disadvantages 5 Distinctive Features: Godlike man in neo classical dress, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Hunted: Project Proteus, More Powerful, 11- (Frequently), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 10 Social Limitation: Public ID, Frequently (11-), Minor 10 Psychological Limitation: Fascinated by the classical period to the point of distraction, Uncommon, Strong 10 Psychological Limitation: Tries to act "god like" , Common, Moderate 430 Team Tomorrow Bonus Total Disadvantage Points: 895 Ewen Banks is Australian and one of the more popular member of Team Tomorrow. He's been with the Team since its creation and function as one of the resident field scientists as well as a combatant. Ewen is somewhat obsessed with the classical period and always has been. Even the nature of his Nova form show strong influence from Greek and Roman myth, earning him, along with is fashion choices, the nickname "The Apollo Kid". Utopia does not officially support that name as it could potentially alienate and offend members of certain religions and could encourage Nova worship as supernatural beings. Something Utopia tries to stop. Powers:Ewen's powers mainly revolve around the control and generation of fire. He can do practically anything using flame and is very creative with his powers. His eruption has also gifted him with a godlike physique and presence. When he exerts himself his will can bend even strong men to do his what he says and his body is tough to enough endure punishments that would easily kill a "mortal". His most potent power is perhaps his mind. Ewen's intellect is high even for a Nova and his naturally talented in the physical sciences and engineering. Ewen tries not to let his powers go to his head and generally succeeds, but he can be a bit arrogant. Appearance:The Apollo Kid is truly an Adonis. Tall, handsome and well muscled without being bulky, like a Greek statue come to life. He has flowing blonde hair, dark eyes and a regal and serene expression. He forgoes that standard Team Tomorrow uniform for robes, togas and other clothing in a neo classical design. His natural charisma is such that he can pull this off without looking insane. Instead he looks like a myth come to life. -------------------------------------------------------------------------------------- "Schwartzennegger's acting was extremely disappointing, especially after his performance in Conan the Barbarian; he's so stiff and mechanical, he comes across like a robot." -From an actual review of The Terminator
  24. The Xmen Evolution and Static Shock animated shows might make for good inspiration for a Teen Champions game.
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