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Lord Liaden

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Everything posted by Lord Liaden

  1. Re: Champions Worlds Yes, perhaps we can conclude that. I have to wonder how much of that is self-fulfilling prophecy, though. Looking back on the release schedule for past years, it seems to me that Hero Games never really intended to flesh out either the Turakian and Valdorian Ages when they were published, at least for the foreseeable future. Would these settings have generated more interest among fans if, for example, the upcoming city sourcebook for TA had come out shortly after the main setting book? The fact that it didn't appears to be part of HG's publishing plan, but if so it's one that I'm not sure I agree with.
  2. Re: Champions Worlds Well, that may or may not be true, but in the case of The Mystic World and Arcane Adversaries, they were to a large extent already written by Dean Shomshak, being mostly updates and expansions of material he and others had already written for Fourth Edition Champs. I've noticed that HG management is more willing to consider slotting a book into their schedule when there's an existing manuscript already on hand.
  3. Re: Champions Worlds Okay, you've got me there.
  4. Re: Champions Worlds You know, thinking about this issue there does seem to be a bit of inconsistency in Hero Games's world-support policy. On the one hand they've said that they don't want to devote resources to supporting more than one superhero world; whether one agrees with that policy or not, the rationale for it is reasonable. OTOH Hero Games has put out two very different campaign settings for the Star HERO and Fantasy HERO game lines, and FH is scheduled for at least one more in the future. Now, you could argue that all these settings are part of the Hero meta-universe, and so not really separate "worlds" as such; but each is so unique that it amounts to much the same thing. Another thing that seems rather inconsistent is the great number of supplements that HG has put out detailing particular elements of the Champions setting - villain books, organization books, city/region books, adventures - while not giving the same attention to the other game line settings. Are we to conclude that what sells for supers wouldn't sell for fantasy? Given the large number of books sold that detail discreet sections of fantasy worlds by other game companies, that seems counter-intuitive.
  5. Re: Alternate Initiative Rolls IIRC Dark Champions 5E made a formal optional rule out of something that lots of HEROphiles have house-ruled for some time: by DEX, if tied then by INT. This makes sense given that Intelligence as a HERO Characteristic is defined as mental processing speed. It also gives more value to each point of INT, and a reason to not always buy the "efficient" number.
  6. Re: Question about posting reworked characters Provided, of course, that that "tribute" doesn't use substantial portions of the original writeup as its basis. You can read the specifics of Hero Games's policies on posting their IP anywhere on the Internet on this webpage. There have been those who claim that these policies apply only to other websites, not here on the Hero Games company site; but company folks have made it clear that they feel the same way about their IP posted to these public discussion forums, where anyone can read it for free.
  7. Re: Project 1000: Build a Legend/Megahero Sometimes trying to keep that list up to date is a royal pain in the kiester. But then I hear the thanks from all the people who have made use of it: So yeah, it's worth it.
  8. Re: Project 1000: Build a Legend/Megahero Hey, you started this thread. A year and a half ago I thought I'd post a little list of other RPGs I knew of converted to HERO System. Look where that got me.
  9. Re: How to: Ego Roll Wall Well, one of the combat uses of CE is to cause penalties to particular Characteristic Rolls - the DEX penalty for walking on a CE-created sheet of ice is the canon example in the rulebook. The implication seems to be that if you create an environment where a penalty would apply, that would require someone entering that environment to make the appropriate roll. IMO it's not unlike the GM calling for a Characteristic Roll when he or she deems the circumstances appropriate, and ruling on the effect of a failed roll; except in this case the appropriate circumstances are being induced by a deliberate Power usage.
  10. Re: Old vs new: Obsidian vs Ironclad Between the 250-point Obsidian in the BBB, and the 350-point Ironclad in the Champions genre book, I'd have to give it to Ironclad. He's actually a pretty efficiently-designed brick, with good CV in HTH, and his Find Weakness is pretty devastating. Against the 450-plus-point Obsidian in Champions Universe First Edition, I'd say that Ironclad is overmatched. That Obsidian is much stronger and tougher overall than Ironclad, has comparable HTH skill, has Lack of Weakness IIRC, and his Martial Art "Hiadman" makes him tough to hurt and very effective in close.
  11. Re: I Just Bought 5ER (finally) 1) Freshly-printed FREds tended to have that problem, too. If you store the book where it will be pressed on from both sides, like tightly in a bookshelf or under a stack of other books, that warping will flatten out in a couple of weeks. 2) Did you miss the whole "yellow paper" flap when 5ER first came out? That paper was chosen because it's thinner and stronger than FREd's paper, which DoJ thought necessary to keep the book from being unmanageably thick. It's actually more expensive paper than in other Hero Games books; the color is due to it's not being bleached, since bleaching would weaken it, defeating the purpose of using it in the first place. 3) If you mean zornwil's summary of the differences in page numbering and comparable content between FREd and 5ER, you can view that here: http://www.herogames.com/forums/showthread.php?t=26915 . And congratulations!
  12. Re: Exploding Duplicates Your parameters seem reasonable to me, actingkeith. I was just keeping the "X Amount Of Damage" very loose so that AA could define it as he sees fit.
  13. Re: Packages Curufea has it, essentially. Packages are templates that you can quickly build a character from, greatly simplifying the chargen process. They also allow the GM to establish the parameters for what sort of character abilities are appropriate to his or her campaign. I know that some gamers who come to HERO from other systems use Packages in a manner similar to Character Classes with predefined sets of abilities, if they're used to that style of game.
  14. Re: Exploding Duplicates Ah, I think I get it now. Here's what I'm thinking: each Duplicate gets a Power: EB, Explosion, Trigger (when Duplicate recombines), Personal Immunity, No Range. Each Duplicate also takes a Physical Limitation: Recombines When Takes X Amount Of Damage.
  15. Re: Terrible Thoughts -- Simple Concept, Expensive Build Here's an inexpensive, borderline-munchkin approach: buy this as a Ranged Killing Attack, Based On Ego Combat Value. According to the rules this attack is only stopped by Resistant Mental Defense, which I have yet to see any published Champions character buy. So, any amount of RKA will pass right through the target's Mental Defense unimpeded. You can make this even cheaper by making it a Hand Killing Attack, and applying the "No STR Bonus" Limitation (-1/2). Several published writeups use that Lim, so it's perfectly legal. You could even add "Does Body" to the BOECV KA for a consequence that almost no one could ignore. EDIT: In case it wasn't clear from my description, all of the above applies to Damage Shield constructs.
  16. Re: QUICK! Help on Primus acronym Actually, that was the acronym under the previous incarnation of the CU. According to p. 43 of the Champions Universe sourcebook, it now stands for "Paranormal Research and Investigation Mission of the United States."
  17. Re: NPC's From Old 'Space Gamer' Modules
  18. Re: Curiousity about vampires and werewolves But none of them stood a chance against Abbot and Costello.
  19. Re: Project 1000: Build a Legend/Megahero Originally Posted by Argus A 1000 Point Argus. Argus Player: Val Char Cost 25 STR 15 26 DEX 48 25 CON 30 15 BODY 10 23 INT 13 23 EGO 26 25 PRE 15 18 COM 4 25 PD 20 25 ED 20 7 SPD 34 20 REC 20 80 END 15 41 STUN 0 6" RUN 0 2" SWIM 0 5" LEAP 0 Characteristics Cost: 270 Cost Power END 52 Enhanced Senses Pool: Variable Power Pool (Only Sense Powers), 30 base + 22 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (75 Active Points); Limited Class Of Powers Available Very Limited (-1) 0 1) Detect META Humans A Large Class Of Things 14-, Analyze, Discriminatory, Range, Rapid (x10), Sense (30 Active Points) Real Cost: 30 0 2) Radio Perception/Transmission (10 Active Points) Real Cost: 10 0 3) N-Ray Perception (10 Active Points) Real Cost: 10 0 4) Nightvision (5 Active Points) Real Cost: 5 0 5) Radar (15 Active Points) Real Cost: 15 60 Find Weakness 17- (All Attacks) 10 Flash Defense (10 points) (Sight Group) 10 Flash Defense (10 points) (Hearing Group) 10 Flash Defense (10 points) (Radio Group) 10 Flash Defense (10 points) (Unusual Group) 25 Damage Resistance (25 PD/25 ED) 60 Eye Beams: Multipower, 60-point reserve 6u 1) Energy Blast 12d6 (vs. ED) (60 Active Points) 6 6u 2) Energy Blast 8d6 (vs. ED), Armor Piercing x1 (+1/2) (60 Active Points) 6 6u 3) Energy Blast 8d6 (vs. ED), Double Knockback 1.5x KB (+1/2) (60 Active Points) 6 4u 4) Missile Deflection (Any Ranged Attack), Ranged Full Range (+1) (40 Active Points) 6u 5) Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points) 6 6u 6) Energy Blast 6d6 (vs. ED), Area Of Effect (7" Cone; +1) (60 Active Points) 6 40 Flight Powers: Multipower, 40-point reserve 4u 1) Flight 20" (40 Active Points) 4 4u 2) Flight 13", Variable Advantage (+1/4 Advantages +1/2) (39 Active Points) 4 4u 3) Flight 12", Position Shift, x8 Noncombat (39 Active Points) 4 Powers Cost: 323 Cost Martial Arts Maneuver 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +30 STR vs. Grabs 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +5d6 Strike 4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +7d6 Strike 4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND; Target Falls 12 +3 HTH Damage Class(es) Martial Arts Cost: 41 Cost Skill 3 Shadowing 14- 3 Persuasion 14- 3 Oratory 14- 3 Lockpicking 14- 3 Security Systems 14- 2 Navigation (Air) 14- 3 Inventor 14- 3 Forensic Medicine 14- 3 Electronics 14- 3 Mechanics 14- 3 Deduction 14- 3 Criminology 14- 3 Concealment 14- 3 Computer Programming 14- 3 Bureaucratics 14- 3 Cryptography 14- 15 +3 with Ranged Combat 15 +3 with HTH Combat 16 +2 with All Combat 30 +3 Overall 3 Stealth 14- 3 Streetwise 14- 3 Systems Operation 14- 3 Paramedics 14- 3 Scientist 2 1) SS: Subatomic Physics (INT-based) (3 Active Points) 14- 2 2) SS: Robotics (INT-based) (3 Active Points) 14- 2 3) SS: Hydrology (INT-based) (3 Active Points) 14- 2 4) SS: Physics (INT-based) (3 Active Points) 14- 2 5) SS: Biophysics (INT-based) (3 Active Points) 14- Skills Cost: 148 Cost Perk 15 Money: Filthy Rich 10 Computer Link 40 Vehicles & Bases (200 Base, 25 Disad) 53 Follower (x16, 165 Base, 100 Disad) Perks Cost: 118 Cost Talent 3 Absolute Time Sense 3 Absolute Range Sense 3 Bump Of Direction 56 Danger Sense (Area: General Area, Discriminatory, Function as a Sense, Sensitivity: Any Danger, Targeting Sense) 18- 3 Lightning Calculator 5 Eidetic Memory 8 Lightning Reflexes: +5 DEX to act first with All Actions 4 Speed Reading (x10) 15 Combat Sense 14- Talents Cost: 100 Total Character Cost: 1000 Val Disadvantages 25 Hunted: By The Eye-Glass 14- (As Pow; Harshly Punish; Extensive Non-Combat Influence) 25 Hunted: The Miami Cartel (Super Human Drug Lords) 14- (As Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Psychological Limitation: Code Vs Killing (Common; Strong) 10 Reputation: Real Superhero 11- 25 Dependent NPC: Family(Wife and three children) 8- (Normal; Group DNPC: x4 DNPCs; Unaware of character's adventuring career/Secret ID) 20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe 15 Psychological Limitation: Overconfidance (Common; Strong) 15 Psychological Limitation: Protect Innocents (Common; Strong) Disadvantage Points: 150 Base Points: 200 Experience Required: 650 Total Experience Available: 650 Experience Unspent: 0
  20. Re: Project 1000: Build a Legend/Megahero Originally Posted by GestaltBennie Here's one that some may recognize from his PBeM. Edited to remove a dubious EC and fix a power Scott Bennie ---- Omega Player: Scott Bennie Val Char Cost 75 STR 65 26 DEX 48 35 CON 50 23 BODY 26 13 INT 3 20 EGO 20 30 PRE 20 30 COM 10 30 PD 15 30 ED 23 6 SPD 24 22 REC 0 80 END 5 80 STUN 1 8" RUN 4 3" SWIM 1 15" LEAP 0 Characteristics Cost: 315 Cost Power END 110 Magic/Probability Powers: VPP (Magic Pool), 50 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (125 Active Points); all slots Limited Power Defenses May Be Boosted At Double Cost (-1/4) 34 Champion Against Black Magic: Aid STR, BODY, END, and STUN 1 1/2d6, Trigger,By Physical Contact With Black Magic (+1/4), [four powers] simultaneously (+1) (34 Active Points) 45 Notice/Intimidation Field: Change Environment 8" radius, -1 to PRE vs. PRE checks, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (45 Active Points) 21 Near Invulnerability: Damage Resistance (21 PD/21 ED) 8 Knockback Resistance -4" 36 Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 12 Mental Defense (16 points total) 10 Power Defense (10 points) 11 Healing (Regeneration) 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 116 Mach IV Flight: Flight 19", Improved Noncombat Movement (x32), Rapid Noncombat Movement (+1/4), Combat Acceleration/Deceleration (+1/4), Reduced Endurance (0 END; +1/2) (116 Active Points) 22 Detect Magic A Large Class Of Things 17- (Unusual Group), Discriminatory, Sense 9 +3 PER with all Sense Groups 17 High Range Radio Perception (Radio Group), Tracking 5 Infrared Perception (Sight Group) 5 Mental Awareness 10 N-Ray Perception: Not Through Extremely Thick (5 cm of metals, 15 cm of stone, 60 cm of earth) Substances (Sight Group) Powers Cost: 471 Cost Martial Arts Maneuver Wrestling 4 1) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 90 STR vs. Grabs 3 3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 85 STR for holding on 5 4) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable 4 5) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls 4 6) Reversal: var Phase, -1 OCV, -2 DCV, 90 STR to Escape; Grab Two Limbs 3 7) Slam: 1/2 Phase, +0 OCV, +1 DCV, 15d6 +v/5, Target Falls 5 8) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 85 STR to take weapon away 3 9) Take Down: 1/2 Phase, +2 OCV, +1 DCV, 15d6 Strike; You Fall, Target Falls Martial Arts Cost: 35 Cost Skill 16 +2 with All Combat 3 +1 with Wrestling 3 Acrobatics 14- 3 Acting 15- 5 AK: Los Angeles 14- 4 AK: Plains States 13- 3 Breakfall 14- 3 Climbing 14- 3 Computer Programming 12- 3 Conversation 15- 3 Criminology 12- 1 Demolitions 8- 3 Interrogation 15- 2 KS: The Magical World 11- 5 KS: The Superhuman World 14- 2 Language: Spanish (Fluent Conversation) 2 Navigation 12- 11 Power: Strength Manipulation 15- 5 PS: Farmer 14- 1 SS: Neurology 8- 3 Seduction 15- 3 Tactics 12- Skills Cost: 87 Cost Perk 10 Money: Wealthy 3 Contact: Agent 12- 18 Contact: Avery and Alexi Stone, CIA sorcerors (Contact has access to major institutions, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11- 15 Contact: LAPD Brass (Contact has access to major institutions, Contact has significant Contacts of his own), Organization Contact (x3) (15 Active Points) 12- 8 Contact: Michael Carleton, powerful sorcerer (Contact has significant Contacts of his own, Very Good relationship with Contact) 14- 6 Contact: The Protectorate Monolith (Contact has access to major institutions, Contact has significant Contacts of his own, Good relationship with Contact) 12- Perks Cost: 60 Cost Talent 31 Danger Sense (self only, in combat, Discriminatory, Function as a Sense) 21- Talents Cost: 31 Total Character Cost: 999 Val Disadvantages 5 Distinctive Features: Compulsive Swearing Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Hunted: the Black Priest 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 10 Hunted: the Brickyard 8- (Occasionally), Less Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 10 Hunted: the Woman in Red 8- (Occasionally), Less Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 10 Psychological Limitation: Greedy Common, Moderate 10 Psychological Limitation: Loves To Fight Common, Moderate 15 Psychological Limitation: Overconfidence Very Common, Moderate 10 Psychological Limitation: Vain Common, Moderate 10 Reputation: Mystically Chosen Harbinger of the Apocalypse, Frequently (11-), Extreme, Known Only To A Small Group 0 Rivalry with other superhero bricks: Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Public Identity (Tommy Champion) Frequently (11-), Major Disadvantage Points: 115 Base Points: 200 Experience Required: 684 Total Experience Available: 685 Experience Unspent: 1 Background/History: Omega is the great grandson of David Champion, a being fabricated like a Frankenstein monster from pieces of angels, devils, and man by a mad scientist at the turn of the 20th Century. After terrorizing Europe for twenty years, the horrors of World War I prompted David to settle down, so he moved to America in 1920, eventually settling down on a farm in Milford, Nebraska. Three generations of farmers later, Tommy Champion was born in 1982 to Bradley and Rose Champion. Tommy's childhood was rocked with tragedy: his older brother died when he was two, and a sister died in infancy when he was five, and his parents' marriage was an unhappy one. As a boy, Tommy was nearly uncontrollable. A smart student and a gifted student, he rarely took direction from an adult without a fight - the only people to whom he ever deferred were his grandfather Thomas (a retired World War II hero who inspired Tommy's trademark "potty mouth") and his dad. Neither were strong disiciplinarians; his dad felt that the best way to become a man was to sit back and let the world discipline you, while his grandfather enjoyed watching his namesake raise hell. And Tommy *was* a hellraiser, whether it was blowing up stuff around the farm with his cousin Buck, pulling practical jokes on his teachers, or terrorizing his other cousin, Steve Doerksen. Tommy hit puberty early and hard. In seventh grade, he looked like a handsome tenth grader, and he'd already turned to his two favorite pursuits: amateur wrestling and womanizing. He excelled at both. It was a good distraction from home life, which had turned into a soap opera. In eighth grade, an auto accident resulted in the death of his aunt and uncle, and his cousin Buck suffered permanent brain damage. Buck and his two sisters were brought into Tommy's home to stay. Unfortunately. Tommy's cousin Cynthia developed a sick crush on him, and when Tommy rejected her, Cynthia cried rape to her brain damaged brother, who responded by nearly killing Tommy. Tommy's mother tried to have Buck committed, but Tommy sided with his cousin and protected him by pointing the accusing finger at his mother. This was the final straw for Tommy mother; she promptly abandoned the family and hasn't spoken with her son since. All of these were dramatic developments in a teenager's life, but the most dramatic was yet to come. When Tommy was In 11th grade, his entire world changed. One day before school, while finishing up school, he was hit by a bolt of lightning. He was in a coma for weeks, but when he awoke, he had powers. He was superhumanly strong and tough, and had the ability to alter reality with a thought. It was also (though he was not to discover the truth for years) one hundred years to the day that David Champion was born. The idea of becoming a superhero never occured to Tommy, he'd never much cared for the "capeboys" growing up, and it was more fun to make peoples' lives miserable by using his powers to make them miseranble. After six months of terrorizing the locals, a supervillain called Soulkeeper appeared in Omaha, attacking City Hall and demanding a huge ransom for the mayor's daughter. When Tommy told his friends - the few he hadn't driven away - that he could kick Soulkeeper's butt, they dared him to do it. So Tommy flew to Omaha and did it. This public victory garnered him national attention and a contract as a Nike spokesman. Tommy's attitude immediately gave him a reputation as a "bad boy", but after seeing in action, no one could deny his ability or determination, and over time the values that his father had quietly instilled into him began to show. He became dedicated to protecting innocents, even though he still enjoyed fighting villains and tormenting petty criminals. He fought the worst villains that the world had to offer: the Black Priest, Autocrat, Mindshadow, Echelon. He sired an illegitimate son when he coerced sex from the supervillainess Bandita, watched a demon-possessed vampire murder his high school sweetheart, was trapped for months in an extra-dimensional prison, had his casual drug use exposed on national television, and lost his powers for a few months and tried to reinvent himself as a vigilante. Omega's life has been nothing if not interesting or tumultuous. Presently, Omega's adjusting to the restoration of his powers and a new position with the world's premier superhero team, the Protectorate. He also has to deal with the revelation that his archenemy, an immortal 2000-year old sorcerer known as the Black Priest, helped to create David Champion a hundred years ago as part of a master plan to invoke A rmaggeddon - and Tommy's existence is somehow critical to his master plan. Personality: To put it bluntly, Tommy's an egotistical jerk who experiences occasional borderline psychotic episodes. Having said that, there is a heroic heart at his core, and he likes to do the right thing. But he also likes to have a good time, and that involves woman and violence. As some football players put it "IU get to hurt people and it's legal." Tommy has a simiular motivation, though he'd rather terrify and humiliate an opponent than cripple them. He's a barely repetent schoolyard bully who's found an appropriate venue for his favorite pastime. Nonetheless, there are limits to what Tommy will do under normal circumstances. The idea of killing troubles him, though he has no Code vs. Killing. Tommy is firmly on the side of the angels; with powers such as his, he's finding that he doesn't need a lot of wealth (not when you can create your heart's desire with a whim), but he still likes his fat Nike contract. Tommy's got an insecure side, and tends to bond with others - both male and female - a bit more strongly than is healthy for him. He's extremely protective of family and friends, and many villains know this and have tried to use this weakness against him. Quote: Hi gang, Omega's in town. I'll let you know when you can stop gaping in %$#@#$% awe and start breathing again." Powers/Tactics: Tommy's the magically supercharged superhuman great grandson of one of the most potent (and portentious) mystical beings in human history. Like the other descendents of David Champion, Tommy was at the peak of human potential even before his powers kicked in; now he's one of the most powerful superhumans on Earth, a living magical battery of almost unmatched magical strength. The angelic portion of the Champions family line affords him special protections against black magic. The diabolic portion manifests itself in the tragedy that often besets the Champions family line. The Champions family genetics is extremely strong (most recessive genetic traits are dominant) and any offspring of a Champion who reaches superhuman levels (as at least two others have done) is virtually a clone. Tommy's a physical powerhouse, and knows it. and enjoys it. Against bricks he likes to use his magic pool to boost his strength (typically by about 20 points of Density Increase) and slug it out. A gainst less macho opponents, he likes to use his Magic Pool to see if he can't win by subterfuge or cleverness. Campaign Use: Tommy's a PC in the Titans of Tomorrow campaign. http://members.cox.net/titansoftomorrow/all.html Appearance: One of the world's most famous - and familiar - supers, Tommy is a strapping twenty-one year old cornfed Nebraskan powerhouse who's been bronzed by the California sun. His costume is a form-fitting spandex bodysuit, red with gold trim. He's been compared to a lot of people, but the one that's stuck in the popular media is "Brad Pitt in tights".
  21. Re: Project 1000: Build a Legend/Megahero Originally Posted by Chromatic I started thinking about a concept that would lead to being a complete combat oriented character. This is what I came up with: Penultimata Player: 100 STR 90 14 DEX 12 98 CON 176 35 BODY 50 18 INT 8 17 EGO 14 40 PRE 30 10 COM 0 50 PD 30 50 ED 30 6 SPD 36 40 REC 0 80 END -58 150 STUN 16 6" RUN 0 2" SWIM 0 25" LEAP 0 Characteristics Cost: 434 Cost Power END 25 Reduced End -> Str: Naked Modifier, Reduced Endurance (1/2 END; +1/4) (25 Active Points) 50 Chitinous skin: Damage Resistance (50 PD/50 ED) 25 Hardened PD/ED (Chitinous skin): Naked Modifier, Hardened (+1/4) (25 Active Points) 15 Sight Group Flash Defense (15 points) 10 Increased Arc Of Perception (360 Degrees) with Sight Group 46 Life Support (Eating Character only has to eat once per year; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 5 Insectoid body: Extra Limbs (3) 20 Leaping +5" (25" forward, 12 1/2" upward) (Accurate, x8 Noncombat) 2 10 Alien physiology: Lack Of Weakness (-10) for Resistant Defenses 12 Insectoid Mind: Mental Defense (15 points total) 15 Power Defense (15 points) 30 Uncanny grace in combat: Physical Damage Reduction, Resistant, 50% 30 Uncanny grace in combat: Energy Damage Reduction, Resistant, 50% Unbeatable combatant 10 1) Gladitorial Spirit: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Can only be used on successive attacks on same target Power loses about a third of its effectiveness (-1/2) 2 20 2) I shall prevail!: Absorption 4d6 (physical, hand-to-hand attack and increasing the maximum), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Persistent (+1/2), [two powers] simultaneously (+1/2) (50 Active Points); Conditional Power Power Only Works Versus Attacks from Current Target (-1 1/2) 20 3) I shall prevail: Absorption 4d6 (energy, hand-to-hand attack and increasing the maximum), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Persistent (+1/2), [two powers] simultaneously (+1/2) (50 Active Points); Conditional Power Power Only Works Versus Attacks from Current Target (-1 1/2) 37 Healing BODY 1 point, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points); Self Only (-1/2) 30 Aid Stun 2d6, Trigger when Stun is negative (+1/4), Persistent (+1/2), Uncontrolled (+1/2) (45 Active Points); Self Only (-1/2) Powers Cost: 410 Cost Martial Arts Maneuver Krav Maga 5 1) Kick: 1/2 Phase, -2 OCV, +1 DCV, 24d6 Strike 4 2) Fast KIck: 1/2 Phase, +2 OCV, +0 DCV, 22d6 Strike 3 3) Throw: 1/2 Phase, +0 OCV, +1 DCV, 20d6 +v/5, Target Falls 4 4) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 5) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 6) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 110 STR to Disarm roll 4 7) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 8) Escape: 1/2 Phase, +0 OCV, +0 DCV, 115 STR vs. Grabs 3 9) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 110 STR for holding on 1 10) Weapon Element: Blades 1 11) Weapon Element: Clubs Martial Arts Cost: 37 Cost Skill 75 +15 with HTH Combat 3 Bugfall 12- 3 Demolitions 13- 3 Combat Piloting 12- 5 Rapid Attack (HTH) 3 Tactics 13- 3 Teamwork 12- Skills Cost: 95 Cost Talent 24 Combat Sense (Rapid (x10), Sense) 17- Talents Cost: 24 Val Disadvantages 25 Distinctive Features: 7.5' tall mantis: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 5 Physical Limitation: No fine manipulation on pincers (Infrequently, Slightly Impairing) 20 Physical Limitation: Alien physiology, Earth medicines do not work (All the Time, Greatly Impairing) 20 Social Limitation: Public ID: Gr'rrittck Th'htick (Very Frequently, Major) 10 Money: Destitute 10 Reputation: Mantis Alien gladitorial combatant, 11- 25 Psychological Limitation: Code of Honor (Very Common, Total) 15 Psychological Limitation: Will fight to the death (Common, Strong) 20 Psychological Limitation: Seeks gladitorial combat (Common, Total) 20 Psychological Limitation: Sees self as guardian of Earth, protector of the soft pasty things (Very Common, Strong) 15 Enraged: Berserk When losing in battle (Uncommon), go 8-, recover 14-, Berserk 15 Hunted: Firewing: 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) Disadvantage Points: 200 Base Points: 300 Experience Required: 500 Total Experience Available: 500 Experience Unspent: 0 Total Character Cost: 1000 Height: 2.25 m Hair: None Weight: 150.00 kg Eyes: Red Appearance: Gr'rrittck Th'htick, or Penultimata as it is known on Earth, is a large insectoid alien. Roughly seven and a half feet tall praying mantis with pale green skin and large red multifaceted eyes. Personality: As Penultimata, Gr'rrittck Th'htick has resigned itself to understand that while it was defeated once, and is thus not the ultimate fighter any longer; it has successfully found the place of softlings. Penultimata lives to recreate its surrogate hive of beings that need protection and guardianship. But more than that, Penultimata seeks out those that would claim title over itself, and defeat them in combat. Quote:[Chitter, click] Do not worry small pasty softling, Penultimata will prevent your further humiliation in battle. Background: Gr'rrittck Th'htick could not conceive defeat. The concept itself was anthema to its very being. The fact that it had never lost a combat in the arena of battle in over fifty cycles was just a consequence. To find itself laying in the mud on its back with a foes weapon pointed at its thorax was completely inconceivable. None the less, that is exactly the situation that it found itself in. The ignomy and dishonor of hearing the roar of the fickle crowd was just the mustard topping on the ice cream sundae of disgust. This same crowd used to quake the caverns with echos of Gr'rrittck Th'htick's name being chanted. This same crowd would gleefully toss their own body parts for its consumption in victory. This same crowd was now chanting for Gr'rrittck Th'htick's blood. Having lost in gladitorial combat was utterly disenchanting to Gr'rrittck Th'htick. Its honor destroyed (in it's own mind) it felt it had no other choice but to self-exile from the only home it had ever known. Tales abounded in the dark secret passages of a distant world with bright skys and strange beings; soft beings with tender flesh; beings that perhaps could offer the limited challenge that one such as the puny and defeated Gr'rrittck Th'htick would barely be able to meet. Gr'rrittck Th'htick vowed that it would find this other place where it could again regain its honor and wash the painful memory of defeat. Powers/Tactics: Penultimata is focused in battle, it will not be deterred from taking down its chosen foe. Once its foe has been defeated, and only then, will it move to a new target. While it is fully capable of fighting with weapons, it prefers to duke it out open handed with the soft and pasty humans of Earth. While Penultimata is engaged in combat, as long as it continues to fight the same foe, it will increase the power of its attacks. Campaign Use:
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