Jump to content

evilaustintom

HERO Member
  • Posts

    24
  • Joined

  • Last visited

Everything posted by evilaustintom

  1. I saw you used the power suggestions from the book - I was just voicing my thoughts on it. A GM might be flexible, and just go with it. But as you say, the 'implementation' of some of those kinetic powers is an issue. I'm starting a new Champions campaign myself right now. The GM ran the first intro game as, "Everyone as normal people." He then effectively role-played our origin story. We each rolled random 'superpowers', and my guy got 'energy manipulation'. After the first game, the GM lets us build our characters however we want within the 400pt build, but using the 'direction' we rolled up. I decided to narrow the focus of energy manipulation into nulling/suppressing energy, both normal and kinetic. So you caught met at a good time - I've been playing around with kinetics, so I just happened to be the 'kinetic zone' this week. If I get a chance when I get home, I'll try to post some of the kinetic powers I built for him. They may not work for your character idea, but perhaps they'll help with idea of your own. evilaustintom
  2. I would recommend with your Kinetic Missile Multipower, putting the Beam and Limited range limitations on the multipower base cost. Since it's already on every slot in the multipower, you might as well put it on the base cost as well - it'll save you about 9 points, which you can use for other stuff...perhaps on a frictionless slide? Skate on the ground, giving you more movement? Just a thought - I'm sure you saw that as a 'kinetic movement option' in Champions Complete. I'm not particularly keen on the TK to the west only - the idea is cool, but I'm not sure of the implementation. The way TK works for throwing people - the way I understand it - is you have to grab them first (just like normal strength). I could be wrong about that, though...I probably should look it up. Just sending people in a certain direction might be better served by an attack that does a lot of knockback, but no damage - and only in the earth's rotation specific direction (indirect). Or perhaps fly usable on others that you control (again, though - with the appropriate limitations)? Just throwing out ideas. Fun fact - the earth spins at about 1,000 miles an hour (1,600km/hr). At your speed rate, you would need a fly usable on others of about...1,066 meters of movement. Even with noncombat multipliers and the movement advantages that increase acceleration, that would put it over the general active cost limits of most standard superhero campaigns. You know...if you were going for 'realism'. <grin> Then again, we probably don't want to discuss the damage you would take hitting a wall at that speed. evilaustintom
  3. The recommendation of fully unzipping HD was greatly appreciated. I spent a few hours tonight trying different things (updating latest java, uploading javafix, REinstalling all of these programs a few times, searching online for what I was missing, etc). This was all I was missing...full extraction. Oy. Thanks a bunch!
  4. I just picked up this app - great job! It's actually making me interested in going back to look at picking up the HERO Combat Manager and HERO Designer (I'm old school and figure everything by hand on paper right now ). One minor request, since you have a number of toggle options in the damage calculator - perhaps you could add toggle for 'Double Knockback'? Not that I just recently designed a brick with a kinetic punch or anything... - evilaustintom
  5. Re: The Forgettable Man Of course, if you go with a triggered attack that auto-resets, you could make the range LoS rather than AoE. But then you run into the situation of a stealthy foe not being affected because you never became aware of them. Another thought - Sticky. So some bad guy organizes his henchmen to chase you down, but you give them the slip. Even people that didn't see you may forget about you...
  6. Re: The Forgettable Man This power is really affecting memories - not senses (which is why I'd stay away from invisibility). I think the mental transform is the way to go, with the appropriate advantages and limitations, such as: AoE 0 End Constant Persistant Fully Invisible Power Effects Transform based on Ego, not Body AVAD (mental defense, rather than power defense) Always On No range Limited (needs to be aware of PC) ...and possibly... Delayed Effect (perhaps staggered, so it becomes more effective over more time) ...or... Trigger (once the allotted time has passed) ...or... Timed (or something similiar - I can't remember the name of the advantage exactly, but it lets the power take effect at a later date. I may be mixing that up with Delayed Effect) It's still going to be pretty expensive, because if a person only glances at you once, you still need to have enough dice to make the power work.
  7. Re: Bodyguards of Love I considered it earlier, but: 1. It doesn't address AoE attacks, and 2. Even normal ranged and melee attacks will not always work (ie: it's not a definite effect, and a GM would be more arbitrary in when it works and when it doesn't). This just makes it an 'always up' defense method - as long as someone is there to 'take the hit'.
  8. Re: Bodyguards of Love Here's an odd idea. What if you remove the 'aways takes affect' multiplier, and add a 'skill roll', but instead of the traditional skills, you use the active defense of the power? So if Super Guy stands in the way of a gunshot, if he has 20 points of resistant PD (30pts of defenses), he would have a roll of 15-. If it was a 4d6 killing attack (60pt power), that's -6 to the check...so on a 9-, the brick can avoid the 1d6 KA damage... ...but would that mean if the roll is unsuccessful that Aphrodite's defense doesn't apply either to the attack? Hrm. Need to look at my books when I get home tonight... Ah, it may be a little too clunky anyway, always trying to figure out the roll vs the modifiers on the fly.
  9. Re: Bodyguards of Love I see. Well, I can't argue with the danger issue. I don't want it to be a 'nothing' effect (say, 5 active points worth of side effect) - Then no one would ever have a problem with throwing themselves in the way of whatever attack it was ("Hey, free action!"). Whatever power they're blocking could be a 1d6 pistol killing attack, or a 15d6 major transformation into a newt. Since you don't know what the bodyguard is going to be blocking, I just went with the straightforward 1d6 effect. It usually won't kill you, but it also won't be ignored. It does mean the awkward situations where the super tough guy is still getting hurt from minor attacks. I'm not sure what to do about that. I don't see how I can increase the value of the limitation more than 1/4 (which gets doubled, since it always happens, but then -1/4 because it happens to the bodyguard, rather than Aphrodite). Disagree?
  10. Re: Bodyguards of Love Right. Assuming it's not a killing attack, of course...or a transform, flash, drain, etc.
  11. “Aphrodite” a.k.a. Praxis, Hera, Chrysea, Alitta, Morpho, Nice’phorus, Cypria, Pande’mos (400 pt build) 25 Str [12] 8 Dex [-4] 20 Con [8] 13 Int [2] 28 Ego [14] 30 Pre [18] 1 OCV [-10] 6 DCV [12] 1 OMCV [-6] 10 DMCV [17] 5 Spd [24] 10 PD [6] (8 pts resistant – see powers) 10 ED [6] (8 pts resistant – see powers) 8 Rec [3] 60 End [6] 23 Body [11] 46 Stun [10] 129 in Characteristics (*see notes) Movement 6 – Run 20” (10 hexes) (*) 0 – Swim 4” 6 in Movement Powers 10 – Divine Powers 25 pt Multipower (–½ gestures, –½ concentration 0 DCV, –½ extra time [extra segment]) - 1f – Mortal Guise Shapeshift: sight, hearing, touch, taste/smell, any mortal woman (25 active) - 1f – Bounty of the Gods 2d6 Transform [create objects from nothing] (+¼ AoE 4” radius/2 hexes) - 1f – Gate to Olympus Extradimensional Movement (self plus 1 other) - 1f – Called by the Power of Love Summon friendly 100pt mortal (+¼ friendly, –½ summoned creature must be local, –½ arrives under own power) 10 – When Someone Asks If You’re a God… Life Support (immortal, immunity to all terrestrial STDs, diminished eating [1pt] and sleeping [1pt]) 6 – Heavenly Skin 8 pts of PD/ED are resistant (*) 6 – Detect Emotions Discriminatory (–½ linked to sense limitations, *) 9 – Sense Limitations Discriminatory (–½ only phychological or relationship-based limitations [such as rival, enraged, social limitations, etc], *) 47 –Girdle of Hephaestus Mind Control 14d6 (+¼ invisible to others, +½ invisible to target, +¼ telepathic, –½ extra segment, –½ only to inflict emotional states, –¼ IIF, –½ normal range with limited range [32 hex], –¼ concentration [½ DCV]) 21 – Vision of Love 1d6 Severe Transformation of Mind [in love with Aphrodite] (+½ partial transformation, +½ constant, +½ 0 End, +¼ persistent, +1¼ 64m radius [32 hex], +1½ fully invisible to target and others, +½ penetrating, +¼ works against EGO, not BODY, +0 AVAD [mental defense], –1 male only, –½ no range,–½ limited target [mental ‘objects’ pertaining to emotions in the minds of sentient beings], –½ target must perceive Aphrodite, –¾ Persuasion roll required each phase [–1 per 20 pts {–5}, final adjusted 16-], *) 8 – Blessings of Aphrodite 2d6 Aid (+3½ any power or characteristic, +2½ delayed fade rate [5 pts/week] –½ only aid others, –1 one use at a time, –½ gestures, –¼ incantations, –2 extra time [5 minutes], –1 OAF [gift or sacrifice from recipient], –2 extra End [x5], –1 ½ Limited [only to those who give/sacrifice to Aphrodite a living creature or something of value], *) 2 – Bodyguards of Love Naked Advantage: Trigger Usable On Others with its own Trigger [when Aphrodite is attacked], based on 20 active pts of recipient’s movement (or ½ of his move, whichever is less), see ‘Base Power Effects’ for more info… 1st Trigger (+½ one condition, character does not control activation of personal trigger, trigger resets automatically, –½ ally or love must be nearby, *) Usable on Others (+¼ recipient controls power, but grantor can take it back, can only grant to others, limited range [10 hexes], –1 only works on men, –½ recipient must be aware of attack on Aphrodite, *) 2nd Trigger (+½ one condition, character does not control activation of personal trigger, trigger resets automatically, –½ ally or someone in love with her must be nearby, *) Base Power Effect: recipient moves between attacker and Aphrodite to stop or lessen the attack, which has linked effects: 16 – Physical Damage Negation x9 (–¼ linked to triggered move power, –¼ side effect [1 dice of damage always affects ally], *) 16 – Energy Damage Negation x9 (–¼ linked to triggered move power, –¼ side effect [1 dice of damage always affects ally], –1 only effective when ally moves to protect Aphrodite, *) 4 – Flash Defense 10 (–¼ linked to triggered move power, –¼ side effect [1 dice of damage always affects ally], –1 only effective when ally moves to protect Aphrodite, *) 7 – Power Defense 20 (–¼ linked to triggered move power, –¼ side effect [1 dice of damage always affects ally], –1 only effective when ally moves to protect Aphrodite, *) 5 – DCV +3 (–¼ linked to triggered move power, , –¼ side effect [attack that misses due to this adjustment causes 1 dice of damage to ally], –1 only effective when ally moves to protect Aphrodite, *) 1 – Triggered 2m [1 hex] of Aphrodite’s own movement (+½ one condition [when ally/love shields Aphrodite], activating the trigger is an action that takes no time, trigger resets automatically, *) 6 – Focused Wrath Aid 3d6 to OCV of ally/love that tried to shield Aphrodite (+½ trigger [one condition, character does not control activation of personal trigger, auto-reset], +½ 0 End, +¼ limited range [16 hex], –½ only to aid others, –1 men only, –1¾ side effect [recipient always gains: psych complication “Hatred of Attacker” {Very Common, Strong}, and “Berserk” if Aphrodite attacked again {8-/11- easy to avoid and normal to recover}, –1½ Limited: bump to OCV only affects attacks vs focus of new psych complication, –½ ally must perceive Aphrodite, *) 178 in powers Perks/Talents 6 – Contact: Greek Pantheon 12- (Extremely useful skill & resources, long-lasting relationship, have useful contacts of their own) (*) 2 – Reputation: Greek Goddess of Love 14- 14 – Striking Appearance x6 (*) 22 in Perks/Talents Skills 3 Acrobatics (11-) 3 Acting (15-/21-) 3 Animal Handler (15-/21-) 3 Bribery (15-/21-) 3 Charm (15-/21-) 10 Mental Combat Skill Levels x12 (Mind Control) (*) 3 Contortionist (11-) 3 Conversation (15-/21-) 3 Deduction (12-) 3 Interrogation (15-/21-) 3 Linguist 3 Scholar 3 Traveler 1 Knwlg – Art (11-) 1 Knwlg – Music (11-) 1 Knwlg – Dance (11-) 1 Knwlg – Greek Religion (11-) 1 A. Knwlg – Greece (11-) 1 A. Knwlg – The Mediterranean (11-) 1 A. Knwlg – Earth (11-) 0 L. – Greek (native) 2 L. – English 1 L. – Egyptian 1 L. – Spanish 1 L. – Turkish 1 L. – Arabic 3 Oratory (15-/21-) 3 Persuasion (15-/21-) 65 in Skills Total Costs: 129 Characteristics 6 Movement 178 Powers 22 Perks/Talents 65 Skills 400 total Complications 5 – Dependant NPC (Eros/Cupid – Slightly Less Powerful than Aphrodite, Infrequently) 5 – Distinctive Features (Beautiful – Easily Concealable, Noticed and recognizable) 15 – Psychological Complication (Cowardice – Common, Strong) 10 – Psychological Complication (Promiscuity – Common, Moderate) 5 – Rivalry [Romantic] (Same power level, other pretty female PCs, others are unaware of rivalry) 10 – Social Complication (Famous [Known as the Goddess of Love], Frequently, Minor) 10 – Social Complication (Harmful Secret [Promiscuous even though married], Frequently, Minor) 10 – Watched (Hephaestus [husband], More Powerful, Frequent) 5 – Watched (Ares [one of her secret lovers], More Powerful, Infrequently) Notes: All higher stats bought with –¼ OIAID from base value (except PRE base 20, and REC 5) All powers/Percs/Talents with * purchased with OIAID as well, except for Divine Multipower Background/History: It’s Aphrodite, Greek Goddess of Love. Read a book, people. Personality/Motivation: At heart, Aphrodite is a coward. While she is as haughty as most Olympian gods, a powerful show of force may cow the goddess. However, she still has the ego of a god, and it takes a lot to rattle her. However, she is normally a very loving goddess, and often blesses her worshipers who still pray to her. She often blesses mortals with love for one another, or gives them gifts that will endear them to one another. Since she can see into the heart of mortals and gods alike, she often knows the emotional secrets that many hide even from themselves. Since worship of the Olympic gods is rare nowadays, she sometimes wanders the earthly world in mortal form, watching out for those searching for love in their lives. Quote: “I am known by many names by many people. You may call me ‘Goddess’, if you wish…” Powers/Tactics: In most conflicts, she will start out with a presence attack – often in the form of baring skin, or a simple seduction. Once the foes are affected by her beauty, she uses her magic belt to sway those most affected into love with her. From that point, she uses them to protect her and carry out her will, using simple suggestions and begged requests. If the target is male, and is around Aphrodite long enough, the goddess’s natural charms will eventually cause true love to bind them into the god’s service. When not directly involved in conflict, she sometimes directs negative emotions towards allies, to cause them to attack one another (requiring little verbal influence). Jealousy and anger are useful emotions when applied carefully, particularly when Aphrodite can see when someone has a psychologically predisposition towards certain emotions (ie: her sense limitations power). However, emotions take a moment to kick in, and may not effect someone’s actions as quickly as Aphrodite prefers. Appearance: There are few living creatures as lovely as the Olympic goddess of love. She wear’s little – only a simple cloth wrapped around her body almost as a toga. Her only ornament is a thin, metal, ornate loop wrapping around her waist – a gift from her smith husband, the god Hephaestus. Often, Aphrodite walks the world as a mortal, appearing as any type of pretty woman she wishes (never as beautiful as her own image). Using her divine gifts, she can create any garb needed for her mortal form.
  12. Re: Bodyguards of Love I've already got a summons in the build - she is a goddess, after all. As to the whole morality thing, traditionally in myth, many gods are vain. Aphrodite should be no exception. I hadn't thought about the Standard Effect rule. That would make it simpler...but I still think I like the triggered move better. Also, if a PC decides to do it, that keeps him from giving up his next action. I might want to put a limitation on it, though - no character should be able to leap into the way of an attack more than once per one of his phases. Otherwise, you'll potentially have one tough guy leapfrogging around me in the battle multiple times in a segment. I think I've got the power tweaked enough that I can post the character. I ended up going with a minor side effect - ally who blocks attack takes 1d6 of damage/effect. So it's not killer, but still affects the blocker (like a glancing blow).
  13. Re: Bodyguards of Love The speed aid aura is an idea, but I think a bit prohibitive practically. First, the active cost of the power (speed's not cheap). Then the practical side of rolling aid dice every turn, for everyone to refigure their speed, and only for 'dodging into the way' seems a bit action intensive. I think I prefer the constant status effect of 'triggered movement that auto-resets' just for this effect. It ends up being easier to manage in-game, and doesn't additionally penalize the ally (ie: player) of potentially giving up their next action. Speaking of dodging in the way - is there a regular mechanic where a PC can 'take the hit' for an ally? ie: give him cover, and if the attack misses the target because of the cover, it hits the bocking ally? If so, where? That might be an option to look into. If that works, then I can use the adjusted penalty to the defense as you suggested (-1, as long as ally defends/blocks the attack). I could even put a minor side effect in that effect, where the ally will take a bit of the effect, regardless of whether it hit/miss (the minimum for side effects)...
  14. Re: Bodyguards of Love Concerning willingness of ally - perhaps I should put in a limitation "receipient must be willing to accept power". -1/2? -1/4? Under Limited or Conditional power limitations. Concerning the use of defenses by the ally...perhaps 'side effect' is not the best advantage to use with this, then. I could use 'deflect' with ranged powers, but that wouldn't help with AoE attacks. Ah, how about this...I could go with variable limitation, and define the limitation as 'create a matching power of that being blocked, and affect recipient as side effect, but only at half strength'...no, that's still under the 'side effect' limitation, plus would be harder to figure out a value to the limitation. Hrm. Just spit-balling. I may need to ponder a bit more - how to have another attack power affect an adjacent (or nearby) ally, but work as a normal attack (with normal defenses applying)...
  15. Re: Bodyguards of Love On the side effect limitation, I looked at it this way: -1 limitation for the value of the side effect itself, then -1/4 for affecting 'ally' rather than the -1/2 for affecting the environment around the main character. Finally, double the value for the side effect always happening (so from -3/4 to -1 1/2). I agree with you about the 'linking greater to lesser powers' thing. At least it's not a huge savings, since the other limitations do most of the discount. As mentioned, I could change it to make one of the more expensive powers the 'main power' - but then the side effect of that is that all the other powers get a -1/2 rather than -1/4, potentially a bigger cost savings (I haven't done the math on that, and perhaps I should - I was simply going with how the power worked). It's true, there is nothing here that MAKES the allies take this power (other than the measly 3d6 aid to OCV to the ally). The triggers are all mandatory, but the 'usable on allies' advantage needs to be willing - so they could turn it down (and rightly so). However, the character herself will have other powers to alter emotions, which may cover that. Plus, a high PRE and attractiveness and some RPing, I might be able to swing it. Of course, I'm a big guy in person, trying to role-play a goddess of love - I might get dinged a penalty to my presence attacks for that. One thing you mentioned, though...side effects always ignore all defenses? Hrm, I hadn't thought of that. I wasn't looking to completely wipe out my allies (or my 'altered' enemies). When I build the power, I decided to go with damage negation rather than PD/ED, thinking that it would stop the damage from ever being delivered, and the ally would take the hit like they normally would if THEY were being attacked. Causing, say, some ultra-tough brick with 40 resistant PD to suddenly go down from the bad guy's pistol shot seems unfair to the player running the brick. Hrm. If you use the limitation on the side effect limitation 'affects only environment around character', would the side effect ignore the PD/ED of the environment? So a 1d6 killing attack could destroy the heavily-fortified door? I would think the environment's resistances would still apply - and hence, using an ally as a shield should allow him to use his own defenses...
  16. I'll probably post the PC I've been working on in a later email (as an FYI, this deals with Aphrodite, goddess of love), but I have one 'power' she has, and how I'm building it. I wanted to get people's opinions on it - how it looks, what looks wrong, how to do it better...I'm up for any thoughts on it. First, the 'real world' description of the power (or series of powers that works together for one effect). The character is gorgeous - supernaturally so, in fact. She is so beautiful, that men will fling themselves in the way of her attackers to protect her. In response to hurling their bodies in the way of the attack, they become furious with the attacker for 'daring to attack the goddess'. Mechanically, she causes nearby allies and those in love with her to move (up to half of their speed), in the way of the attack. They will even push her aside, if that will help protect her. They take the brunt of the attack, and become angry with the attacker (and may become enraged if it happens again). However, their anger fuels their attacks back at the original attacker (hence the aid to OCV vs that attacker). The two big issues I'm considering are: 1. The Link Limitation. They're all linked to the original triggering effect, but I'm not sure if it is really warranted. I could pick the most expensive power in the bunch, and use that as the 'main power', but that's not how the whole thing works - it's all dependent on the ally moving to protect her. In any case, mechanically I can still go with the link limitation - just at half the value. 2. The Trigger-Usable On Others-Trigger. You can do naked advantages with the DMs approval, but this is a weird one. It's an advantage (Trigger) with another advantage on it (usable on others), and is triggered itself (Trigger again). So it's an advantage with two advantages of it's own. I can't do just 1 trigger and usable on others, because the attacker causes her power to go off, which gives the ally an immediate move (which, itself, needs to have the same trigger - otherwise the ally couldn't move outside of his normal turn). In any case, let me list everything, so you can see for yourself... 2 – Bodyguards of Love Naked Advantage: Trigger Usable On Others with its own Trigger [when Aphrodite is attacked], based on 20 active pts of recipient’s movement (or ½ of his move, whichever is less), see ‘Base Power Effects’ for more info… 1st Trigger (+½ one condition, character does not control activation of personal trigger, trigger resets automatically, –½ ally or love must be nearby, – ¼ OIAID) Usable on Others (+¼ recipient controls power, but grantor can take it back, can only grant to others, limited range [10 hexes], –1 only works on men, –½ recipient must be aware of attack on Aphrodite, – ¼ OIAID) 2nd Trigger (+½ one condition, character does not control activation of personal trigger, trigger resets automatically, –½ ally or someone in love with her must be nearby, – ¼ OIAID) Base Power Effect: recipient moves between attacker and Aphrodite to stop or lessen the attack, which has linked effects: 15 – Physical Damage Negation x9 (–¼ linked to triggered move power, –1½ side effect [negated damage always affects ally], – ¼ OIAID) 15 – Energy Damage Negation x9 (–¼ linked to triggered move power, –1½ side effect [negated damage always affects ally], – ¼ OIAID) 3 – Flash Defense 10 (–¼ linked to triggered move power, –1½ side effect [negated effect always affects ally], – ¼ OIAID) 8 – Power Defense 25 (–¼ linked to triggered move power, –1½ side effect [negated effect always affects ally], – ¼ OIAID) 5 – DCV +3 (–¼ linked to triggered move power, –1½ side effect [attack that misses due to this adjustment always affects ally], – ¼ OIAID) 1 – Triggered 2m [1 hex] of Aphrodite’s own movement (+½ one condition [when ally/love moves Aphrodite out of way of attack], activating the trigger is an action that takes no time, trigger resets automatically, – ¼ OIAID) 9 – Focused Wrath Aid 3d6 to OCV of ally/love that tried to shield me (+½ trigger [one condition, , character does not control activation of personal trigger, auto-reset], +½ 0 End, +¼ limited ranged, –½ only to aid others, –1 men only, –½ side effect [recipient always gains: psych complication “Hatred of Attacker” {Very Common, Strong}, and “Berserk” if Aphrodite attacked again {8-/14- easy to avoid and recover}, –1½ OCV bump only to assist in attacking focus of new psych complication, – ¼ OIAID) Total Cost: 58 pts
  17. “Doctor Blink” a.k.a. Dr. Ludwig Von Zeitlich (400 pt build) 15 Str 5 13 Dex 6 13 Con 5 38 Int 28 18 Ego 8 10 Pre 0 3 OCV 0 3/4 DCV 2 – (*1) 1 OMCV -6 3/6/10 DMCV 10 – (*1, 10 DMCV *2) 2/6/12 Spd 44 – (*1, 12 speed *2) 2/8/14 PD 0 (see Combat Luck) 2/8/14 ED 0 (see Combat Luck) 4/10 Rec 2 – (10 recovery *1, *2) 25 End 1 10 Body 0 36 Stun 8 113 in Characteristics Movement 53 – Run 12/40/80” (Extra running at +½ 0 End, All running +¼ Combat Acceleration/Deceleration, *1, 80” speed *3) 14 – Keep Moving! 20” of Run set on trigger (+½ define with each use, +½ resets automatically, +¼ activation takes no time, +½ multiple activating conditions, *1, *2) –1 – Swim 2” 66 in Movement Powers 45 – Speedy Actions 90pt Multipower pool (*1) 4f – Quicker Than the Eye Invisibility to Sight, Hearing, Smell/Taste, and Radio targeting groups, no fringe (+½ 0 End, *2) Active 90, actual 36 1f – Open and Close the Door Quickly Desolidification (– ¾ cannot pass through small openings or things that cannot be moved, –½ doesn’t protect against constant area damage, –¼ moving through objects that have traps or triggered effects will trigger the effect [such as alarms, explosions, etc.], –¼ gestures, *2, *3) Active 40, actual 9 8v – Everyone’s So Slow +5/9 OCV and DCV (6-9 *2) Active 90, actual (+1 to +9) 5/10/15/20/25/29/33/37/41 1v – Time-slowed Observation +3/+8 PER with sight group (*1, +8 *2) Active 6/22, actual 3/7 6v – Speedy Attacks Naked +3/5 Autofire Advantage [on any attack up to 60 active point cost] (+ ½ 0 End only on Autofire extra active cost, 5 *2), along with all Autofire Skills (*1) Active 59, actual 18/28 2v – Speed Inpacts 22/34 PD (–1 only vs damage from move-bys/throughs he does, 30 *2) Active 30, actual 7/10 2f – I’ll Take Those +15 Str, (+1¼ 32” radius selective, +½ 0 End on adders, –½ instant, –1 only for grabs) Active 67, actual 19 2f – Let’s Wrap This Up Entangle 4d6, up to 4PD/4ED (+½ O End, –½ appropriate materials of opportunity, –½ no range) Active 60, actual 20 2f – Rearrange Things Change Environment [1pt of TK STR, Long-lasting] 32” radius (+½ 0 End, –¼ must past through intervening spaces, –½ no range, *2) Active 63, actual 19 2f – Some Assembly Required 4d6 Transform, create a technological object (+½ limited group of objects, +½ 0 End, –½ appropriate materials of opportunity, –½ no range, *2) Active 80, actual 24 2f – Some Disassembly Required 4d6 Dispel Technological Object (+3½ all Technological Object Powers simultaneously +½ 0 End, +1½ Cumulative [384pt max], –½ no range, *2) Active 78, actual 24 1f – Protecting Friends Deflection (+½ 0 End, –¼ limited range 80”, –¼ only vs phys. attacks, –¼ must pass through intervening spaces, *2) Active 30, actual 9 13 – Weapons 30pt Multipower (–1 OAF, –¼ real weapons) 1f – Revolver 2d6 RKA (–0 charges [6], reloads [x8]) 1f – Collapsible Nightstick +4d6 HA (+½ 0 End, –½ no range) 7 – ‘Matrix’ the Bullets! Deflection +11 OCV (–1 only to block ranged physical attacks, *1) 100 in powers Perks/Talents 1 Absolute Time Sense (–¼ unified, –½ OIF, –¼ does not work in water, while grabbed or physically entangled) 11 Combat Luck 6/12 (*1, 12 *2) 5 Eidictic Memory 1 Lightning Calculator (*1) 12 Lightning Reflexes [28/41 Dex] (*1, 41 Dex *2) 7 Money ($2 million/year) 1 Positive Reputation (all scientists, 11-) 3 Speed Reading x100 (*2) 41 in Perks/Talents Skills 0 Acting 8- 3 Analyze (Technology) 17- 0 Climbing 8- 3 Computer Programming 17- 0 Concealment 8- 0 Conversation 8- 2 Cramming (*1, *2) 3 Cryptography 17- 3 Deduction 17- 3 Demolitions 17- 3 Electronics 17- 3 Inventor 17- 3 Linguist 1 Language (English) 1 Language (French) 0 Language (German) 1 Language (Latin) 1 Language (Russian) 1 Language (Spanish) 3 Mechanics 17- 0 Paramedics 8- 0 Persuasion 8- 3 Scientist 2k Biochemistry 17- 2k Biology 17- 2k Biophysics 17- 2k Chemistry 17- 2k Mathmatics 17- 2k Molecular Biology 17- 2k Nuclear Physics 17- 2k Physics 17- 2k Subatomic Physics 17- 2k Theoretical Physics 17- 3 Scholar 2k KS: People in ‘The City’ 17- 2k KS: New Technology 17- 2k KS: Scientists 17- 2k KS: Time Travel People/Organizations 17- 3 Security Systems 17- 0 Shadowing 8- 0 Stealth 8- 3 Systems Operations 17- 0 TF: Cars 2 WF: Common Melee Weapons 2 WF: Small Arms 2 WF: Uncommon Modern Weapons 80 in Skills Total Costs: 113 Characteristics 66 Movement 100 Powers 41 Perks/Talents 80 Skills 400 total Complications 15 – DNPC “Teenage Daughter – all he has left in the world” (Incompetent, Infrequent) 15 – Hunted by the German Government (More Powerful, NCI, Limited Area, Infrequent) 10 – In Love with “Attractive ‘normal’ PC” (Common, Moderate) 10 – Psychological Complication: Curiosity (Common, Moderate) 5 – Professional Rival “Dr. Edward Dunhill, P.H.D.” (wishes to outdo rival) 15 – Social Complication: Works for U.S. Government Think Tank [must follow orders] (Frequently, Major) 5 – Social Complication: Secret from the U.S. government [about his belt invention] (Infrequently, Minor) Notes: Unified Power = Time Belt [the belt does not operate if the time field it generates is interfered with, such as by sustained interaction with liquids or objects – see below for additional adjustment, including side effect while at full tilt slow-down] *1 = (–¼ unified, –¼ IIF, –½ does not work in water, while grabbed or physically entangled) *2 = (–½ side effect at full speed, unable to communicate verbally with others or hear while this is active) Background/History: Dr. Ludwig Von Zeitlich studied for years in various universities across Europe. Funded by scholarships from the German government, he was able to study under a number of remarkable scientists of the times, and most were quite impressed by Ludwig’s incredibly sharp mind. Some even speculated to him about the possibility that perhaps he had some sort of trait in his genes for hyper-intelligence. He found the thought intriguing, but was too focused on completing multiple doctorates to be too concerned about a potential DNA anomaly. Once he'd learned all he could from the schools and universities, he returned home, to study in a lab funded by a shadowy private company in western Germany. However, in reality, the German government was interested in some of the theoretical studies in time distortion that the good doctor had been postulating, and it’s implications for military use. One night, the doctor made a breakthrough, and began working on a device that could allow someone to alter the flow of time around them. Worn like a belt, he could almost swim through time like a fish, speeding up or slowing down things almost on a whim. When the device (fitted onto a belt), was almost complete, men in suits came to his lab, asking for the device. He complained that it was not yet ready, and to give him another week. They gave him one day. Once the doctor realized the lab he worked for was a front, and he realized the dangers the shadowy organizations could create, he decided to leave – that very night. He left the country with his only daughter, a suitcase full of clothes, and his almost completed belt and immigrated to the United States, hopefully far from the hands of his former sponsors. Once overseas, he released a few patents on inventions he had been toying around with. As the royalties began to come in on his ingenious inventions, he realized that the primary equipment he wanted to work with could only be available through large government organizations. Under the auspice of a theoretical physicist, the doctor joined a U.S. think tank, and gained access to equipment available in few other places throughout the world. Using this equipment, he completed the device, but kept its existence secret from his government employers. Personality/Motivation: Ludwig is a relatively honest man, trying to make a home in his new country. He has an open heart, and often finds himself won over by a pretty face. However, he lacks a bit of confidence with the social sciences, and tends to lose women when his conversations drift into discussions of quantum physics, and the dilation of the Deryligine Manifold… His only link to the motherland is his only daughter, a pretty, young girl who is still in high school, and tends to get in occasional trouble. The good doctor is a bit absent-minded when it comes to fatherly attention, and he doesn’t know how to turn his daughter’s attentions from boys to books. The one time he got in a fight was when he witnessed a mugging. He didn’t consider anything like a mask, but he didn’t use his real name as he rescued the young girl from the pile of debris in the allyway where she had fallen. He introduced himself as ‘Doctor Blink’, quickly thinking of how fast he moved around in the fight, and joking how she must have blinked and missed all of the excitement. The doctor is quite inquisitive, and has a tendency to slow down time to a crawl just so he can sneak into government facilities where he doesn't have access, just to look over things above his pay grade. He is interested in figuring out whether he can travel backward or forward in time, but he has yet to pierce the puzzle of full time travel. His curiosity hasn't gotten him into too much trouble...yet. Quote: (in a German Accent) “Ya, the extraneous energy readings coming from ze central processing plant’s interior unit are no cause for present concern. However, I vould suggest prudent action concerning ze terrorists zat occupy ze facility, since zeir actions could cause catastrophic failure, vhich vould be…regrettable…” Powers/Tactics: Dr. Blink acts much like a traditional speedster, but his power is more about how he slows down time relative to himself. This allows him to move so fast, people won’t notice him. He can go through doors without anyone noticing, almost freeze a moment for lengthy study, knock bullets and thrown objects out of the air with the greatest of ease, and perform an incredible amount of actions in a short period of time. He has three different ‘speeds’ at which he operates. His normal speed is without the aid of his belt which manipulates time, and without it, he is simply a very smart, well-educated guy. The standard operating rate with his belt, he is still much faster than most normal people around him. However, he can slow time down so much that he can move at incredible rates (the highest speed). When going this fast, he is unable to communicate verbally with anyone, and he can’t hear anything, since time is moving too slow for any sounds to register. One trick he does in combat is to constantly move, slowing down time and ducking away from foes’ attacks at a whim. If anyone can actually connect with him, though, he is not particularly tough. Appearance: The doctor doesn’t have an outfit as it were. More often than not, he is wearing his lab coat, and due to the nature of some of his government jobs, has taken to arming himself with a pistol and a collapsible baton. He is still young for his profession, in his late 30s, and his hair has not yet started to gray. He has a tuft of a beard on his chin, and he can often be seen scratching it as he ponders a puzzling conundrum. Designer's Notes: Eventually, when he cracks a bit of the 'time conundrum', I’d like to get for him… 20 – The ‘Past Me’ Can Help! Duplication x8 [380pt] (–1 Feedback, –½ extra time [full phase to duplicate, extra phase to recombine], –½ Concentration [0 DCV], –½ gestures, *2)
  18. “Captain Cliché” a.k.a. Little Billy Harrington (400 pt build) 70/2 Str 37 – [unified –¼, hero ID –¼] 3 Dex -21 23/3 Con 6 – [unified –¼, hero ID –¼] 8 Int -2 8 Ego -2 30/4 Pre 11 – [unified –¼, hero ID –¼] 12/2 OCV 28 – [unified –¼, hero ID –¼] 2 DCV -5 1 OMCV -6 2 DMCV -3 6/2 Spd 27 – [unified –¼, hero ID –¼] 20/2 PD 10 – [unif–¼,heroID–¼,obv–¼] 20/2 ED 10 – [unif–¼,heroID–¼,obv–¼] 40/2 Rec 23 – [unified –¼, hero ID –¼] 300/10 End 23 – [unified –¼, hero ID –¼] 40/8 Body 19 – [unified –¼, hero ID –¼] 140/10 Stun 38 – [unified –¼, hero ID –¼] 193 in Characteristics Movement -1 – Run 12”/8” [hero ID –¼] -2 – Swim 0” 17 – Fly 24” (x2 NCM, +¼ usable underwater, unified –¼, hero ID –¼, IIF Small Cape –¼) [?k/hr combat] 14 in Movement Powers 27 – Cliché Battle Tactics, 75 Multipower (-¼ hero ID, -¼ unified power, -¼ incantations, -½ must be hit by foe in this combat first, -½ no range) 2f – Rip You Limb from Limb, 5d6 major transform [remove limbs/parts] and 1d6 penetrating RKA (al1 –½ linked to Grab) 1f – Knock the Stuffing Out of You, Teleport 4” (+1¾ usable against others, –1½ only to remove target from vehicle or full costume/suit, –½ linked to Move Through) and 3d6 RKA (only vs vehicles or costumes/suits, –¼ no knockback, –½ also linked to Move Through). 1f – Hit So Hard, You’ll Forget Your Mother’s Name, 15d6 Mind Control, only for amnesia (–1½ only amnesia, –¼ vs DCV, –½ linked to Move By) 2f – Hit So Hard, You’ll Be Seein’ Stars, 10d6 Flash +½ vs touch flash defense, –½ linked to Strike) 1f – ‘Pow’, To the Moon, Alice, Double Knockback on ½ of haymaker damage dice (–½ linked to Haymaker) 2f – Why Don’t You Boys Stick Around?, 6d6 entangle (+¼ 8” cone AoE, –½ OIF appropriate materials of opportunity, –½ defense depends on materials used, –0 may cause considerable damage to the environment) 87 – Comic Book Toughness, 75% PD/ED/MD, resistant (unified –¼, hero ID –¼, obvious –¼) only 50% vs foes with a vulnerability (partial limitation –¾ on half the cost) 13 – Takes A Lickin’, Keeps on Tickin’, +40 Recovery, Stun only (–½ incantations throughout, -1 Stun only, -¼ obvious, -¼ unified power) 5 – Is That All You’ve Got?, -8 Knockback Resistance (-¼ hero ID, -¼ unified power) 3 – Cool Superhero Goggles, 6 Flash Defense (–¼ hero ID, –½ OIF) 11 – Thick as a Brick, 20 mental defense (–¼ obvious, –¼ unified power, –¼ hero ID) 11 – Comic Book Anatomy, 20 power defense (–¼ obvious, –¼ unified power, –¼ hero ID) 7 – Animated Body, 13 Resistant PD & ED (unified –¼, hero ID –¼, obvious –¼) 11 – Regeneration, 1/turn (unified –¼, hero ID –¼) 184 in powers Skills 0 Acting 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 0 Language (English) 0 Paramedics 8- 0 Persuasion 8- 3 Pop Culture Scholar 1k – Comic Books 11- 1k – Movies 11- 1k – Music 11- 1k – Role Playing Games 11- 1k TV 11- 1k Video Games 11- 0 Shadowing 8- 0 Stealth 8- 0 TF: Bicycles 9 in Skills Total Costs: 193 Characteristics 14 Movement 184 Powers 9 Skills 400 total Complications 15 – Distinctive Features, (not concealable, noticed and recognizable) 15 – Psychological Complication – overconfident (very common, moderate) 15 – Susceptibility – comic book geeks [more geeky than Billy] (uncommon, every phase, 1d6) 15 – Dependent NPC – Soccer Mom (normal, unknown super hero ID, infrequently) 15 – Social Complication – Secret ID Notes: Unified Power = ‘Animated’ Brick Body Background/History: Little Billy Harrington was just like any other boy. He loved comics, cartoons, movies, and all manners of diversions. He had his favorite local comic book store, his favorite movie theater, and his favorite games. Life was good. It got even better when he found a new comic book. An old man in a local convention offered him an obscure comic, free of charge. Billy, not being one to look a gift horse in the mouth (and without his weekly allowance from mom), scooped it right up, and barely remember to shout a thank you to the old man behind the counter before running off. He didn’t think to ask why he was given this old comic without obvious reason. As soon as he got home, he barricaded himself in his bedroom, turned on his little TV, and over the sounds of action TV explosions, he read through the comic, cover to cover. Or, at least he THOUGHT he made it to the end of the comic. In reality, he fell asleep, the open pages laying on his chest, his pillow its own bed of dreams for the story to come. He awoke to find himself looking like the hero he had just read about! Bulging muscular arms, tiny cape, gargantuan jaw line…and his whole body an animated construct, seemingly drawn and plugged into a movie using bad special effects. But it was really him, and Billy didn’t know what to make of it. Over time, he discovered that he could become this hero (who he now called ‘Captain Cliché‘ due to the double CC on his chest). He doesn’t know what he’ll do with his powers, but he’s sure he’ll be rocking the world with his super hero awesomeness – and bad guys beware! Personality/Motivation: He is still a little kid in personality, but he can exist in the body of this cartoon hero, which gives him a large amount of confidence. His immaturity tends to rub others the wrong way, but he may learn slowly that they way it is in the comics is not the way it ends up in ‘real life’. After that first night, he could never find the first comic he read that triggered this transformation. However, he’s figured out that he can trigger the transformation again by reading another comic book from start to finish (one that’s he never read before). This has caused him to haunt more comic book stores. It’s also caused him some problems, since each time he reads a new comic, he changes – he’s found himself because cautious about reading in public too much. This newfound secret has caused him to almost become bitter about the other ‘fans’ of comics – and how they can read without fear of changing. They tend to distract him, annoy him, and eventually, he can’t stand to be in the same room with them. He no longer attends comic book conventions, and his favorite hobby shops he can only handle in small doses, although he goes frequently. Billy’s love of pop culture causes him to quote song, TV, and movie lines constantly. He is under the delusion that they somehow make him ‘cooler’. However, his overuse of quotes and references sometimes start to lose their meaning. Quote: “All right, bad boys! Are you ready to have your world ROCKED?! Captain is in the house, and he is taking you downtown!” Powers/Tactics: Captain Cliché tends to act like most flying bricks – he is tough, and he knows it. In fact, often he will fly up to villains, taunting them at the start to “take their best shot!” Once he has been attacked by someone, his full suite of powers opens up, and he always announces what he is doing or going to do in combat, such as, “Hey, little man! Is that all you got?! Now I’m gonna take you apart piece by piece!” His reliance on bravado tends to hamper some of his attacks, but he is still too naïve to realize this. Appearance: Captain Cliché is a distorted live action animated character – as if a comic book artist drew up a character, then pulled him off of the page and threw him into the air. He has a full body suit, and his tights are accented by goggles, a short cape (that only goes half way down his back), and a tremendously large chest disproportional to his waist. Even his chin is twice the size of the rest of his head. Two capital ‘C’s are embroidered on his chest. Designer's Notes: This character was visually inspired partially by the character in the last 5 minutes of the movie ‘Cool World’ http://www.youtube.com/watch?v=hO0qsqdkMoE and with Don Simpson’s Megaton Man http://www.comicartfans.com/sketchbookpiece.asp?piece=664918 - Story background was influence partially by Prime, also from Malibu Comics.
  19. “Plasma” a.k.a. Xylowythfr (406 pt build) 5 Str -5 8 Dex -4 13/28 Con 8 – [28 Con only to avoid 13 Int 3 being stunned (-1), 10 Ego 0 unified (-¼)] 10/25 Pre 12 – [30 Pre unified (-¼)] 1 OCV -10 3/11 DCV 32 – [11 DCV unified (-¼)] 1 OMCV -6 3 DMCV 0 3/7 Spd 38 – [7 Spd unified (-¼)] 2 PD 0 4 ED 2 2/10 Rec 2 – [10 Rec only for stun (-1)] 15 End -1 10/13 Body 2 – [13 Body unified (-¼)] 20/38 Stun 8 – [38 Stun unified (-¼)] 81 in Characteristics Movement -12 – Run 0” -2 – Swim 0” 40 – Fly 16” (position shift, x4 NCM, +¼ usable underwater, +¼ persistent, +½ no gravity penalty, +¼ no turn mode, +½ 0 End, -½ always on, -¼ unified power) [33k/hr combat] 6 – Speed of Light travel (-½ concentration 0 DCV to activate, -¼ unified) 34 in Movement Powers 97 – Plasma Blast, 12d6 blast (+½ 0 End, +½ constant, +¼ persistent, +1 variable advantage [+½], -½ always on, -¼ unified power, - ¼ variable limitation [usually either no range or suppress side effect for others – see notes for suppress effects below]) 18 – Burning Skin, 1d6 ranged killing attack (+½ penetrating, +½ constant, +¼ persistant, +½ 0 End, +¼ damage shield, -½ always on, -½ no range, -½ no knockback, -¼ unified power) 7 – Molten Skin, physical damage negation x3 (-½ only vs attacks that take body from damage shield, -¼ obvious, -¼ unified) 7 – Heat-Based Anatomy, energy damage negation x3 (-½ only vs attacks that ‘burn’ [such as lightning, light, radiation, and high-temperature powers], -¼ obvious, -¼ unified) 21 – Life Support, self-contained breathing, no need to eat, all safe environments, all terrestrial diseases and poisons (-¼ obvious, -¼ unified power) 46 – Energy Shield, 23 resistant PD & ED (-¼ obvious, -¼ unified power) 13 – Alien Anatomy, 20 power defense (-¼ obvious, -¼ unified power) 3 – Alien Mind 5 mental defense (-¼ obvious, ¼ unified power) 5 – Plasma Eyes, 8 flash defense (-¼ obvious, -¼ unified power) 13 – Vision of the Sun, Infrared Vision, fully penetrating, discriminatory [not through lead, gold, or force fields] (-¼ obvious, -¼ unified power) 2 – Telescopic Vision, Infrared, +6 (-¼ unified power) 7 – Energy Regeneration, 1 per turn (-1 must be near a source of energy, -¼ obvious) 239 in powers Perks/Talents 3 Bump of Direction Skills 3 Acrobatics 11- 0 Acting 8- 1 Astronomy 11- 1 Chemistry 11- 22 Combat Skill Levels +11, blast only 0 Concealment 8- 0 Conversation 8- 3 Deduction 11- 1 Geology 11- 2 Language (English) 2 Navigation (land) 11- 2 Navigation (air) 11- 2 Navigation (space) 11- 1 Physics 11- 0 Paramedics (energy-based forms, only) 8- 0 Persuasion 8- 3 Scientist 0 Shadowing 8- 3 Stealth 11- 3 Tracking 11- 49 in Skills Total Costs: 81 Characteristics 34 Movement 3 Perks/Talents 239 Powers 49 Skills 406 total (+6 experience) Complications 20 – Distinctive Features, (not concealable, always noticed with major reaction) 20 – Physical Complication – somewhat unfamiliar with earth society, culture and technology (very frequently, slightly) 20 – Watched by various government agencies (more powerful, NCI, public ID, frequently) 15 – Social Complication – Public ID Notes: Unified Power = Energy Body The Suppress side effect when using the blast power ranged: 3d6 Drain (Suppress variant, + ½ 0 End, +¼ persistent, + ½ two abilities [resistant PD and ED], auto effect x2), which, for simplicity sake will lower resistant PD and ED by 4 (above average roll on 3d6) Background/History: On a lonely star in another dimension similar to our own, a race of beings developed that could exist in the hot gasses and extreme pressure of a yellow sun. Most are unsure of how the race developed – it is clear that they were once humanoid, but somehow were able to blend the organic material of their bodies with the high temperatures of the star, virtually becoming one with the star itself. Perhaps they flourished on a nearby planet that was pulled into the expanding star’s gravitational field? Maybe the race mutated from a space-faring race of explorers? Who knows – they could have even come about naturally on the star itself. Most sentient races in his galaxy have been unable to study the species, since the environment is so inhospitable as to discourage any sort of study. The race of aliens wasn’t quite unknown, though… Back on the earth in our dimension, a young man somehow gained the mutant ability to travel to other dimensions by ‘switching places’ with alternate versions of himself. Switching places somewhat blindly, though, his fate was sealed when he linked with the alien version of himself on a sun – and instantly vaporized. This had the unintended side effect of leaving his alien stranded in another world. Scratch one alternate reality version of Xylowythfr. Xylowythfr. That is his name, at least in his own tongue. He’d left his home world on occasion to study some of the nearby planets, so he was familiar with space travel and ‘temperate’ climates, and was even interested in delving into the studies of other species (although his people had not yet developed a science of xenobiology). However, being in an alternate dimension with no way to return home tends to make one a bit homesick. The alien (now referred to by the press as ‘Plasma’), has tried to make friends and get used to life on this rock known as Earth. He figured out early on that he wasn’t in another galaxy far, far away, when he realized he was somehow connected to his home star. Somehow the energy of his star is still connected to him, and he constantly funnels energy from the other world. He began to work with scientists in Australia, who discovered this fact…until he, himself, discovered that the humans had their own agenda. Before he was taken deep into a government installation and dissected with heavily-shielded equipment, he left the Aussie labs. He has since had trouble trusting any large organizations due to their interest in tapping this ‘virtually limitless source of energy’. Personality/Motivation: Plasma’s main focus has become figuring out a way back home. He is friendly, if a bit awkward due to not understanding all of the cultural traits of this world. However, he sometimes finds himself surrounding himself with what the native species refers to as ‘superheroes’, in part because they seem to be more easily able to interact with a floating, glowing humanoid of radioactive plasma. Quote: “Interesting. Perhaps you could explain why I should not have done that? I am unfamiliar with these matters.” Powers/Tactics: Plasma is constantly emitting energy from his home world – perhaps due that lingering connection from his dimension-hopping alternate that died on his home star. As such, he has to be mindful of how he directs the energy. He usually tends to focus the energy in on himself, creating a radiating aura of plasma (as a damage shield). However, with a bit of concentration, he can funnel the energies out in the form of a blast of energy that he can shape and manipulate in many ways. Luckily, the strength of his energy stream has caused him the ability to create his own center of gravity, and he is able to float naturally, without the need for walking on the ground and burning holes through things. Of course, it still causes problems with opening doors and the like. He tends to start off fights with area of effect attacks when he can get the most opponents. He usually changes to other types of blasts, depending on his foes and what the situation calls for (such as double knockback attacks, armor piercing, invisible power effects, etc.). Appearance: Even without the emanating energy of a sun pulsing off of him, Plasma’s skin is almost a molten sea of energy itself. He floats wherever he goes, and can even sleep floating in mid-air, virtually ignoring the gravity of our planet. He has no body hair, and carries no equipment or clothing – very little could survive his temperatures. His eyes are always open and friendly, and he tries to be mindful of the damage he can unintentionally do by contact with material things. Designer's Notes: Similar to ‘the Human Torch’, rather than flames licking off of him, he is a pulsing solar energy source that must be mindful of how he acts on this world. I was also inflenced in appearance by Spectral from the comic book strip “The Strangers” from Malibu comics. http://www.comicvine.com/spectral/29-1287/all-images/108-210641/spectral/105-952836/
×
×
  • Create New...