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Acroyear II

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    Acroyear II reacted to proditor in V&V Conversions to HERO   
    Actually, let me make part of this easy. Here are all of my V&V to Hero (5th ed) conversions in one convenient zip file located on my Google Drive.
     
    Enjoy. 
     
    https://drive.google.com/file/d/1cF0nYSLOjx00R66JKYwGprlLoBHznhsn/view?usp=sharing
     
    (If the link doesn't work for some reason, let me know.)
  2. Like
    Acroyear II reacted to Steve in Dr. Destroyer takes over Cuba   
    Actually, the PCs have been the unintentional cause of some events in the campaign. The Cuban plot development was a result of their actions during the war. When V’Han came, Cuba was one of her force’s major beachheads, and the PCs attacked the ship, which had a few of their alternate universe counterparts on it.
     
    After V’Han was driven off, which some of the PCs felt might have been “too easy,” it was later discovered that many superhumans were now missing, and entire superteams were gone. The players are pretty sure this means they’ve been kidnapped by V’Han’s forces before her withdrawal. However, instead of diving right into that, the PCs have been getting run a bit ragged dealing with suddenly being the world’s most visible superheroes that are active. The V’Han War has been one of the more major events in my campaign.
     
    Cuba was a V’Han beachhead, and the PC’s counterparts crushed the Cuban military at the head of V’Han’s soldiers in their opening move, which was one reason they decided to go to Cuba instead of one of the other hot spots. After the war was over, Dr. Destroyer made his first move, taking over the remnants of Cuba. His ability to produce food and medicine via his technology is pretty much equivalent to using a Star Trek replicator.
     
    Instead of just beating the crook of the week, although some sessions are like that, the campaign’s overall story arc has been a series of events that slowly increase the stakes for the PCs and raise their visibility. They started out as one new team amongst many older, existing teams and their actions have gradually rewritten the campaign world, in one story arc literally when they went on a multi-session time travel odyssey and altered certain key events in the history of the Champions Universe, creating this alternate timeline version.
     
    Their time travel adventures attracted V’Han’s attention, which then led to the war, which has led to the current events.
     
    I always check at the end of each session if everyone is having a good time, and the responses have been positive. Everyone keeps coming back, and it’s been over two years now.
  3. Like
    Acroyear II reacted to Lord Liaden in Dr. Destroyer takes over Cuba   
    Real-world experience with such situations has taught us a couple of things. First, humanitarian aid on this scale can't be sustained indefinitely, even by the wealthiest countries. Sooner or later Destroyer is going to have to start rationalizing Cuba's resources in a more sustainable fashion, probably by force. That leads into the second point: the longer an occupying power, even a benevolent one, remains in a country, the more the natives grow to resent it. Those factors are likely to build whether or not the international community takes action. And remember, this is Dr. Destroyer. He won't tolerate displays of defiance or even criticism of his regime.
     
    But sticking to how a RPG campaign could play out in most entertaining fashion , Dr. Destroyer is a world-class megalomaniac master villain. He thinks big -- he wants the whole world, not just one island. And his pattern has been to set up epic schemes designed to achieve his goals at a single stroke. If you have him follow that pattern, then seizing control of Cuba is only one step in his plan. I see two ways this could play out. One, Cuba is necessary to his plan in some way: either as a staging area for its next phase, or because it possesses some factor or resource which will assist him to reach his objective. The other possibility, one that very much fits DD's official history, is that this occupation is only a distraction, a way to focus the attention of the world and superheroes on what's happening in Cuba, while the Doctor's real, even bigger project is coming to fruition elsewhere.
  4. Like
    Acroyear II reacted to John Desmarais in Congratulations Darren Watts!!   
    https://bamfsies.blogspot.com/2018/02/2017-bamfsies-awards-announced.html
  5. Like
    Acroyear II reacted to DreadDomain in Golden Age Champions Discussion Thread   
    Darren, apologies but I have only been around sporadically. I could start a thread on rpg.net with my review if it helps. I would ask that The Herodom jump in so I'm not just a lone voice in the dark.
    I could also try to post a formal review on rpg.net although I have no clue how it works.
  6. Like
    Acroyear II reacted to Darren Watts in Golden Age Champions Discussion Thread   
    Gang, online reviews are quite literally the life's blood of online sales. If you liked Golden Age and have any desire to see a Silver Age (let alone a Bronze, Iron or anything else), please please please go put up a review on one or more other sites. I'd love to write more for Hero, but unless we can build a larger audience for the next book I literally cannot afford to. dw
  7. Like
    Acroyear II reacted to GoldenAge in Superhero Images   
    Here are a few characters created with modified art (not my original art). They're from my Epic City game. A long time ago I had a huge thread about Epic City. I'm sure it's archived somewhere, but I have no idea how to reach it. 
     
    AMP

    Bastion

    Corona

    The Badger

    Freon


    If you want to see more, let me know.


    Oops, looks like I posted some of these already here: http://www.herogames.com/forums/topic/134-superhero-images/?p=2490834
    Sorry
  8. Like
    Acroyear II reacted to Deadman in Deadman's Heromachine Archive   
    Okay, I couldn't stand it anymore.  Power Crusher got a makeover!  I know, I know, it messes with the character's mojo.  But hey, the guy was a mess.  Not that this is much better but at least the colors match.  Unless of course they don't.  I really AM color-blind after all.
     
    Power Crusher (Makeover)
     

  9. Like
    Acroyear II reacted to Deadman in Deadman's Heromachine Archive   
    A couple more from 4E.  King Cobra presented a bit of a challenge but I think it came out fairly well.
     
    King Cobra and Mongoose
     

  10. Like
    Acroyear II reacted to Deadman in Deadman's Heromachine Archive   
    Keeping with the 4E Characters.
     
    Deathstroke
     
    Requiem, Chiller, Death Commando, Shockwave, Stinger and Scatterbrain
     

  11. Like
    Acroyear II reacted to Deadman in Deadman's Heromachine Archive   
    Here are some originals, well more accurately these are the PCs and Retired PCs from my Champions: The Mutant Chronicles Campaign.  The costumes aren't all my creations, I did the Heromachine work from the players descriptions and other art.
     
    Hollywood Knights
     
    Twister, Psi-Kick, Midnight, Street Angel, Amber, Hardcore and Hive
     

  12. Like
    Acroyear II reacted to Storn in Storn's Art & Characters thread.   
    Here is a private commission I finished a few days ago.  For a D&D game, hence potions and hand axes had to be incorporated somehow into the image.  He wanted a somewhat action shot.  Hope I succeeded.  Might work for a Black Knight kind of super.  
     

  13. Like
    Acroyear II reacted to Darren Watts in Golden Age Champions Discussion Thread   
    Yup, lots! I've spent a lot of time going over every Champs Universe book to make sure I didn't miss anybody. There are even new writeups of characters who have only had brief mentions before, like Dr. Ka's granddaddy Dr. Twilight and a few Canadians from Scott's Champions of the North.
  14. Like
    Acroyear II reacted to zslane in Need More HERO   
    Back in 2014 I went through a major Lulu phase, pulling together PDFs and making "deluxe" hardcovers for many things. Only a couple of them were Hero System related. Among the other books I had made was this deluxe hardcover collection of the old FASERIP books:
     


     
    These are fat hardcovers with full-color interior pages. Each one cost me about as much as a brand new college textbook, and that's after applying a substantial discount. The fun part was designing the cover graphics and, of course, seeing the final product in all its glory.
  15. Like
    Acroyear II reacted to Tasha in Need More HERO   
    Nice thing about 5e is that a LOT of the books are still available. Most are also half off here on the Hero Store, which makes them really easy to collect.
  16. Like
    Acroyear II reacted to Hyper-Man in Need More HERO   
    I'm currently waiting on several more books to be delivered by the USPS but here is the collection as it currently stands.
     

     

     
     
    EXTRAS part 1:

     
     
    EXTRAS part 2:

     

    HM
     




  17. Like
    Acroyear II reacted to Joe Walsh in Need More HERO   
    It's a sickness.
     

     
    I'd love to see your HERO collection!
     
     
  18. Like
    Acroyear II reacted to wcw43921 in Superhero Images   
    Found this artwork online and thought I'd pass it along--an action figure hero team from the Seventies, before Star Wars changed everything. I would have loved to have had some of the Steve Austin figures, but I was in high school when they came out, and according to my parents, "too old for toys." That didn't stop me from going through the Sears and Penney's catalogs every Christmas, and browsing the toy sections of hardware and department stores every chance I got, saying to myself, "If only. . ."

    (Just curious--who do you think would win in a fight between Steve Austin and Mike Power? I'm inclined to go with Austin, despite Power's helicopter blades.)

    I always liked the GI Joe line's interpretation of Bulletman, aka The Human Bullet. I think he would be a great addition to the Amazing Heroes line--I think this particular character is in the public domain, even if the original Bulletman belongs to DC. Just have him go by his other name, you should be good to go. ("With a speed worthy of his namesake, and steel-jacketed arms giving him super-smashing strength, The Human Bullet streaks through the air to smash the forces of evil!")

    The blog where I found the art is below--you have to scroll down a bit to get to the post, but it's worth a read. Enjoy.
     
    Roberson's Interminable Ramblings--July 21
  19. Like
    Acroyear II reacted to tiger in Superhero Images   
    Just had this commission done for an up coming project


  20. Like
    Acroyear II reacted to urbwar in Superhero Images   
    A renegade queen who rebelled from the Cataclysm Swarm, a suit of powered armor, an Aztec Mummy and the vigilante Mister Midnight
     

  21. Like
    Acroyear II reacted to Deadman in Deadman's Heromachine Archive   
    For the past several years I have run a lot of different games in various genres.  As a result have collected a HUGE number of HeroMachine images that I use for counters in my games.  I thought it was about time that I start sharing them with others.  Otherwise they are mostly just taking up space on my server, right?  Some of these are pics of published Champions characters so if there are any copyright issues please let me know and I will immediately remove them.  Others are original creations and you can just take what you want and have some fun with them.  If you aren't already using it, I highly recommend using Heromachine for those that want to create, relatively, quick and easy pics.  I personally use HM3 which has a steeper learning curve but use whichever version works best for you.  I have become relatively competent with it over the years but I guess I will leave that up to you.
     
    Let me know what you think and if this is well received I will share more...
     
    Without further ado....here are The Ultimates...
     

  22. Like
    Acroyear II reacted to Christopher R Taylor in 6th Edition Conversions   
    A mage character this time, The Masque.  He's not actually a very impressive mage, except for his extremely powerful magical mask which enhances his power significantly.  Masque is a pretty straightforward Dr Strange type, but his character sheet was frustratingly incomplete - he had a distinctive features without any explanation (even in his writeup) and he had some really complicated effects like one that made his power pool bigger with the mask on.
     
    THE MASQUE   Val Char Cost  13 STR     3  17 DEX    14  13 CON    3  18 INT      8  18 EGO    8  13 PRE     3         With Masque: PRE 30   6  OCV   15   6  DCV   15   6  OMCV  9   6  DMCV  9   8  PD      6          With Shields of Shabarra: PD 23; rPD 15   8  ED      6          With Shields of Shabarra: ED 23; rED 15   4  SPD  20   6  REC   2  25 END   1  10 BOD   0  24 STN    2   12m RUN   0   4m SWIM 0   5m LEAP  1 Characteristics Cost: 125   Cost Power  11    Mask: +17 PRE (17 Active Points); OIF (-1/2)  12    Mask: +9 with Magic Skill (18 Active Points); OIF (Mask; -1/2)   9     Mental Defense (15 points total) (Base MD) (11 Active Points); Costs Endurance (mask removes this limitation) (-1/4)  15    Sense Occult Power: Detect Occult Power 9- (Unusual Group), Range, Sense, Targeting (22 Active Points); OIF (-1/2)  40    Astral Projection: Desolidification , Projection (+0), Reduced Endurance (0 END; +1/2) (60 Active Points); OIF (-1/2)  10    Astral Projection: Invisibility to Sight Group  (20 Active Points); OIF (-1/2), Linked (Astral Projection; -1/2)   6    Cloak of Levitation: Flight 12m (12 Active Points); OAF (-1)    94    Variable Power Pool, 80 base + 80 control cost,  (120 Active Points); Reduced to 50 points active cost without mask (-1/4); all slots Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2)          1) Chains of Gnipra: Entangle 6d6, 6 PD/6 ED (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2), Gestures (-1/4) Real Cost: 22          2) Light of Purity: Blast 12d6 (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2), Gestures (-1/4) Real Cost: 22          3) Images of Ab: Sight and Hearing Groups Images, -7 to PER Rolls (36 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 14          4) Shields of Shabarra: Resistant Protection (15 PD/15 ED) (45 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), Costs Endurance (-1/2), For magical spells only (-1/2) Real Cost: 15          5) Spell of Banishment: Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 24          6) Invisibiliity: Invisibility to Sight, Hearing, Smell/Taste and Mental Groups, Danger Sense and Detect , No Fringe (51 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 20          7) Forgetfulness: Minor Transform 3d6 (Target into target wiped of specific memories), Improved Results Group (+1/2), Area Of Effect (125m Radius; +1 1/2) (45 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2), Gestures (-1/4) Real Cost: 16          8) Thought Sending: Telepathy 4d6 (20 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 8          9) Mind Scan 12d6 (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 24        10) Truth: Mind Control 12d6 (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), Only to compel speaking the truth (-3/4), For magical spells only (-1/2) Real Cost: 18 Powers Cost: 197   Cost Prawn-Tey Maneuver   4     Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike   3     Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/10, Target Falls   4     Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   4     Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 28 STR vs. Grabs Martial Arts Cost: 15   Cost Skill   3     Breakfall 12-   3     Climbing 12-   3     Scholar   1     1)  KS: Himalayans (2 Active Points) 11-   1     2)  KS: India (2 Active Points) 11-   3     3)  KS: Occult (4 Active Points) 14-   3     Linguist   0     1)  Language:  English (idiomatic) (4 Active Points)   1     2)  Language:  Hindustani (basic conversation)   2     3)  Language:  Nepalese (completely fluent) (3 Active Points)   2     Science Skill:  Anthropology (earth) 11-   7     Magic 15-   2     Science Skill:  Anthropology (other dimensions along 5th) 11-   3     Stealth 12- Skills Cost: 34   Cost Talent   3     Simulate Death Talents Cost: 3   Total Character Cost: 374   Pts. Complication  10   Dependent NPC:  Girlfriend Infrequently (Normal)  10   Distinctive Features:  Unnerving, unsual feel (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)  15   Hunted:  Hierophant Infrequently (As Pow; NCI; Harshly Punish)  15   Hunted:  Evil Magicians Infrequently (As Pow; NCI; Harshly Punish)  15   Psychological Complication:  Code against killing (Common; Strong)  20   Psychological Complication:  Protective of Innocents (Common; Total)   5    Psychological Complication:  Aloof (Uncommon; Moderate)   5    Psychological Complication:  Protects natural balance from the occult (Uncommon; Moderate)  10   Social Complication:  Secret Identity Infrequently, Major  15   Susceptibility:  Astral Form returns to body 3d6 damage Instant (Uncommon) Complication Points: 120  
     

    The Masque.hdc
  23. Like
    Acroyear II reacted to Christopher R Taylor in 6th Edition Conversions   
    And now, the Crimestopper!  A pulp-era masked crime fighter, basically a two-gun trenchcoat detective pretty common in pulps back then.
     
    THE CRIMESTOPPER   Val Char Cost  18 STR      8  18 DEX     16  18 CON     8  18 INT       8  14 EGO     4  15 PRE      5  10 OCV    35  10 DCV    35   5  OMCV   6   5  DMCV    6   8  PD       6   8  ED       6   4  SPD    20   8  REC    4  35 END    3  12 BOD    2  30 STN     5   18m RUN   6   4m SWIM 0   7m LEAP  2 Characteristics Cost: 185   Cost Power  17    Guns: Killing Attack - Ranged 1 1/2d6, Autofire (2 shots; +1/4) (31 Active Points); OAF (-1), 8 Charges (-1/2) [Notes: (x2 number of items)]    31    Gadget Pool: Variable Power Pool, 25 base + 25 control cost,  (38 Active Points); all slots OAF (-1)          1) Flashlight: Hearing Group Images, Area Of Effect (4m Cone; +1/2), Thin Cone (-1/4), Reduced Endurance (0 END; +1/2) (9 Active Points); Light Only (-1), OAF (-1), No Range (-1/2) Real Cost: 2          2) Smoke Bomb: Darkness to Sight Group 4m radius (20 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Minute each (-1/2), Range Based On Strength (-1/4) Real Cost: 7          3) Climbing Claws: Clinging (normal STR) (10 Active Points); OAF (-1), Up to 10 STR only (-1/4) Real Cost: 4          4) Binoculars: +6 negates range modifier vs perception (6 Active Points); OAF (-1) Real Cost: 3          5) IR Goggles: Infrared Perception (Sight Group) (5 Active Points); OAF (-1) Real Cost: 2 Powers Cost: 48   Cost Karate Maneuver   4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   4     Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6   4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm   4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike   5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike Martial Arts Cost: 25   Cost Skill   5      Accurate Sprayfire   3      Breakfall 13-   2      CK 11-   3     Climbing 13-   3     Combat Driving 13-   3     Concealment 13-   3     Contortionist 13-   3     Criminology 13-   3     Lockpicking 13-   3     Security Systems 13-   3     Shadowing 13-   3     Stealth 13-   3     Streetwise 12-  24    +2 Overall Skills Cost: 64   Total Character Cost: 322   Pts. Complication  10   Dependent NPC:  Detective Dens Infrequently (Slightly Less Powerful than the PC; Unaware of character's adventuring career/Secret ID)  20   Hunted:  Organized crime Infrequently (Mo Pow; NCI; Harshly Punish)  10   Hunted:  Green Garotte Infrequently (As Pow; Harshly Punish)  20   Psychological Complication:  Overconfident (Very Common; Strong)  15   Psychological Complication:  Protects Innocents (Common; Strong)  10   Psychological Complication:  Hunts Criminals (Common; Moderate)  10   Social Complication:  Secret Identity Infrequently, Major Complication Points: 95   The Crimestopper.hdc
  24. Like
    Acroyear II reacted to Christopher R Taylor in 6th Edition Conversions   
    The fiendish Dr Wu, the Dragon Mandarin!  He's kind of the Hero Games version of David Lo Pan.  Steely Dan did a theme song for him.  Well maybe not really.  He has a code of honor: will not refuse personal challenges, treats foes honorably, will not go back on his word, will not use technological devices, and reveres ancestors.  The Watchers of the Dragon book has many different spells that Dr Wu might cast, but I didn't remake them here.
      THE DRAGON MANDARIN   Val Char Cost  10  STR    0  20  DEX   20  20  CON  10  23  INT    13  20  EGO  10  30  PRE   20   7   OCV   20   7   DCV   20   7   OMCV 12   7    DMCV 12   8   PD      6          In Robes: PD 12; rPD 4  12  ED     10         In Robes: ED 16; rED 4   5   SPD   30  10  REC    6  50  END    6  10  BOD   0  36  STN   8   12m RUN   0   4m SWIM 0   4m LEAP  0 Characteristics Cost: 203   Cost Power  10    Iron Tower of the Mind: Mental Defense (14 points total) (Base MD)  10    Immortality: Life Support  (Immunity: All terrestrial diseases; Longevity: Immortal)  10    Mystic Shields: Power Defense (10 points)   8     Fine Cloth Robe: Resistant Protection (4 PD/4 ED) (12 Active Points); OIF (-1/2)   7     Dim Mak strike: Drain BODY 1d6, Invisible Power Effects (Invisible to  sight and sound; +1), Delayed Return Rate (points return at the rate of 5 per Week; +2 1/2) (45 Active Points); Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (8 damage increments, damage occurs every 1 Day, -2 1/2), Attacker must make sequence of 3 blows at -3 OCV @ without missing or pause (-2), Cured by Chinese Healing Roll (16+ roll fails) (-1/2), Requires A Roll (15- roll; Must be made each Phase/use; -1/4) 150   Chinese Sorcery: Variable Power Pool (Magic Pool), 100 base + 100 control cost Powers Cost: 195   Cost Martial Arts Maneuver   4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm   4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   3     Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on   5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike   4     Knife Hand:  1/2 Phase, -2 OCV, +0 DCV, HKA 2d6   4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike   3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls   4     Sword Finger:  1/2 Phase, -1 OCV, +1 DCV, 3d6 NND   8     +2 HTH Damage Class(es)   2     Weapon Element:  Blades, Empty Hand, Staves Martial Arts Cost: 45   Cost Skill   3     Acrobatics 13-   3     Breakfall 13-  20    +4 Martial Arts  25    +5 Chinese Sorcery   2     Language:  English (fluent conversation)   7     Divination 16-   3     Scholar   2     1)  KS: Analyze Style (3 Active Points) 14-   2     2)  KS: Arcane and Occult Lore (3 Active Points) 14-   2     3)  KS: Chinese Alchemy (3 Active Points) 14-   2     4)  KS: Chinese Culture and Civilization (3 Active Points) 14-   2     5)  KS: Chinese Healing (3 Active Points) 14-   2     6)  KS: Chinese History (3 Active Points) 14-   2     7)  KS: Chinese Legends and Lore (3 Active Points) 14-   2     8)  KS: Chinese Philosophy (3 Active Points) 14-   2     9)  KS: Conjuration (3 Active Points) 14-   2     10)  KS: Divination (3 Active Points) 14-   2     11)  KS: Elementalism (3 Active Points) 14-   2     12)  KS: Enchantment (3 Active Points) 14-   2     13)  KS: Hsing-I (3 Active Points) 14-   2     14)  KS: Kung Fu (3 Active Points) 14-   2     15)  KS: Pakua (3 Active Points) 14-   2     16)  KS: Sorcery (3 Active Points) 14-   2     17)  KS: Tai Ch'i Chu'an (3 Active Points) 14-   2      18)  KS: The Death Dragon (3 Active Points) 14-   2     19)  KS: The Martial Arts world (3 Active Points) 14-   3     Stealth 13-   3     Tactics 14-   4     WF:  Common Martial Arts Melee Weapons, Common Melee Weapons Skills Cost: 111   Cost Talent  20    Danger Sense (self only, out of combat) 14- Talents Cost: 20   Total Character Cost: 574   Pts. Complication   0    Dependence:  Must perform ancestor worship ceremonies 3d6 drain to magic powers (Very Common; 1 Day)  15   Distinctive Features:  Ancient chinese sorcerer (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)  20   Enraged:  Insulted or taunted (Uncommon), go 14-, recover 11-  15   Hunted:  Death Dragon Infrequently (Mo Pow; Harshly Punish)  15   Negative Reputation:  Evil chinese sorcerer and warlord, Very Frequently (Extreme;  Known Only To A Small Group)  20   Psychological Complication:  Cannot tolerate challenges to his power (Common; Total)  15   Psychological Complication:  Hatred of technology (Common; Strong)  15   Psychological Complication:  Code of Honor (Common; Strong)   5    Psychological Complication:  Vegetarian (Uncommon; Moderate) Complication Points: 120     The Dragon Mandarin.hdc
  25. Like
    Acroyear II reacted to Christopher R Taylor in 6th Edition Conversions   
    And now the final member of Spectrum, the woeful, bitter Slime.  She's just 3 feet long and very unhappy with her life, everyone around her, and what happened to her as she once was an oscar winning actress.
     
    SLIME   Val Char Cost   8  STR     -2  23 DEX    26  15 CON    5  10 INT      0   7  EGO   -3   8  PRE    -2   8  OCV   25  10 DCV   35   2  OMCV -3   2  DMCV -3  22 PD     20  23 ED     21   5  SPD  30  10 REC   6  70 END  10   8  BOD  -2  28 STN   4   20m RUN   8   4m SWIM 0   3m LEAP  0 Characteristics Cost: 175   Cost Power  10    Sticky: Clinging (normal STR)  10    Life Support  (Self-Contained Breathing)  55    Damage Shield (hateful, miserable aura): Mental Blast 3d6, Area Of Effect (1m Surface; +1/4), Reduced Endurance (0 END; +1/2), Constant (+1/2), Attack Versus Alternate Defense (MD; All Or Nothing; +1/2) (82 Active Points); No Range (-1/2)    40    Slime Powers: Multipower, 40-point reserve  3f    1)  Slime Touch: Drain DEX 4d6 (40 Active Points); No Range (-1/2)  3f    2)  Slime Touch: Drain ED 4d6 (40 Active Points); No Range (-1/2)  3f    3)  Slime Touch: Drain PD 4d6 (40 Active Points); No Range (-1/2)  3f    4)  Slime Touch: Drain Resistant Protection 4d6 (40 Active Points); No Range (-1/2)  3f    5)  Slime Touch: Drain STR 4d6 (40 Active Points); No Range (-1/2)  4f    6)  Venom Spit: Blast 4d6, Attack Versus Alternate Defense (Life Support vs poison; All Or Nothing; +1) (40 Active Points)  4f    7)  Sticky: Entangle 4d6, 4 PD/4 ED (40 Active Points)  3f    8)  Fast Healing: Regeneration (2 BODY per Turn) (32 Active Points)  4f    9)  Phasing: Desolidification  (40 Active Points)  4f   10) Acid Slime: Tunneling 16m through 12 PD material (40 Active Points) Powers Cost: 149   Cost Skill   9     Acting 14-   3     Concealment 11-   3     AK: Hollywood 12-   3     KS: Famous actors and directors 12-   6     +2 with concealment and stealth   3     Stealth 14- Skills Cost: 27   Total Character Cost: 351   Pts. Complication  25   Enraged:  Insulted about looks (Common), go 14-, recover 11-  20   Distinctive Features:  Small, slimy, and gruesome (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)  10   Physical Complication:  Small (half human size) (Infrequently; Slightly Impairing)  10   Physical Complication:  No legs (Infrequently; Slightly Impairing)  20   Psychological Complication:  Hates and fears Prism (Very Common; Strong)  15   Psychological Complication:  Hatred of beauty (Common; Strong)  15   Psychological Complication:  Fear of fire (Common; Strong)  10   Unluck: 2d6  15   Social Complication:  Keeps past life secret (Frequently; Major)   5    Vulnerability:  1 1/2 x Effect Knockback (Uncommon)  15   Vulnerability:  1 1/2 x STUN Heat attacks (Very Common) Complication Points: 160   Slime.hdc
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