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nexus

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Everything posted by nexus

  1. The Xmen Evolution and Static Shock animated shows might make for good inspiration for a Teen Champions game.
  2. Ragnarockette is defintely on the list. I can bump her up if you wish. And yep, going to try to do the Teragen Pantheon and maybe Sloppy Joe (he's just too gross not to).
  3. Griffin Armstrong Val Char Cost Roll Notes 25 STR 15 14- / 24- Lift 800.0kg; 5d6 / 15d6 HTH damage 15 DEX 15 12- OCV: 5/DCV: 5 50 CON 80 19- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 20 PD 15 Total: 20/30 PD (20/30 rPD) 20 ED 10 Total: 20/30 ED (20/30 rED) 2 SPD 0 Phases: 6, 12 15 REC 0 100 END 0 48 STUN 0 Total Characteristics Cost: 145 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END 67 Increased Mass: Density Increase (100300 kg mass, +50 STR, +10 PD/ED, -10" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (100 Active Points); Always On (-1/2) (added to Secondary Value) 30 Durability: Damage Resistance (30 PD / 30 ED) 5 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) 1 138 Mastery of Gravity: 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) Perks 10 Money (Wealthy) 18 Contact:Project Utopia (12-) (Contact has: extremely useful Skills or resources), Organization Contact (+2) (18 Active Points) 5 Fringe Benefit (International Police Powers) Skills 20 +4 with HTH Combat 15 +3 with Improvised Weapons 12 +4 with Rifles 3 Breakfall 12- 3 Combat Driving 12- 3 Language: Russian: Completely Fluent, w/Accent 4 Language: English: Idiomatic, native accent 4 Language: French: Idiomatic, native accent 1 Paramedics 8- 2 SS: Biology 11- 4 WF: Common Melee Weapons, Small Arms 2 TF: Common Motorized Ground Vehicles, Snowmobiles 3 High Society 12- 3 Survival (Temperate/Subtropical Forests) 13- Total Powers & Skills Cost: 352 Total Cost: 497 400+ Disadvantages 10 Hunted: Project Proteus, Less 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 Physical Limitation: Massive Weight, Frequently, Greatly Impairing 5 Social Limitation: Public ID, Occasionally (8-), Minor 15 Psychological Limitation: Enjoys Combat, Common, Strong 55 Team Tomorrow Bonus Total Disadvantage Points: 497 Another member of Team Tomorrow that we get no details on. Griffin Armstrong is a Canadian, namely from Toronto with amazing strength and durability. He also posses extreme control over gravity and uses it to manipulate object, shield himself from attack and boost his already incredible strength. All his physical power has come with a drawback though. He's incredibly heavy. Weighing in at several tons. His skills give the impression of some experience in the wilderness. Perhaps he is a wildlife expert or former park ranger. Appearance:Griffin is a well muscled man with a bullish neck, blonde hair and dark eyes. He sports close cropped hair and a small goatee. His uniform is the standard Team Tomorrow blue, gold and white body suit. Notably it isn't Eufibre. He really doesn't need it. This character is lowest point total by far.
  4. As requested.... Ichiko "Geisha" Iko Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 HTH damage 23 DEX 39 14- OCV: 8/DCV: 8 20 CON 20 13- 10 BODY 0 11- 30 INT 20 15- PER Roll 15- 10 EGO 0 11- ECV: 3 50 PRE 40 19- PRE Attack: 10d6 40 COM 15 17- 3 PD 0 Total: 6 PD (3 rPD) 4 ED 0 Total: 7 ED (3 rED) 3 SPD 0 Phases: 4, 8, 12 7 REC 0 40 END 0 28 STUN 0 Total Characteristics Cost: 139 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END 15 Catfooted: +3 with a stealth based skills 20 Linguistic Genius: Universal Translator 15- 3 Lie Detector: Detect:Spoken Lies A Single Thing 15-, Sense Affected As Another Sense:Hearing (+0) 50 Natural Empath: Telepathy 15d6, Reduced Endurance (0 END; +1/2) (112 Active Points); Receive Only (-1/2), Empathy (All Emotions; -1/2), Does Not Provide Mental Awareness (-1/4) 17 Awe Inspiring: +25 PRE (25 Active Points); Only for Pre Attack based on Awe and Intimidation (Power loses about a fourth of its effectiveness; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (not added to totals) 2 30 First Impression: Mind Control 8d6, Telepathic (+1/4), Invisible Power Effects (Mental Group; +1/4) (60 Active Points); One command:Have a good first impression of me (Power loses about half of its effectiveness; -1) 6 25 Seductive Looks: Mental Illusions 8d6, Invisible Power Effects (Mental Group; +1/4) (50 Active Points); One effect:See me as your ideal woman (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4), Visible:Everyone else sees the changes as well (-1/4) 5 22 Hypnotic Gaze: Mind Control 10d6 (50 Active Points); Eye Contact Required (-1/2), Hypnotism (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 5 7 Persuader: +3 with any Persuasion, Conversation and Bribery (9 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1 10 Commanding Presence: +3 with PRE skills (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only to issue commands (Power loses about a fourth of its effectiveness; -1/4) 1 37 Dreadful Mien: Force Wall (8 PD / 8 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (110 Active Points); Only works against one attacker within 20 meters of her (Power loses about half of its effectiveness; -1), Self Only (-1/2), Only works on attackers capable of feeling emotion (Power loses about a third of its effectiveness; -1/2) 15 Seductive: Detect:The manner of behavior that the target would find the most arousing and desirable A Class Of Things 19- (Analyze, Discriminatory, Range) (24 Active Points); Extra Time:Must interact with the target, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -1/2) 66 Soothe: Mind Control 12d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (11" Radius; +1) (165 Active Points); Stops Working If Mentalist Is Stunned (-1/2), One Command:Commit no violence (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) 64 Empathic Manipulation: Mind Control 15d6, Telepathic (+1/4), Reduced Endurance (Half END; +1/4) (112 Active Points); Only to control emotions (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 5 6 Eufiber Uniform: Armor (3 PD / 3 ED) (9 Active Points); IIF (-1/4), Only while it holds endurance (Power loses about a fourth of its effectiveness; -1/4) (added to Primary Value) 4 Eufiber Quantum power storage: +10 END (5 Active Points); IIF (-1/4) (not added to totals) 4 Malleable Eufiber Costume: Transform 2d6: Costume into any outfit (Cosmetic) (10 Active Points); Limited Target (Very Limited; -1), IIF (-1/4) 1 Martial Arts: Akido Maneuver OCV DCV Notes 4 1) Martial Disarm -1 +1 Disarm; +10 STR to Disarm roll 3 2) Martial Throw +0 +1 STR +v/5, Target Falls 4 3) Martial Dodge -- +5 Dodge, Affects All Attacks, Abort Perks 10 Money (Wealthy) 30 Follower:Numerous rabidly devoted friends (x10, 50 Base, 50 Disad) 30 Dozens of Contacts and Favors 3 Well-Connected 26 1) Contact:Project Utopia (14-) (Contact has: extremely useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (27 Active Points) Skills 3 Acting 19- 3 Bribery 19- 5 Bureaucratics 20- 1 Combat Driving 8- 9 High Society 22- 7 Interrogation 21- 7 Deduction 17- 5 Criminology 16- 7 Sleight Of Hand 16- 7 Conversation 21- 7 Persuasion 21- 7 Seduction 21- 5 Stealth 15- 5 Concealment 16- 4 KS: Make up and Fashion 13- 4 KS: Japanese History and Culture (INT-based) 16- 3 AK: Pacific Rim (INT-based) 15- 2 KS: Diplomacy 11- 4 PS: Dancing (DEX-based) 15- 4 PS: Play traditional Japanese instruments 13- 5 PS: Geisha (PRE-based) 21- 3 Linguist 2 1) Language: Cantonese: Completely Fluent, w/Accent (3 Active Points) 2 2) Language: English: Completely Fluent, w/Accent (3 Active Points) 2 3) Language: Korean: Completely Fluent, w/Accent (3 Active Points) 2 4) Language: Mandarin: Completely Fluent, w/Accent (3 Active Points) 1 5) Language: Spanish: Fluent Conversation (2 Active Points) Total Powers & Skills Cost: 621 Total Cost: 760 400+ Disadvantages 10 Distinctive Features: Extremely beautiful Japanese woman, exudes power, grace, sensuality and authority, Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 10 Social Limitation: Public ID, Frequently (11-), Minor 15 Hunted: Project Proteus, As Powerful, 11- (Frequently), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 15 Psychological Limitation: Unfailingly quiet and polite, Common, Strong 15 Psychological Limitation: Dislikes Violence, Common, Strong 15 Psychological Limitation: Honorable, Common, Strong 10 Hunted: The Directive, As Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 260 Team Tomorrow Bonus Total Disadvantage Points: 760 Ichiko was a darling little girl, always obedient and respectful. Her parents decided quite early she would follow the path of the geisha, one of Japan's famous class of entertainers and companions. She was more than happy to obey her parents wishes. As was her nature she learned quickly mastering singing, dancing and the fine arts of ettiquette. After taking her final tests, she quickly became one of most sought after geisha in Tokyo and entertained many wealthy (and notorious) figures with her wit and beauty. One evening while performing for some noted figures in the Japanese underworld, Ichiko happened to overhear some trouble information. Normally, her sense of professionalism would mandate that she keep such things to herself. But this was different. The information was on some highly illegal activities. After debating with herself for awhile, she went to the authorities and told them. After that, Ichiko thought no more about the incident. Until several nights later, she was awakened in her apartment by a group of men. Their leader explain that they had been sent to kill her for her regretable lack of discretion. Ichiko had never felt such fear, but she mustered her wits and began to calmly explain that she had only been doing her civic duty and asked that they please let her go. They did, but only after helping her tidy up her place and pack her things. She immediately suspected that she was a Nova. She contacted Project Utopia and was accepted immediately, bringing with her an immense about information on the Nakato crime syndicate. Powers/Tactics:Ichiko's powers don't seem to lend themselves to being part of a "super team" but Team Tomorrow Asia/Pacific considers her their secret weapon. Quite simply, its almost impossible for anyone to say no to Ichiko. Its an ability that allows her to end many dangerous situations without a hint of violence and has made her one of the most powerful diplomats on the planet using her powers to defuse many situations and bring peace to war torn regions. Ichiko's force personality and personal charisma are all but undeniable. Almost everyone that meets her, likes and wants to please her. If she focuses her ire on a single person they even flinch and pull their punches rather than risk hurting her and rousing her anger (Force Wall). She can eventually talk someone into just about anything, soothe even the most violent minds and sway people's opinions in just about any direction she wishes if given time. Ichiko can sense people's emotions and change them but generally prefers not to do that, hoping to use her powers honorably. In fact, it is only her sense of personal honor that keeps her from being the most powerful cult leader or con woman in the world. Her personal combat skills are all but non existent and she rarely works with the front line team. Appearance:Geisha is a stunningly beautiful petite Japanese woman in her early 20s. She normally has shoulder length black hair and deep, dark soulful eyes that are at once expressive and mysterious. She speaks with a soft melodic voice and her laughter is delightful and infectious. Ichiko basically exudes grace and charm with her every move, instantly enchanting any that meet her. She favors traditional Japanese garb, but has a great fashion sense and dresses to impress in any situation. Ironically enough, should her anger by roused she can cause grown men to lose control of their bodily functions with a single withering glare, but she very rarely shows that side of her self.
  5. I like it. The Martial Maneuvers are fine, IMO. They just represent being a good wrestler/brawler not a karate master.
  6. No problem! http://home.cogeco.ca/~sbrown17/index2.html Most of them seem to be written by a poster called Dr. Neutron.
  7. Sure, I can take a stab at her. I've been going in the order the appear in the Project Utopia book, but I'm not married to that.
  8. Anthony "Lightning" Chang Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 HTH damage 34 DEX 72 16- OCV: 11/DCV: 11 20 CON 20 13- 10 BODY 0 11- 30 INT 20 15- PER Roll 15- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 15 COM 3 12- 3 PD 0 Total: 21 PD (18 rPD) 4 ED 0 Total: 82 ED (78 rED) 8 SPD 36 Phases: 2, 3, 5, 6, 8, 9, 11, 12 7 REC 0 40 END 0 28 STUN 0 Total Characteristics Cost: 161 Movement: Run: 18"/NC" Swim: 2"/NC" Cost Powers END 20 Electrical Powers: Elemental Control, 40-point Powers 20 1) Electrical Feild: Force Field (16 PD / 16 ED), Hardened (+1/4) (40 Active Points) (added to Primary Value) 4 65 2) Electromagnetic Feild Riding: Flight 40" (Improved Noncombat Movement (x4)) (85 Active Points) 8 56 Invulnerability to Electrictity: Armor (0 PD / 60 ED), Hardened (+1/4) (112 Active Points); Only Works Against Electricity (Very Limited Type of Attack; -1) (added to Primary Value) 105 Electrical Blasts: Multipower, 105-point reserve 8u 1) Electrucution Attack: Killing Attack - Ranged 2d6 (vs. ED), Does BODY (+1), Attack Versus Limited Defense: Hardened ED (+1 1/2) (105 Active Points); Limited Power:Only effects Living target (Power loses about a fourth of its effectiveness; -1/4) 10 7u 2) Electrical Blast: Killing Attack - Ranged 5d6 (vs. ED) (75 Active Points) 7 13 Rapid Attack: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2 15 Fast Tasks: +3 Overall (30 Active Points); Only to offset penalties for Rushing (Power loses about half of its effectiveness; -1) 24 Enhanced Movement: Running +12" (added to Primary Value) 2 4 Regeneration: Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) 1 3 Hardbody: Naked Modifier:Hardened Advantage on PD and ED, Hardened (+1/2) (3 Active Points) 5 Electromagnetic Vision: Ultraviolet Perception 5 Electromagnetic Vision: Infrared Perception 5 Electromagnetic VIsion: Nightvision 30 Enhance Initative: Lightning Reflexes: +20 DEX to act first with All Actions 20 Dormancy: Multiform (100 Character Points in the most expensive form) 4 Instant Change: Transform 2d6: Uniform into any other outfit (Cosmetic) (10 Active Points); Limited Target (Very Limited; -1), IIF (-1/4) 1 3 Eufiber Uniform: Armor (2 PD / 2 ED) (6 Active Points); Only as long as it hold Endurance (Power loses about a third of its effectiveness; -1/2), IIF (-1/4) (added to Primary Value) 2 Eufiber Uniform: +6 END (3 Active Points); IIF (-1/4) (not added to totals) Perks 10 Money (Wealthy) 6 Contact:Project Utopia (11-), Organization Contact (+2) (6 Active Points) Skills 7 Acrobatics 18- 7 Breakfall 18- 3 Combat Driving 16- 3 Stealth 16- 1 Deduction 8- 2 PS: Heavy Metal Muscian 11- 2 KS: Business and finance 11- 7 Computer Programming 17- 2 Survival (Temperate/Subtropical) 15- 2 KS: Wardrobe and style 11- 5 Streetwise 13- 10 +2 with HTH Combat Total Powers & Skills Cost: 482 Total Cost: 642 400+ Disadvantages 5 Distinctive Features: Glowing eyes, large white mohawk, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 15 Hunted: Project Utopia, As Powerful, 14- (Very Frequently), Watching, Extensive Non-Combat Influence 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 10 Social Limitation: Public Idenity, Occasionally (8-), Major 202 Team Tomorrow Bonus Total Disadvantage Points: 642 Pretty much nothing is revealed about Chang. He is some sort of musician and sports a very punk look, but that's about it. His Canadian, from Toronto to be specific. He might be of Asian descent but his illustration doesn't bear that out. Powers/Tactics:Pretty straight forward as well. He can generate immense about of electrical power and uses it to fry his opponents. He can use his lightening to cook a target from the inside out if he desires and "glides" on electromagnetic energy at immense speeds. He also poosses a few speedster powers and is incredibly fast. Thanks again to the people at Quantummcontinum.com for their excellent Aberrant write up for this character. Appearance:Anthony Chang is tall broad shouldered man with a prominently muscular build. His glow a constant odd green and he maintains a stern expression when "on". Instead of the colorful Team Tomorrow uniform, Lightening shapes his Eufiber into a black short sleeved body suit with a spiked leather belt and metal studs runing along the legs. His most striking features is his hair. He maintains a huge stark white mohawk, easily a foot tall. A pair of spiked bracelets add to the punk look.
  9. Oh yeah definately. I see Psyche as working mostly as a sniper or even just staying out of the battle entirely and using her Mind scan to take out her targets from safety in Aberrant. At least that is how I would play her in Aberrant.
  10. To be be totally honest, its a bit of laziness since I'm not trying to conserve points on these write ups. Keep the feed back coming
  11. Alisson "Psyche" Pfaltzgraft Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 HTH damage 20 DEX 30 13- OCV: 7/DCV: 7 15 CON 10 12- 10 BODY 0 11- 25 INT 15 14- PER Roll 14- 12 EGO 4 11- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 30 COM 10 15- 3 PD 0 Total: 6 PD (3 rPD) 3 ED 0 Total: 6 ED (3 rED) 3 SPD 0 Phases: 4, 8, 12 6 REC 0 30 END 0 26 STUN 0 Total Characteristics Cost: 84 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END 137 Mental Assault: Ego Attack 5d6, Reduced Endurance (Half END; +1/4), Armor Piercing (+1/2), Does BODY (+1) (137 Active Points) 6 70 Domination: Mind Control 14d6, Telepathic (+1/4) (87 Active Points); Does Not Provide Mental Awareness (-1/4) 9 70 Telepathic Channeling: Mind Scan 14d6 7 19 Mental Defense (17 points total), Hardened (+1/4) (19 Active Points) 157 Telepathy: Telepathy 14d6, Reduced Endurance (Half END; +1/4), Invisible Power Effects (Fully Invisible; +1) (157 Active Points) 7 12 Catfooted: +3 with any Stealth Related skills (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1 5 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 8 Taint Resistant: +10 BODY (20 Active Points); Limited Power:Only to Resist Taint Transformation (Power loses about half of its effectiveness; -1), No Figured Characteristics (-1/2) (not added to totals) 20 Linguistic Genius: Universal Translator 14- 4 Seductive Looks: +3 with Seduction Skills (9 Active Points); Limited Power:One Particular Target that can see her (Power loses about a third of its effectiveness; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Visible:Her features subtly change to match the person's ideal image (-1/4) 1 6 Eufiber Uniform: Armor (3 PD / 3 ED) (9 Active Points); IIF (-1/4), Limited Power:Onyl while its holding Endurance (Power loses about a fourth of its effectiveness; -1/4) (added to Primary Value) 12 Instant Change: Transform 2d6: Uniform into any other outfit (Cosmetic), O endurance cost (+1/2) (15 Active Points); Limited Target (Slightly Limited; -1/4) 1 Martial Arts: MA NAME Maneuver OCV DCV Notes 4 Killing Strike -2 +0 HKA 0 1/2d6 4 Martial Strike +0 +2 STR +2d6 Strike 3 Martial Throw +0 +1 STR +v/5, Target Falls Perks 10 Money (Wealthy) 2 Deep Cover 18 Contact:Several within Project Proteus (13-) (Contact has: very useful Skills or resources), Organization Contact (+2) (18 Active Points) 12 Reputation:Member of Team Tomorrow (A large group, 14-) +4/+4d6 Skills 5 Acrobatics 14- 5 Breakfall 14- 3 Combat Driving 13- 1 Combat Piloting 8- 5 Stealth 14- 5 Deduction 15- 5 Criminology 15- 7 Bureaucratics 15- 3 Computer Programming 14- 1 Survival (Temperate/Subtropical Forests) 8- 7 Bribery 15- 7 High Society 15- 5 Conversation 14- 4 KS: Project Proteus (INT-based) 15- 4 KS: Project Proteus (INT-based) 15- 9 +3 with Handguns 6 +2 with Martial arts 4 WF: Common Melee Weapons, Small Arms 1 TF: Common Motorized Ground Vehicles, Small Planes Total Powers & Skills Cost: 660 Total Cost: 744 300+ Disadvantages 10 Distinctive Features: Extremely beautiful and covered with tattoos, Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 10 Social Limitation: "Public" Id, Frequently (11-), Minor 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 25 Hunted: Project Utopia, More Powerful, 14- (Very Frequently), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find Total Disadvantage Points: 744 Alisson "Psyche" Pfaltzgraft is one of rthe original members of Team Tomorrow, part of the original 1999 lineup. She is the child of wealthy parents and hails from Chicago Illinois. Very little else is revealed about her. Neither her eruption nor her background are detailed very much. There are strong hints that she is a plant by Project Proteus, the "black ops" department inside Utopia. Her powers do fit their operating style and her flamboyant nature and manner of dress do make for a good cover, but the truth is yet to be revealed. Powers/tactics:Psyche is pretty much a classic mentalist. She can read minds, alter memories and control her target's action from miles away by channeling her power telepathically. Psyche can mentally "short out" a person's nervous system, causing them extreme pain and even killing them.Her intelligence has been increased dramatically, particularly her linguistics centers allowing to speak and understand nearly any language moments after encountering it. Her eruption also increased her natural sex appeal to super human levels. She can alter her appearance to match a person ideal of beauty with just a few moments of concentration. She is naturally stealthy and trained in combat but in Nova level combat can't do much directly. I see her as mainly operating as a "sniper" mentally and undercover or from stealth. Appearance:A stunningly attractive women with blonde hair that falls past her shoulders, dark eyes and an athletic build. Psyche forgoes the usual colorful Team Tomorrow bodysuit. She prefers to shape her Eufiber into a black leather leotard complete with many straps and buckles that leaves her arms and legs bare. Her limbs are covered with intricate abstract tattoos. The leotard's low cut neckline shows that the tattoos continue across her shoulders and the tops of her breasts and likely adorn most of her body. A pair of leather boots and elbow length gloves complete the outfit. Notes:Psyche is shown flying in illustration but given the creative liberties some White wolf artists take I didn't consider that enough evidence to give her flight. This write up is partially inspired from the Aberrant stats given her on Quantumcontiuum.com.
  12. This is a power from Aberrant. What it basically allows you to do is absorp physical damage without harm and convert it into momentum. You go flying off when you're struck a distance equal to the amount of damage you would have taken. You can also bounce off object you hit to avoid damage and ricchochet around the battle field like Speedball. It has an Extra (Advantage) like Momentum Transfer (which makes whoever you hit go flying and you stop) I needed some suggestions for how to write this up in Hero.
  13. I couldn't really think of any other way to handle it. I figured that since I'm doing Taint as Transform it still has to beat your Body score. He has more Body, but some of it is only to resist Taint, its not "technically" a defence. Thats why I didn't do it as Power Defense. Its very questionable and even I would like questionably on it outside of the Aberrant setting.
  14. Yep, I plan writing them up too. One of them has Time Stop. Thats going to be fun to try.
  15. I thought about Damage Reduction ALLOT particular with that insane armor value, but I chickened out and went for a straight mechanics conversion. If I redo these at a later date, I likely will just go for damage reduction.
  16. Well, some of them anyway. First up, Caestus Pax. I felt so fanboyish converting him, but this is about how he works out... Caestus Pax Val Char Cost Roll Notes 75 STR 65 24- Lift 819.2tons; 15d6 HTH damage 40 DEX 90 17- OCV: 13/DCV: 13 45 CON 70 18- 14 BODY 8 12- 25 INT 15 14- PER Roll 14- 20 EGO 20 13- ECV: 7 30 PRE 20 15- PRE Attack: 6d6 15 COM 3 12- 15 PD 0 Total: 493 PD (493 rPD) 9 ED 0 Total: 127 ED (124 rED) 7 SPD 20 Phases: 2, 4, 6, 7, 9, 11, 12 24 REC 0 88 END -1 75 STUN 0 Total Characteristics Cost: 310 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END 50 Quantum Boosted Strength: +75 STR, Reduced Endurance (0 END; +1/2) (112 Active Points); No Figured Characteristics (-1/2), Limited Power:Only to calcuate lifting and throwing distances (Power loses about a third of its effectiveness; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (not added to totals) 65 Shockwave Attack: Energy Blast 15d6 (vs. PD), Personal Immunity (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2) (131 Active Points); Limited Power:No Range (Power loses about a third of its effectiveness; -1/2), Gestures (-1/4), Requires both hands (-1/4) 13 56 Irresistable Force Punch: Naked Modifier:Double Knockback on Strength, Double Knockback (2x KB; +3/4) (56 Active Points) 6 17 Rapid Atttack: Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2) 2 25 Fast Task: +5 Overall (50 Active Points); Limited Power:Only to offset penalties for Rushing (Power loses about half of its effectiveness; -1) 5 Ultra Perpherial Vision: Increased Arc Of Perception (240-Degree) (Sight Group) 15 High End EM Scan: N-Ray Perception (Discriminatory), Sense Affected As Another Sense (+0) 17 Quantum Awareness: Detect Quantum signatures (Sight group) A Class Of Things 16- (Analyze, Discriminatory), Sense Affected As Another Sense (+0) 6 Mega Perception: Enhanced Perception (+2 to PER Rolls for All Sense Groups) 8 Commanding Pre: +10 PRE (10 Active Points); Limited Power:Only to command (Power loses about a fourth of its effectiveness; -1/4) (not added to totals) 4 Compartmentlized Mind: Resistance: 10 points (10 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1 1/4), Character is totally unaware of nearby events (-1/4) 5 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 13 Durability: Damage Resistance (15 PD / 6 ED), Hardened (+1/4) (13 Active Points) 47 Adaptibility: Life Support (Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 400 Years, 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) 30 Immovable Ojbect: Knockback Resistance -15" 8 Taint Resistance: +10 BODY (20 Active Points); Limited Power:Only to resist Taint susceptibility (Power loses about half of its effectiveness; -1), No Figured Characteristics (-1/2) (not added to totals) 112 Kinetic Energy Augmented Blows: Killing Attack - Hand-To-Hand 5d6 (plus STR) (vs. PD), Reduced Endurance (0 END; +1/2) (112 Active Points) 25 Kinetic Discharge: Naked Modifier:Ranged Advantage on Kinetically Augmented Blows, Ranged (+1/2) (37 Active Points); OIF (-1/2) 4 255 "Fist of Peace" Attack: Killing Attack - Hand-To-Hand 4d6 (plus STR) (vs. PD), Reduced Endurance (Half END; +1/4), Armor Piercing (+1/2), Does BODY (+1), Attack Versus Limited Defense: Hardened Defenses (+1 1/2) (255 Active Points) 12 360 Kinetic Energy Manipulation: Flight 120", Reduced Endurance (Half END; +1/4), Usable Underwater (+1/4) (360 Active Points) 15 322 Kinetic Energy Sheild: Force Field (115 PD / 115 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (402 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (added to Primary Value) 675 Invulnerability to Kinetic Energy: Armor (360 PD / 0 ED), Hardened (+1/4) (675 Active Points) (added to Primary Value) 18 Supercharged Kinetic Blast: (Total: 50 Active Cost, 18 Real Cost) Kinetic Blast Supercharge (Adds to Energy Blasts) 10d6 (vs. PD) (50 Active Points); Side Effects:Cumulative Taint Transformation, Side Effect occurs automatically whenever Power is used (-1), Increased Endurance Cost (2x END; -1/2), Beam (-1/4) (Real Cost: 18) 10 75 Kinetic Energy Absorption: Absorption 15d6 (max. Absorbed Points: 90): Energy/Feeds Strength 12 Hyperflight: Flight 5", Megascale (1" = 1 km; +1/4) (12 Active Points) 1 5 Eufiber Uniform: Armor (3 PD / 3 ED) (9 Active Points); OIF (-1/2), Limited Power:Only as long as it "stores" Endurance (Power loses about a fourth of its effectiveness; -1/4) (added to Primary Value) 7 Eufiber Uniform: Transform 2d6: Clothing into any other clothing (Cosmetic), Improved Target Group (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); Limited Target:This suit only (Very Limited; -1), All Or Nothing (-1/2) 3 Eufiber uniform: +10 END (5 Active Points); OIF (-1/2) (not added to totals) 200 VPP, 100 base + 100 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (225 Active Points); Limited Class Of Powers Available:The creation and manipulation of Kinetic Energy (Slightly Limited; -1/4) 300 Kinetic Blasts: Multipower, 300-point reserve 22u 1) Kinetic Blast: Energy Blast 30d6 (vs. PD), Reduced Endurance (0 END; +1/2) (225 Active Points) 26u 2) Energy Blast 30d6 (vs. ED), Megascale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) (262 Active Points) Martial Arts: MA NAME Maneuver OCV DCV Notes 4 Martial Strike +0 +2 STR +2d6 Strike 5 Offensive Strike -2 +1 STR +4d6 Strike 4 Martial Block +2 +2 Block, Abort Perks 3 Anonymity 42 Contact:Project Utopia (18-) (Contact has: extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (+2) (42 Active Points) 5 Fringe Benefit (International Police Powers) 1 Reputation (A small to medium sized group, 8-) +1/+1d6 10 Money (Wealthy) Skills 7 Acrobatics 19- 7 Breakfall 19- 3 Combat Driving 17- 5 Bureaucratics 16- 3 Computer Programming 14- 3 Language: French: Completely Fluent, w/Accent 3 Language: German: Completely Fluent, w/Accent 3 Language: Spanish: Completely Fluent, w/Accent 3 Paramedics 14- 4 SS: Quantum Physics (INT-based) 15- 4 Survival (Temperate/Subtropical) 15- 3 Tactics 14- 5 Interrogation 16- 5 Streetwise 16- 5 High Society 16- 25 +5 with HTH Combat 6 +2 with Small Arms 12 +4 with Thrown Objects 9 +3 with Improvised Clubs 6 WF: Common Melee Weapons, Common Missile Weapons, Small Arms 1 TF: Common Motorized Ground Vehicles Total Powers & Skills Cost: 2985 Total Cost: 3294 500+ Disadvantages 5 Distinctive Features: Hairless, hugely muscled and "plastic" looking, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Distinctive Features: Crackles with blue white energy whenever he uses his powers, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 5 Hunted: The Teragen, Less Powerful, 8- (Occasionally), Harshly Punish 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 10 Social Limitation: World Famous, Frequently (11-), Minor 20 Rivalry: Divas Mal, Professional, Rival is Significantly More Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry 10 Hunted: The Directive, Less Powerful, 14- (Very Frequently), Watching, Extensive Non-Combat Influence 15 Psychological Limitation: Bravo, Common, Strong 10 Psychological Limitation: Hates being shown up in any fashion, Common, Moderate 15 Psychological Limitation: Obessed with his image, extremely vain, Common, Strong Total Disadvantage Points: 3294 Very little is revealed about the man known as Ceastus Pax (at least in the books I currently have). Rumours of possible origins somewhere in Kentucky and perhaps a military career is all that said. His real name is Shelby Esienfaust but its almost never used anymore. Ceastus Pax has been with Utopia since the beginning and made leader of its debut group "Team Tomorrow" in 1999. Since then has served as leader in combat and a bureacractic sense, becoming overall director when the team was split up into several divisions early the century. Pax's public persona is very much the heroic model. Bold, courageous and outspoken in his support of Utopian goals. He is brash, somewhat quick to anger and takes the physical approach to problem solving, but Utopian's spin doctors are always quick to paint even his most outrageous displays of violence (Such as when he used his "Fist of Peace" attack to knock a mercenary nova threw most of city block, in the best possible light. Personally, Pax is an arrogant blowhard. He's overbearing and a control freak that likes to micromanage the people under him. He has personal issues with a number of his team members stemming from his attitude and interference in their lives. The man is obsessed with his image and constantly consults PR reps and spin doctors to make sure his image isn't tarnished.He is well aware of the some of the awful things Utopia has done in its quest for to "better the world" and doesn't care as long he comes out looking good. He loves being the "hero" and the biggest Nova on the block and any one coming close to his power makes him seethe. That is the main reason he so hated Divis Mal and constantly challenged him until he finally got his much wanted showdown in 2008. In a perfect illustration of the saying "Be careful what you wish for" Pax was soundly effortlessly defeated outside of the Nova containment facility in Bahrain that day. Not only could he not defeat Divis Mal, he couldn't harm him, not even so much as muss his hair as the godlike Nova shut down Pax's powers one by one and rendered him unconsious then proceeded to blow the "prison" wide open and reveal many of Utopia's dirty little secrets contained therein. After Pax recovered, it become clear he'd learned nothing from his defeat and his desire to crush Mal only burned higher driving him to push his powers further setting him up for ever descending spiral of taint induced madness. Powers:Pax's considerable powers mainly revolve around the control of kinetic energy. He create devastating blast of pure force, augment his already impressive strength to incredible degree and created telekinetic like effects over a huge area. He is essentially invulnerable to most forms of physical attack and blindingly fast in battle. Pax tends to favor a brute force approach to battle and hasn't come up with many subtle uses for his powers as of yet. He has no qualms about killing but tries not to on camera. It looks bad. Appearance:Caestus Pax cuts quite an impressive figure. He's tall and well muscled with square jaw and fierce blue eyes set in a determined and handsome face. He's nearly always seen in his Team Tomorrow uniform, a form fitting Eufiber bodysuit. Its gold left, with a broad blue band running diagonally across the chest and the rest is white with gold gloves and boots. The Team Tomorrow logo is emblazoned on the right shoulder. Pax's incredible powers have come with a cost in Taint and manifests as brilliant blue white aura whenever when he uses his powers and the complete lack of any body hair, even eyebrows. People have said that Pax's looks plastic almost too perfect like he's a life sized action figure.
  17. I tried to reflect the deadliness of the setting by keeping defenses and body pretty low.
  18. Mal can litereally do anything. He has accuess to any power the GM sees fit when he sees fit. His typical schtick is creation and use of Plasma but he has gone far beyond that. His standard attack would be RKA, Continuous, AVLD, Does Body with enogh Range and Indirect to strike somene anywhere on the planet at will. Likely somewhere around 30d6 at least. He has accomplished such things interstellar teleportation, creating most of the superpowered beings on the planet and finally forming his own universe. His defenses are such the Pax was unable to even muss his hair in their "battle" and he could ignore strategic nuclear weapons.
  19. I'll probably be posting Ceastus Pax "The Fist of Peace" and some memebers of Team Tomorrow this weekend. They're considered high powered. So far Pax has a 50 Dexterity.
  20. Yikes The idea of a Beltaine running around on the lose... And thanks for the compliment. They are kind of rough. Not nearly as good as Michael Surbrook's write up.
  21. And the bowl full of Halloween flavored jell-o, Mammon.
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