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JeffreyWKramer

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Everything posted by JeffreyWKramer

  1. Re: Character for Review: Blue Streak I like the Multiple Advantage aspect, really - more versatility. for special circumstances. And don't forget the potential value of Combat Acceleration/Deceleration for doing move by/through/grab by when the fight starts at close range.
  2. Re: Crisis of Infinite Foxbats Whoa! Jive turkey!!
  3. Re: Character for Review: Blue Streak I like the character. Quite nice, actually. 2x STUN *and* BODY vs. electricity, though... ouch! On an average-sized lightning KA from a typical 350-pt character, he'll be hurting. Actually, there is one thing I don't particularly like about the character. Specifically, the name. "Streak", regardless of color, is not one of those words which I tend to find really impressive. BTW, if you get a chance, feel free to drop by my "Sharing the Wealth" thread and return the favor.
  4. Re: Champs Universe Question Oh, and for the record, in my campaign world, the US Military has quite a few more superhuman operatives - and development programs - than what is noted in the official Champions Universe. They just keep this very hush-hush. They have generally found it more reliable to recruit superhumans (and do test potential recruits for mutant abilities) than to try to make superhumans, but they keep working on reliable processes for making their own. The New Sentinels may soon be meeting some of these operatives, in fact.
  5. Re: Champs Universe Question Let me add another piece of information that supports this conclusion. Back when I was in grad school (studying clinical psychology), I was highly recruited by the USAF. They offered a pretty sweet pay and benefits package, and I was tempted (but passed - I had other professional interests). They hire a lot of psych folk, for one simple reason - the fighter planes are quite nice, and pricey, but the people really capable of flying them at expert level are few and far between, and get there only after lots and lots of expensive and time-consuming training. Without such people, the planes are not much use at all, and if one of the pilots cracks for some reason, all that time/training money goes out the window - not to mention the increased risk of loss of that nice plane if the collapse occurs during combat. Compared to those prices, hiring a bunch of shrinks seems a bargain. Much the same thing can be said about Special Forces, like DoctorItron noted above. Most people who try out for the special forces wash out. A few who pass the initial muster are disabled and killed each year - resulting in loss of a dedicated individual plus costs to the military - and it takes years of specialized training before special forces ops are considered to be fully ready for many duties. Yet, despite those expenses, special forces folk are considered well worth the investment. Now imagine how much the military would want men and women who were faster, stronger, smarter and vastly more competent than the best-trained Rangers, Delta Force folks or SEALs - and how much they'd be willing to pay.
  6. Character #4Time for something different... a good guy - or, rather, gal - this time, though connected to the previous character, Bandido - his superheroic hunted, Ricochet!Ricochet II Player: NPC Val** Char*** Cost 15** STR 5 29** DEX 57 20** CON 20 10** BODY 0 28** INT 18 14** EGO 8 15** PRE 5 20** COM 5 * 6/25** PD 3 6/25** ED 2 7** SPD 31 10** REC 6 44** END 2 35** STUN 7 *16"**RUN05"**SWIM37"**LEAP0Characteristics Cost: 172Cost** Power END 12** Super-Reflexes: Elemental Control, 24-point powers* 13** 1) Swift Movement: Running +10" (16" total), x4 Noncombat (25 Active Points)* 2 6** 2) Dizzying Moves: Negative Combat Skill Levels (-2 to opponent's OCV), Area Of Effect (4" Radius; +1 1/2) (25 Active Points); Requires An Acrobatics Roll (-1/2), Limited Power Penalties Only Apply To Those Attacking Her (-1/2)* 2 7** Fighting Gloves/Boots: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (gloves and boots; -1/2)* 14** Field Generator Belt: Multipower, 20-point reserve, Costs END Only To Activate (+1/4) (25 Active Points); all slots OIF (Belt; -1/2), Gestures (Must Use Belt Control To Activate/Change Powers; -1/4)* 1u** 1) Protective Field: Force Field (10 PD/10 ED) (20 Active Points); OIF (Belt; -1/2), Gestures (Must Use Belt Control To Activate/Change Powers; -1/4)* 2 1u** 2) Distortion Field: Invisibility to Sight Group (20 Active Points); OIF (Belt; -1/2), Gestures (Must Use Belt Control To Activate/Change Powers; -1/4)* 2 15** Body Armor: Armor (9 PD/9 ED) (27 Active Points); OIF (reinforced bodysuit; -1/2), Activation Roll 15- (-1/4)* 5** Strong Mind: Mental Defense (8 points total)* 4** Uncanny Agility: Leaping +4" (7" forward, 3 1/2" upward)* 1 1** Tireless: Life Support (Sleeping Character only has to sleep 8 hours per week)* Powers Cost: 79Cost** Martial Arts Maneuver 3** Fast Punch/Snap Kick: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike* 5** Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort* 4** Takeaway: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm* 4** Avoid: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 5** Kick/Power Punch: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike* Martial Arts Cost: 21Cost** Skill 20** +4 with DCV* 7** Acrobatics 17-* 3** Breakfall 15-* 3** Computer Programming 15-* 3** Deduction 15-* 3** Climbing 15-* 3** Electronics 15-* 3** Paramedics 15-* 3** Stealth 15-* 4** AK: Home City 16-* 3** Scientist* 2** 1) SS: Biochemistry 15- (3 Active Points)* 2** 2) SS: Biology 15- (3 Active Points)* 2** 3) SS: Chemistry 15- (3 Active Points)* 2** 4) SS: Physiology 15- (3 Active Points)* Skills Cost: 63Cost** Talent 3** Absolute Time Sense* 5** Eidetic Memory* 3** Lightning Calculator* 4** Speed Reading (x10)* Talents Cost: 15Val** Disadvantages 20** Dependent NPC: Jerry Taylor, brother 8- (Incompetent; Unaware of character's adventuring career/Secret ID)* 15** Dependent NPC: Greg Haley, boyfriend 8- (Normal; Unaware of character's adventuring career/Secret ID)* 10** Distinctive Features: Talks/Moves Quickly (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 15** Enraged: Against Those Who Murder Innocents (Uncommon), go 11-, recover 11-* 15** Hunted: Mr. Muerte 8- (Mo Pow, Harshly Punish)* 10** Psychological Limitation: Hunts Bandido (Common, Moderate)* 15** Psychological Limitation: Thrillseeker, Doesn't Stop To Think Through Risk To Self (Common, Strong)* 20** Psychological Limitation: Protective of Bystanders/Innocents (Common, Total)* 15** Social Limitation: Secret Identity (Frequently, Major)* 15** Susceptibility: When Using Field Generator Belt Powers, 2d6 damage per Minute (Common)* Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 1.60 m Hair: Brown Weight: 50.00 kg Eyes: Hazel Appearance: Kathy Taylor is in her mid-20s. She has long, curly, dark brown hair, hazel eyes and a slim, well-toned build. As Ricochet, she wears her hair tied back in a ponytail. When out of costume, she favors a very casual but modest look. Her Ricochet outfit is form-fitting and made of a rather shiny fabric. It consists of a one-piece, long-sleeved bodysuit (like that worn by female gymnasts) in red with a black stripe down the side of each arm, black leggings, royal blue elbow and knee pads, and royal blue boots, gloves, hood and belt. The boots and gloves are heavily reinforced at striking points (knuckles, toe, outer edge of the boot). The hood incorporates a pair of goggles to protect her eyes but leaves the lower part of her face visible and also has a hole at the base of her skull, from which her ponytail hangs. The belt buckle is thick and has buttons along the top edge, with which she activates the belt's invisibility and force field functions. Personality: Kathy Taylor originally became Ricochet to seek vengeance. Her desire to end the criminal careers of those responsible for her brother's death hasn't waned, but her primary motive for being a superhero is to simply do the right thing and to prevent others from the all-too-familiar experience of losing a loved one to crime. She is quick to strike down those who harm innocents, but just as quick to break off a fight if necessary to avoid endangering bystanders. Kathy has also had to admit to herself that she really loves the thrill of being Ricochet, and that she looks forward to coming home from her job as a computer network manager, putting on the costume and going out to fight crime. Nonetheless, Kathy has maintained a strong sense of responsibility and has thus far managed to balance her super-heroics with her career, caring for her disabled brother and recently starting a relationship. It helps that she only needs to sleep a few hours a week. Ricochet is particularly focused on putting Bandido behind bars, and on taking back the field generator belt he took from her brother. It pains her to think about her brother's invention being used by his killer to commit crimes. Quote:"No, dummy, I'm over here.... Make that over here.... Nope, now I'm behind you, try again... Oh, it sure would suck to be you!"Background: Katherine Taylor and her twin brother, Kenneth, were not only brother and sister, but also very similar in pesonalities - athletic, great students, interested in science - and the closest of friends. They became even closer when a car accident orphaned them and left them without family other than their younger, mentally retarded brother, Jerry. They helped each other through their grief and shared responsibility for Jerry as both worked part-time jobs and attended college. Given their close bond, it was only natural that when Ken gained superhuman agility and intellect through a laboratory accident, he told Kathy. It was equally natural that when she suggested he use those powers for the greater good, by becoming a hero, he agreed immediately. Using his heightened intellect and super-fast learning abilities, Ken invented some fantastic gear, including fabric strong enough to stop low-caliber gunfire but light enough to not impair movement and energy-field technology capable of repelling attacks or rendering objects invisible. For her part, Kathy designed a costume for him to wear and came up with an appropriate superhero name: Ricochet, reflecting the fast, acrobatic fighting style he developed to take advantage of his heightened agility and speed. Ken did well in his first few outings as a superhero, apprehending a group of mundane hold-up artists, breaking up a drug delivery, achieving a draw with Riptide and soundly trouncing the hapless Bulldozer. Then the luck ran out. As Ricochet, Kenhad been working on developing some informants, and one told him about a drug shipment set to arrive that night. He barged in only to find that his "informant" was there and that his targets were well-armed, ready and obviously expecting him. He recognized one of them - Bandido, the underling to a mysterious crime kingpin known as Mr. Muerte, rumored to be a crack shot. Ken quickly found out just how good a shot Bandido was, as a pair of high-caliber bullets slammed into him with enough force to stun him, even through his force field. He felt several more impacts and a great deal of pain... then nothing. Ken had told Kathy what he was up to, and when he didn't return that night, she feared something had gone quite badly. By the next evening, she knew it, and made a fateful decision. Ken had been studying his own altered biochemistry in an attempt to identify the factors which had given him his powers. He'd hoped that this might lead to a cure for the mental retardation that afflicted their brother and so many other people, but his early results suggested that the his powers had been the result not only of the chemical accident, but also of factors in his own genetic makeup - and thus probably not replicable with Jerry, as his retardation was the result of a genetic syndrome. Ken and Kathy had both wondered, though, what might happen if his ideas were applied to someone with a genetic makeup much closer to to his own. Kathy decided to find out, and injected herself with samples derived from Ken's own blood. Within minutes, she felt dizzy and feverish, then fell into convulsions. Worrying she'd made a very, very bad mistake, she slipped into unconsciousness... only to awaken hours later and find herself very changed. Her thoughts seemed to be racing, her mind full of ideas... she was more perceptive, able to read textbooks in minutes, able to move at a speed approaching the speed of thought. Kathy studied Ken's notes and identified the informant who'd given him the information about the drug shipment. Wearing a variant of Ken's Ricochet costume, she sought out this man and frightened him into telling her what had happened to her brother. Before speeding off to retrieve her brother's body from where Bandido had stashed it, she told him to warn Muerte and Bandido that their problems with Ricochet were just beginning. She's siince made good on that promise. She has continued her brother's name and mission with dedication and skill, and though she and Bandido have yet to meet conclusively, she's proven herself quite a problem for Mr. Muerte's operations, and for criminals in general. She's also come to really enjoy being Ricochet - both because she has helped people and saved lives, but also just for the sheer thrill of using her powers and the challenge of outwitting criminals. Powers/Tactics: Ricocchet possesses supherhuman intellectual abilities, memory, agility and reaction time and low-level superhuman speed as the result of a mutagenic process. While not a super-speedster in Kinetik's class, she is more agile than most superhumans, can run faster and jump farther than any normal human being and is able to react quickly enough to easily dodge most attacks. In combat, she uses her agility, reflexes and speed to confuse opponents with dizzying, fast-leaping acrobatic routines, then closes for hand-to-hand with the rattled foes, preferably disarming them before punching them out. It should be noted that Ricochet has no formal martial arts training - her fighting style is based on speed, intelligent application of leverage and her knowledge of physiology. Her costume protects her from damage, and the reinforced boots and gloves provide her blows with some extra oomph. Ricochet's most amazing piece of gear is her field generator belt, which can project a force field that boosts her defenses significantly, or warp light around her, making her effectively invisible (though opponents close up can recognize the distortion and see her clearly enough to target her). The belt does have a drawback, though - the field it generates interacts poorly with the human nervous system, and keeping it active for more than a few minutes at a time will induce unconsciousness and, soon after, fatal injury. Neither Ricochet has yet come up with a way to counteract this flaw, but she still finds the belt quite useful for brief combat or to quickly sneak past guards or up to an opponent. She sometimes fights invisibly if she is facing a number of opponents spread over a large area, but she switches to the force field when fighting in close quarters. Campaign Use: Ricochet is intended as a novice NPC hero. She might make a good NPC addition to a hero team, particuarly one lacking a scientist, as she has useful skills and can hold her own in a fight, but isn't enough of a combat dynamo to risk outshining the player characters. Alternately, she could be a potential ally of any heroes who find themselves going up against Bandido - or his employer, Mr. Muerte. Next time: Another of Mr. Muerte's nefarious underlings!
  7. Negative Combat Skill Levels work like Powers - they require an attack roll, cost END, etc. How long do they last? Do they require a new attack roll every phase, or does one simply keep expending END to keep them in effect against the same target? Does any defense apply?
  8. Re: What Gold/Silver/Iron Age story or series do you love? Favorite Golden Age books: The Marvel Family line of books - truly fantastic comics in every sense. ALL STAR COMICS - The JSA have always been a class act. The early Batman stories, through the mid/late 40's, were inventive, fun and often creepy, not to mention well-written and beautifully drawn. Silver Age - Lee/Kirby's FF, Lee/Ditko's DR.STRANGE and SPIDER-MAN - the core Marvel books GREEN LANTERN, LEGION OF SUPER-HEROES, DOOM PATROL, Weisinger-era SUPERMAN Bronze Age - UNCANNY X-MEN,AVENGERS - From 100 through Stern's run. ZOT!, SWAMP THING Iron Age - HELLBLAZER, PREACHER, WATCHMEN, SUICIDE SQUAD, SPECTRE, STARMAN, ANIMAL MAN, Morrison's DOOM PATROL
  9. Re: Hero A Day...Sorta... Keep up the good work, Enforcer. The various character threads, and your part in same, are great. As you may have noticed, this one inspired me to do one of my own.
  10. Re: Crisis of Infinite Foxbats And from chat, an idea to horrify everyone... the MAX line version of Foxbat!!
  11. Re: Crisis of Infinite Foxbats How could I have forgotten Foxbat 2099 this long? Keep the great ideas coming, everyone!
  12. Re: Sharing the Wealth (Nods to Enforcer84)No comments yet? Like? Dislike? Suggestions for improving the characters? Ideas for the character? Questionable or inefficient power constructs?Next is another of Mr. Muerte's supervillainous underlings.BandidoPlayer: NPC (Villain) Val** Char*** Cost 15** STR 5 23** DEX 39 15** CON 10 10** BODY 0 10** INT 0 14** EGO 8 18** PRE 8 18** COM 4 * 7/17** PD 4 7/17** ED 4 5** SPD 17 6** REC 0 30** END 0 30** STUN 4 *9"**RUN64"**SWIM25"**LEAP2Characteristics Cost: 113Cost** Power END 16** .44 Automag : Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4) (37 Active Points); OAF (Pistol; -1), 2 clips of 7 Charges (-1/4)* 5** Another .44 Automag Pistol: (5 Active Points)* 8** Skilled Shot: Multipower, 10-point reserve, all slots 4 clips of 7 Charges (+0), Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (30 Active Points); all slots OAF (Pistols; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), Conditional Power .44 Automag Must Do Body (-1/2)* 1u** 1) Slow 'em Down: Drain Dex 1d6 (10 Active Points); OAF (Pistols; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), Conditional Power .44 Automag Must Do Body (-1/2)* 1u** 2) Leg Shot: Drain Running 1d6 (10 Active Points); OAF (Pistols; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), Conditional Power .44 Automag Must Do Body (-1/2)* 1u** 3) Make 'em Dizzy: Drain INT 1d6 (10 Active Points); OAF (Pistols; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), Conditional Power .44 Automag Must Do Body (-1/2)* 1u** 4) Weakening Shot: Drain STR 1d6 (10 Active Points); OAF (Pistols; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), Conditional Power .44 Automag Must Do Body (-1/2)* 1u** 5) Impairing Wound: Negative Combat Skill Levels: -2 DCV (10 Active Points); OAF (Pistols; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), Conditional Power .44 Automag Must Do Body (-1/2)* 1u** 6) Can't Fight Back:: Negative Combat Skill Levels: -2 OCV (10 Active Points); OAF (Pistols; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), Conditional Power .44 Automag Must Do Body (-1/2)* 15** Lucky Shot: Find Weakness 12- with .44 Automag* 14** Field Generator Belt: Multipower, 20-point reserve, Costs END Only To Activate (+1/4) (25 Active Points); all slots OIF (Belt; -1/2), Gestures (Must Use Gestures To Activate/Change Powers; -1/4)* 1u** 1) Protective Field: Force Field (10 PD/10 ED) (20 Active Points); OIF (Belt; -1/2), Gestures (Must Use Gestures To Activate/Change Powers; -1/4)* 2 1u** 2) Distortion Field: Invisibility to Sight Group (20 Active Points); OIF (Belt; -1/2), Gestures (Must Use Gestures To Activate/Change Powers; -1/4)* 2 2** Protective Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OAF Fragile (Goggles; -1 1/4)* 2** Nightvision Goggles: Nightvision (5 Active Points); OAF Fragile (Goggles; -1 1/4)* 9** Uncanny Senses: +3 PER with all Sense Groups* Powers Cost: 79Cost** Martial Arts Maneuver 3** Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike* 5** Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, 25 STR to Disarm* 4** Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR to Disarm* Martial Arts Cost: 12Cost** Skill 15** +5 with any pistol* 8** Penalty Skill Levels: +4 vs. Range Modifier with pistols* 7** Acrobatics 16-* 3** Breakfall 14-* 3** Climbing 14-* 7** Fast Draw 16-* 0** Language: Spanish (completely fluent) (3 Active Points)* 2** Language: English (fluent conversation)* 3** Riding 14-* 7** Security Systems 13-* 7** Shadowing 13-* 5** Stealth 15-* 5** Streetwise 14-* 12** Survival (Temperate/Subtropical, Tropical, Desert, Urban) 13-* 7** Tracking 13-* 10** Two-Weapon Fighting (Ranged) * 4** WF: Small Arms, Blades, Grenade Launchers* 4** PS: Mercenary 13-* Skills Cost: 109Cost** Perk 3** Reputation: Incredible Marksman (A small to medium sized group) 11-, +3/+3d6* Perks Cost: 3Cost** Talent 3** Lightsleep* 31** Danger Sense (self only, any danger, Function as a Sense) 15-* Talents Cost: 34Val** Disadvantages 15** Reputation: Cold-Blooded Killer, Killed a Superhero (Ricochet I), 11- (Extreme)* 15** Hunted: Local Police 11- (As Pow, NCI, Limited Geographical Area, Harshly Punish)* 15** Hunted: FBI 8- (As Pow, NCI, Harshly Punish)* 15** Hunted: Ricochet II 11- (As Pow, Harshly Punish)* 20** Psychological Limitation: Tends to Freeze or Flee In Melee (Very Common, Strong)* 15** Psychological Limitation: Loyal to Mr. Muerte (Common, Strong)* 15** Psychological Limitation: Cowardly - Flees/Caves In When Wounded or Threatened With Torture (Common, Strong)* 5** Social Limitation: Secret Identity (Occasionally, Minor)* 15** Susceptibility: When Using Force/Invisibility Field, 2d6 damage per Minute (Common)* 20** Vulnerability: 2 x Effect vs Fear/Intimidation Attacks (Including Presence Attacks) - Cowardly (Common)* Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 1.76 m Hair: Black Weight: 80.00 kg Eyes: Brown Appearance: Bandido dresses wears a close-fitting bodysuit, boots, gloves and military-style, full-face mask/head covering, and his nightvision goggles - all black. The field generator belt is dark blue, with a large, thick buckle that has some buttons along the top (the belt controls). Bandido has attached the holsters for his twin Automags to the field generator belt. An ammunition belt (holding extra magazines for the Automags) crosses his chest from his left shoulder to his right side. Beneath this outfit, Gustavo Silva is a handsome Latino man with a very muscular build and almost no body fat. He is clean-shaven and wears his hair cut very short.Personality: In the field, Bandido acts like a calm, competent professional; out of combat, he puts on an air of bravado and machismo. The truth is, though, that Bandido's near-death has left him something of a coward. He does fine so long as he can fight at a distance, but he is likely to either freeze up or (if opportunity presents itself) flee in panic when someone closes with him. He is otherwise completely loyal to Mr. Muerte, but he knows his cowardice would probably result in his elimination should Muerte become aware of it. Bandido's Secret Identity Disadvantage refers to the fact that US law enforcement does not know his actual name, and that few people outside Mr. Muerte's closest operatives would recognize him out of costume or know that he used to be the feared Columbian criminal Gustavo Silva. Bandido really maintains only the most minimal identity as Gustavo Silva at this point, and really doesn't have much of a life outside his criminal activities. As such, having his identity revealed would be only a minor inconvenience, and Secret Identity is thus worth fewer-than-usual Disadvantage points in his case. Quote:"No, no, you insult my marksmanship! I meant for the first shot to only wound him, because I wanted him to know pain and fear before death."Background: Gustavo Silva grew up amidst the chaos and crime that engulfed Columbia during the tail-end of the 20th century. His father was involved in the cocaine trade, and Gustavo was left to fend for himself when his parents, uncle and oldest brother were killed in a US-sponsored government raid. Gustavo blamed these deaths on the governments of Columbia and the US, of course - conveniently forgetting that the raid had occurred in response to his father ordering his henchmen to bomb the home of a judge. The incident caused him to declare a hatred of all government, and himself an outlaw who would get by on the principle that the strong can and should take what they wish. He thus started a career of banditry and kidnapping. Gustavo Silva quickly developed a reputation as a daring and cruel man, and an amazing shot. Other bandits joined up with him, and his band earned a lot of notoreity... and many enemies. When he dared cross some of the drug kingpins, Gustavo realized too late that he'd definitely made the wrong enemy. He barely escaped the attack that left the rest of his gang dead, and as it was, he was sorely wounded. Days later, Gustavo was still hiding in the jungle, dying of infected wounds and nearly mad with fever, when agents of the dread Senor Muerte finally tracked him down. Having heard of his disappearance, Muerte decided to seek out Gustavo and offer the bandit a place in his organization in the US, recognizing that such an evil and violent man could well be an asset in his line of business. Gustavo accepted and served impressively, having taken to wearing a full-face mask and insisting that Muerte's other operatives refer to him as Bandido. That is the name by which he is known to most. Bandido has served Mr. Muerte well as a combat specialist and hitman, and his activities have drawn the notice of law enforcement. In addition, his murder of the superhero Ricochet has earned him a reputation as a cold-blooded killer... not to mention the hatred of Ricochet's sister, who has taken on his superheroic mission in honor of her brother and in search of vengeance against his killer. She also wants to get back the original Ricochet's field generator belt, which Bandido took from the slain hero and has since used in his crimes. Powers/Tactics: Bandido possesses no true superpowers. All of his abilities are the result of exceptional reflexes, training and equipment, and lots of experience. He is a truly fantastic marksman with pistols. He is skilled with all pistols, but currently favors the .44 Automag because of its power and impressive reputation. He is able to fight with two pistols at the same time and is also capable of amazing trick shots, including disarming opponents from a distance, finding weak spots in armored opponents or sturdy materials and placing his shots so as to inflict impairing wounds (Skilled Shot Multipower). Bandido's senses and infiltration skills are finely honed from years of jungle combat. He also makes use of sophisticated night vision goggles and the super-tech belt created by the slain superhero Ricochet. This belt emits an energy field which, depending on calibration, can either bend light around it (producing a visual distortion when viewed at very close ranges) or repel attacks. However, the field interacts poorly with the human neural system, resulting in unconsciousness (and eventually injury) if active for long periods of time, so Bandido tends to use it for only very brief periods of time (during combat or to quickly sneak past a guard, for example), rather than spending long periods of time sneaking around invisibly.Campaign Use: Mr. Muerte keeps Bandido around to deal with troublemakers, either as a lone hitman or as part of a strike force including Muerte's other supervillain followers. In either role, he will avoid close combat. He seeks out cover when possible, and is not above injuring a bystander to throw off pursuers. EDIT: I somehow shortchanged Bandido a couple of points, so I changed the text and updated the hdc.doc.
  13. Re: Dealing with Hunteds I mostly forego rolls, using frequency more as a general guideline in terms of how often a Hunted's presence should be felt on some level, and how much impact the Hunted should have when he/she/they do show. However, I do roll sometimes, mostly when I'm at a loss for a story idea. As to replacing Hunteds who are eliminated, what I did would depend on the circumstances. If a Hunted is killed, the character may pick up a new Hunted - the first one's relatives/heir/lover, perhaps, or the police if the death occurred in a manner in which the PC was (or seemed to have been) at fault. Resurrection may be literal, or just replacement with someone else using the old guy's gear and motif (as has happened in the comics, with Mirror Master and some other villains). In the case of a group, the replacement might reflect remnants of the old group, perhaps pulled together to seek revenge, or it may reflect a new group in some manner inspired by the original - or, learning from the original's failure, taking a different tactic in terms of MO or how to address problem heroes. Depending on the specifics of what occurred, the PC might develop a Reputation involved in the loss of the old Hunted, or pick up a DNPC along the way (perhaps someone saved from the previous Hunted). There are lots of possibilities.
  14. Re: cannot be escaped with teleportation I personally wouldn't have any problems with a brick character who could define appropriate special effects purchasing "Cannot Be Escaped With Teleportation" as an Advantage on STR. It makes as much sense as, say, buying Affects Desolid on STR. Said Advantage applied in this case would only function with maneuvers such as Grab, for which escape is an issue, but this would not be a Limitation - simply a part of the game mechanic. Purchasing AP on Teleport would bypass this effect.
  15. Re: Sharing the Wealth (Nods to Enforcer84)Next up to bat... the first of Mr. Muerte's supervillain underlings.El Toro Val** Char*** Cost 40** STR 30 18** DEX 24 30** CON 40 20** BODY 20 5** INT -5 14** EGO 8 25** PRE 15 10** COM 0 * 20** PD 12 16** ED 10 4** SPD 12 14** REC 0 60** END 0 55** STUN 0 *12"**RUN122"**SWIM08"**LEAP0Characteristics Cost: 178Cost** Power END 20** Tough as a Bull: Physical Damage Reduction, 50%* 3** Toughness: Lack Of Weakness (-3) for Normal Defense* 4** Big Lungs: Life Support (Extended Breathing)* 20** Immovable Object: Knockback Resistance -10"* Powers Cost: 47Cost** Martial Arts Maneuver 4** Arm Bar: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 4d6 NND ; Target Falls* 3** Body Slam: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike; Target Falls; Must Follow Grab* 4** Bull Rush: 1/2 Phase, +0 OCV, -2 DCV, 12d6 +v/5 Strike, FMove* 5** Clothesline: 1/2 Phase, +1 OCV, +0 DCV, 10d6 +v/5; FMove* 4** Crush: 1/2 Phase, +0 OCV, +0 DCV, 14d6 Crush, Must Follow Grab* 3** Drop Kick: 1/2 Phase, +2 OCV, +1 DCV, 10d6 Strike; You Fall, Target Falls* 4** Duck/Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 3** Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on* 5** Head Bash: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike* 5** Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2d6 , Disable* 4** Punch/Forearm Strike: 1/2 Phase, +2 OCV, +0 DCV, 12d6 Strike* 4** Reversal: var Phase, -1 OCV, -2 DCV, 65 STR to Escape; Grab Two Limbs* 4** Sleeper Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND* 5** Stomp: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike* 8** +2 HTH Damage Class(es)* Martial Arts Cost: 65Cost** Skill 3** Acrobatics 13-* 5** Acting 15-* 7** Breakfall 15-* 3** Climbing 13-* 0** Language: Spanish (completely fluent) (3 Active Points)* 1** Language: English (basic conversation)* 5** PS: Pro Wrestling 14-* 6** KS: Pro Wrestling 15-* 3** Streetwise 14-* 7** Teamwork 15-* 20** +4 with HTH Combat* Skills Cost: 60Val** Disadvantages 15** Distinctive Features: Huge, Hulking Man (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 10** Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)* 25** Enraged: When Taunted (Common), go 14-, recover 11-* 20** Psychological Limitation: Loyal to Mr. Muerte (Very Common, Strong)* 15** Psychological Limitation: Stubborn (Common, Strong)* 15** Psychological Limitation: Easily Manipulated by Women and Kids (Common, Strong)* 20** Susceptibility: When Mind Controlled, 2d6 damage per Phase (Uncommon)* 20** Enraged: When Someone Point Gun At/Shoots Him (Common), go 14-, recover 14-* 10** Unluck: 2d6* Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 2.00 m Hair: Brown Weight: 130.00 kg Eyes: Brown Appearance: El Toro is a huge Mexican man, age 29. He wears expensive shirts (and sometimes suit jackets) over full-length wrestling pants (black with red trim), boots (red with black laces) and wears a red full-head mask, with black trim and short, soft, black horns. If he has time, he strips off his shirt and jacket before going into combat.Personality: El Toro is as strong, stubborn, temperamental and dumb as his namesake, but he's really not a very evil person. He's easily manipulated by kids or women, and readily offers to help either, and once he gets his mind set on something, he sticks with it - until something else distracts him, at least. El Toro is motivated mostly by praise and wealth. He sends much of his money back to his family in Mexico but otherwise lives well, buying expensive toys and watching pro wrestling matches in person or by pay-per-view. He doesn't really know about Muerte's dark powers, and would probably rethink his loyalties if he did, but for the moment he gladly serves Senor Muerte, as he's glad to be in the US. Quote:"You will learn to not anger El Toro! Prepare to be trampled!"Background: Juan Araujo was the seventh child of a large, poor family from Mexico City. He wasn't very bright, but he was abnormally strong, and given his great size and strength and his admiration for professional wrestling, it seemed naturally that he would himself be attracted to the ring. As a teenager, he'd earned the nickname El Toro (the bull) due to his strength and stubbornness, and he adopted that same name - and a red, full-head mask with (soft) horns - as his wrestling persona. Things went great for Juan for a few years. He was successful in the ring, achieving fame and financial success, and life seemed good, until a dishonest woman came into his life. She told Juan she was being harassed by a man and asked him to make him leave her alone. He gave his help readily, only to find that the man he'd crippled was a police officer, and that the woman was involved in her husband's drug business. All of a sudden El Toro found himself a wanted man. Forced to leave the ring, he fell further among bad influences, ending up acting as an enforcer and leg breaker for drug traffickers and mobsters. He eventually attracted Senor Muerte's attention, and came with Muerte to the United States. Powers/Tactics: For a big, dumb guy, El Toro is amazingly skilled, and he has a strong sene of the dramatic. Thus, he tends to use showy combat maneuvers like charges, body slams and drop kicks, rather than just grabbing a foe and crushing him into unconsciousness. Nonetheless, he doesn't think much about complex strategies and he's not the least bit subtle. His basic style is to take the fight directly to the foe.Campaign Use: El Toro is one of Mr. Muerte's more powerful followers. He works well with the others and with Muerte's lesser underlings, though Bandido did make the mistake of pointing his pistols at El Toro once. Once was all it took, as the big man bowled him over and broke one of his arms much more quickly than he'd have thought possible.Edit: Adding the file:
  16. Enforcer84's long-running "Hero a Day" thread is pretty cool. It features complete write-ups for a variety of characters. Well, lately I've been having a major creative spurt in regard to CHAMPIONS - namely, I've been thinking up tons of characters, both heroes and villains. Some are characters I'd like to play as PCs someday, others are potential NPC heroes, and many are villains. The problem is, by and large these characters would be pretty extraneous in my current online champion (the high-powered New Sentinels campaign). Which is a shame, in my opinion. I think (hope?) these characters are good enough to see the light of day.Thus, this thread.I don't know if I'll manage to put out a character a day, but I'm going to try to present a whole bunch of characters - heroes and villains, at different power levels. Hopefully some of you will find some of these characters useful for your campaigns, or at least interesting to read about. Who knows, maybe someone will decide to use one, or a variation of one, as a PC? If so, I'll be honored.A couple of notes. First, I'm still playing around with the Hero Designer software, so there might be some wonky bits here and there. Second, I'd love to provide pictures of the characters, as I am a fairly good artist, but I don't have a scanner and I also don't have any graphics/drawing programs worth a darn. If someone can point me to a good piece of shareware that would run on a Windows-supported system, I'd be quite thankful.Now, time to get the show on the road.Our first contestant is an undead crime boss. He's dangerous, but really not powerful to be a true "master villain". I'll probably present some of his underlings next. Mr. Muerte Val** Char*** Cost 30** STR 20 23** DEX 39 20** CON 20 15** BODY 10 18** INT 8 20** EGO 20 30** PRE 20 6** COM -2 * 30** PD 24 20** ED 16 6** SPD 27 10** REC 0 40** END 0 60** STUN 20 *6"**RUN02"**SWIM06"**LEAP0Characteristics Cost: 222Cost** Power END 42** Death Gaze: Killing Attack - Ranged 1d6+1, Invisible to Hearing, and Sight Groups, Source Only (Visible to Smell - Scent of Decay/Grave); +1/4), Reduced Endurance (1/2 END; +1/4), +1 Increased STUN Multiplier (+1/4), Does BODY (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (85 Active Points); Limited Power (Only vs. Living Beings; -1/2), Concentration (1/2 DCV; -1/4), Restrainable (Only by means other than Grabs and Entangles; Blinding/Blindfolding; -1/4)* 4 17** Razor-Sharp Fingernails: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4) (25 Active Points); Restrainable (-1/2)* 1 25** Fists Like Sledgehammers: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2)* 7** Tireless: Strength 30, Reduced Endurance (1/2 END; +1/4) (7 Active Points)* 30** Like Punching A Wall: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Persistent (+1/2), Continuous (+1) (52 Active Points); Always On (-1/2), Limited Power (Only When Struck) (-1/4)* 20** Steel-Hard Skin: Damage Resistance (20 PD/20 ED)* 12** Immovable: Knockback Resistance -6"* 6** Indestructable: Lack Of Weakness (-6) for Normal Defense* 6** Indestructable: Lack Of Weakness (-6) for Resistant Defenses* 6** Indomitable Will: Mental Defense (10 points total)* 48** Undead Body: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week)* 6** Blood Ritual: Healing BODY 4d6, Can Heal Limbs (45 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Extra Time (1 Minute, Character May Take No Other Actions, -1 3/4), OAF Bulky Expendable (Difficult to obtain new Focus; Human Sacrifice; -1 3/4), Gestures (Requires both hands; -1/2), Incantations (Requires Incantations throughout; -1/2)* 5** Darksight: Nightvision* 9** Supernatural Senses: +3 PER with all Sense Groups* 9** Magic Sense: Detect Magic 15- (Unusual Group), Discriminatory, Analyze, Range (22 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; Character is totally unaware of nearby events; -1), Extra Time (Full Phase, -1/2)* Powers Cost: 248Cost** Skill 3** Bribery 15-* 3** Interrogation 15-* 0** Language: Spanish (completely fluent) (3 Active Points)* 2** Language: English (completely fluent) (3 Active Points)* 2** Language: Latin (completely fluent) (3 Active Points)* 1** Language: Central/South American Native Languages (basic conversation)* 10** +2 with HTH Combat* 3** Persuasion 15-* 3** Stealth 14-* 3** Streetwise 15-* 6** Survival (Temperate/Subtropical, Tropical, Desert) 13-* 5** WF: Common Melee Weapons, Small Arms, Garrote* 5** KS: Crime and Criminals 15-* 3** KS: Magic 13-* 5** PS: Crime Lord 15-* Skills Cost: 54Cost** Perk 10** Money: Wealthy* 45** 52 Hardened Criminals (100 pt base + 50 Disadvantages)* 50** Followers - 4 Starting Supervillains (200 Base/150 Disads)* Perks Cost: 105Cost** Talent 3** Simulate Death* Talents Cost: 3Val** Disadvantages 5** Dependence: (Human Sacrifice Ritual) Takes 3d6 Damage (Difficult To Obtain, 1 Week)* 15** Distinctive Features: Odor of Decay/Death (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)* 10** Distinctive Features: Undead/Aura of Evil (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)* 15** Distinctive Features: No Vital Signs (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)* 5** Distinctive Features: Grayish Skin, Unusually Long Fingernails (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 20** Enraged: Berserk Attacked With Holy Items (Uncommon), go 11-, recover 14-, Berserk* 5** Hunted: FBI 8- (As Pow, NCI, Watching)* 5** Hunted: DEA 8- (As Pow, NCI, Watching)* 10** Hunted: Gauntlet (Government-Sponsored Superhero) 8- (As Pow, Harshly Punish)* 15** Physical Limitation: Cannot Enter Hallowed Ground/Holy Places (Infrequently, Fully Impairing)* 15** Psychological Limitation: Hates/Fears Magic-Wielders (Common, Strong)* 15** Psychological Limitation: Cruel and Sadistic (Common, Strong)* 15** Psychological Limitation: Vengeful (Common, Strong)* 30** Susceptibility: Touched By Holy Item; Takes Normal Damage Stun and Body (NND), 1d6 damage per Phase (Uncommon; Custom Adder)* 10** Reputation: Ruthless Drug Kingpin/Crime Lord (Not Widely Known Outside Law Enforcement/Underworld), 11- (Extreme; Known Only To A Small Group)* Disadvantage Points: 190Base Points: 350Experience Required: 92Total Experience Available: 92Experience Unspent: 0Total Character Cost: 632 Height: 1.82 m Hair: Black Weight: 88.00 kg Eyes: Brown Appearance: Jorge Salgado dresses stylishly, but his grayish pallor gives him an unhealthy appearance. He also emits the scent of death, though he uses strong colognes to hide this when he goes out in public (always surrounded by bodyguards and hirelings). He has long, well-groomed nails and speaks English fluently, though with a notable accent. Despite his villainous alias, Mr. Muerte does not wear a garish costume or otherwise favor the typical supervillain fashions. He has black hair, worn closely-cropped, and brown eyes.Personality: Salgado is motivated by nothing more than the desire for personal power, and he has no qualms about gaining said power by any means necessary. Salgado was a classic psychopath even before gaining his dark powers, and since then he's actively served and promoted evil for its own sake. He likes to be in charge, and as such, he's more often than not the dark figure behind the scenes, but he has no problem with getting his own hands dirty as dictated by necessity or by his own cruel desires. Few things scare Salgado. He has an intense hatred of holy symbols and items, and those who bear them, but he only fears such things if they are wielded by someone of great power. This happens only rarely, in part because few know that he has supernatural powers, and even fewer realize he is undead. He also hates and fears most others who know the ways of magic, as he knows they will likely recognize him for what he is, and may be able to destroy him. Quote:"Some men fear death. Some men bring death to others. I *am* death."Background: Long ago, Jorge Salgado was a member of El Salvador's feared death squads. When the evil regime that supported the squads fell, he became a mercenary and hired thug, mostly working for drug kingpins throught Central and South America. In 1989, while working in Nicaragua, he'd tired of being a toady for others and was seeking options that would let him be his own man, someone who gave the orders for once, rather than following them. After hearing tales of a reclusive and feared evil bruja, or witch, possessing the Evil Eye and other dark powers, Salgado sought this woman out. She recognized within him a capacity for great evil, and after receiving permission from the dark spirits she served, started teaching him the secrets of her black magic. He studied under the woman long enough to identify a path to greater power, then took that path - a magical ritual in which the bruja became Salgado's first sacrifice. Within a short time, Salgado had used his dark powers to kill his former employer and take his place in the Nicaraguan cocaine cartels. His methods also earned him an alies - Senor Muerte (Mr. Death). As his power grew, Salgado decided to branch out more on his own, eventually moving to the US, where he has facilitated the trafficking of cocaine and other narcotics. His profits from these activities made him quite wealthy, and his power grew even further as he used his gains to expand his criminal enterprises into areas such as slavery and murder-for-hire. Although he's been arrested, Salgado has never been convicted of a crime (most often because witnesses against him tend to disappear or die suddenly), and his dark powers and reputation continue to grow. The name Mr. Muerte has gradually become quite feared in the US, both within the law enforcement community and in the criminal underground. Powers/Tactics: The dark rituals Salgado performed transformed him into an undead being of great power. Supernaturally strong, incredibly durable and effectively immortal, Salgado can kill with his razor-sharp nails, his great strength or his very gaze, which causes targets to decay and die in a gruesome manner, leaving nothing but bones and rotted flesh. He does not possess all of the abilities common to vampires and other powerful, undead beings, but he also does not have their weaknesses to sunlight or their need to sleep in coffins. However, as an unholy being, he is vulnerable to holy items and substances and unable to enter holy places. In addition, he has to continue to dedicate human sacrifices to the dark powers in order to maintain his existence. This ritual is separate from the one he sometimes performs to heal himself on the rare occasions when he has been significantly wounded.Campaign Use: Mr. Muerte makes a good behind-the-scenes criminal mastermind for a group of lower-powered heroes, particularly those who concentrate their efforts on street-level crime. He would also make a great Hunted for a single, more powerful street-style hero. He is dangerous but not enough of a combat monster to present a great deal of direct threat to a group of high-powered flying bricks, energy-blasters and magic-masters, but his resources easily allow him to hire other villains - or assassins - to handle any of those who cross his path. More often than not, the heroes will first run into some of Mr. Muerte's criminal followers then face-off with the lesser supervillains in his employ (Bandido, La Diabla, El Toro, Machete) well before they encounter him directly.Edit: Adding in the file
  17. Re: Crisis of Infinite Foxbats I'm loving these ideas. Keep 'em coming! The Cyborg Foxbat reminded me of a couple others: Electric Foxbat and Foxbat Red and Foxbat Blue (or would that be Tan and Brown?). INFINITY FOXBAT sounds at least as good as the last couple of those big Starlin snorefests.. INFINITY WAR/CRUSADE/TOASTER/BIDET/ETC.
  18. Re: Crisis of Infinite Foxbats Thankfully, Foxbat 1 Million's ping-pong gun is well up to the task of blocking such attacks! Wooh hoo!!
  19. Re: Crisis of Infinite Foxbats The Fox Knight Returns!!
  20. Every now and then I torture my players with the idea that I might toss some storyline at them involving major extradimensional perils which, simply for the fun-bizarre value of it, are centered around Foxbat. Toward this, I've tried to come up with as many alternate-world versions of Foxbat as possible. You know - guys like Golden Age Foxbat, Foxbatmite, Foxbat 1,000,000, Ultimate Foxbat and Bizarro Foxbat. What ideas do you have to toss into the mix? I'm sure my players will thank you. Really!! Edit: I almost forgot Foxbat-X
  21. Re: Barrett announces 25mm man-portable assault cannon in testing Ouchy. Something like this wouldn't do much to Colossus.... but most lesser bricks - the Luke Cages of the Champions world, for example - are gonna be hurting.
  22. Re: I Can't Believe He Played That! Past campaigns I've run or played in have included these luminaries: 1) BIG BROTHER. He had a vehicle - essentially, a real small space station - that stayed in orbit... really obscene levels of telescopic and N-Ray vision (these days he'd build some of his senses with megascale, no doubt)... and formidable psionic powers. He wouldn't really go into battle.. teammates would just tell him the battle coordinates, and he'd stare down from space and mind-gork the villains. 2) CAPTAIN FASHION. His only powers were the ability to change his own clothing into anything he wanted, and to do the same with others' clothing. He connected the second up to a presence drain - hard for the villains to feel too threatening when they find themselves wearing bunny suits, or silk nighties. And to go on stereotypes, Captain Fashion was of course flamboyantly gay - mincing, lisping, the works. Unfortunately for the Captain, he triggered the Enraged condition of some big-HKA villain (when embarassed/ridiculed)... but there was much rejoicing by everyone else.
  23. Re: New Sentinels stats I'm the GM for this particular game, and I can honestly say, it's an honor, a privilege and a joy to run a game for such a talented group of RPers. There are times these folk pretty much GM themselves, really.
  24. This continues to be a very cool thread... lots of good ideas. Thanks for sharing, Enforcer.
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