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MisterD

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Posts posted by MisterD

  1. Hello.

     

    I have a character with a MP (Mastered Magic spells (no real limitations or advantages)

     

    The character also has a VPP (Requiers Gestures/ Concentration, Incatations or any other -1/2 combination for spell casting)

     

     

    The VPP is used to add active points to slots in the MP to

    1) Add dice of effect

    2) Add advantages

    3) Add Adders

    4) Alter base effect a Physical EB to become an Energy EB

     

    Steves says no (with the Up to GM clause)

     

    How can I do this?

  2. I Posted::::::::

     

    I have a character with a MP (Powers with no real limits or advantages)

    The character also has a VPP (Requires -1/2 in variable limits (casting spells))

     

    The VPP is used to add active points to slots in the MP to

    1) Add dice of effect

    2) Add advantages

    3) Add Adders

    4) Alter base effect a Physical EB to become an Energy EB

     

    Is this possible?

     

    Reply:::::::

    No, it's a direct violation of the rules on 5ER 310. But of course your GM can allow whatever he feels like allowing.

     

    Folow Up Question:::::

     

    How can I accomplish what I want to do?

  3. Re: Ultimate Scrapper?

     

    Well Bellow is my basic scrapper.

     

    Any comments and questions and suggestions welcome

     

    RELENTLESS

    Val Char Cost Roll Notes

    20 STR 10 13- Lift 400.0kg; 4d6 [4]

    23 DEX 39 14- OCV: 8/DCV: 8

    15+15 CON 10 12- / 15-

    15+15 BODY 10 12- / 15-

    13 INT 3 12- PER Roll 12-

    14 EGO 8 12- ECV: 5

    20 PRE 10 13- PRE Attack: 4d6

    10 COM 0 11-

     

    20 PD 16 Total: 20 PD (5 rPD)

    15 ED 12 Total: 15 ED (5 rED)

    4 SPD 7 Phases: 3, 6, 9, 12

    10+20 REC 6

    30 END 0

    37 STUN 4 Total Characteristic Cost: 135

     

    Movement: Running: 6"/12"

    Leaping: 4"/8"

    Swimming: 2"/4"

     

    Cost Powers END

    Relentless

    5 1) Scratches mean nothing: Damage Resistance (5 PD/5 ED) 0

    Notes: Minor cuts and scrapes heal right before your eyes.

    30 2) Deeper wounds just take longer: Healing BODY 3d6, Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points); Extra Time (Extra Segment, -½), Self Only (-½) 0

    Notes: Wounds where 'scratches mean nothing' can not heal are slowly healed with this power

    10 3) Recuperative ability: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents) (20 Active Points); Costs Endurance (-½), Extra Time (Full Phase, -½) 2

    Notes: Poisons and diseases that can kill or incapasitate will only slow Relentess down till he can flush it out of his syste.

    17 4) Tougher than he looks: +15 BODY (30 Active Points); No Figured Characteristics (-½), Only to calculate death Power loses about a fourth of its effectiveness (-¼)

    Notes: Relentless is tougher than he looks.

    40 5) I'll be ok in a second: +20 REC

    Notes: With just a few deep breaths, Relentless can be fully refreshed from pain (Stun) or Exahustion (End).

    15 6) Un Phasable: +15 CON (30 Active Points); No Figured Characteristics (-½), Only to dtermine if Knocked out/Stunned Power loses about a third of its effectiveness (-½)

    Notes: It takes a lot to stun Relentless and even more to knowck him out.

  4. Re: Cha: Bobby/Bobbie (Need Help)

     

    OK. Any suggestions/finepoints before submitting this character?

     

     

    SPIRIT

     

    Bobby Greene

    Val Char Cost Roll Notes

    10 STR 0 11- Lift 100.0kg; 2d6 HTH damage [1]

    14 DEX 12 12- OCV: 5/DCV: 5

    15 CON 10 12-

    10 BODY 0 11-

    18 INT 8 13- PER Roll 13-

    15 EGO 10 12- ECV: 5

    15 PRE 5 12- PRE Attack: 3d6

    14 COM 2 12-

    2 PD 0 Total: 2/7 PD (0/5 rPD)

    3 ED 0 Total: 3/8 ED (0/5 rED)

    4 SPD 16 Phases: 3, 6, 9, 12

    9 REC 8

    45 END 8

    23 STUN 0 Total Characteristics Cost: 79

    Movement

    : Running: 6"/[Noncombat]"

    Leaping: 2"/[Noncombat]"

    Swimming: 2"/[Noncombat]"

     

    Cost Powers END

    Twin Ability

    10 1) Mind Link , One Specific Mind (Twin), Psychic Bond 0

    7 2) Twin minds: Mental Defense (10 points total) 0

     

    Personal ability

    50 1) Desolidification (affected by Density affecting powers), Costs END Only To Activate (+1/4) (50 Active Points) 4

    20 2) Ghost Touch I: Energy Blast 2d6, No Normal Defense (defense is PD Force Field; +1), Affects Physical World (+2) (40 Active Points); No Range (-1/2), Linked (Desolidification; -1/2) 4

    44 3) Ghost Touch II: Dispel Elecrtonics 8d6, any elecronic device, one at a time (+1/4), Affects Physical World (+2) (78 Active Points); No Range (-1/2), Linked (Desolidification; -1/4) 8

    8 4) Walking On Air: Flight 6" (12 Active Points); Linked (to Desolidification; -1/2) 1

    15 5) Even light passes through him: Invisibility to Sight Group , No Fringe (30 Active Points); Extra Time (Extra Segment, Only to Activate, Character May Take No Other Actions, -1/2), Linked (Desolidification; -1/2) 3

     

    EQUIPMENT

    2 1) Radio Perception/Transmission (Radio Group) (10 Active Points); Independent (-2), Extra Time (Extra Phase, Delayed Phase, -1), IAF (-1/2) 0

    8 2) School Uniform: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Activation Roll 15- (-1/4) 0

     

    10 Hacking: Mind Scan 2d6 (Machine class of minds), Cumulative (+1/2) (15 Active Points); OIF (Any computer hooked up to the internet or a network; -1/2) 1

    10 Code Cracking: Telepathy 2d6 (Machine class of minds), Cumulative (+1/2) (15 Active Points); OIF (Any computer hooked up to the internet or a network; -1/2) 1

     

    Skills

    Every Student Skills

    2 1) PS: Student 11-

    0 2) Language: English (completely fluent; literate)

    0 3) Systems Operation (School systems and equipment) 8-

    0 4) AK: Home town 8-

    0 5) Acting 8-

    0 6) Climbing 8-

    0 7) Concealment 8-

    0 8) Conversation 8-

    0 9) Deduction 8-

    0 10) Paramedics 8-

    0 11) Persuasion 8-

    0 12) Shadowing 8-

    0 13) Stealth 8-

    0 14) TF: Small Motorized Ground Vehicles

    0 15) WF: Clubs, Thrown Rocks, Unarmed Combat

     

    3 KS: Computer 13-

    2 KS: Mathematics 11-

    2 KS: Comuter games 11-

    10 +5 with single Characteristic Roll related to computer games

    5 Cryptography 14-

    3 Security Systems 13-

    10 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers) 15-

     

    Total Powers & Skills Cost: 222

    Total Cost: 300

     

    150+ Disadvantages

    15 Accidental Change: Waking up from sleep 11- (Common)

    25 Dependent NPC: Family 11- (Lives at home) (Normal; Group DNPC: x4 DNPCs)

    10 Distinctive Features: Juvinile (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)

    5 Physical Limitation: Zones out (Infrequently, Slightly Impairing)

    15 Psychological Limitation: Tries to act more mature than he is (Common, Strong)

    15 Psychological Limitation: Reluctant to kill (Common, Strong)

    10 Social Limitation: Juvinile (Frequently, Minor)

    5 Rivalry: Professional (Hackers and computer gameers), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

    10 Psychological Limitation: curious about computer/computer systems (Common, Moderate)

    5 Unluck: 1d6

    25 Watched: School 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

     

    Total Disadvantage Points: 300

     

     

    BODY

     

    BOBBIE GREENE

    Val Char Cost Roll Notes

    15+35 STR 5 12- / 19- Lift 200.0kg/25.6tons; 3d6/10d6 [¼]

    18 DEX 24 13- OCV: 6/DCV: 6

    20+10 CON 20 13- / 15-

    15+5 BODY 10 12- / 13-

    13 INT 3 12- PER Roll 12-

    15 EGO 10 12- ECV: 5

    15 PRE 5 12- PRE Attack: 3d6

    18 COM 4 13-

     

    3+31 PD 0 Total: 3/34 PD (0/24 rPD)

    4+24 ED 0 Total: 4/28 ED (0/17 rED)

    4 SPD 12 Phases: 3, 6, 9, 12

    11 REC 8

    40 END 0

    33 STUN 0 Total Characteristic Cost: 101

     

    Movement: Running: 8"/16"

    Leaping: 5"/10"

    Swimming: 4"/8"

     

    Cost Powers END

    Twin Ability

    20 1) Twin: Multiform (300 Character Points in the most expensive form) (60 Active Points); No Conscious Control (-2)

    10 2) Mind Link , One Specific Mind (Twin), Psychic Bond

    7 3) Twin minds: Mental Defense (10 points total)

     

    Personal ability

    29 1) Density Increase: Density Increase (6,800 kg mass, +35 STR, +7 PD/ED, -7" KB), Costs END Only To Activate (+¼) (44 Active Points); Only to full level (no inbetween levels) (-½) 3

    Notes: Bobbie is somehow able to draw particals into her body increasing her density. THis makes her stronger and tougher than normal.

    21 2) Density Resiliance: Armor (14 PD/7 ED) (32 Active Points); Linked to Density Increase (-½)

    Notes: Besides becoming tougher, Bobbie also becomes more resistant to harm.

    16 3) Tough to knock back/down: Knockback Resistance -12" (24 Active Points); Costs Endurance (-½) 2

    Notes: With her greater strength mass and resitance, Bobbie can resist the force used to throw/knock her back/down.

    10 4) Increased Hardiness: +10 CON (20 Active Points); No Figured Characteristics (-½), Linked (Density Increase; -½)

    Notes: When Bobbie uses her density increase ability she is a lot harder to knock out.

    5 5) Increased Hardiness: +5 BODY (10 Active Points); No Figured Characteristics (-½), Linked (Density Increase; -½)

    Notes: When Bobbie uses her Density Increase ability, she can take a lot more damage than usuall

    30 6) Like punching a brick wall: Killing Attack - Hand-To-Hand 1d6+1, Damage Shield (+½), Reduced Endurance (0 END; +½), Continuous (+1) (60 Active Points); No STR Bonus (-½), Linked (Density Increase; -¼), Must be aware of attack (-¼)

    Notes: If Bobbie is aware of a punch/kick, she can brace herself and toughen up enough so the attacker feels like they hit a brick wall.

     

    EQUIPMENT

    2 1) Radio Perception/Transmission (Radio Group) (10 Active Points); Independent (-2), Extra Time (Extra Phase, Delayed Phase, -1), IAF (-½)

    17 2) School Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-½), Activation Roll 15- (-¼)

     

    2 Athletic: Swimming +2" (4" total) 1

    4 Athletic: Running +2" (8" total) 1

    2 Athletic: Leaping +2" (5"/12" forward, 2 ½"/6" upward); Extra Str from Density Increas does not add to Leaping (-¼) 1

     

    Skills

    Every Student Skills

    2 1) PS: Student 11-

    0 2) Language: English (completely fluent; literate)

    0 3) Systems Operation (School systems and equipment) 8-

    0 4) AK: Home town 8-

    0 5) Acting 8-

    0 6) Concealment 8-

    0 7) Conversation 8-

    0 8) Deduction 8-

    0 9) Paramedics 8-

    0 10) Persuasion 8-

    0 11) Shadowing 8-

    0 12) Stealth 8-

    0 13) TF: Small Motorized Ground Vehicles

    0 14) WF: Clubs, Thrown Rocks, Unarmed Combat

     

    3 Hobby: KS: Sports 12-

    2 Hobby: KS: Gothic topics 11-

    8 Athlete: +4 with sport related skills

    3 Athlete: PS 13-

    3 Climbing 13-

    3 Teamwork 13-

     

    Total Powers & Skill Cost: 199

    Total Cost: 300

     

    150+ Disadvantages

    15 Accidental Change: Waking up from sleep 11- (Common)

    25 Dependent NPC: Family 11- (Lives at home) (Normal; Group DNPC: x4 DNPCs)

    10 Distinctive Features: Gothic (Easily Concealed; Always Noticed; Detectable By Commonly-Used Senses)

    10 Distinctive Features: Juvinile (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)

    5 Physical Limitation: Zones out (Infrequently, Slightly Impairing)

    Notes: Bobbie has a psychic link with her brother. And when deep in conversation (or Argument) She sort of zones out, not noticing things around her.

    15 Psychological Limitation: A bit hyper and a bit off (Common, Strong)

    15 Psychological Limitation: Reluctant to kill (Common, Strong)

    Notes: Bobbie's convictions on lethal force are not so strong that lethal force may be the solution to some situations. Under extreme circumstances, the character must make an Ego Roll in order to use lethal force. Her augmented strength when Dense can count as lethal force when used beyond casual level.

    10 Social Limitation: Juvinile (Frequently, Minor)

    10 Social Limitation: Likes girls.. Really really likes girls (Occasionally, Major)

    25 Watched: School 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

     

    Total Disadvantage Points: 300

     

    Background/History: The Greene's are your normal family. Father is an accountant, mother planns meeting and events for companies and non-profit organizations. When they felt financially secure they had a child. A healthy baby boy.

     

    As he grew up., almost from birth, Bobby developed a imaginary friend. He named her Bobbie. He felt is funny (She was named after his best friend's mother who was named Bobbie.)

     

    With the parental intervaentions and a visit to a psychiatrist, Bobby kept Bobbie to himself.

     

    In grade school, Bobby got into math and computers, Mainly from going to work with dad and watching father work at home.

     

    Around age 13 Bobby's special gift manifested. Having to go to the bathroom her bolted from his room one night and ran into the bathroom. Passing right through the door and starling his mother who was in the bathroom at the time.

     

    With a lot of work and promises to not do or show off his little trick, he gained control over his gift.

     

    Bobbie did not show up till Bobby'Bobbie was 14. The imaginary friend Bobby always talks to/about finnaly made an appearance, scaring Mom and Dad. After some tests is was proven that Bobbie is the genetic twin of Bobby and the biological daughter to the Greenes.

     

    It was soon discovered that Bobby/Bobbie switches places occasionally whenever one of them wakes from sleep and rarely from a nap.

     

    As Bobbie gets her turn existing, she has developed a personality different from her brother's Where Bobby is layed back and fits in with the computer geeks, Bobbie is Gothic. Wearing black outfits that show off her figure and can not be connected to Bobby's slacks and sportshirt outfits.

     

    Bobbie is also the more physical of the two. Being interested in sports and more intersted in joining the basketball or even football team than the cheerleaders.

     

    Personality/Motivation:

     

    Quote:

     

    Powers/Tactics: Bobbie's ability is the opposite of her brother's. Where Bobby can become ghostlike, Bobbie can become stronger and tougher.

     

    Campaign Use: Bobbie's grandmother on her mother's side was a duplicating heroine who passed away when Bobby was 8.

  5. Re: Cha: Bobby/Bobbie (Need Help)

     

    Well, the desolidifier could use some Life Support, Spatial Awareness, maybe Invisibility (all going with the spirit theme). A poltergeist effect (ASW on STR) would also help.

     

    DI Girl could use some Regeneration, more Body, a higher Con; she's set up as the body of the pair, so you might as well go with that.

     

    So Bobby should be more ghost than just extremely decrease his density?

     

    I want to keep Bobby and Bobbie close to the same concept (Altering his/her density) and not making 2 different characters.

     

    I can see your suggestions for Bobbie. Giving her some benifits/enhancements due to increased density. (Sort of Density increase just short of getting the power)

  6. Re: Cha: Bobby/Bobbie (Need Help)

     

    Name: Still working on it

     

    Power:

    --------1) Multi-Form... Have to decide who has it.

    --------2) Hacking Super Skills... Will as DM

     

    As for current write ups.. They are sound (fit concept ) and have apropriate disads.

     

    Any suggestions for Unspent points? Lower character cost or give them some equipment?

  7. I have a character that I want to get into a PBEM game.

    The character is a Multi-Form.

    This is not a guy turning into a girl or vice versa. this is a brother and sister but only one can exist in the real world at a time.

     

    Form 1 is the Brother.

    Form 2 is the Sister.

     

    Any help will be welcomed. This is a Teen hero game FYI AND I need hero ID name ideas.

     

    BROTHER

     

    Bobby Greene

    Val Char Cost Roll Notes

    10 STR 0 11- Lift 100.0kg; 2d6 HTH damage [1]

    14 DEX 12 12- OCV: 5/DCV: 5

    15 CON 10 12-

    10 BODY 0 11-

    18 INT 8 13- PER Roll 13-

    18 EGO 16 13- ECV: 6

    15 PRE 5 12- PRE Attack: 3d6

    14 COM 2 12-

    2 PD 0 Total: 2/7 PD (0/5 rPD)

    3 ED 0 Total: 3/8 ED (0/5 rED)

    4 SPD 16 Phases: 3, 6, 9, 12

    9 REC 8

    30 END 0

    23 STUN 0 Total Characteristics Cost: 77

    Movement: Running: 6"/[Noncombat]"

    Leaping: 2"/[Noncombat]"

    Swimming: 2"/[Noncombat]"

     

    Cost Powers END

    Twin Ability

    20 1) Twin: Multiform (300 Character Points in the most expensive form) (60 Active Points); No Conscious Control (-2) 0

    10 2) Mind Link , One Specific Mind (Twin), Psychic Bond 0

    7 3) Twin minds: Mental Defense (11 points total) 0

     

    Personal ability

    50 1) Desolidification (affected by Density affecting powers), Costs END Only To Activate (+1/4) (50 Active Points) 4

    20 2) Ghost Touch: Energy Blast 2d6, No Normal Defense (defense is PD Force Field; +1), Affects Physical World (+2) (40 Active Points); No Range (-1/2), Linked (Desolidification; -1/2) 4

    8 3) Walking On Air: Flight 6" (12 Active Points); Linked (to Desolidification; -1/2) 1

     

    EQUIPMENT

    2 1) Radio Perception/Transmission (Radio Group) (10 Active Points); Independent (-2), Extra Time (Extra Phase, Delayed Phase, -1), IAF (-1/2) 0

    8 2) School Uniform: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Activation Roll 15- (-1/4) 0

     

    7 Hacking: Mind Scan 2d6 (Machine class of minds), Cumulative (+1/2) (15 Active Points); OAF (Any computer hooked up to the internet or a network; -1) 1

    7 Code Cracking: Telepathy 2d6 (Machine class of minds), Cumulative (+1/2) (15 Active Points); OAF (Any computer hooked up to the internet or a network; -1) 1

    7 Full Access: Mind Control 2d6 (Machine class of minds), Cumulative (+1/2) (15 Active Points); OAF (Any computer hooked up to the internet or a network; -1) 1

     

    Perks

    40 Unspent points

     

    Skills

    Every Student Skills

    2 1) PS: Student 11-

    0 2) Language: English (completely fluent; literate)

    0 3) Systems Operation (School systems and equipment) 8-

    0 4) AK: Home town 8-

    0 5) Acting 8-

    0 6) Climbing 8-

    0 7) Concealment 8-

    0 8) Conversation 8-

    0 9) Deduction 8-

    0 10) Paramedics 8-

    0 11) Persuasion 8-

    0 12) Shadowing 8-

    0 13) Stealth 8-

    0 14) TF: Small Motorized Ground Vehicles

    0 15) WF: Clubs, Thrown Rocks, Unarmed Combat

     

    3 KS: Computer 13-

    2 KS: Mathematics 11-

    2 KS: Comuter games 11-

    10 +5 with single Characteristic Roll related to computer games

    5 Cryptography 14-

    3 Security Systems 13-

    10 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers) 15-

     

    Total Powers & Skills Cost: 223

    Total Cost: 300

     

    150+ Disadvantages

    15 Accidental Change: Waking up from sleep 11- (Common)

    25 Dependent NPC: Family 11- (Lives at home) (Normal; Group DNPC: x4 DNPCs)

    10 Distinctive Features: Juvinile (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)

    5 Physical Limitation: Zones out (Infrequently, Slightly Impairing)

    15 Psychological Limitation: Tries to act more mature than he is (Common, Strong)

    15 Psychological Limitation: Reluctant to kill (Common, Strong)

    10 Social Limitation: Juvinile (Frequently, Minor)

    5 Rivalry: Professional (Hackers and computer gameers), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

    10 Psychological Limitation: curious about computer/computer systems (Common, Moderate)

    5 Unluck: 1d6

    25 Watched: School 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

     

    Total Disadvantage Points: 300

     

    SISTER

     

    Bobbie Greene

    Val Char Cost Roll Notes

    15 STR 5 12- / 19- Lift 200.0kg/25.6tons; 3d6/10d6 HTH damage [1/4]

    18 DEX 24 13- OCV: 6/DCV: 6

    20 CON 20 13-

    14 BODY 8 12-

    13 INT 3 12- PER Roll 12-

    15 EGO 10 12- ECV: 5

    15 PRE 5 12- PRE Attack: 3d6

    16 COM 3 12-

    3 PD 0 Total: 3/25 PD (0/15 rPD)

    4 ED 0 Total: 4/24 ED (0/13 rED)

    4 SPD 12 Phases: 3, 6, 9, 12

    11 REC 8

    40 END 0

    32 STUN 0 Total Characteristics Cost: 98

    Movement: Running: 8"/[Noncombat]"

    Leaping: 5"/12"/[Noncombat]"

    Swimming: 4"/[Noncombat]"

     

    Cost Powers END

    Twin Ability

    20 1) Twin: Multiform (300 Character Points in the most expensive form) (60 Active Points); No Conscious Control (-2) 0

    10 2) Mind Link , One Specific Mind (Twin), Psychic Bond 0

    7 3) Twin minds: Mental Defense (10 points total) 0

     

    Personal ability

    52 1) Density Enhancement: Density Increase (6,800 kg mass, +35 STR, +7 PD/ED, -7" KB), Reduced Endurance (0 END; +1/2) (52 Active Points) 0

    18 2) Augmented Defenses: Armor (10 PD/8 ED) (27 Active Points); Linked to Density Increase (-1/2) 0

    16 3) Denser Legs: Knockback Resistance -12" (24 Active Points); Costs Endurance (-1/2) 2

     

    EQUIPMENT

    2 1) Radio Perception/Transmission (Radio Group) (10 Active Points); Independent (-2), Extra Time (Extra Phase, Delayed Phase, -1), IAF (-1/2) 0

    8 2) School Uniform: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Activation Roll 15- (-1/4) 0

     

    2 Athletic: Swimming +2" (4" total) 1

    4 Athletic: Running +2" (8" total) 1

    2 Athletic: Leaping +2" (5"/12" forward, 2 1/2"/6" upward); Extra Str from Density Increas does not add to Leaping (-1/4) 1

     

    Perks

    40 Unspent points

     

    Skills

    Every Student Skills

    2 1) PS: Student 11-

    0 2) Language: English (completely fluent; literate)

    0 3) Systems Operation (School systems and equipment) 8-

    0 4) AK: Home town 8-

    0 5) Acting 8-

    0 6) Climbing 8-

    0 7) Concealment 8-

    0 8) Conversation 8-

    0 9) Deduction 8-

    0 10) Paramedics 8-

    0 11) Persuasion 8-

    0 12) Shadowing 8-

    0 13) Stealth 8-

    0 14) TF: Small Motorized Ground Vehicles

    0 15) WF: Clubs, Thrown Rocks, Unarmed Combat

     

    3 KS: Sports 12-

    2 KS: Gothic topics 11-

    8 +4 with single Characteristic Roll in relation to sports

    3 PS 13-

    3 Teamwork 13-

     

    Total Powers & Skills Cost: 202

    Total Cost: 300

     

    150+ Disadvantages

    15 Accidental Change: Waking up from sleep 11- (Common)

    25 Dependent NPC: Family 11- (Lives at home) (Normal; Group DNPC: x4 DNPCs)

    10 Distinctive Features: Gothic (Easily Concealed; Always Noticed; Detectable By Commonly-Used Senses)

    10 Distinctive Features: Juvinile (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)

    5 Physical Limitation: Zones out (Infrequently, Slightly Impairing)

    15 Psychological Limitation: A bit hyper and a bit off (Common, Strong)

    15 Psychological Limitation: Reluctant to kill (Common, Strong)

    10 Social Limitation: Juvinile (Frequently, Minor)

    10 Social Limitation: Likes girls.. Really really likes girls (Occasionally, Major) (I am a guy and if my character has a romantic interest I want it to be female)

    25 Watched: School 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

     

    Total Disadvantage Points: 300

     

     

    Background/History: The Greene's are your normal family. Father is an accountant, mother planns meeting and events for companies and non-profit organizations. When they felt financially secure they had a child. A healthy baby boy.

     

    As he grew up., almost from birth, Bobby developed a imaginary friend. He named her Bobbie. He felt is funny (She was named after his best friend's mother who was named Bobbie.)

     

    With the parental intervaentions and a visit to a psychiatrist, Bobby kept Bobbie to himself.

     

    In grade school, Bobby got into math and computers, Mainly from going to work with dad and watching father work at home.

     

    Around age 13 Bobby's special gift manifested. Having to go to the bathroom her bolted from his room one night and ran into the bathroom. Passing right through the door and starling his mother who was in the bathroom at the time.

     

    With a lot of work and promises to not do or show off his little trick, he gained control over his gift.

     

    Bobbie did not show up till Bobby'Bobbie was 14. The imaginary friend Bobby always talks to/about finnaly made an appearance, scaring Mom and Dad. After some tests is was proven that Bobbie is the genetic twin of Bobby and the biological daughter to the Greenes.

     

    It was soon discovered that Bobby/Bobbie switches places occasionally whenever one of them wakes from sleep and rarely from a nap.

     

    As Bobbie gets her turn existing, she has developed a personality different from her brother's Where Bobby is layed back and fits in with the computer geeks, Bobbie is Gothic. Wearing black outfits that show off her figure and can not be connected to Bobby's slacks and sportshirt outfits.

     

    Bobbie is also the more physical of the two. Being interested in sports and more intersted in joining the basketball or even football team than the cheerleaders.

     

    Campaign Note: Mrs Greene's mother's side was a duplicating heroine who passed away when Bobby was 8. (Cheesey way to explain multi-form)

  8. Re: CHAR: Silk (Spiderman homage without the spider motif)

     

    I want to thank all the herophiles for helping me with SILK.

    (Question what is REP? I don't post for a few years and when I do...)

     

     

    Well Here is SILK

     

    Silk

     

    Val Char Cost Roll Notes

    30 STR 20 15- Lift 1600.0kg; 6d6 [3]

    30 DEX 60 15- OCV: 10/DCV: 10

    20 CON 20 13-

    10 BODY 0 11-

    13 INT 3 12- PER Roll 12-

    14 EGO 8 12- ECV: 5

    20 PRE 10 13- PRE Attack: 4d6

    14 COM 2 12-

     

    8+10 PD 2 Total: 8/18 PD (0/10 rPD)

    5+5 ED 1 Total: 5/10 ED (0/5 rED)

    6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

    15 REC 10

    40 END 0

    37 STUN 2 Total Characteristic Cost: 158

     

    Movement: Running: 6"/16"/24"/64"

    Leaping: 6"/12"

    Swimming: 2"/4"

    Swinging: 8"/32"

     

    Cost Powers END

    43 Multipower, 65-point reserve, (65 Active Points); all slots Restrainable (-½)

    4m 1) Silky Smooth: Change Environment 8" radius, -5 Characteristic Roll and all Skill Rolls based on Characteristic, Personal Immunity (+¼) (45 Active Points); Limited Power (Only vs targets touching the ground Power loses about a third of its effectiveness; -½), Restrainable (-½), Limited Range (-¼) 4

    Notes: Silk covers the ground in a mass of slippery silk. He is imune to this and walk across it with ease.

    3m 2) Ball of Silk: Energy Blast 6d6 (30 Active Points); Restrainable (-½), Range Based On Strength (-¼) 3

    Notes: Silk can create a small, dence ball of silk and throw it with enough force and accuracy to do some damage.

    7m 3) Silk Bonds: Entangle 5d6, 5 DEF (50 Active Points); Restrainable (-½) 5

    Notes: Silk can shoot out strands of silk to bind a target.

    2m 4) Silk covered boots: Running +10" (6"/16" total), x4 Noncombat (25 Active Points); Limited Power : Sliding Power loses about a third of its effectiveness (-½), Restrainable (-½) 2

    Notes: Silk can cover his feet in smooth silk and slide along the ground with greater speed. He looses 2" when sliding Up a 45 degree or more slope.

    2m 5) Silk Swinging: Swinging 8", x4 Noncombat (13 Active Points); Restrainable (-½) 1

    Notes: Silk can use the silk strands he creates to swing from place to place.

    1u 6) Stickey Silk: Clinging (normal STR) (10 Active Points); Restrainable (-½), Not usable with silk covered boots (-¼)

    Notes: Silk can coat his hands and feet with a sticky silk strong enough to support his weat when climbing sheer walls and surfaces.

     

    15 Enhanced Reflexes: Danger Sense (self only, in combat, Function as a Sense, Intuitional) 15-

    Notes: With enhanced reflexes and periferal vision and hearing, Silk is able to react to surprise attacks. Being a self preservation reflex action he can not make attacks against the source of the danger like a normal danger sense.

     

    15 Protective Costume: Armor (10 PD/5 ED) (23 Active Points); OIF (-½)

    Notes: Silk's costume has some padding and microfiliment chain giving his some protection

    Kung Fu

    Maneuver OCV DCV Notes

    5 Block +1 +3 Block, Abort

    4 Punch +0 +2 8d6 Strike

    5 Kick -2 +1 10d6 Strike

    3 Throw +0 +1 6d6 +v/5, Target Falls

    4 Disarm -1 +1 Disarm; 40 STR to Disarm roll

    3 Legsweep +2 -1 7d6 Strike, Target Falls

    3 Joint Lock/Grab -1 -1 Grab Two Limbs, 40 STR for holding on

     

    Skills

    Physical Training

    20 1) Enhanced Reflexes: +4 with HTH Combat

    20 2) Enhanced Reflexes: +4 with DCV

    10 3) Enhanced Reflexes: Defense Maneuver I-IV

    5 4) Acrobatics 16-

    3 5) Breakfall 15-

    3 6) Contortionist 15-

    3 7) Kung Fu: KS 12-

     

    Everyman Skills

    0 1) Acting 8-

    0 2) Home Town: AK 8-

    0 3) Climbing 8-

    3 4) Concealment 12-

    3 5) Conversation 13-

    3 6) Deduction 12-

    0 7) Native Language: Language: English (idiomatic; literate)

    0 8) Paramedics 8-

    0 9) PS: Instructor 8-

    0 10) Shadowing 8-

    0 11) Stealth 8-

    0 12) TF: Small Motorized Ground Vehicles

     

    Total Powers & Skill Cost: 192

    Total Cost: 350

     

    200+ Disadvantages

    10 Dependent NPC: Friends and Family 8- (Normal)

    15 Hunted: Rogues Gallery 11- (As Pow, Harshly Punish)

    15 Psychological Limitation: Hreoes code of conduct (Common, Strong)

    15 Psychological Limitation: Reluctant to Kill (Common, Strong)

    15 Psychological Limitation: Thrill Seeker (Common, Strong)

    5 Rivalry: Professional (Other martial artist type heroes), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

    15 Social Limitation: Secret ID (Frequently, Major)

    60 Custom Disadvantage

     

    Total Disadvantage Points: 350

  9. Re: CHAR: Silk (Spiderman homage without the spider motif)

     

    Hugh.

     

    Any suggestions on what to do with MP and keep character at 350 points?

     

    Lower MP base?

     

    As for Clinging and running. Acording to rules they can be used together. But SFX wise.

     

    THe running is based on sliding with near frictionless silk covered shoes and the clinging is using silk covering his hands and feet that he can control the adhesion of. 2 powers that are the opposite of eachother and thus will never be used together.

  10. Re: CHAR: Silk (Spiderman homage without the spider motif)

     

    I will look into redoing the character with your suggestions.

     

    The manifestation is that The threads can be targeted. If it is still double dipping I will drop it.

     

    Main Defence is trying NOT to get hit.

     

    And about the silk coming out of his hands.

     

    In spider man. Peter can shoot webs from his wrists while real spiders shoot webs from there .....

  11. Here is my homage to Spiderman.

    THing is I tried to do it without the Spider Motif.

     

    Silk

     

    Val Char Cost Roll Notes

    30 STR 20 15- Lift 1600.0kg; 6d6 [3]

    30 DEX 60 15- OCV: 10/DCV: 10

    20 CON 20 13-

    10 BODY 0 11-

    13 INT 3 12- PER Roll 12-

    14 EGO 8 12- ECV: 5

    20 PRE 10 13- PRE Attack: 4d6

    12 COM 1 11-

     

    8+10 PD 2 Total: 8/18 PD (0/10 rPD)

    5+5 ED 1 Total: 5/10 ED (0/5 rED)

    6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

    10 REC 0

    40 END 0

    35 STUN 0 Total Characteristic Cost: 145

     

    Movement: Running: 6"/16"/24"/64"

    Leaping: 6"/12"

    Swimming: 2"/4"

    Swinging: 8"/32"

     

    Cost Powers END

    50 Multipower, 75-point reserve, (75 Active Points); all slots Restrainable (-½)

    4m 1) Silky Smooth: Change Environment 8" radius, -5 Characteristic Roll and all Skill Rolls based on Characteristic, Personal Immunity (+¼) (45 Active Points); Limited Power (Only vs targets touching the ground Power loses about a third of its effectiveness; -½), Restrainable (-½), Limited Range (-¼) 4

    Notes: Silk covers the ground in a mass of slippery silk. He is imune to this and walk across it with ease.

    3m 2) Ball of Silk: Energy Blast 6d6 (30 Active Points); Restrainable (-½), Range Based On Strength (-¼) 3

    Notes: Silk can create a small, dence ball of silk and throw it with enough force and accuracy to do some damage.

    7m 3) Silk Bonds: Entangle 5d6, 5 DEF (50 Active Points); Restrainable (-½) 5

    Notes: Silk can shoot out strands of silk to bind a target.

    2m 4) Running +10" (6"/16" total), x4 Noncombat (25 Active Points); Limited Power : Sliding Power loses about a third of its effectiveness (-½), Restrainable (-½) 2

    Notes: Silk can cover his feet in smooth silk and slide along the ground with greater speed. He looses 2" when sliding Up a 45 degree or more slope.

    2m 5) Silk Swinging: Swinging 8", x4 Noncombat (13 Active Points); Restrainable (-½) 1

    Notes: Silk can use the silk strands he creates to swing from place to place.

     

    10 Stickey Silk: Clinging (normal STR)

    Notes: Silk can coat his hands and feet with a sticky silk strong enough to support his weat when climbing sheer walls and surfaces.

    12 Enhanced Reflexes: Danger Sense (self only, in combat, Function as a Sense, Intuitional) 12-

    Notes: With enhanced reflexes and periferal vision and hearing, Silk is able to react to surprise attacks. Being a self preservation reflex action he can not make attacks against the source of the danger like a normal danger sense.

     

    15 Protective Costume: Armor (10 PD/5 ED) (23 Active Points); OIF (-½)

    Notes: Silk's costume has some padding and microfiliment chain giving his some protection

    Kung Fu

    Maneuver OCV DCV Notes

    5 Block +1 +3 Block, Abort

    4 Punch +0 +2 8d6 Strike

    5 Kick -2 +1 10d6 Strike

    3 Throw +0 +1 6d6 +v/5, Target Falls

    4 Disarm -1 +1 Disarm; 40 STR to Disarm roll

    3 Legsweep +2 -1 7d6 Strike, Target Falls

    3 Joint Lock/Grab -1 -1 Grab Two Limbs, 40 STR for holding on

     

    Skills

    Physical Training

    20 1) Enhanced Reflexes: +4 with HTH Combat

    20 2) Enhanced Reflexes: +4 with DCV

    10 3) Enhanced Reflexes: Defense Maneuver I-IV

    5 4) Acrobatics 16-

    3 5) Breakfall 15-

    3 6) Contortionist 15-

    3 7) Kung Fu: KS 12-

     

    Everyman Skills

    0 1) Acting 8-

    0 2) Home Town: AK 8-

    0 3) Climbing 8-

    3 4) Concealment 12-

    3 5) Conversation 13-

    3 6) Deduction 12-

    0 7) Native Language: Language: English (idiomatic; literate)

    0 8) Paramedics 8-

    0 9) PS: Instructor 8-

    0 10) Shadowing 8-

    0 11) Stealth 8-

    0 12) TF: Small Motorized Ground Vehicles

     

    Total Powers & Skill Cost: 205

    Total Cost: 350

     

    200+ Disadvantages

    10 Dependent NPC: Friends and Family 8- (Normal)

    15 Hunted: Rogues Gallery 11- (As Pow, Harshly Punish)

    15 Psychological Limitation: Hreoes code of conduct (Common, Strong)

    15 Psychological Limitation: Reluctant to Kill (Common, Strong)

    15 Psychological Limitation: Thrill Seeker (Common, Strong)

    5 Rivalry: Professional (Other martial artist type heroes), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

    15 Social Limitation: Secret ID (Frequently, Major)

    60 Custom Disadvantage

     

    Total Disadvantage Points: 350

     

    Background/History: Bobby was your normal kid growing up. Went to school, had friends, played sports, studied martial arts after school.

     

    Fast forward a few years. Bobby is in high school and kept at the martial arts.

     

    The instructor noticced that Bobby was using less and lees effort in a sparring match and was keeping up with an opponent one level above him.

     

    The instructor had another then another opponent fight Bobby till it was three vs one and Bobby was back to putting 110% effort to defend himself.

     

    Not being one to give up. Bobby kept going at it, looking for any opening or advantage. Then surprising his instructor, his opponents and himself, he made one.SLippery strands were pouring from his hands and coating the matt. His oppoents were flopping around, trying to regain their footing and Bobby was walking on the coating as if it was not there

     

    The teacher, along with Bobby's parents contacted a hero group and had then take Bobby under their wing. They hoped to give him someone to help in the use of his newly discovered powers and to keep him on the right path (No desire to see Robert turn either Selfish or villainous with the discovery of super powers.)

     

     

    Personality/Motivation: Bobby likes his new abilities. He would have been happy just with the added speed and agility. But the ability to produce silk and all the uses he has developed for it. Even as a young man he feels they are way cool.

     

    His parents, teachers and the heroes who helped train him has developed a civic mind and desire to help when and where he can in Bobby

     

     

    Quote: "Stop calling me spiderman."

    "With great powers come great responcibility. Hey. I might not be Spiderman but his moto is sound."

     

    Appearance: Out of costume he is your normal looking guy. Nothing really draws your attention to him.

     

    In costume he wears a martial arts outfit with a mask coverint his face with a blond wig sewn in (Image is on my website)

     

    Character has been redone since posted to my site.

  12. Golden Gloves

    Val Char Cost Roll Notes

    10 STR 0 11- / 15- Lift 100.0kg/1600.0kg; 2d6/6d6 HTH damage [1/3]

    16 DEX 18 12- / 13- OCV: 5/7/DCV: 5/7

    15 CON 10 12- / 13-

    10 BODY 0 11- / 12-

    13 INT 3 12- PER Roll 12-

    11 EGO 2 11- ECV: 4

    15 PRE 5 12- / 14- PRE Attack: 3d6/5d6

    10 COM 0 11-

    5 PD 3 Total: 5/24 PD (0/5 rPD)

    5 ED 2 Total: 5/11 ED (0/5 rED)

    3 SPD 4 Phases: 4, 8, 12/3, 5, 8, 10, 12

    5 REC 0

    30 END 0

    26 STUN 3 Total Characteristics Cost: 50

    Movement: Running: 6"/[Noncombat]"

    Leaping: 2"/6"/[Noncombat]"

    Swimming: 2"/[Noncombat]"

     

    Cost Powers END

    When powered up, all slots Only In Heroic Identity (-1/4)

    12 1) Body of Gold: Armor (5 PD/5 ED) (15 Active Points); Only In Heroic Identity (-1/4) 0

    28 2) Toughening up: Absorption 4d6 (physical, Body of Gold), Can Absorb Maximum Of 54 Points' Worth Of Physical Damage (35 Active Points); Only In Heroic Identity (-1/4) 0

    51 3) Golden Punch: Drain PD 4d6, Variable Special Effects (Limited Group of SFX; Physical defence (PD, rPD, Armor, FF, FW); +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Always On (-1/2), Only In Heroic Identity (-1/4) 0

     

    Powered up, all slots Only In Heroic Identity (-1/4)

    16 1) Golden Boy: +20 STR (20 Active Points); Only In Heroic Identity (-1/4) 2

    12 2) Golden Boy: +5 DEX (15 Active Points); Only In Heroic Identity (-1/4)

    8 3) Golden Boy: +5 CON (10 Active Points); Only In Heroic Identity (-1/4)

    8 4) Golden Boy: +5 BODY (10 Active Points); Only In Heroic Identity (-1/4)

    8 5) Golden Boy: +10 PRE (10 Active Points); Only In Heroic Identity (-1/4)

    8 6) Golden Boy: +10 PD (10 Active Points); Only In Heroic Identity (-1/4)

    16 7) Golden Boy: +2 SPD (20 Active Points); Only In Heroic Identity (-1/4)

    8 8) Golden Boy: +5 REC (10 Active Points); Only In Heroic Identity (-1/4)

    4 9) Golden Boy: +10 END (5 Active Points); Only In Heroic Identity (-1/4)

    8 10) Golden Boy: +10 STUN (10 Active Points); Only In Heroic Identity (-1/4)

     

    Martial Arts: [Martial Art Name]

    Maneuver OCV DCV Notes

    4 1) Block +2 +2 Block, Abort

    3 2) Clinch -1 -1 Grab Two Limbs, 20 STR / 40 STR for holding on

    4 3) Cross +0 +2 4d6 / 8d6 Strike

    5 4) Hook -2 +1 6d6 / 10d6 Strike

    3 5) Jab +2 +1 Strike

    BOXING

     

    Perks

    5 Money: Well Off

    15 Contact: Regis Industries Staff (Contact has access to major institutions, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-

     

    Talents

    3 Lightning Reflexes: +3 DEX to act first with Single Action

     

    Skills

    12 +4 with any three maneuvers or a tight group of attacks

    2 PS 11-

    2 PS 11-

    2 KS 11-

    3 Paramedics 12-

     

    Total Powers & Skills Cost: 250

    Total Cost: 300

     

    200+ Disadvantages

    20 Custom Disadvantage

    15 DNPC: wife, children, and friends 8- (Incompetent)

    10 Distinctive Features: Golden skinned muscle man (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

    10 Distinctive Features: Touched by magic (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

    15 Hunted: Goldbug 11- (As Pow, Harshly Punish)

    15 Psychological Limitation: Reluctant to Kill (Common, Strong)

    15 Psychological Limitation: Reluctant to fight long (Common, Strong)

    15 Social Limitation: Secret ID Robert Mannings (Frequently, Major)

    10 Vulnerability: 2 x BODY Magic (Uncommon)

    10 Vulnerability: 2 x STUN Magical (Uncommon)

    15 Watched: Reigis Industries 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

     

    Total Disadvantage Points: 300

     

    Background:

    Robert Mannings was a Maintenance Engineer (Janitor) at Reigis Industries. His corner area of experties (The area assigned to him) was the Alchemy Thinktank. labs.

     

    Like many origin stories there was an accident. An experiment in one of the labs exploded. (he was having a snack one of the breake rooms located across from the accidnet.

     

    Besides the deaths and destruction Robert came out OK (except he was in a coma for threee months)

     

    Robert and the survivors were taken to the Regis Industries Medical facilities. (Besides scars, burns, broken bones and internal injuries, a few of the survivors were.... changed)

     

    Thoes obviously changed were separated from the others and the other survivors were kept separated (In case thier changes were not apperent yet)

     

    Don't worry. Reigis Industries is not an evil conglomerate or a subsidiary of Argent or Viper. But they did know they potentally has some super human in thier midst and a situation they had to control

     

    Powers/Tactics

    Golden gloves can 'power up' adding to his normal physical characteristics becoming faster, stronger and tougher than normal

     

    Besides powering up, Golden gloves has two abilities; He gets tougher when he get hit and what he hits gets weaker.

     

    Depending on his opponent, he either goes in fighting selecting armored targets or getting a little power up from team mates and goes for targets that the team (If he is on a team) can not handle.

     

    Then he starts boxing.

     

    Quote

    "You do not want to go a round with the Golden Gloves"

  13. This is a test on me posting a character to the boards. I tried using search with no real luck.

     

     

    Golden Gloves

     

    Player:

     

    Val Char Cost
    15/25 STR 5
    18/23 DEX 24
    15/20 CON 10
    10/15 BODY 0
    13 INT 3
    11 EGO 2
    15 PRE 5
    10 COM 0
    5/22 PD 2
    5/11 ED 2
    3/5 SPD 2
    8/16 REC 4
    30/50 END 0
    36/59 STUN 10
    6" RUN02" SWIM03"/5" LEAP0Characteristics Cost: 69

     

    Cost Power END
    Golden Gloves, all slots Only In Heroic Identity (-1/4)
    12 1) Body of Gold: Armor (5 PD/5 ED) (15 Active Points); Only In Heroic Identity (-1/4) 0
    28 2) Grows tougher when fighting: Absorption 4d6 (physical, Body of Gold), Can Absorb Maximum Of 54 Points' Worth Of Physical Damage (35 Active Points); Only In Heroic Identity (-1/4) 0
    40 3) Golden Punch: Drain PD 4d6, Variable Special Effects (Limited Group of SFX; Physical defence (PD, rPD, Armor, FF, FW); +1/4) (50 Active Points); Only In Heroic Identity (-1/4) 5
    8 4) Golden Boy: +10 STR (10 Active Points); Only In Heroic Identity (-1/4) 1
    12 5) Golden Boy: +5 DEX (15 Active Points); Only In Heroic Identity (-1/4)
    8 6) Golden Boy: +5 CON (10 Active Points); Only In Heroic Identity (-1/4)
    8 7) Golden Boy: +5 BODY (10 Active Points); Only In Heroic Identity (-1/4)
    8 8) Golden Boy: +10 PD (10 Active Points); Only In Heroic Identity (-1/4)
    16 9) Golden Boy: +2 SPD (20 Active Points); Only In Heroic Identity (-1/4)
    8 10) Golden Boy: +5 REC (10 Active Points); Only In Heroic Identity (-1/4)
    4 11) Golden Boy: +10 END (5 Active Points); Only In Heroic Identity (-1/4)
    8 12) Golden Boy: +10 STUN (10 Active Points); Only In Heroic Identity (-1/4)
    Powers Cost: 160

     

    Cost Martial Arts Maneuver
    BOXING
    4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR / 35 STR for holding on
    4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 7d6 Strike
    5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 7d6 / 9d6 Strike
    3 5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike
    Martial Arts Cost: 19

     

    Cost Skill
    12 +4 with any three maneuvers or a tight group of attacks
    2 PS 11-
    2 PS 11-
    2 KS 11-
    3 Paramedics 12-
    Skills Cost: 21

     

     

    Cost Talent
    3 Lightning Reflexes: +3 DEX to act first with Single Action
    Talents Cost: 3

     

     

    Total Character Cost: 272

     

    Val Disadvantages
    150 Custom Disadvantage

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  14. I have a character. One of his powers is called 'INVENTORY'

     

    The way it works is he says inventory and a window appears (like in many vidoe games). With the window open, he can put items into or take items out of it.

     

    I am working on a 250 and 350 poiont version of the character so I need a scalable version of a power that will acomplish this effect.

     

    Help please.

  15. Re: Have you ever ... ? Brute Force Psych Lim Enforcement

     

    My character with overconfidence always rushed into battle (when possible).

     

    The character will use DCV when needed.

     

    Her overconfidence takes the form of looking before she leeps ieaps into battle. Once in battle she will fight defencively if needed but will not leave a fight till she won or is draged away.

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