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Jkeown

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Jkeown last won the day on January 11

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  1. Some samples: Fyre This stuff is the psionic Flame produced by Activated Carboflux. What you do is leave an ampule or bucket of the stuff lying around and think about it bursting into flame. However, if you think about it… inopportunely… it can go off early or not at all. The stuff is as frustrating as it is deadly. Activated Carboflux: RKA 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Misfire; Mental Command; +¼), Delayed Effect (+¼) (45 Active Points); 1 Charge which Never Recovers (-4), OAF (-1), Beam (-¼), Real Weapon (-¼) Real Cost: 7 Active Xendrite Radiation The Xendrites are no more; they’ve been gone for eons. The last members of that race committed themselves to the memory of the galaxy by transforming into light and now spend eternity being refracted around the universe with the aid of a series of Psionic Mirrors. If you happen across a beam of these wankers, you can catch them in Memory Crystals. They will probably sit in suspension for a bit, waxing quixotic about life in the galaxy billions of years ago. They’d appreciate it if you release them back into the void after a bit, though. One of these guys was lost in a small cafe in Rickmansworth in south-west Hertfordshire, England, Earth until the Dha’ral invasion in 2008. A small cult grew up around it after the Gamma Age descended. It was released to wander the galaxy after the Union was constituted in 2220. Active Xendrite Radiation: Summon 300-point Xendrite Memories (60 Active Points); OAF (-1), Strong-Willed +2 on EGO Rolls (-1/4) Real Cost: 27 Abstinol This stuff renders one immune to the effects of alcohol. Take one of these little gray pills before a night out and drink the well dry; you won’t get drunk. The actual use for this is left as an exercise for the reader. A word of caution: the invention of this drug collapsed the economy of Planet Smirnoff in 2391. Abstinol: LS (Immunity: Alcohol) (3 Active Points); OAF (-1), 32 Continuing Charges lasting 6 Hours each which Never Recover (-0) Real Cost: 1 Active Gel The breakthrough product of 2419 would have to be self-adjusting earphone jacks for all those stupid music storage devices that resulted from the Grand Harmonic Contention. If there were a runner-up that year, it would be Active Gel, a regenerative goo that intelligently sought out and repaired damage as it occurred. Drinking or injecting this stuff makes one nearly immune to a wide range of damage sources. Those headphones were pretty cool, though. Active Gel: Regeneration (6 BODY per Turn) (96 Active Points); 6 Continuing Charges lasting 20 Minutes each which Never Recover (-1½), IIF (-¼) Real Cost: 25 K’zal’a Rays K’zal’a Rays are a form of anti-photons that interact weakly with regular matter and not at all with standard light-sensing organs and devices. The effect is that objects that emit K’zal’a Rays are Fully Invisible (No Fringe). This is fun for a few minutes until you realize that you are totally blind to normal light. This is somewhat mitigated by the use of a cane that emits K’zal’a Rays, but it’s a bit stupid at that point, yes? A K’zal’a Ray flashlight restores a bit of sight and dignity. Dr. Hollepin perfected this and gained much fame, but he’s a complete doorknob who pronounces ‘fajita’ with a hard J sound. K'zal'a Ray Suit: Invisibility to Sight Group , No Fringe (30 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Complete Blindness; -1), OIF (-½), 6 Continuing Charges lasting 1 Minute each (-0) Real Cost: 12 K'zal'a Ray Flashlight: Detect Invisible Objects and People 9- (Unusual Group), Range, Sense, Targeting (27 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Minute each (-0) Real Cost: 13 Kadu Drive Goo The blue-adjacent liquids circulating around the drive organs of Kadu can improve FTL Drive performance or aid Hyper-forge Crafting. When injected into your hyperdrive engines, it acts as an Aid 10d6 to FTL. When used in a Hyper-Forge, it provides a similar effect benefitting the Create power used therein. If imbibed, it causes hallucinations of unreal spaces and a tendency to teleport uncontrollably. Frequently used as a recreational drug. Also frequently used as a plot device. Slip some of this into your Player Character’s drinks and watch them panic as they bamf around the sector in their underwear. Kadu Drive Goo: Aid FTL 10d6 (60 Active Points); 3 Charges which Never Recover (-3¼), OAF (-1), One Use At A Time (-1) Real Cost: 10 Also, Kadu Drive Goo: Aid Create 10d6 (60 Active Points); 3 Charges which Never Recover (-3¼), OAF (-1), One Use At A Time (-1) Real Cost: 10 Again, With The Drive Goo: Mental Illusions 10d6 (Human and Alien Class of Minds classes of minds), Transdimensional (Single Dimension; +½) (82 Active Points); Self Only (-1), Based on CON (Defense: PD; -1), Side Effects (Accidental Teleportation; -1), No Range (-½) Real Cost: 18 Kadu Drive Goo Accidental Teleportation: Teleportation 14m, Safe Blind Teleport (+¼), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Failed CON Roll While On Kadu Drive Goo; +¾), MegaScale (1m = 1 lightyear; +4¼) (87 Active Points); 3 Charges which Never Recover (-3¼) Real Cost: 20 Kadu Particle Beam Structure The huge particle emitters Kadu possess make excellent beamguns for starships. Feed the cycler some asteroid fragments and comet-flavored hydrogen and these things will really sing. Looks odd to have a bunch of wet, wiggly space monster parts dangling from your ship, but you probably have stranger things in your foot locker. (In fact, I know you do. Next time you’re in port, gather some marines and open that thing.) Kadu Particle Beam Projector: RKA 6d6, Armor Piercing (+¼) (112 Active Points); OIF Bulky (-1) Real Cost: 56 However, the creature’s beam structure focuses both ways, so maybe craft some sensors or holo-emitters from them. Now you have these ideas, you have to go kill a Kadu. Good hunting. Gwen Stefani Taken by Uluquan Sneaks just after the success of The Beacon Street Collection, her android replacement went on to great fame before being vaporized by the Dha’ral in 2008. Her dormant, nano-stabilized body is drifting in an Uluquan-marked lifepod near the border of Celestial Chorus and Pacifica sectors. When awakened with the included Nano-Nullifier, she’ll be a bit scared, shaken, and only 25 years old. She might hang with your crew, resume her much-delayed music career, or jet off to Rasalhague to finish her degree. Nano-Nullifier: Dispel Nanotech Powers 20d6, Expanded Effect (All Nanotech Powers simultaneously) (+1½) (150 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Real Weapon (-¼), Limited Range (3m; -¼) Real Cost: 43 Korbulate Suspension The Korbulate Suspension is a complex organic compound formed by a quantity of liquid math, patience emograms, and logic dust. It resets one’s perceptions every ten minutes or so, alleviating the need to sleep, eat, excrete, or do anything, really. There are guys out in the Scorpius-Centaurus OB Association that have used this stuff to wait for a super nova for over 10,000 years. Korbulate Suspension: Life Support (Eating: Character does not eat; Longevity: Immortal; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (27 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Century (-0) Real Cost: 13 Metagraphite Produced as a result of hyperdrive system manufacture, these are infinitely-long (but infinitely narrow and infinitely short) carbon analogs. They are similar in form and function to fullerene and diamond cable. Normally bound up in 4-dimensional knots of stupidly complex loops and twists, they are sold as qubit storage arrays, able to hold vast amounts of data in very small spaces. Some very sensitive beings have created intricate hyperdimensional art. Some very insensitive bastards have created nets in hyperspace to screw with your drive, should you pass through them. The nets, called Snozzberries by those with questionable humor settings, are little black spheres in normal space. In hyperspace, they are gigantic tangles of utterly black thread. They can be set in orbit around a world to prevent ships from precipitating out of hyperspace too close for comfort or fired at escaping ships to prevent them from entering hyperspace at all. They are normally held in shielded containers that prevent them from expanding into other realms. Just having a naked one in your pocket can cause all sorts of problems. Carrying them unshielded is a crime in most jurisdictions. Snozzberry: Dispel FTL bought as Hyperdrive Engines 20d6, Area Of Effect (3m Radius; +¼), Persistent (+¼), Constant (+½), Transdimensional (Hyperspace; +½), MegaScale (1m = 100 km; +1½) (240 Active Points); 2 Charges which Never Recover (-3½), OAF (-1) Real Cost: 44 Magtonium™ This metallic-seeming substance is comprised of instantiated magnetic field lines, forming bitruncated order-5 dodecahedral honeycombs. That is to say, they look like shiny metal soccer balls. Containers formed of this stuff (themselves milled using a hyper-CNC and special pleading) can hold almost any substance, including the Bastard Material, Obstintium, and other stubborn materials like Cantankerum, Inflexulax and the Dogged Theorems. The only thing Moleculate will not dissolve is Magtonium. It can be used to make safe containers for Neutron Star Matter. Magtonium™ Hyper-Thermos: Telekinesis (70 STR), Persistent (+¼), Reduced Endurance (0 END; +½), Transdimensional (Hyperspace; +½), Affects Desolidified Any form of Desolidification (+½) (289 Active Points); OAF (-1), No Range (-½), Affects Whole Object (-¼) Real Cost: 105 Polaric Coating Prevents objects from touching it (Unless that stuff is coated by Polaric coating of the opposite sign). As a Special Effect, focuses (like gloves or padded sticks) coated with this stuff can be “Negative Polaric Coated” and thus manipulate Polaric Coated objects normally. Positive Polaric Coating: Telekinesis (20 STR), Persistent (+1/4), Reduced Endurance (0 END; +½), Transdimensional (Psionic Realm; +½) (67 Active Points); Limited Power: Power loses almost all of its effectiveness (Only To Prevent Physical Contact; -2) Real Cost: 22 Negative Polaric Gloves: Drain Polaric Coating 8d6 (80 Active Points); OIF (-½), No Range (-½), Real Weapon (-¼) Real Cost: 35 Rakulastii Har-mones Produced by Rakulastii in male mode. When injected into Rakulastii or other cladistical-adjacent species, it can result in Enhanced Calmness. Rakulastii Har-Mones: Mind Control 8d6 (Alien and Huamn Class of Minds classes of minds) (45 Active Points); 2 clips of 1 Charge which Never Recovers (-3 1/2), Set Effect (Chill Out; -1/2) Real Cost: 9 Rakulastii War-mones Produced by Rakulastii in female mode. When injected into Rakulastii or other cladistical-adjacent species, it can result in Murderous Rage. Rakulastii War-Mones: Mind Control 8d6 (Alien and Human Class of Minds classes of minds) (45 Active Points); 2 clips of 1 Charge which Never Recovers (-3 1/2), Set Effect (Make War; -1/2) Real Cost: 9 Regenex Compounds Substances extracted from long-lived creatures that are then tuned for use in a specific race. Regenex Compounds: Healing BODY 6d6 (60 Active Points); 1 Charge which Never Recovers (-4) Real Cost: 12 Riff Reproductive Signals Endocrines that kickstart a variety of biological processes can act as an overall Aid to Bio-Tech Create powers. Also called “Juicing the Forge.” Riff Reproductive Signals: Aid Create 6d6 (36 Active Points); 1 Charge which Never Recovers (-4), Requires A Roll (Bio-Engineering roll; -½) Real Cost: 6 Warp Gloves Some objects have been tinkered with, removing visual, tactile, or physical attributes in a hyper-forge. These gloves have been treated in a similar device to be able to interact with such frustrating things. Not to be confused with weaponized Warp Fists that can phase through armor but are stopped by organic matter. Warp Glove: +10 STR, Transdimensional (Hyperspace; +½) (20 AP); OIF (-½), Real Weapon (-¼) (Modifiers affect Base Characteristic) Real Cost: 7
  2. I'm writing a PDF of rewards for you today. When's your next game?
  3. I've been trying to find this on Discord to no avail. Is it still active and I'm just stupid? Either is a distinct possibility.
  4. I like what I'm seeing here. Thinking about running the new Fifth Frontier War adventure. Might use this method of character creation. After Meta-Earth and Caleon's latest arc, I could use some "normal characters." I'm a stickler for 6th Edition, tho. Might take some re-working from Mongoose Traveller 2E to HERO 5E to HERO 6E...
  5. If it helps, I got it immediately.
  6. It should be mentioned that this is for Star HERO 5th Edition.
  7. So I'm working on this thing I abandoned about 10 years ago called The Kirby Sanction. Takes place on an alternate Earth called Tellus and there's a lot of psionic powers, cyberwear, conspiracies and power-mad corporations and ambitious religious leaders. One of the character types is a Trajik. I'm using a combination of Enraged and No Conscious Control to trigger powerful "Curses." Do you think this is correct, or should I be looking at Triggers for all of it? Part of the problem is that I wrote most of it 10 years ago, so my notes contain powers, rules, vehicles that might be someone else's work. (Almost certainly the vehicles. I do not recall creating that many.) I'd share it, but I'd probably get arrested for plagiarism. This was never intended to leave my own table, you see. Trajiks Trajiks in Tellus embody the stark realities and risks inherent in wielding psionic powers. These once-mighty psions, having overexerted their abilities, find themselves in a drastically diminished state, both mentally and physically. Their journey into becoming Trajiks often begins with a critical event where the demand of psionic exertion surpasses their capacity, leading to a catastrophic burnout. This event not only depletes their psionic energies but also leaves deep scars on their psyche, manifesting as subdued and depressed personalities. The path to such a fate is varied, involving battles that pushed them beyond their limits, overuse of their powers in high-stress situations, or experiments gone awry. The aftermath of their burnout leaves them as shells of their former selves, struggling to find purpose and identity without the abilities that once defined them. The societal perception of Trajiks is complex and multifaceted. In a world where psionic abilities are both revered and feared, Trajiks serve as a somber reminder of the limits of human endurance and the potential consequences of psionic overreach. Their presence elicits sympathy, fear, and sometimes disdain from both the psionic and non-psionic communities. For some, Trajiks are pitied figures, evoking empathy and a desire to help; for others, they are cautionary tales, embodying the dangers of unchecked power. This dichotomy in societal response mirrors the internal conflict within Trajiks themselves, torn between a yearning for their lost abilities and the acceptance of their new reality. Despite their diminished state, Trajiks occasionally muster the strength to make significant impacts, hinting at the remnants of their once formidable powers. These moments, though rare, suggest that recovery, or at least a form of adaptation, may be possible. Efforts to rehabilitate Trajiks focus on healing both the psychic and emotional wounds inflicted by their burnout. Success stories, though few, offer hope and a glimpse into the resilience of the human spirit. They frequently possess flawed Psionic Multipowers (on Charges, Requires a Roll, and so on...) as well as Curses. These Curses activate when the Trajik goes berserk. They take the No Conscious Control rather than a Trigger. That might be wrong, mechanically. Trajik Template Cost Ability 6 +2 DMCV 60 Curse: Up to 60 Points of Weird Powers 3 +1 with Discipline 2 KS: The Psionic World 11- 3 Paramedics 11- 7 Psionics 13- 3 Stealth 11- 3 Streetwise 11- 4 Survival (Underground, Urban) 11- 3 Lightning Reflexes (+3 DEX to act first with All Actions) Total Cost of Template Abilities: 94 Value Complications 35 Enraged: Berserk When Exposed to Psionics or Stress (Common), go 11-, recover 8- 20 Psychological Complication: Emotional Wreck (Common; Total) Total Value of Template Complications: 55 Trajik Curses Emergency Recall Under duress, a Trajik might involuntarily teleport to a place of significant emotional importance, whether safe or not. This desperate escape mechanism could be unpredictable, with the Trajik having little control over the exact destination. Emergency Recall: Teleportation 3m, MegaScale (1m = 1,000 km; +1 ¾) (8 AP); No Conscious Control (-2) Real Cost: 3 Ephemeral Phasing As a defense mechanism, a Trajik could become intangible for brief moments, allowing attacks and objects to pass through them. However, this power might be uncontrollable, phasing in and out unpredictably. Ephemeral Phasing: Desolidification (affected by Mental Attacks) (40 AP); No Conscious Control (-2) Real Cost: 13 Manifest Nightmare Stress could cause a Trajik to inadvertently bring their fears to life, creating psychic constructs that embody their deepest anxieties. These manifestations might attack indiscriminately, spurred by the Trajik's subconscious mind. Manifest Nightmare: Summon 300-point Nightmare Ecto-Construct (60 AP); No Conscious Control (-2) Real Cost: 20 Psionic Backlash In moments of extreme stress, a Trajik could unintentionally unleash a wave of raw psionic energy, causing indiscriminate damage to both allies and enemies alike. This power could manifest as a blast or an aura of destructive force emanating from the Trajik. Psionic Backlash: Blast 6d6, Area Of Effect Nonselective (5m Radius; +¼), Personal Immunity (+¼) (45 AP); No Conscious Control (-2), No Range (-½) Real Cost: 13 Psychic Scream A Trajik could emit a powerful mental scream that disorients and potentially incapacitates nearby sentient beings. The scream might not distinguish between friend or foe, reflecting the Trajik's loss of control over their powers. Psychic Scream: Mental Blast 3d6 (Human and Animal Class of Minds classes of minds), Area Of Effect Nonselective (5m Radius; +¼), Personal Immunity (+¼) (52 AP); No Conscious Control (-2), No Range (-½) Real Cost: 15 Reality Warp A Trajik pushed to the brink might temporarily alter the fabric of reality around them, causing bizarre and unpredictable effects, such as gravity anomalies, spatial distortions, or sudden environmental changes. Reality Warp: Change Environment (-4 to Normal Sight PER Rolls, +4 Wind Levels, -3 to DEX Rolls, -4m of Running, Varying Combat Effects), Area Of Effect Nonselective (5m Radius; +¼) (64 AP); No Conscious Control (-2), No Range (-½) Real Cost: 18 Retrocognitive Burst Overwhelmed by stress, a Trajik could spontaneously receive intense visions of the past, potentially revealing hidden information or secrets but leaving them vulnerable during the vision. Retrocognitive Burst: Retrocognitive Clairsentience (Hearing Group And Normal Sight), Analyze, Discriminatory (55 AP); No Conscious Control (-2) Real Cost: 18 Self-Duplication In a moment of extreme need, a Trajik could split into multiple versions of themselves, each capable of acting independently but at the cost of further fracturing their psyche. Self-Duplication: Duplication (creates 200-point form) (40 AP); No Conscious Control (-2), Must Be Used At Full Power (-0) Real Cost: 13 Temporal Flicker In critical situations, a Trajik might briefly slip through time, either moving a few seconds into the past or future. This power could manifest as a survival instinct, allowing the Trajik to avoid immediate danger but at the risk of further destabilizing their psionic abilities. Temporal Flicker: Extra-Dimensional Movement (Same Dimension, 1d6+1 Segments into the Future) (20 AP); No Conscious Control (-2) Real Cost: 7 Psionic Feedback If threatened, a Trajik might reflexively generate a field that disrupts psionic abilities, rendering other psionics in the vicinity powerless or backfiring their powers. Psionic Feedback: Dispel Psionic Powers 20d6, Area Of Effect (5m Radius; +½), Expanded Effect (All Psionic Powers simultaneously) (+1 ½) (180 AP); No Conscious Control (-2) Real Cost: 60
  8. It has been compared to less kind things.
  9. I like that a lot!
  10. In another reply that starts with "In my campaign..." In my campaign, we have Lockdown for normal bad guys. Huge doors, Turtle-Armor(tm) guards, blaster cannons on towers, you get the idea. Then there are a number of lonely dimensions where the mysterious Exile sends the really awful villains. No one knows what happens to them. I think maybe a Champions in 3D or Galactic Champions game might answer it. (Or me, sooner, if I get off my lazy ass at some point). For galactic threats, the Negotiator can be called on to punish the cosmically naughty. In other punishment-adjacent stuff: Ravenous supervillains committing mass murder led to Retropolis Justice Sandra Ilona handing down the first ever Instant Death Penalty. The appeal against the space-going meta Disasteroid went all the way to the Supreme Court, where Chief Justice Captain Winterbloom found herself the deciding vote. Instant Death became a legal reality, much to the chagrin of many (meta)human rights groups. Disasteroid was killed by Element Zero injection the very next day, August 29th, 2032.
  11. So... I've got two big events coming up in Meta-Earth. First is the invasion by Istvatha V'han's forces from another dimension, and then the campaign's transition to Galactic Champions. (I'm also running the Great Supervillain Contest at the same time... but that's another matter.) I've got this character, the Imp, as readers will attest from a while back. It's easy to send a detective (Thorne) from her race to Meta-Earth to cause trouble while trying to track her down. This helps introduce the Players to the wider multiverse and makes the invasion seem like a less jarring experience. Almost a narrative ringing of a doorbell. Alternatively, there is an old character in Villains and Vigilantes adventure "The Centerville Incident" named Proxima. She's an android cop, she's a spaceship... she's all that and more. I want to introduce her in my scenario "Age of Zorax." This makes Galactic Champions a smoother transition. I'm not clear on using Multiform to switch between android and ship form, and even less clear whether I care, given that it's an NPC and a solid concept. Problem is, it's the same adventure, isn't it? Alien (the Imp or Zorax) is causing trouble and cop (Thorne or Proxima) causes trouble before the Player Characters get the whole story and the scenario plays out as cooperation between Meta-Earth's heroes and the alien. I just don't feel like I can run both and not feel like I'm repeating myself.
  12. You are so welcome. Happy to assist. Always glad to help out... [insert other customer service lines here] I was able to license his whole collection of monster/character art for about $250.
  13. I've loved his art for a long time, but I was only able to license it a few days ago. If you want to work together on this bestiary, just let me know! Check the Word doc for the pics I've already done and chose any stragglers (there are hundreds of them).
  14. Monsters! Well, ain’t this fun! Critters for your games of Fantasy HERO, Victorian HERO, or a really weird game of Monopoly. I run them in Caleon, a steampunk setting, and Ravenna, an urban fantasy game set in Italy for unresolved (likely inadequate) reasons. The text descriptions have been obtained by use of ChatGPT, and the HERO System character sheets derived from that text. The process involves dropping Olekzandr Zahorulko's art onto the chat window and seeing what it spits back at me. Cheating? Maybe. Fun. Certainly. The art is all licensed and legal. HDCs and a WIP are available on my OneDrive. I might do the same for his NPC illustrations. His portfolio can be found here. If there's a monster in that collection you'd like me to try I'm all ears.
  15. I'm working on a bestiary. Astrak Ecology: Astraks reside in the tumultuous expanse of the Ethereal Plane, drifting through the cosmic winds. They are often found near ley line confluences or astral nexuses, feeding off the residual energies of spellwork and enchanted artifacts. These creatures play a crucial role in the arcane food web, as their consumption of excess magic prevents the overflow of arcane energy that can lead to catastrophic rifts in the fabric of reality. Personality/Motivation: Astraks lack a personality as mortals understand it; they are primal forces, driven by an insatiable hunger for magical energy. Their movements are sporadic, influenced by the unpredictable tides of the Ethereal Plane. Yet, there is an odd grace to their actions, a dance choreographed by the pulsations of the multiverse itself. Powers/Tactics: Astraks can unravel the weave of spells, siphoning the magic from enchanted items and weakening casters. While they can attack with brute force they tend to warp the space around them, causing spells to backfire or dissipate. When threatened, they can unleash bursts of anti-magic, creating dead zones where no spell can ignite. Campaign Use: A campaign might involve an Astrak when the balance of magical energies becomes disturbed, or if a mage seeks to capture one to study its anti-magic properties. Alternatively, they could be the unintentional minions of a greater villain, unleashed to consume the magical defenses of a city before an impending attack. Appearance: The Astrak is an amalgamation of void and substance. Its body, if it can be called that, is a translucent mass of pulsating energy, shifting in hue and intensity with each absorbed spell. Jagged, crystalline formations jut out from its core, vibrating with stolen magic, while its tendrils, thin and wispy, reach out into the surrounding ether, searching for its next source of nourishment. Astrak VAL CHA Cost Roll Notes 18 STR 8 13- HTH Damage 3 ½d6 END [2] 10 DEX 0 11- 13 CON 3 12- 8 INT -2 11- PER Roll 14- 8 EGO -2 11- 13 PRE 3 12- PRE Attack: 2 ½d6 5 OCV 10 5 DCV 10 3 OMCV 0 8 DMCV 15 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 5 PD 3 5 PD (0 rPD) 5 ED 3 5 ED (0 rED) 10 REC 6 48 END 6 13 BODY 3 40 STUN 10 Movement Cost Meters Notes RUNNING 6 18m/36m END [2] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 122 Cost Powers 244 Anti-Magic Burst: Dispel All Magic 25d6, Personal Immunity (+¼), Area Of Effect (6m Radius; +½), Expanded Effect (All Magic simultaneously) (+1 ½) (244 AP) 24 5 3 Legs: Extra Limbs (5) 0 10 Claws: Killing Attack - Hand-To-Hand 1d6 (15 AP); No STR Bonus (-½) 1 20 Warp Space: +5 DCV (25 AP); Costs Endurance (Only Costs END to Activate; -¼) 2 20 Spell Warp: Deflection 2 40 Essense Sense: Detect Magic 18- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting 0 40 Otherworldly: Life Support (Eating: Astrak eats ambient magic; Immunity All terrestrial poisons; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Astrak does not sleep) 0 9 Astrak Senses: +3 PER with all Sense Groups 0 10 Semi-Real: Hearing Group Flash Defense (10 points) 0 10 Semi-Real: Sight Group Flash Defense (10 points) 0 60 Semi-Real: Energy Damage Reduction, Resistant, 75% 0 60 Semi-Real: Mental Damage Reduction, Resistant, 75% 0 60 Semi-Real: Physical Damage Reduction, Resistant, 75% 0 1 Reach 1m, Reduced Endurance (0 END; +½); no Noncombat Stretching (-¼) 0 Powers Total: 589 Cost Skills 3 Stealth 11- 6 +3 with Deflection Skills Total: 9 Value Complications 10 Physical Complication: Physical Complication: Semi-Large (+1 OCV to hit character, +1 to others PER Rolls to perceive him) (Infrequently; Slightly Impairing) 30 Physical Complication: Instinctive Intelligence (All the Time; Greatly Impairing) 20 Susceptibility: Dispel Magic Effects Other Than The One It Generates 3d6 damage Instant (Common) Complications Points: 60 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 720
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