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Powerhouse

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Everything posted by Powerhouse

  1. Re: The Silver Age - a new Guardians' campaign As someone working on a Silver Age team, thanks for the post: it's quite useful. As noted though, I wonder if you're being a little TOO specific. While guidelines and suggestions are great, I humbly suggest that you might be straight-jacketing the players a bit. Based on your suggestions, you would be disallowing some classic Silver Age heroes like Thor (unless you squeeze him into a brick/EBer), Martian Manhunter (again unless you do a flying brick/EBer but he's so much more), or Black Canary (martial artist but no themed weapons). Also, you're not allowing a mystic. I hope I'm not being critical but just seeking to make a suggestions. Good luck with the campaign.
  2. Re: Creating the Silver Age Team Notes on Archer's build: He's not quite as good as a more focused weapon master and missing some stuff (like skill penalty levels, find weakness, and better vision) because I wanted to make him more well rounded and useful to the team so that even without a bow he makes a positive contribution.
  3. Re: Creating the Silver Age Team I'll post more on the Archer's history and personality tommorow. Basically, he's someone who decided that in the post Golden Age world that heroes were needed once more and he patterned himself after the non powered crimefighters. About a week before he made his debut though, along comes Doctor Atomic who pretty much heralds/define the new generation of heroes for the Silver Age. As a result, the Archer is a bit bitter because he's not overshadowed by the more powerful and flashy supers although he still works with them. Indeed, he joined the Sentinels of Justice because he felt they were a good hearted group who made a positive difference (and no doubt under his guidance could be even better) although he chafes sometimes as just a normal man among gods. Also, although not obsessive about crime-fighting, he is rather dedicated and gets impatient with other team members who don't use their gifts sufficiently or seem less than motivated (like Glamour and Solaris). His roles are a few in the team: 1. To show that normal humans can be effective on a team of supers 2. Brings skills to the table that most of his comrades don't have 3. A bit of a Batman-type with his connection to the streets although he is effective both on a superteam that saves the world or solo in a more mudane setting. One last thing before posting: if you can come up with a cool name, I'd be REALLY grateful. Thanks! Archer Player: Val Char Cost 20 STR 10 26 DEX 48 23 CON 26 12 BODY 4 18 INT 8 14 EGO 8 20 PRE 10 14 COM 2 8/16 PD 4 6/14 ED 1 6 SPD 24 9 REC 0 46 END 0 34 STUN 0 6" RUN 0 2" SWIM 0 4" LEAP 0 Characteristics Cost: 145 Cost Power 31 Bow and Trick Arrows: Multipower, 63-point reserve, (63 Active Points); all slots OAF (-1) 2u 1) Concentrated Explosive: Energy Blast 12d6 (60 Active Points); 4 Charges (-1), OAF (-1) 2u 2) Weighted Arrow: Energy Blast 8d6, Penetrating (+1/2) (60 Active Points); OAF (-1), 4 Recoverable Charges (-1/2) 2u 3) Taser: Energy Blast 6d6, No Normal Defense (+1) (60 Active Points); 4 Charges (-1), OAF (-1) 2u 4) Razor Arrow: Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); OAF (-1), 4 Recoverable Charges (-1/2) 2u 5) Explosive Arrow: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1) 2u 6) Knockout Gas: Energy Blast 4d6, No Normal Defense (protection is LS: Self Contained Breathing; +1), Area Of Effect (4" Radius; +1) (60 Active Points); 4 Charges (-1), OAF (-1) 2u 7) Bolo Arrow: Entangle 5d6, 5 DEF, Entangle And Character Both Take Damage (+1/4) (62 Active Points); 4 Charges (-1), OAF (-1) 2u 8) Net Arrow: Entangle 3d6, 3 DEF, Area Of Effect (3" Radius; +1) (60 Active Points); 4 Charges (-1), OAF (-1) 2u 9) Flash Arrow: Sight and Hearing Groups Flash 11d6 (60 Active Points); 4 Charges (-1), OAF (-1) 2u 10) Smoke Arrow: Darkness to Sight Group 6" radius (60 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Turn each (-1/2) 2u 11) Extinguish Arrow: Dispel 7d6, all fire powers simultaneously (+2) (63 Active Points); 4 Charges (-1), OAF (-1) 1u 12) Swing Arrow: Swinging 20" (20 Active Points); OAF (-1), 4 Recoverable Charges (-1/2) 12 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) 3 Mask: Nightvision (5 Active Points); OIF (-1/2) 7 Mask: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Hearing also (-1/4) Powers Cost: 76 Cost Martial Arts Maneuver Comic Book Martial Arts 4 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 5 2) Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 4 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 4) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls 4 5) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 20 Cost Skill 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Combat Driving 14- 3 Criminology 13- 3 Deduction 13- 3 Demolitions 13- 3 Electronics 13- 3 Fast Draw: Bow and Arrow 14- 3 Inventor 13- 3 AK: New York City 13- 3 KS: New York Underworld 13- 3 Lockpicking 14- 3 Mechanics 13- 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 14- 3 Streetwise 13- 0 TF: Small Motorized Ground Vehicles 1 WF: Bows 2 Weaponsmith (Muscle-Powered Ranged) 13- 9 +3 with Bow and Arrows Multipower 10 +1 Overall Skills Cost: 76 Cost Perk 5 Money: Well Off 20 Vehicles & Bases Perks Cost: 25 Cost Talent 6 Combat Luck (3 PD/3 ED) 2 Lightning Reflexes: +2 DEX to act first with with bow and arrows Talents Cost: 8 Total Character Cost: 350 Pts. Disadvantage 20 Psychological Limitation: (Common, Total) 15 Psychological Limitation: Feels Obligated to Fight Crime and be a Hero (Common, Strong) 10 Psychological Limitation: Need to prove himself equal to powered superheroes (Common, Moderate) 15 Hunted: Legion of Evil 8- (Mo Pow, Harshly Punish) 15 Hunted: Rogues Gallery 11- (As Pow, Harshly Punish) 15 Hunted: Organized Crime 8- (As Pow, NCI, Harshly Punish) 5 Hunted: Police 8- (As Pow, NCI, Watching) 15 Disadvantage to be determined 15 Dependent NPC: Fiancee 8- (Normal; Unaware of character's adventuring career/Secret ID) 15 Social Limitation: Secret ID (Frequently, Major) 10 Unluck: 2d6 Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  4. Re: Campaign cliche: The demise of the Champions If you can find it, VOICE of Doom is an adventure that dealt with this although you might want to sub in Viper.
  5. Re: Anita Blake Vampire hunter Commenting on the write up: Looks good for a first draft. Bucking up speed to 4 is a good idea though given how deadly Anita tends to be (and Edward, who is an incredible killer, thinks she'd good). Let's see... commenting on her combat skills, while she's a pretty good fighter (including blades), she has a preference for guns she might be a +2 Combat levels and +1 with guns, +1 Combat skill levels and +2 with guns, etc. I do think that her martial arts list might be a little too extensive as well. Still, a very good first stab with lots of stuff that I would have missed. Hmm.. also, might want to beef her com up to at least 16. She's noted to be pretty attractive and it seems like everyone wants to sleep with her. Above 18 though probably isn't a good idea since she isn't drop dead gorgeous either.
  6. Re: Project 1000: Build a Legend/Megahero Posted in an earlier thread of mine (Under "Building the Silver Age Team): He's *only* statted out at 750 pts but really, it wouldn't be too hard to increase his powers through some higher STR and defenses, and beefing the MP to 100 pts or so. Add a few brick tricks (or break up his MP's into one that's atomic power and the other brick tricks) and viola!. Just think of Superman if he was atomic powered. Edit: this doesn't include a GREAT suggestion by someone to make the Duplication more elegant. Also, he loses some of his strength and MP when duplicated so basically he only splits when really useful. Doctor Atomic Player: Val Char Cost 75 STR 65 23 DEX 39 35 CON 50 17 BODY 14 23 INT 13 20 EGO 20 25 PRE 15 14 COM 2 35 PD 20 35 ED 28 5 SPD 17 22 REC 0 70 END 0 73 STUN 0 6" RUN 0 2" SWIM 0 15" LEAP 0 Characteristics Cost: 283 Cost Power 80 Atomic Powers: Multipower, 80-point reserve 8u 1) Atomic Blast: Energy Blast 16d6 (80 Active Points) 8u 2) Atomic Drain: Drain CON 5d6+1, Ranged (+1/2) (79 Active Points) 7u 3) Atomic Field: Drain CON 3 1/2d6, Area Of Effect (4" Radius; +1) (70 Active Points) 7u 4) Atomic Shield: Drain CON 2 1/2d6, Damage Shield (+1/2), Area Of Effect (One Hex; +1/2), Continuous (+1) (75 Active Points) 4u 5) Atomic Powered Punch: Energy Blast 8 1/2d6, Hole In The Middle (+1/4), Explosion (Cone; -1 DC/2"; +1/2) (75 Active Points); No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Only affects grounded targets; -1/4), Gestures (Must punch ground; -1/4) 5u 6) Induce Radioactivity: Major Transform 4d6, Improved Target Group (Any radioactive material; +1/4) (75 Active Points); Requires A Science Skill: Nuclear Physics Roll (-1/2) 3u 7) Transmutation: Major Transform 2 1/2d6, Improved Target Group (One element into another; +1) (80 Active Points); Extra Time (1 Minute, -1 1/2), Requires A Science Skill: Nuclear Physics Roll (-1/2) 3u 8) Atomic Powering: Succor END 16d6 (80 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to nuclear powered devices; -1 1/2) 50 Atomic Flight: Multipower, 50-point reserve 5u 1) Atomic Flight: Flight 25" (50 Active Points) 2u 2) Atomic Flight Overdrive: Flight 10", MegaScale (1" = 1 km; +1/4) (25 Active Points) 44 Atomic Fission: Duplication (creates 600-point form) (120 Active Points); Limited Power Can be used only once a day for a total of ten minutes (-1), Costs Endurance (Only Costs END to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Side Effects (Reduces Atomics Powers Multipower and STR by 15 active points; -1/4) 30 Atomic Hardened Skin: Damage Resistance (30 PD/30 ED) 17 Atomic Hardened Skin: PD and ED Hardened (17 Active Points) 30 Radiation Resistance: Energy Damage Reduction, Resistant, 75%, Limited Power Not against Argonite (+0) (60 Active Points); Limited Power Only against Radiation (-1) 22 Atomic Powered Physiology: Life Support (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 10 Radiation Resistance: Power Defense (20 points) (20 Active Points); Limited Power Only against radiation attacks (-1) 18 Radiation Sense: Detect Radiation 14- (No Sense Group), Discriminatory, Analyze, Range Powers Cost: 353 Cost Skill 3 Computer Programming 14- 3 Conversation 14- 3 Criminology 14- 3 Electronics 14- 3 KS: Superhuman World 14- 3 Oratory 14- 3 Paramedics 14- 3 Persuasion 14- 3 Tactics 14- 3 Teamwork 14- 3 Scientist 3 1) SS: Nuclear Physics 15- (4 Active Points) 2 2) SS: Physics 14- (3 Active Points) 2 3) SS: SubATomic Physics 14- (3 Active Points) 9 +3 punch, grab, or haymaker 12 +4 with Atomic Powers Skills Cost: 61 Cost Perk 12 Reputation: Popular Superhero (A large group) 14-, +4/+4d6 3 Well-Connected 25 25 pts spent on Contacts 5 Fringe Benefit: International Police Powers 5 Fringe Benefit: Membership: Sentinels of Justice Perks Cost: 50 Cost Talent 3 Lightning Calculator Talents Cost: 3 Total Character Cost: 750 Pts. Disadvantage 25 Susceptibility: Argonite, 3d6 damage per Phase (Uncommon) 20 Psychological Limitation: Code vs Killing (Common, Total) 20 Psychological Limitation: Code of the Hero (Very Common, Strong) 10 Psychological Limitation: Tries to outthink normal opponents rather than hurt them (Common, Moderate) 15 Hunted: The Mad Doctor Murdock 8- (As Pow, NCI, Harshly Punish) 10 Hunted: Nuclear Nightmare 8- (As Pow, Harshly Punish) 10 Hunted: Rogue's Gallery 8- (As Pow, Harshly Punish) 10 Dependent NPC: Scientist Girlfriend 11- (Normal; Useful Noncombat Position or Skills) 15 Social Limitation: Secret ID (Frequently, Major) 15 Reputation: Heroic Superhero who will help anyone, 14- Disadvantage Points: 150 Base Points: 200 Experience Required: 400 Total Experience Available: 400 Experience Unspent: 0
  7. Re: Project 1000: Build a Legend/Megahero ady Silver Player: Val Char Cost 15 STR 5 23 DEX 39 23 CON 26 11 BODY 2 23 INT 13 28 EGO 36 25 PRE 15 24 COM 7 8/17 PD 5 8/17 ED 3 6 SPD 27 10 REC 4 54 END 4 38 STUN 7 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 193 Cost Power 250 Sorcery: Variable Power Pool (Magic Pool), 100 base + 150 control cost, Cosmic (+2) 27 Appeal: Aid 5d6, any magic spell one at a time (+1/4) (62 Active Points); Self Only (-1/2), Incantations (-1/4), Must be in higher power's interest (-1/4), Gestures (-1/4) 65 Defensive Spells: Multipower, 65-point reserve 6u 1) Shield of Protection (General Wards): Force Field (15 PD/15 ED/10 Mental Defense/10 Power Defense), Reduced Endurance (1/2 END; +1/4) (62 Active Points) 6u 2) Shield of Protection (Physical Ward): Force Field (25 PD/25 ED), Reduced Endurance (1/2 END; +1/4) (62 Active Points) 6u 3) Shield of Protection (Mystic Wards): Force Field (17 ED/17 Mental Defense/16 Power Defense), Reduced Endurance (1/2 END; +1/4) (62 Active Points) 6u 4) Shield of Protection (Passive Warding): Force Field (9 PD/9 ED/8 Power Defense), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (65 Active Points) 6u 5) Physical Barrier: Force Wall (13 PD/13 ED) (65 Active Points) 6u 6) Mystic Barrier: Force Wall (9 ED/9 Mental Defense/8 Power Defense) (65 Active Points) 10 Teleportation: Floating Fixed Location (2 Locations) 14 Iron Will: Mental Defense (20 points total) 5 Iron Will: Damage Resistance (10 Mental Def.) 5 Iron Will: +10 PRE (10 Active Points); Limited Power Only to defend against Presence attacks (-1) 7 Mystic Warding: Power Defense (10 points) (10 Active Points); Only Works Against Magic Limited Type of Attack (-1/2) 5 Life Support (Longevity: Immortal), Limited Power Only as long as Archmage (+0) 62 Astral Form: Duplication (creates 1065-point form), Altered Duplicates (25%; +1/4) (266 Active Points); Original Character is helpless and incapacitated while duplicate exists (-1), Feedback (All Duplicates Take Damage When Struck; -1), Both Characters die if they do not recombine within 24 hours (-1/2), Extra Time (Extra Phase, Only to Activate, Character must concentrate to leave fleshy prison; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 8 Spell of Concealment: Cosmetic Transform 2d6 (costume to any type of clothing), Improved Target Group (+1/4) (12 Active Points); Limited Target ([Limited]; -1/2) 22 Mage Sense: Detect Magic 14- (Unusual Group), Discriminatory, Analyze, Range, Sense 10 Astral Awareness: Dimensional (Astral Plane) for Sight and Hearing Groups (10 Active Points) Artifacts and Magic Items 32 The Star of Urizen: (Artifact from The Mystic World) 24 Mystic Cloak: Flight 12", Reduced Endurance (0 END; +1/2) (36 Active Points); OIF (Mystic Cloak; -1/2) Powers Cost: 582 Cost Martial Arts Maneuver Kung fu 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Punch/Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm 4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs 3 5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls Martial Arts Cost: 19 Cost Skill 5 Analyze: Magic 15- 3 Breakfall 14- 3 Conversation 14- 3 High Society 14- 2 Language: Sanskrit (fluent conversation) 2 Language: Latin (fluent conversation) 3 Navigation (Astral, Dimensional) 14- 3 Oratory 14- 3 Paramedics 14- 3 Persuasion 14- 3 Scholar 2 1) KS: Ancient Lore (3 Active Points) 14- 1 2) KS: Demonology (2 Active Points) 11- 2 3) KS: Magic Styles (3 Active Points) 14- 3 4) KS: Mystic World (4 Active Points) 15- 1 5) KS: Mythology (2 Active Points) 11- 3 6) KS: Occult Lore (4 Active Points) 15- 5 Spell Research 15- 3 Tactics 14- 3 Traveler 1 1) AK: Astral Plane (2 Active Points) 11- 1 2) AK: Mystic Places (2 Active Points) 11- 1 3) AK: Outer Planes (2 Active Points) 11- 3 Teamwork 14- 20 +2 Overall 9 +3 with Sorcery Skills Cost: 91 Cost Perk 70 Base (350 active points) 3 Well-Connected 20 20 pts spent on Contacts and Favors 3 Access: the Brialic Planes 5 Money: Well Off 1 Fringe Benefit: Library of Babylon Borrower's Card 9 Reputation: Well regarded and compassionate hero (world-wide) 14-, +3/+3d6 Perks Cost: 111 Cost Talent 40 Universal Translator 14-, Usable Simultaneously (up to 8 people at once; +1) (40 Active Points) 27 Danger Sense (planetary scale only, any danger, Function as a sense) 14- 2 Lightning Reflexes: +2 DEX to act first with All Actions (3 Active Points); Only with magic (-1/2) Talents Cost: 69 Total Character Cost: 1065 Pts. Disadvantage 20 Psychological Limitation: Code Against Killing (Common, Total) 20 Psychological Limitation: Compassionate (Very Common, Strong) 10 Psychological Limitation: Sworn to protect Earth against evil magic (Uncommon, Strong) 15 Hunted: DEMON 8- (As Pow, NCI, Harshly Punish) 15 Hunted: Sylvestri Clan 8- (As Pow, NCI, Harshly Punish) 15 Hunted : Circle of the Scarlet Moon 8- (As Pow, NCI, Harshly Punish) 5 Hunted: Skarn the Shaper 8- (Mo Pow, Limited Geographical Area, Mildly Punish - wants to marry Lady Silver) 15 Social Limitation: Secret Identity Frequently (11-), Major 10 Reputation: Novice Arch Mage, 14- (Known Only To A Small Group) 10 Distinctive Features: (Not Concealable; Always Noticed; Detectable Only By Unusual Senses) 15 DNPC's to be determined Disadvantage Points: 150 Base Points: 200 Experience Required: 715 Total Experience Available: 715 Experience Unspent: 0
  8. Re: Project 1000: Build a Legend/Megahero I wrote up one of my characters as Arch Mage one time. I'll post her background but it's only for the 350 pt version. Her character sheet as ArchMage weighs in at about 1050 pts. She doesn't have much of an Achilles heel except that she's still pretty human once you get past the magic and her compassionate/stubborn nature can get her into trouble. Before she became Arch Mage, she was the team leader of the Silver Knights who are the JLA/Avengers of my world. That's where she gets some of her leadership skills from. Identity: Amanda Worthington Occupation: Heiress and Philanthropist Height: 5’5” Weight: 120 lbs Hair: Blonde Eyes: Blue Ethnicity: Caucasian History: "You can't go Amanda!" She turned to Faraji and again she questioned her decision. The dark-skinned youth was so handsome, with eyes as kind as his heart. "I have to go. While we stay sequestered from the world, its people suffer every day. I can't ignore that suffering any longer." "Their plight is of their own making." He took her hands in his firmly. "They cast us aside centuries ago, called us agents of demons and witches." "But they are my people." "So are we Amanda. Even if your blood is part human, your soul is wholly Shangri-la. The people of this modern world will not welcome you." He squeezed her hands fondly. "But we, I, do. Please stay Amanda, I love-" She turned away, the better to hide her tears. "Don't say it Faraji. You're just making this harder." "Do you think I would make this easy? Stay here and take the vow of fidelity. Together we can lead our people as your father." She turned back. "Lead them where? We are a people in stasis, existing with our magic but not living or growing in this little world that we created. I can't stay in paradise if it means I must consign others to torment." Holding back the sobs that would have wracked her voice, she said, "if I can find a way back to you, I promise I will come back!" Then Amanda leapt into the swirling portal. An agonized scream from the man she loved followed her. As the dimensional vortex whipped about her, Amanda remembered. Her mother, Cynthia Worthington, had come from a family of wealth and privilege. Along with the families Rockefeller, Carnige, and Vanderbilt, the Worthingtons is a family of wealth and privilege that was founded through a near stranglehold on a certain industry. In the case of the Worthingtons, this industry is pharmaceutical. Disgusted by the evil promulgated by her family, the youngest daughter, Cynthia founded Justice International: a philanthropist group that traveled the world to alleviate suffering and better the lives of all people. Not content to merely fund the group, she journeyed across the globe. During a humanitarian mission in Tibet, her group was assaulted by an army patrol of the People's Republic of China that was engaged in pacifying resistance in the disputed province. In the slaughter, Cynthia managed to flee into the mountains only to be caught in a vicious snowstorm. Half dead, she and crawled through the snow in an attempt to reach shelter. Just as she was about to give up, a light shone and a valley of sun and life appeared. With her last reserves of strength, she entered this strange world. By fate or luck, Cynthia had stumbled upon a valley that had been severed from the rest of Earth's dimension. There lived a group of mystics who had sequestered themselves from a world that had grown to either fear or disbelieve them. In this pocket dimension that they created, the wizards sought refuge. The leader of the small enclave called Shangri-la, a sorcerer of no small power, took pity on the woman and opened the barrier. Over time, the magician cared for the woman and nursed her back to health. They would also fall in love and marry. The past tragedies had caused Cynthia to lose taste for heroic ideals and she would be content to remain in the small dimension with her husband. Not so was the daughter of the union. As the years passed in the secluded valley the child, named, Amanda grew up powerful with a gift for the magical arts the equal to any of her teachers. Equally strong was her compassion and the girl would steal glances of the world beyond through the scrying glasses. The stories her mother told her, tales of deprivation and intolerance, served only to fuel a desire in Amanda to leave the shelter of her home. When she reached the age of twenty, her studies into forbidden scrolls revealed a terrible secret: by leaving earth, the mystics had taken with them much of the white magic of the world. In their wake, dark and terrible powers were growing in strength and threatening the mortal realm. Passionately Amanda argued for a return to the world but the others refused, embittered by their treatment by the ignorant and intolerant. Most vocal of all was Faraji, a descendant of several African shaman as well as her fiancée. Of all the arguments that he wielded, perhaps the most potent was that the stars had aligned such that the mystic portals into Shangri-la no longer functioned. Should she enter the modern world, she could never return home. The other choice, to hide in safety and allow evil to flourish, was never an option. The memories followed Amanda as she swirling colors faded away and she found herself in a bewildering world indeed, filled with technologies and wonders that her mother had scarcely prepared her for. It was also a world rife with greed and callousness. She needed to look no further than the Worthington holdings. Over two decades her uncle, Percy Worthington, had taken over the business and increased its profits by tampering with research and the selling of lesser quality drugs. Asserting her claim to the family fortune, and proving her identity through genetic testing, Amanda succeeded in obtaining a small but far from controlling, interest in Worthington Pharmaceuticals. Since that day, she has been involved in a battle to end the consortium's corruption. A place in the world secured, Amanda has begun to attempt, as her mother had, to reshape the world into a better place. She has put much of her money into restarting Justice International and is well known for raising monies for various charities. Equal time is also spent defending earth against magical threats. Her name comes from two sources. Initial news reports dubbed Amanda the Silver Lady. Among magic circles, her power grants her a certain amount of respect and the silver connotes her position as a defender of white magic. Personality: Amanda is a young but driven woman with a powerful sense of compassion and adherence to duty. She sees a world that could be better and seeks to remake it so that others will not suffer. Her charity work both with Justice International and the Guardians is extensive. Though she will excuse herself from more overtly political movements, Amanda actively pursues agendas for active social change. Her commitment to defending the world from threats both mundane and mystic is just as strong though Lady Silver would prefer to simply focus on charitable works and social progress. Unfortunately, the dangers are both prevalent and enduring and so she acts as she must. Despite her focus, Amanda is quite charming and warm, with a friendly manner and kind words that many find easy to open up to. These qualities combined with her beauty ensure that she is never without a potential suitor though whether she will return the affection and interest is another thing, particularly in light of her love in Shangri-la. One flaw is that Lady Silver can be too driven and at times blinded to the reality of the situation when she attempts to remedy. Also, although Amanda is normally the first to seek compromise, she will also stubbornly hold onto her principles even in the face of common sense. Quote: "There is no darkness so great that a single light can not pierce." Powers: Even from a young age, Lady Silver showed a strong talent for magic. Upon ascension to the office of Archmage, her power has increased considerably. Within certain limits (the offensive nature of the office seems to limit healing powers for example), she can achieve a host of effects bymanipulating the magical energies of both her own soul and the world around her. Spells that she has used in the past include bolts of force, illusions, the conjuration of sleeping mists, mystic chains, light, and protective shields, as well as the ability to dispel the magics of others. Far rarer are spells that change either her form or others drastically (no growth, shrinking, or DI) but whether she is incapable of such feats or choses to not use them are not known. In battle, Lady Silver tailors her spells to bring down her enemies quickly and with minimal force. She prefers entangles and mental attacks but has been known to use more powerful magics as needed, especially against demonic foes. She also likes to use illusions to trick her opponents into beating themselves. Description: Enchantra is stunningly beautiful, with waist long blonde hair and a slim figure. When not in costume, she uses a glamour to play down her looks so that she is still attractive but not overly so. In addition, the glamour makes her hair appear to be only shoulder length. Her costume is pure white with a tunic and skirt of modest length. Affixed to her tunic by two silver broaches is a cloak that covers her shoulders and back. A simple tiara of silver with a diamond encircles her forehead. Notes on NPC's: F.I.S.T. (Fascism International through Strife and Terrorism): terrorist group bent on world domination. In addition to more public displays, they work covertly to perpetuate war among countries to weaken them and create opportunities. Resources include agents, powered armor (with distinctive forearm vibroblades), and a super-powered cadre called the Claw. Dark Cabal: shadowy cult with unknown influence (at least one federal Senator was found to have ties to the group). Its members worship a dark deity and have access to powerful magics. Lord Malfice: apprentice to Baron Bane who alternates between wanting to kill Lady Silver and make her his dark bride. Schooled in necromancy, his main powers are summoning undead and inflicting grave and unnatural wounds that are difficult to heal. Baron Bane: aka the "Bone Baron" is a very powerful lich with over a century of experience. Although skilled in general magic, his specialty is necromancy of great power. Percy Worthington: an uncle in his early 60's who runs Worthington Pharmaceuticals. He actively seeks to remove Amanda from the corporation through any means necessary. Amanda suspects that a recent near-fatal attack (a very competent mugger who happened to have a CIA background) was arranged by Percy. The man "committed suicide" in his cell before evidence could be found. Despite this, she seeks to have a relationship with her uncle and "save" him from his own dark heart. She has even saved his life on two separate occasions (once as Lady Silver, the other as Amanda) when other enemies tried to kill him. Despite this, Percy sees the woman as nothing less than an insect to be eliminated.
  9. Re: Essential Champions Books? My first question is what type of campaign are you going to run? If it's Dark Champions, I'll suggest one series of books. If it's DC:TAS, then another. If it's more standard, then yet another. If you are going for standard superheroes, then: 1. Champions Sourcebook: simply because it is a great primer for the genre in general. It's the lighter version of Dark Champions if you will. 2. Conquerors, Killers, and Crooks: tons of enemies for just about any ocassion. Feel free to change them in powers, looks, or attitudes to fit though. 3. Millennium City: the Metropolis of the Champions Universe Good secondary purchases would be: Champions Universe (a look at the history and general setting of the Champions' Earth), Villany Amok (with tons of scenarios), and the UNTIL power guides because they can spark creativity and help with power builds. For the Dark Champs stuff, I'm not as well informed. Hudson City is the setting for DC but it's probably too dark for a DC:TAS so be prepared to change stuff around. The villain book is Predators but again, might be too dark for DC:TAS. You might want to get both Predators and CK&C from above to mix and match to get the proper tone. Other books: Normals Unbound from the 4th edition series will help you fill out your city. Speaking of cities, the San Angelo books have a very detailed setting that has a real feel to it if you don't want to go quite so high tech. Although set on the West Coast, the lively feel would work great.
  10. Re: Creating the Silver Age Team To Casualplayer: First of all, thank you very much for your response and kind words. I love the power level and design philosophy that you are working under. I think that the hole in your team that you are craving to be filled is the Batman/Captain America slot. Funny you should say that. I was working on the Silver Archer (although I'll probably change the name since I tend to overuse the color silver) and started giving him a ton of skills only to realize that I was filling out my "Batman" slot even though I didn't intend to do that. With him, I'll be putting in a very human character who is hanging in there with the supers and showing them that "norms" can make a difference. He's going to have a lot of useful skills for those problems that you can power blast though. Do any of these touch on the Batman/Captain America slot or are you looking at something else? You could also maybe use a Beast to lighten things up. Hmm... good idea. Right now I have: 1. Doctor Atomic who is kinda geeky but trying hard to be the superman of his world 2. Minerva: also kinda geeky in her normal ID but significantly more confident, even majestic, in her hero ID and rather serious 3. Glamour: more lighthearted and playful... she helps lighten the mood but someone to play off of would be nice. She'd have some nice zingers but not to the extent of a Beast or Spiderman 4. Solaris: cocky to the extreme and a showoff but lacking the sense of humor to lighten the mood. If anything, he's kinda annoying and sometimes a source of friction in the team. 5. Silver Archer: although not Batman serious, he is probably the most dedicated to crimefighting and loses his patience with those that he thinks lack commitment (Glamour and Solaris). After I write up the Archer, I'll probably write up Hornet next who has some elements of Spiderman: a jestful personality would not be out of order. Glamour seems out of character for the Silver Age, but still a good character for a 70's era game (The Disco Age? The Goldchains Age?) People have said that before. May I ask what in particular is out of place? I am probably going to change her origin a bit so that it's less tramautic and also age her up a bit. Still though, on the surface she'd seem a bit flighty and concerned with how she looks so that she's not taken as seriously. I like the idea of the mystic slot being filled by her and I think she'd a decent fit but of course I am ALWAYS looking for suggestions. Again, thanks. BTW, I hate doing this to my team but I think that, except for the alien, they're going to be rather... white. Does that seem appropriate? The Avengers and JLA pretty much looked like the Aryan Nation untill making stories about them in the 70's when they tried to recruit black members (and we all remember when Black Lightning, an educated man with a Masters in teaching, told them "I don't wanna join you jive turkeys!).
  11. Re: Creating the Silver Age Team Oddhat had a great idea for using Variable Advantages on Flight which let me eliminate one of Solaris' EC slots but still pretty much get what I wanted. Here is an updated version where some of the points were spent on skills but also I beefed up the EC and MP: Solaris Player: Val Char Cost 15 STR 5 23 DEX 39 23 CON 26 11 BODY 2 13 INT 3 13 EGO 6 20 PRE 10 16 COM 3 6/23 PD 3 6/23 ED 1 5 SPD 17 8 REC 0 50 END 2 32 STUN 1 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 118 Cost Power 60 Solar and Gravity Powers: Multipower, 60-point reserve 6u 1) Solar Blast: Energy Blast 12d6 (60 Active Points) 6u 2) Solar Flash: Sight Group Flash 6d6, Area Of Effect (3" Radius; +1) (60 Active Points) 6u 3) Too Heavy to Move: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points) 5u 4) Too Heavy for Everyone to Move: Entangle 2d6, 2 DEF, Takes No Damage From Attacks All Attacks (+1/2), Area Of Effect (3" Radius; +1) (50 Active Points) 6u 5) Gravity Manipulation: Telekinesis (40 STR) (60 Active Points) 6u 6) Gravity Manipulation: Force Wall (12 PD/12 ED) (60 Active Points) 4u 7) White Dwarf Punch: Hand-To-Hand Attack +8d6, Penetrating (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) 21 Gravity Manipulation: Elemental Control, 42-point powers 21 1) Flight 14", Variable Advantage (+1/4 Advantages; +1/2) (42 Active Points) 21 2) Force Field (17 PD/17 ED), Reduced Endurance (1/2 END; +1/4) (42 Active Points) 13 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Linked (Force Field; -1/2) 7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 10 Lucky SOB: Luck 2d6 Powers Cost: 192 Cost Skill 5 Combat Piloting 15- 2 Gambling (Card Games) 12- 2 KS: US Airforce Procedures 11- 3 Mechanics 12- 3 Navigation (Air, Space) 12- 3 Seduction 13- 2 Survival (Tropical) 12- 1 Tactics 8- 5 TF: Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes 2 WF: Small Arms 8 +1 with All Combat Skills Cost: 36 Cost Perk 4 Fringe Benefit: Airforce Captain Perks Cost: 4 Total Character Cost: 350 Pts. Disadvantage 15 Vulnerability: 1 1/2 x STUN Physics Killing attacks (Very Common) 15 Vulnerability: 1 1/2 x BODY Physical Killing Attacks (Very Common) 20 Psychological Limitation: Overconfident (Very Common, Strong) 15 Psychological Limitation: Showoff (Very Common, Moderate) 15 Psychological Limitation: Protect Innocents (Very Common, Moderate) 15 Social Limitation: Secret ID (Frequently, Major) 15 Dependent NPC: Girlfriend of the week 8- (Normal; Unaware of character's adventuring career/Secret ID) 15 Hunted: Legion of Evil 8- (Mo Pow, Harshly Punish) 25 25 pts of Hunted Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  12. Re: Anita Blake Vampire hunter Yeah, great series in the beginning: I read "Guilty Pleasures" in one night. Initially she's easy to build with moderate characteristics, some weapons (silver knives, pistol), investigation skills, and a few select powers: 1. Detect age of vampire 2. Raise the dead (it could be a simple summon although she only uses them once to attack since that's an automatic death sentence if caught. Usually the raising is used to answer questions) 3. Some type of resistance to vampiric powers and infection. Since then, she'd gained a vampire servant and a ton of magic powers that become a little tougher to stat out. She also gained the disadvantage: Distinctive Features: everyone wants to have sex with her.
  13. Re: Creating the Silver Age Team And some background although it's more perfunctory and not intended to be great writing: Background: Matt Thompson was always known as a man without fear. Whether taking any dare as a boy, playing quarterback as the smallest man on the field, or becoming a fighter pilot, nothing seemed to disturb his demeanor. These nerves of steel lead him to great success as a daring pilot but also got him into trouble until a court martial seemed inevitable. Ultimately, Matt met his match: a petite but fiery redhead who wasn't easily impressed or intimidated. The two fell in love, married, and soon had a family. As his time in the Airforce approached its end, the couple contemplated a quieter life where the most dangerous thing that Matt would face was the possibility of being late for a future job as an airline pilot. And then his world turned upside down. Coming back from his final mission over the tracer seared skies of Vietnam, Matt was met by his superior officer and the chaplain. His family had been killed in a car accident. He underwent the counseling and seemed to the world to be fine but he shifted from the safety of a commercial airline to the world of test piloting where life and death is often separated by a razor's edge. No matter how dangerous the test or advanced the craft, Matt always pushed the plane to its limit to glean information for the engineers He would even, when the plan got away from him, do all in his power to salvage the flight and land safely. Only at the very last second would he eject to safety. His reputation as fearless grew. His time away from the job had its own thrills as he raced his sports car too fast, gambled, drank, and chased any beautiful woman who caught his eye. His antics should have gotten in his trouble but his skills and easy charm kept him safe. Eventually, Matt received an invitation to join NASA to assist in the testing of the Ares I: a craft that might be able to reach the surface of Mars in only a month. Powered by nuclear reactor drive that was fueled by a new isotope, the ship was beyond cutting edge and highly dangerous. There were even concerns that the experimental radiation shielding would be insufficient to protect the pilot. Matt's response was: "When do I start?" The answer would be six months later as Ares I rocketed towards Earth's red neighbor. Within an hour, the drive leaked and showered Matt with intense and exotic energies. The mission was promptly aborted and the craft was turned around but power was lost shortly afterwards. It now became a race to see what would kill Matt first: the radiation, burning up in the atmosphere, or the cold vacuum of space as his life support failed. Throughout the experience, the pilot felt no fear but instead a relief. It would be over soon. Just before he passed out, a warmth caressed Matt: the craft beginning to burn up he supposed before his vision went black. Rather than die, he woke up in a hospital with contusions and pain but no serious wounds. Plucked from the ocean, Matt had cheated death once more and gotten away relatively unscathed… but not unchanged. As he learns to deal with his powers, the newly named Solaris does not feel the strange eyes that now watched him with great intent. Personality/Motivation: early in his superheroic career, Solaris is rather intoxicated with his powers and tend to use them in tactically unsound ways despite his military background. Rather than end a fight quickly, he will taunt his opponents and show off, convinced that there is little that can hurt him. His confidence extends beyond the costume and he takes many chances whether it's a flight or a beautiful woman. Indeed, he is particularly enamored by the fairer sex and has on more than one occasion paused in a fight to ask a lady out to dinner. Even a supervillainess might find herself propositioned. Despite his flaws, Solaris is a brave man and dedicated, albeit flashy, hero. He will not hesitate to stand up for those who cannot do so themselves and he will risk his life to protect the innocent or stop the guilty. Indeed, this disregard for his safety leave some to question if he has any regard for his own welfare… Powers/Tactics: Solaris has the impressive ability to generate solar energy and gravity as if he were a miniature sun. His current powers include solar blasts, increasing gravity to the point where it can pin down an opponent, fly, protect himself with a gravity shield that deflects attacks, or even increase the force of gravity on his fist to maximize his punching power. His powers have also left him vulnerable to attacks that pierce or cut his skin although he doesn't know why. In combat, Solaris will power up his force field and open up with an attack that he thinks will awe his opponent or impress onlookers. He also likes to spend time taunting his enemies or dragging out combat to make it more fun. Appearance: His costume is a mostly black affair with white scattered about to mimic a stars across the velvet void of space. His mask is a full one that covers his face but he's quick to remind women that they might get a better look if they agree to dinner. Mat is about 5'10" with an athletic build, longish brown hair that always seems tousled and a devilish smile that adorns striking features. Notes: the public ID might go and Solaris might be a more traditional hero with Secret ID and not subject to the military. Then again the hotshot pilot forced back into military life is fun. We'll see. Also, it should be clear that there is something more to his powers than a radiation bath. In reality, he was contacted by a being (I'm being vague since I'm not sure yet) who noted that Matt was brave in the face of death but could he be brave enough to truly live? Could be abandon the self-destructive ways he adopted after the death of his family and stop seeking to die but instead chose to live and embrace a higher purpose? This will be remembered over story arcs as Solaris, hopefully, learns to mourn his lost family and create a life for himself.
  14. Re: Creating the Silver Age Team The thread that will not die! Below is yet another first draft of a Sentinel. I'm trying to capture the feel of Green Lantern but also the cosmically powered hero that evokes the comic book stories set in space (like Silver Surfer or Rom). Also, you have the test pilot/astronaut and exposure to strange radiation: all staples of the Silver Age. That said, I'm not happy with the build. I think that he's too power heavy and should have more skills but then again, I suppose that with experience points, the writer can put in skills that Solaris learned but didn't have cause to use until that issue. I might decrease his powers a bit but not sure from where since I like him to have alot of options given how flexible the special effect (solar energy/gravity manipulation) is. Also, he's not cosmic enough (ie no FTL, Cosmic Awareness, etc) although that could come as he grows into his powers. The first stories he's just learning his powers and then as time goes on and his role is more clear, he can graduate so to speak. Solaris Player: Val Char Cost 15 STR 5 23 DEX 39 23 CON 26 11 BODY 2 13 INT 3 13 EGO 6 20 PRE 10 16 COM 3 6/22 PD 3 6/22 ED 1 5 SPD 17 8 REC 0 50 END 2 32 STUN 1 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 118 Cost Power 60 Solar and Gravity Powers: Multipower, 60-point reserve 6u 1) Solar Blast: Energy Blast 12d6 (60 Active Points) 6u 2) Solar Flash: Sight Group Flash 6d6, Area Of Effect (3" Radius; +1) (60 Active Points) 6u 3) Too Heavy to Move: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points) 6u 4) Gravity Manipulation: Telekinesis (40 STR) (60 Active Points) 6u 5) Gravity Manipulation: Force Wall (12 PD/12 ED) (60 Active Points) 4u 6) White Dwarf Punch: Hand-To-Hand Attack +8d6, Penetrating (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) 20 Gravity Manipulation: Elemental Control, 40-point powers 20 1) Flight 20" (40 Active Points) 20 2) Flight 11", MegaScale (1" = 10 km; +1/2), Can Be Scaled Down: 1" = 1km (+1/4) (38 Active Points) 20 3) Force Field (16 PD/16 ED), Reduced Endurance (1/2 END; +1/4) (40 Active Points) 13 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Linked (Force Field; -1/2) 7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 5 Lucky SOB: Luck 1d6 Powers Cost: 199 Cost Skill 5 Combat Piloting 15- 2 KS: US Airforce Procedures 11- 3 Navigation (Air, Space) 12- 3 Seduction 13- 1 Tactics 8- 5 TF: Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes 2 WF: Small Arms 8 +1 with All Combat Skills Cost: 29 Cost Perk 4 Fringe Benefit: Airforce Captain Perks Cost: 4 Total Character Cost: 350 Pts. Disadvantage 15 Vulnerability: 1 1/2 x STUN Physics Killing attacks (Very Common) 15 Vulnerability: 1 1/2 x BODY Physical Killing Attacks (Very Common) 20 Psychological Limitation: Overconfident (Very Common, Strong) 15 Psychological Limitation: Showoff (Very Common, Moderate) 15 Psychological Limitation: Protect Innocents (Very Common, Moderate) 15 Social Limitation: Secret ID (Frequently, Major) 15 Dependent NPC: Girlfriend of the week 8- (Normal; Unaware of character's adventuring career/Secret ID) 15 Hunted: Legion of Evil 8- (Mo Pow, Harshly Punish) 25 25 pts of Hunted Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  15. Re: Character: Nina Corovic (Galactic Champions As others have noted, it's a nice build and concept with a great classic feel (the hero who suffers loss in their transformation yet decides to serve the cause of right). Also, the connections to some GC villians works very well. I'd definitely like her in a GC campaign.
  16. Re: Death of Heroes Just focusing on one of my characters: Lady Silver. Her death would be a big deal since she's the leader of the world's foremost team of heroes, the Silver Knights. She's also one of the world's most popular and noble heroes and her untimely death would be just a notch below the Kennedy assassination in terms of "where were you when Lady Silver died." I actually got that idea from the Silver Age Sentinels where one of its characters (I want to say Starlight) was killed and it was on par with Kennedy or Martin Luther King Jr's deaths in terms of shock and impact. Lady Silver's isn't quite as eventful but she is beloved enough to have quite the impact. The funeral would most likely be televised and properly have some VIP's there, including possibly the VP (I don't think that she'd rate the President but who knows?). The coverage would also include the requisite histories and retrospectives in addition to people on the street saying what Lady Silver meant to them (both good and bad). Moments include: Nova (her best friend) breaking down in tears while trying to deliver her eulogy. Lodestar (her fiancee): strong but sad as he stands tall to wish the woman he loves goodbye and vows to continue forth in her example. Tyr: always grim but otherwise stoic, no one can miss the long tear that streaks down his face. This rare photo of such deep emotion is nominated for the Pulitzer as it captures how hard the death has struck all who knews her. Yeah, it's sappy and over the top but its my world. It would be akin to someone in the Avengers or JLA buying it in their respective worlds.
  17. Based on what some others have noted in their posts, is it against board policy to post reworkings of published characters? For example if I have this REALLY REALLY KEWL 1000 pt version of Foxbat, could I post it or does it fall under "must have legal claim to posted material?" And yeah, no one really wants to see FB on 1000 pts. I was thinking (after getting my Silver Age team done) to do two things: 1. Post higher point Champions with postulated addedums to their histories, ie what's happened since they started their super careers. 2. A new take on Firewing also. Rather than the alien gladiator thing, I was thinking of taking a page from DC's Spectre where he is the fallen Angel of Death, you know the same one who killed all of Egypt's firstborns and rained fire and brimstone on Sodom and Gamora. Thanks for the help.
  18. Re: Old vs new: Obsidian vs Ironclad As noted, the "alien gladiator" thing is MAJORLY old while the alien brick/scientist isn't so much. Also, Obsidian just has a simple but cooler look and he's smart enough to not be overconfident.
  19. Re: Golden Age speedster advice needed Here's a kinda silly name: Vicky Quick. It could go something: "Cor Blimey, you're swift!" *wink* "First name is Victoria." "You don't say Vicky! Thanks for the save!" "No problem sir, well gotta go get those Ratzis!" *she speeds away* "Wow, Vicky Quick! I gotta tell the rest of the fellas in the pub about that delicious bird!" Anyway, kinda like Jesse Quick (descendent of golden agers Johnny Quick).
  20. Re: WWYCD?: You Shall Be Mine, My Love... Lady Silver has been dealing with this problem ever since catching the eye of the bear-like dimensional lord Skarn (from the new lnie of mystic books). It's semi-stalemated right now with her agreement to be courted by him. It was either that or risk an interdimensional war. Fortunately, Skarn is easily distracted with other stuff so the courting is only ocassional. Also, she made him agree to him neither kill her enemies nor conquer in her name. One fun little scene that Skarn helped to set up by misdirecting the a dimensional gate spell: *the Silver Knights are being pushed back by a horde of fanged, slavering demons. Behind them, a fiery pits gapes open from which massive, gnarled hands claw at our heroes. Above the battlefield, hovers Skarn: "Agree to be my latest wife Lady Silver and I will save you and your team from these demonic hordes. Refuse, and you will face an eternity of taloned agony in the inferno!" *the battle continues* Skarn rumbled, "your answer, milday?" Lady Silver: "I'm thinking it over!" Speed Demon: "Just say yes! He's rich, powerful, and probably hung like a -" Lady Silver: "SHUT UP!"
  21. Re: Sick of Wolverine when a woman is abused or raped in a comic/movie/tv show, it gives the other characters the liscence to go and "save the day" without any grey areas. It's also a cheap and easy way to add a "dimension" to any female character... which is why some huge rediculous amount of comic heroines have been raped, beaten, had pregnancies caused from something akin to supernatural rape... It's retarded. Rape & spoucal abuse = bad btw. __________________ Ok, that's outta left field. My point was however that I don't understand (outside of a sales PoV), how Pym gets dumped on so much compared to Wolverine. Pym did a lot less and did alot more to make up for what he did and is still looked at badly. Wolvie is hanging out at the Xavier mansion as if nothing bad happened. WTH? Just poor, poor writing and continuity.
  22. Re: Sersi for HERO Try this link for background information and general info: http://www.geocities.com/brenni_au/ As noted, the Emperyans in Hidden Lands is a great place to start. Sersi displayed, among other things: 1. Superstrength (25 ton range about) 2. Superior durability: the shot mentioned that she took from Exodus yet she got up. 3. Regeneration: although not displayed as prominently as Wolverine, Eternals regenerate very well and are nearly immortal in terms of lifespan. 4. Cosmic energy manipulation: energy beams (eyes and hands) and flight 5. Matter manipulation: can reshape and transmute matter. She is the most powerful of all of the Eternals in this regard. At the end of her Avengers run, she was powerful enough to swamp the Brooklyn Bridge with a huge tidal waves but that's more Plot Device stuff.
  23. Re: Creating the Silver Age Team And, as always, comments and advice are appreciated. I'm starting to feel like I'm dialing in the team. Interestingly though, I'm getting conflicted over DC vs Marvel Silver Age. The DC characters were simpler in personality and that gets... boring. I'm actually stuck on the next character, Solaris (a Green Lantern homage): in both cases he was an astronaut but in one he's just a hotshot pilot like Hal Jordan. Workable enough. The other though he lost his family in a car crash and truly seemed to become a man without fear... because he had nothing to live for. When he is adrift in space, an alien presence comments on his "courage" and asks if he can as brave in life as he can be facing death. In effect, he is reborn with a new mission and powers. This take, with a hero having flaws, is much Marvel-like at least IMHO. Comments and suggestions?
  24. Re: Creating the Silver Age Team Doctor Atomic Player: Val Char Cost 60 STR 50 20 DEX 30 28 CON 36 13 BODY 6 23 INT 13 11 EGO 2 20 PRE 10 14 COM 2 25 PD 13 25 ED 19 5 SPD 20 18 REC 0 56 END 0 57 STUN 0 6" RUN 0 2" SWIM 0 12" LEAP 0 Characteristics Cost: 201 Cost Power 60 Atomic Blast: Energy Blast 12d6 38 Atomic Flight: Flight 19" 20 Atomic Hardened Skin: Damage Resistance (20 PD/20 ED) 2 Radiation Resistance: Life Support (Safe in High Radiation) 2 Radiation Resistance: Power Defense (5 points) (5 Active Points); Limited Power Only against radiation attacks (-1) 5 Radiation Sense: Detect Radiation 14- (no Sense Group), Range (8 Active Points); Concentration (0 DCV; -1/2) Powers Cost: 127 Cost Skill 3 Electronics 14- 3 Scientist 2 1) SS: Nuclear Physics 14- (3 Active Points) 2 2) SS: Physics 14- (3 Active Points) 2 3) SS: SubAtomic Physics 14- (3 Active Points) 3 +1 with punch, grab, and haymaker 2 +1 with Atomic Blast Skills Cost: 17 Cost Perk 2 Reputation: Popular Superhero (A large group) 11-, +1/+1d6 Perks Cost: 2 Cost Talent 3 Lightning Calculator Talents Cost: 3 Total Character Cost: 350 Pts. Disadvantage 25 Susceptibility: Argonite, 3d6 damage per Phase (Uncommon) 20 Psychological Limitation: Code vs Killing (Common, Total) 20 Psychological Limitation: Code of the Hero (Very Common, Strong) 10 Psychological Limitation: Tries to outthink normal opponents rather than hurt them (Common, Moderate) 15 Hunted: The Mad Doctor Murdock 8- (As Pow, NCI, Harshly Punish) 10 Hunted: Nuclear Nightmare 8- (As Pow, Harshly Punish) 10 Hunted: Rogues Gallery 8- (As Pow, Harshly Punish) 10 Dependent NPC: Scientist Girlfriend 11- (Normal; Useful Noncombat Position or Skills) 15 Social Limitation: Secret ID (Frequently, Major) 10 Reputation: Heroic Superhero who will help anyone, 11- 5 Rivalry: Professional and Romantic (Fellow Scientist), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  25. Re: Creating the Silver Age Team Wow, this thread has been quiet. Did I bore anyone? Let's see, I kinda like my take on Athena but it's also leading me to change Glamour around to make her older. As always, these are works in progress. I kinda like Athena right now since she has that Spiderman-esque quality in that she has real, teenager problems. That, combined with her Wonder Woman/Captain Marvel homage I think captures the Silver Age nicely. Next up is the 350 pt Doctor Atomic. His character is simpler but hits the basics. As a Superman homage, I put in a few touches like the beautiful scientist/desired love interest and a the scientific rival who might one day become a villain. Also, in his secret ID he's somewhat mild-mannered. So here we go: History: a scientific prodigy, Kevin Turner had turned his focus to atomic energy with its promises of a batter world. If harnessed properly, the benefits to mankind would be beyond belief. Graduating with his doctorate at only 21, he was quickly snatched up at OmniCorp and attached to a team of scientists designing the next generation of nuclear reactors. Almost immediately, the idealistic physicist came into conflict with the almost equally brilliant Luther Cole. Frequently they would clash over theory. Even more frequently, they would argue over the pace of progress with Kevin favoring a safer and steady approach while his rival berated him for timidity. Not very forceful, Kevin would back down often and would work on his theories in secret even as Cole became the more prominent of the two. The rivalry only intensified when a new scientist, Lisa Lennan, joined the team. As beautiful as she was intelligent, she helped to reconcile the two men's theories though not their personality conflicts. Indeed, both men began to court her although Kevin would often lose to the more charming and confident Luther. Luther sabotaged Kevin's experimental reactor before a critical test to embarrass him. Instead, the reactor overloaded and bathed Kevin in intense radiation. For weeks he was at death's door and Lisa stayed by his side. Eventually he would recover in what some considered a miracle. In truth though, as Kevin would soon discover, he had more than recovered. Supercharged with atomic energy, he was now one of the most powerful beings on the planet. A good man at heart, Kevin knew that his powers, like his own projects, were mean for the good of all mankind. Although he had never considered himself a brave or forceful man, he nevertheless decided to step out into the world as Doctor Atomic, Man of the Atom and protector of the innocent. Personality: Kevin is still trying to reconcile himself as a superhero. He means well but feels overwhelmed at times and wonders how the previous heroes of the Golden Age managed. He tries very hard to project the image of a strong-jawed and noble hero. Even if he sometimes feels out of his depth. Despite his fears, the man is far braver and suited to the role than he realizes and seems to grow into the role every day. With a strong sense of ethics, desire to protect people, and dedication to his fellow man, he is a shining example of this new generation of heroes and others often look him up to him. Out of costume, Kevin is a true scientist to a fault who doesn't always quite understand why everyone else isn't interested in why uranium needs to be enriched for a nuclear reactor. He can lock himself up for days working on a problem until an outside force batters its way into his little world. Lisa is one such force… Powers/Abilities: The radiation accident supercharged Doctor Atomic, raising his strength and durability to levels not seen even in the Golden Age of heroes. He can also project the radiation outward to provide flight and energy blasts. In combat, Doctor Atomic prefers to use offer his enemies a chance to surrender because it's the right thing but also he worries that he could really hurt someone. That is also why he tries to outthink his opponents which is more fun anyway. Appearance: Kevin is tall at 6'2" with broad shoulders but otherwise normal build. Exposure to radiation filled him out quite a bit and he tends to hide his more powerful physique with a lab coat. That, along with an old tendency to hunch, helps to disguise him. His costume is white with a blue half mask and cape. A classic atomic symbol adorns his chest. Role: Doctor Atomic is a silver age Superman with emphasis on atomic power since radiation-induced powers was quite common. As a new hero, he is still learning the ropes but shows signs of what he will become: the greatest hero of the Silver Age. Notes: at present, Doctor Atomic suspects that Luther was responsible for the accident but lacks proof. As he searches for proof, he also guards his present work and continues to try to date Lisa even as his rival courts her.
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