Jump to content

MisterD

HERO Member
  • Posts

    289
  • Joined

  • Last visited

Everything posted by MisterD

  1. I have seen the advantage Accurate attached to a few AOE attacks. Where is the advantage located? What does it do? (Not. I shipped all my hero stuff to Florida. I will be moving soon)
  2. Re: Super looking for some powers LADY CROC maybe.
  3. Say I have a weapon. The weapon has 0-End. Then I have some super skills. Do I have to buy the super skills with 0-End?
  4. Re: Super-Skills Megathread Doctor Mark Sloan I presume?
  5. Re: Help with Armor-wearing character I worked on a Multi-Form power armor character. I mad a bace character, then worked up a default armor. then totalled the points in powers and used that for designing the other armors. Link to thread follows http://www.herogames.com/forums/showthread.php?t=21137
  6. Re: What would Your Character Do? #58 C.A.T.: Well neither of them have super powers. They both would be Power Armor users. Their scientific curiosity would get the better of them and once they got to talking and seeing who came first, C.A.T. would not be seen in the city till someone else came and got her.
  7. Re: What would your character do #83 ? "Ladies and gentelmen of the city. I give sad news. The govonor of the city has just put to death a man with the ability to heal and save lives when he had the ability, the chance to save his life." "Here is a list of patients from the jail Mister Jacobs was imprisoned. They list malidies from broken bones to life threateneing cancer. With but a touch and a prayer, Mister Jacobs has healed them. By the time of his execution, there was no paitents in the medical ward." "As the new govonor I promise not to be as rigid or small minded as Govonor Drowman. Mister Joshua would not had been released from jail. He murdered a man and deserves punishment but to Kill a man with the gift and desire to heal thoes who are suffering." "As your new Govonor. If I learn about something or someone that can do the most good, help protect the fine people of this city, rescue or save lives. I will do my best to make sure that you, and you, and you. Loose a protector, defender or healer."
  8. Re: C.A.T Redone as MF. Would like feedback C.A.T. (Mark III) Brawler Player: Val Char Cost 10/40 STR 0 13/18 DEX 9 13/20 CON 6 10 BODY 0 18 INT 8 11 EGO 2 20 PRE 0 10 COM 0 25 PD 0 15 ED 0 3/4 SPD 7 5 REC 0 26 END 0 30 STUN 8 6" RUN02" SWIM02"/13" LEAP0Characteristics Cost: 40 Cost Power END Basic Configuration (Mark III), all slots OIF (-1/2) 25 1) Armor (15 PD/10 ED) (38 Active Points); OIF (-1/2) 0 10 2) Kinetic Force Difusion: Mental Damage Reduction, 25% (15 Active Points); OIF (-1/2) 0 4 3) Tail: Extra Limb (1), Inherent (+1/4) (6 Active Points); OIF (-1/2) 0 15 4) Servos and Micro Hydrolics: +30 STR (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3 7 5) Synaptic Responce relay: +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 7 6) Kinetic Difusuion: +7 CON (14 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 5 7) Extra Padding: +8 PD (8 Active Points); OIF (-1/2) 1 8) Extra Padding: +2 ED (2 Active Points); OIF (-1/2) 7 9) Impresive and Confidence boosting armor: +10 PRE (10 Active Points); OIF (-1/2) 7 10) Synaptic Responce Relay: +1 SPD (10 Active Points); OIF (-1/2) 7 11) Sealed protective system: Life Support (Extended Breathing: 1 END per Minute; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (11 Active Points); OIF (-1/2) 0 7 12) Denser Armor: Knockback Resistance -5" (10 Active Points); OIF (-1/2) 0 3 13) Protected Vision: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0 3 14) Protected Hearing: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0 20 15) Power Suply: Endurance Reserve (150 END, 15 REC) (30 Active Points); OIF (-1/2) 0 65 Weapon systems (Mark III): Multipower, 65-point reserve 6u 1) Blaster with Variable settings: Energy Blast 6d6, Variable Advantage (+1/2 Advantages; +1) (60 Active Points) 6 6u 2) Blaster: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2 5u 3) Direct Current Paralysis: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Cannot Form Barriers (-1/4) 6 2u 4) Enpowered Gauntlets.: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3 4u 5) Flash/Bang: Sight and Hearing Groups Flash 5d6, Personal Immunity (+1/4) (37 Active Points) 4 6u 6) Taser: Energy Blast 6d6, No Normal Defense ([standard]; +1) (60 Active Points) 6 Sensors (Mark III), all slots OIF (-1/2) 8 1) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) 0 3 2) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0 3 3) Nightvision (5 Active Points); OIF (-1/2) 0 Mobility systems (Mark III), all slots OIF (-1/2) 3 1) Hydroic jumpjets: Leaping +5" (2"/13" forward, 1"/6 1/2" upward) (5 Active Points); OIF (-1/2) 1 Powers Cost: 239 Cost Skill 12 +4 with Weapon systems 3 Computer Programming 13- 3 Conversation 13- 3 Cryptography 13- 3 Electronics 13- 3 Inventor 13- 2 KS: Gadgets and Gear of Heroes and Villians 11- 2 KS: Power Armor 11- 3 Mechanics 13- 3 Paramedics 13- 2 PS: Technician 11- 3 Systems Operation 13- 6 WF: Beam Weapons, Energy Weapons, Small Arms 2 Weaponsmith (Power Armor) 13- 2 TF: Common Motorized Ground Vehicles 3 Scientist 2 1) SS: Comunication design and engineering 13- (3 Active Points) 2 2) SS: Electrical Engineering 13- (3 Active Points) 2 3) SS: Energy dynamic engineering 13- (3 Active Points) 2 4) SS: Mechanical Engineering 13- (3 Active Points) 2 5) SS: Physics 13- (3 Active Points) 2 6) SS: Power Armor design and engineering 13- (3 Active Points) 2 7) SS: Synaptic Interface engineering 13- (3 Active Points) 2 8) SS: Weapon systems Engineering 13- (3 Active Points) Skills Cost: 71 Cost Perk 5 Bases 5 Money: Well Off Perks Cost: 10 Total Character Cost: 360 Val Disadvantages 10 Distinctive Features: Feline / human looking armor (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Brainchylde 8- (Mo Pow, Harshly Punish) 15 Hunted: Branch of police Dept. that takes care of super villians 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching) 20 Psychological Limitation: Code vs Killing (Very Common, Strong) 15 Psychological Limitation: Curiosity about gadgets, gear, new technology (Common, Strong) 15 Psychological Limitation: Split personality in and out of C.A.T. Suit (Very Common, Moderate) 5 Reputation: "Catty" Heroine, 8- 10 Rivalry: Professional (Other powerarmor users), Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 10 Social Limitation: Easilt over looked / Shameless flirt (Frequently, Minor) 15 Social Limitation: Secret Identity (Frequently, Major) 10 Social Limitation: Subject to Orders (Occasionally, Major) 10 Vulnerability: 2 x Effect EMP (Uncommon) Disadvantage Points: 150 Base Points: 200 Experience Required: 10 Total Experience Available: 10 Experience Unspent: 0
  9. Re: C.A.T Redone as MF. Would like feedback C.A.T. (Mark II) Blaster Player: Val** Char*** Cost 10/20** STR 0 13/24** DEX 9 13/17** CON 6 10** BODY 0 18** INT 8 11** EGO 2 20** PRE 0 10** COM 0 * 15** PD 0 25** ED 0 3/5** SPD 7 5** REC 0 26** END 0 30** STUN 8 *10"**RUN02"**SWIM02"/7"**LEAP0Characteristics Cost: 40 Cost** Power END ** Basic Configuration (Mark II), all slots OIF (-1/2)* 25** 1) Armor (10 PD/15 ED) (38 Active Points); OIF (-1/2)* 0 4** 2) Tail: Extra Limb (1), Inherent (+1/4) (6 Active Points); OIF (-1/2)* 0 5** 3) Servos and Micro Hydrolics: +10 STR (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)* 1 16** 4) Synaptic Responce relay: +11 DEX (33 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)* 4** 5) Kinetic Difusuion: +4 CON (8 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)* 2** 6) Extra Padding: +3 PD (3 Active Points); OIF (-1/2)* 5** 7) Extra Padding: +7 ED (7 Active Points); OIF (-1/2)* 7** 8) Impresive and Confidence boosting armor: +10 PRE (10 Active Points); OIF (-1/2)* 13** 9) Synaptic Responce Relay: +2 SPD (20 Active Points); OIF (-1/2)* 7** 10) Sealed protective system: Life Support (Extended Breathing: 1 END per Minute; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (11 Active Points); OIF (-1/2)* 0 3** 11) Protected Vision: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 3** 12) Protected Hearing: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 4** 13) Palm Light: Sight Group Images 1" radius (10 Active Points); Only To Create Light (-1), OIF (-1/2)* 1 20** 14) Power Suply: Endurance Reserve (150 END, 15 REC) (30 Active Points); OIF (-1/2)* 0 ** * 65** Weapon systems (Mark II): Multipower, 65-point reserve* 6u** 1) Blaster with Variable settings: Energy Blast 6d6, Variable Advantage (+1/2 Advantages; +1) (60 Active Points)* 6 6u** 2) Blaster with Variable Emission settings: Energy Blast 10d6, Variable Special Effects (Limited Group of SFX; Heat, Electricity, Light (UV/IR), Radio, Magnetic, Force; +1/4) (62 Active Points)* 6 6u** 3) Blaster: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points)* 2 5u** 4) Direct Current Paralysis: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Cannot Form Barriers (-1/4)* 6 2u** 5) Flare: Sight Group Flash 4d6, Personal Immunity (+1/4) (25 Active Points)* 2 6u** 6) Taser: Energy Blast 6d6, No Normal Defense ([standard]; +1) (60 Active Points)* 6 ** * ** Sensors (Mark II), all slots OIF (-1/2)* 8** 1) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)* 0 3** 2) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)* 0 3** 3) Nightvision (5 Active Points); OIF (-1/2)* 0 4** 4) Targeting Moduel: +2 with Weapon system (6 Active Points); OIF (-1/2)* ** * ** Mobility systems (Mark II), all slots OIF (-1/2)* 2** 1) Hydroic jumpjets: Leaping +3" (2"/7" forward, 1"/3 1/2" upward) (3 Active Points); OIF (-1/2)* 1 5** 2) Motorized Rollerblades: Running +4" (10" total) (8 Active Points); OIF (-1/2)* 1 Powers Cost: 239 Cost** Skill 12** +4 with Weapon systems* 3** Computer Programming 13-* 3** Conversation 13-* 3** Cryptography 13-* 3** Electronics 13-* 3** Inventor 13-* 2** KS: Gadgets and Gear of Heroes and Villians 11-* 2** KS: Power Armor 11-* 3** Mechanics 13-* 3** Paramedics 13-* 2** PS: Technician 11-* 3** Systems Operation 13-* 6** WF: Beam Weapons, Energy Weapons, Small Arms* 2** Weaponsmith (Power Armor) 13-* 2** TF: Common Motorized Ground Vehicles* ** * 3** Scientist* 2** 1) SS: Comunication design and engineering 13- (3 Active Points)* 2** 2) SS: Electrical Engineering 13- (3 Active Points)* 2** 3) SS: Energy dynamic engineering 13- (3 Active Points)* 2** 4) SS: Mechanical Engineering 13- (3 Active Points)* 2** 5) SS: Physics 13- (3 Active Points)* 2** 6) SS: Power Armor design and engineering 13- (3 Active Points)* 2** 7) SS: Synaptic Interface engineering 13- (3 Active Points)* 2** 8) SS: Weapon systems Engineering 13- (3 Active Points)* Skills Cost: 71 Cost** Perk 5** Bases* 5** Money: Well Off* Perks Cost: 10 Total Character Cost: 360 Val** Disadvantages 10** Distinctive Features: Feline / human looking armor (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)* 15** Hunted: Brainchylde 8- (Mo Pow, Harshly Punish)* 15** Hunted: Branch of police Dept. that takes care of super villians 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching)* 20** Psychological Limitation: Code vs Killing (Very Common, Strong)* 15** Psychological Limitation: Curiosity about gadgets, gear, new technology (Common, Strong)* 15** Psychological Limitation: Split personality in and out of C.A.T. Suit (Very Common, Moderate)* 5** Reputation: "Catty" Heroine, 8-* 10** Rivalry: Professional (Other powerarmor users), Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry* 10** Social Limitation: Easilt over looked / Shameless flirt (Frequently, Minor)* 15** Social Limitation: Secret Identity (Frequently, Major)* 10** Social Limitation: Subject to Orders (Occasionally, Major)* 10** Vulnerability: 2 x Effect EMP (Uncommon)* Disadvantage Points: 150 Base Points: 200 Experience Required: 10 Total Experience Available: 10 Experience Unspent: 0
  10. Re: C.A.T Redone as MF. Would like feedbackC.A.T. (Mark I)Player: Val** Char*** Cost 10/20** STR 0 13/21** DEX 9 13/20** CON 6 10** BODY 0 18** INT 8 11** EGO 2 20** PRE 0 10** COM 0 * 12** PD 0 13** ED 0 3/4** SPD 7 5** REC 0 26** END 0 30** STUN 8 *6"/12"**RUN02"**SWIM02"/7"**LEAP0Characteristics Cost: 40Cost** Power END 27** C.A.T. Suit Mark I-IV: Multiform (350 Character Points in the most expensive form) (x4 Number Of Forms) (80 Active Points); Extra Time (1 Minute, -1 1/2), Changed in lab (-1/2)* 0 ** * ** Basic Configuration (Mark I), all slots OIF (-1/2)* 20** 1) Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0 4** 2) Tail: Extra Limb (1), Inherent (+1/4) (6 Active Points); OIF (-1/2)* 0 5** 3) Servos and Micro Hydrolics: +10 STR (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)* 1 12** 4) Synaptic Responce relay: +8 DEX (24 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)* 7** 5) Kinetic Difusuion: +7 CON (14 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)* 7** 6) Impresive and Confidence boosting armor: +10 PRE (10 Active Points); OIF (-1/2)* 7** 7) Synaptic Responce Relay: +1 SPD (10 Active Points); OIF (-1/2)* 20** 8) Power Suply: Endurance Reserve (150 END, 15 REC) (30 Active Points); OIF (-1/2)* 0 3** 9) Protected Hearing: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 3** 10) Protected Vision: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 7** 11) Sealed protective system: Life Support (Extended Breathing: 1 END per Minute; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (11 Active Points); OIF (-1/2)* 0 3** 12) Finger Toolkit: +2 with Tech skills (4 Active Points); OIF (-1/2)* 4** 13) Palm Light: Sight Group Images 1" radius (10 Active Points); Only To Create Light (-1), OIF (-1/2)* 1 ** * 65** Weapon systems (Mark I): Multipower, 65-point reserve* 6u** 1) Blaster: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points)* 2 6u** 2) Blaster with Variable settings: Energy Blast 6d6, Variable Advantage (+1/2 Advantages; +1) (60 Active Points)* 6 5u** 3) Direct Current Paralysis: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Cannot Form Barriers (-1/4)* 6 4u** 4) Taser: Energy Blast 4d6, No Normal Defense ([standard]; +1) (40 Active Points)* 4 ** * ** Sensors (Mark I), all slots OIF (-1/2)* 8** 1) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)* 0 3** 2) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)* 0 3** 3) Nightvision (5 Active Points); OIF (-1/2)* 0 ** * ** Mobility systems (Mark I), all slots OIF (-1/2)* 2** 1) Hydroic jumpjets: Leaping +3" (2"/7" forward, 1"/3 1/2" upward) (3 Active Points); OIF (-1/2)* 1 8** 2) Motorized Rollerblades: Running +6" (6"/12" total) (12 Active Points); OIF (-1/2)* 1 Powers Cost: 239Cost** Skill 12** +4 with Weapon systems* 3** Computer Programming 13-* 3** Conversation 13-* 3** Cryptography 13-* 3** Electronics 13-* 3** Inventor 13-* 2** KS: Gadgets and Gear of Heroes and Villians 11-* 2** KS: Power Armor 11-* 3** Mechanics 13-* 3** Paramedics 13-* 2** PS: Technician 11-* 3** Systems Operation 13-* 6** WF: Beam Weapons, Energy Weapons, Small Arms* 2** Weaponsmith (Power Armor) 13-* 2** TF: Common Motorized Ground Vehicles* ** * 3** Scientist* 2** 1) SS: Comunication design and engineering 13- (3 Active Points)* 2** 2) SS: Electrical Engineering 13- (3 Active Points)* 2** 3) SS: Energy dynamic engineering 13- (3 Active Points)* 2** 4) SS: Mechanical Engineering 13- (3 Active Points)* 2** 5) SS: Physics 13- (3 Active Points)* 2** 6) SS: Power Armor design and engineering 13- (3 Active Points)* 2** 7) SS: Synaptic Interface engineering 13- (3 Active Points)* 2** 8) SS: Weapon systems Engineering 13- (3 Active Points)* Skills Cost: 71Cost** Perk 5** Bases* 5** Money: Well Off* Perks Cost: 10Val** Disadvantages 10** Distinctive Features: Feline / human looking armor (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)* 15** Hunted: Brainchylde 8- (Mo Pow, Harshly Punish)* 15** Hunted: Branch of police Dept. that takes care of super villians 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching)* 20** Psychological Limitation: Code vs Killing (Very Common, Strong)* 15** Psychological Limitation: Curiosity about gadgets, gear, new technology (Common, Strong)* 15** Psychological Limitation: Split personality in and out of C.A.T. Suit (Very Common, Moderate)* 5** Reputation: "Catty" Heroine, 8-* 10** Rivalry: Professional (Other powerarmor users), Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry* 10** Social Limitation: Easilt over looked / Shameless flirt (Frequently, Minor)* 15** Social Limitation: Secret Identity (Frequently, Major)* 10** Social Limitation: Subject to Orders (Occasionally, Major)* 10** Vulnerability: 2 x Effect EMP (Uncommon)* Disadvantage Points: 150Base Points: 200Experience Required: 10Total Experience Available: 10Experience Unspent: 0Total Character Cost: 360 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use:
  11. Following is my power armor character done as a MF I welcome comebts and suggestions. Keep flames to 2D6 Energy blasts. I only have ed 10 non-resistant.
  12. Re: Foriegn Captain America's Mogen David {Shield of david, also used as shield of Israel} (Israel) Sabra {Native born in Israel, like Cap being called American} (Israel)
  13. Re: Hollow ForceWall If I was a GM and had to do this on the spot I would have entangle, area of effect line with a linked Life support and CLINGING. Entangel (line) creates bridge/tunnel Life Support allows people to survive the walk through/ across the tunnel/bridge. Cling for one vehicle to 'hold onto' the other via the bridge/tunnel.
  14. Re: Hollow ForceWall Well. to create a barrior with the entangle don't you have to have the corners ancheored to something? Can't you have to corners attached to one saide of a gorge and the other two attached to the otherside creating a bridge? Can't you have 2 corners attached to the roof of a building and the bottom two attached to the sidewalk toi create a slide? (Many need area effect with entangel for that.)
  15. Re: Name My Character... Since gods of light created him..... The Celestial Dragon
  16. Mister Magnum Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 HTH damage [1] 23 DEX 39 14- OCV: 8/DCV: 8 15 CON 10 12- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 11 EGO 2 11- ECV: 4 20 PRE 10 13- / 15- PRE Attack: 4d6/6d6 10 COM 0 11- 6 PD 3 Total: 6/16 PD (0/10 rPD) 6 ED 3 Total: 6/10 ED (0/4 rED) 4 SPD 7 Phases: 3, 6, 9, 12/2, 4, 6, 8, 10, 12 8 REC 4 30 END 0 26 STUN 0 Total Characteristics Cost: 86 Movement: Running: 8"/[Noncombat]" Leaping: 3"/[Noncombat]" Swimming: 2"/[Noncombat]" Cost Powers END 47 Gun-Fu, 70-point reserve, (70 Active Points); all slots OIF (Gun; -1/2) 4u 1) Lethal Kata Starburst attack: Killing Attack - Ranged 2d6-1, Area Of Effect (6" Radius; +1 1/4), Selective (+1/4) (62 Active Points); OIF (Gun; -1/2) 6 3u 2) Lethal Kata Pushing: Killing Attack - Ranged 2d6-1, Double Knockback (+3/4) (44 Active Points); OIF (Gun; -1/2) 4 2u 3) Lethal Kata - Semi-Aito: Killing Attack - Ranged 2d6-1, Autofire (5 shots; +1/2) (37 Active Points); OIF (Gun; -1/2) 4 3u 4) Lethal Kata - Full Auto: Killing Attack - Ranged 2d6-1, Autofire (10 shots; +1) (50 Active Points); OIF (Gun; -1/2) 5 4u 5) Lethal Kata - Dragon's Breath: Killing Attack - Ranged 2d6-1, Area Of Effect (6" Cone; +1), Selective (+1/4) (56 Active Points); OIF (Gun; -1/2) 6 3u 6) Lethal Kata - Focused Shot: Killing Attack - Ranged 2d6-1, Armor Piercing (+1/2), Penetrating (+1/2) (50 Active Points); OIF (Gun; -1/2) 5 3u 7) Non-Lethal Kata - Starburst: Energy Blast 5d6, Area Of Effect (3" Radius; +1) (50 Active Points); OIF (Gun; -1/2) 5 2u 8) Non-Lethal Kata Semi-Auto: Energy Blast 5d6, Autofire (5 shots; +1/2) (37 Active Points); OIF (Gun; -1/2) 4 3u 9) Non-Lethal Kata Pushing: Energy Blast 5d6, Double Knockback (+3/4) (44 Active Points); OIF (Gun; -1/2) 4 5 Second Weapon: (5 Active Points) 0 23 Endless Ammo: Reduced Endurance (0 END; +1/2); Restrainable (-1/2) for up to 70 Active Points of Gun-Fu (23 Active Points) 0 Intense Training 25 Avoid the bullet's path: +5 with DCV 13 Entering the Kata: +2 SPD (20 Active Points); Costs Endurance (-1/2) 2 2 Instant Disarm: Teleportation 1", Autofire (2 shots; +1/4), Usable As Attack (+1) (4 Active Points); Only to disarm guns (-1), No Range (-1/2) 1 9 Spot concealed guns: Detect Concealed handguns 15- (Sight Group), Discriminatory (11 Active Points); Limited range (5") (-1/4) 0 7 Uses fear. Dosen't suffer from it: +10 PRE (10 Active Points); Defensive (-1/2) 3 Focused Mind: Mental Defense (5 points total) 0 8 Exceptional vision: +4 PER with Sight Group 0 4 Athletic: Running +2" (8" total) 1 GEAR 10 1) Protective armor: Armor (10 PD/4 ED) (21 Active Points); OIF (-1/2), Real Armor (-1/4), Activation Roll 15- (-1/4) 0 3 2) Sight Group Flash Defense (5 points) (5 Active Points); OIF (Mask; -1/2) 0 Perks 2 Contact: Ari Jashua (Contact has useful Skills or resources) 8- 3 Contact: Yoseph Bremen (Contact has useful Skills or resources) 11- 1 Fringe Benefit: Weapon Permit (where appropriate) Talents 3 Absolute Range Sense 3 Ambidexterity (-2 Off Hand penalty) 8 Lightning Reflexes: +5 DEX to act first with All Actions Skills Everyman Skills 0 1) AK: Native Country 8- 0 2) Acting 8- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) Conversation 8- 0 6) Deduction 8- 0 7) Language: English (Idiomatic, native accent; Custom Adder) 0 8) PS: Online Billing 8- 0 9) Paramedics 8- 0 10) Persuasion 8- 0 11) Shadowing 8- 0 12) Stealth 8- 0 13) TF: Custom Adder, Small Motorized Ground Vehicles 25 +5 with Ranged Combat 3 Breakfall 14- 2 Computer Programming (Personal Computers) 12- 10 Defense Maneuver I-IV 3 KS: On Line billing/Finances 12- 3 KS: Sci-Fi & Fantasy books, movies and TV 12- 3 SS: Balistics 12- 3 SS: Probabiity Analysis 12- 3 Streetwise 13- (15-) 10 Two-Weapon Fighting (Ranged) 4 Weaponsmith (Firearms) 13- 2 WF: Small Arms, Clubs, Fist-Loads Total Powers & Skills Cost: 277 Total Cost: 363 200+ Disadvantages 15 Dependent NPC: current victim of shootings 11- (Normal) 15 Distinctive Features: Black costume and head concealing mask (Concealable; Always Noticed; Detectable By Commonly-Used Senses) 10 Hunted: Associates of former targets 8- (As Pow, Harshly Punish) 5 Hunted: The Press 11- (Less Pow, NCI, Watching) 15 Psychological Limitation: Hunting the killer of his family (Common, Strong) 15 Psychological Limitation: Emotionless (Common, Strong) 20 Psychological Limitation: Hunting thoes who have shot/gunned down inocent people (Very Common, Strong) 5 Physical Limitation: Frequent nightmares (Infrequently, Slightly Impairing) 5 Physical Limitation: Tone Deaf (Infrequently, Slightly Impairing) 10 Reputation: Uses leathal force against thoes who use leathal force, 11- 5 Rivalry: Professional (Other 'DARK' avengers), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Limitation: Secret Identity (Frequently, Major) 15 Vigilante Bonus Total Disadvantage Points: 363
  17. Hi, Has anyone tried to (or successfully) create REMO WILLIAMS from the Murphy and Sapir serise THE DESTROYER as a HERO GAMES character? If so, please post.
  18. Re: Group Formation Schticks DO NOT READ IF YOU ARE IN THE HEROIC GENESIS GAME ON HERO CENTRAL!!!!! Spoilers OK. In the game I am running (Heroic Genesis on HEro Central) so players. Either stop reading or remeber this is Out of character information. OK. The players are role playing thier origins now. (Since I am new to GMing they are going one at a time (I thank them for their patients) After that a few weeks will pass (as they do their solo thing. Then a benifactor will track thier activities and unite them into a team. The benifactor will aid them with basic resources (base, comunications, and transportation). After a while (with luck) One of the heores/heroines will discover that the benifactor is really the master Villan and is using the heores to get rid of his competition.
  19. Re: Mental Contagion Power So that is where the borg came from. Wicked old Aunt comes to visit, touches child and her EGO is high enough that she super imposes her will over the child (and the group think) becoming the queen.
  20. Re: Images or Shapeshift? What is the diffeence between Shapeshift vs sight and Images Self only?
  21. Re: Stretching Question I have a character I call SILK I posted this here cause of slot 8 & 9 Here is his MP Cost Powers END 50 Silk: Multipower, 75-point reserve, (75 Active Points); all slots Restrainable (-1/2) Notes: Tommy can produse Silk Strands from his hands that last for 1 hour. When Tommy stops concentrating on them (Stops paying END) they starts to Bio-Degrade. 1u 1) Silk Armor: Armor (10 PD/10 ED) (30 Active Points); Restrainable (-1/2), Visible (-1/4), Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) 3 2u 2) Ball of Silk: Energy Blast 8d6 (40 Active Points); Restrainable (-1/2), Limited Range (20"; -1/4) 4 3u 3) Silk Webbing: Entangle 5d6, 5 DEF (50 Active Points); Restrainable (-1/2), Limited Range (20"; -1/4) 5 3u 4) Silky Smooth Surface II: Entangle 4d6, 4 DEF, Personal Immunity (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (70 Active Points); Vulnerable (to any attack that creates a physical effect which gives the victim something to grab hold of; -1/2), Restrainable (-1/2), Cannot Form Barriers (-1/4), Limited Range (20") (-1/4) 7 3u 5) Silk Blindfold: Sight Group Flash 5d6, No Normal Defense (defense is STR 30+ or web-proof eye coverings; +1) (50 Active Points); Restrainable (-1/2), Limited Range (20"; -1/4) 5 6m 6) Silky Smooth feet: Running +20" (6"/26" total), x4 Noncombat (45 Active Points); Restrainable (-1/2) 4 1u 7) Slick Skin: +30 STR (30 Active Points); No Figured Characteristics (-1/2), Only to escape grabs and hold (-1/2), Restrainable (-1/2) 3 2u 8) Silk Grab: Stretching 10" (50 Active Points); Cannot Do Damage (-1/2), Restrainable (-1/2), Always Direct (-1/4), Range Modifier Applies (-1/4) 5 3m 9) Silk Line: Swinging 15", x4 Noncombat (20 Active Points); Restrainable (-1/2) 2 Based on this thread. I think I may alter it to OIF (He can always make more silk BUT the silk itself can be targeted for attack.) Any comments (Note he produces the silk. It does not come from a web shooter) so the slots get the limitation, not the Pool unless I am wrong.
  22. Re: DOVE/RAVEN for review OVer 50 views but no revies. I guess the character is OK then.
  23. Re: DOVE/RAVEN for reviewDOVEPlayer: Val** Char*** Cost 15** STR 5 17** DEX 21 10** CON 0 10** BODY 0 13** INT 3 11** EGO 2 10** PRE 0 16** COM 3 * 5/20** PD 2 2/7** ED 0 4** SPD 13 5** REC 0 20** END 0 23** STUN 0 *6"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 49Cost** Power END 13** Wings: Multipower, 20-point reserve, (20 Active Points); all slots Restrainable (-1/2)* 1u** 1) Gliding 10" (10 Active Points); Restrainable (-1/2)* 0 1u** 2) Flight 10" (20 Active Points); Restrainable (-1/2)* 2 1u** 3) Wing Buff: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2)* 1 1u** 4) Wing Cocoon: +10 PD (10 Active Points); Restrainable (-1/2)* ** * 40** Light generation/manipulation: Multipower, 40-point reserve* 1u** 1) Light Burst: Sight Group Flash 2d6 (10 Active Points)* 1 2u** 2) Light blast: Energy Blast 5d6 (25 Active Points)* 2 4u** 3) Light Bomb: (Total: 37 Active Cost, 37 Real Cost) Energy Blast 3d6, Explosion (+1/2) (22 Active Points) (Real Cost: 22) plus Sight Group Flash 2d6, Explosion (+1/2) (15 Active Points) (Real Cost: 15)* 3 1u** 4) Spotlight: Sight Group Images 1" radius (2" Line; +0) (10 Active Points); Only To Create Light (-1)* 1 2u** 5) Strobe: Drain DEX 4d6 (40 Active Points); Increased Endurance Cost (x4 END; -1 1/2)* 16 ** * 6** Natural resistance: Sight Group Flash Defense (6 points)* 0 10** Armor (5 PD/5 ED) (15 Active Points); OIF (Padded Armor; -1/2)* 0 Powers Cost: 83Cost** Martial Arts Maneuver 5** Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3d6 +v/5; FMove* 5** Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 3d6 +v/5; Target Falls; FMove* 5** Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove* 5** Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on; FMove* 0** Weapon Element: Wings* Martial Arts Cost: 20Cost** Skill ** Everyman Skills* 0** 1) Acting 8-* 0** 2) AK: Native Country 8-* 0** 3) Climbing 8-* 0** 4) Concealment 8-* 0** 5) Conversation 8-* 0** 6) Deduction 8-* 0** 7) Language: English (Idiomatic, native accent; Custom Adder)* 0** 8) Paramedics 8-* 0** 9) Persuasion 8-* 0** 10) PS: Student 8-* 0** 11) Shadowing 8-* 0** 12) Stealth 8-* 0** 13) TF: Custom Adder, Two-Wheeled Muscle-Powered Ground Vehicles* ** * 2** Animal Handler (Birds) 11-* 3** Breakfall 12-* 6** +2 with light powers* 2** KS: Redhawk's Common opponents 11-* 2** PS: Sidekick 11-* 2** SS: Light Physics 11-* 3** Seduction 11-* 3** Teamwork 12-* Skills Cost: 23Val** Disadvantages 15** Dependent NPC: Parents 8- (Normal; Group DNPC: x2 DNPCs)* 20** Distinctive Features: Winged Teen with white/blond hair and white wings (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)* 5** Physical Limitation: Wings flare out when scared or angery (Infrequently, Slightly Impairing)* 20** Psychological Limitation: Code against Killing (Very Common, Strong)* 15** Social Limitation: Known Identity (Frequently, Major)* Disadvantage Points: 75Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 175 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote:Background: BACKGROUND. Powers/Tactics: Campaign Use:
  24. Re: DOVE/RAVEN for reviewRavenPlayer: Val** Char*** Cost 20** STR 10 23** DEX 39 20** CON 20 12** BODY 4 13** INT 3 11** EGO 2 20/30** PRE 10 10** COM 0 * 28** PD 4 15** ED 1 4** SPD 7 10** REC 4 40** END 0 40** STUN 8 *6"**RUN02"**SWIM04"**LEAP0Characteristics Cost: 112Cost** Power END 13** Wings: Multipower, 20-point reserve, (20 Active Points); all slots Restrainable (-1/2)* 1u** 1) Flight 10" (20 Active Points); Restrainable (-1/2)* 2 1u** 2) Gliding 10" (10 Active Points); Restrainable (-1/2)* 0 1u** 3) Wing Buff: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2)* 2 1u** 4) Wing Cocoon: +10 PD (10 Active Points); Restrainable (-1/2)* ** * 37** Calling Darkness: Darkness to Sight Group 3" radius, Personal Immunity (+1/4) (37 Active Points)* 4 45** Darkforce Generation/Manipulation: Multipower, 45-point reserve* 4u** 1) Dark Blast: Energy Blast 8d6 (40 Active Points)* 4 3u** 2) Dark Blade: Killing Attack - Ranged 2d6 (30 Active Points)* 3 4u** 3) Dark Bonds: Entangle 3d6, 6 DEF (45 Active Points)* 4 4u** 4) Dark Breath: Drain STUN 3d6, Ranged (+1/2) (45 Active Points)* 4 4u** 5) Dark Force: Telekinesis (20 STR), Fine Manipulation (40 Active Points)* 4 4u** 6) Dark Kiss: Transfer 3d6 (Body to Body) (45 Active Points)* 4 2u** 7) Merge With Shadows: Invisibility to Sight Group (20 Active Points); Only In Darkness/Shadows (-1/4)* 2 ** * 7** Seen worst in the arena: +10 PRE (10 Active Points); Defencive only (-1/2)* 20** Armor (10 PD/10 ED) (30 Active Points); OIF (Protective Costume; -1/2)* 0 Powers Cost: 151Cost** Martial Arts Maneuver 5** Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on; FMove* 5** Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/5; FMove* 5** Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike* 4** Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND* Martial Arts Cost: 19Cost** Skill ** Everyman Skills* 0** 1) Acting 8-* 0** 2) AK: Native Country 8-* 0** 3) Climbing 8-* 0** 4) Concealment 8-* 0** 5) Conversation 8-* 0** 6) Deduction 8-* 0** 7) Language: English (Idiomatic, native accent; Custom Adder)* 0** 8) Paramedics 8-* 0** 9) Persuasion 8-* 0** 10) PS: Arena fighter 8-* 0** 11) Shadowing 8-* 0** 12) Stealth 8-* 0** 13) TF: Equines, Two-Wheeled Muscle-Powered Ground Vehicles* ** * 3** Acrobatics 14-* 3** Analyze: Combat 12-* 3** Breakfall 14-* 12** +4 with Darkness Powers* 10** +2 with DCV* 12** +4 with Flying fighting style* 10** Defense Maneuver I-IV * 3** Tactics 12-* 3** Teamwork 14-* 9** WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Garrote, Nets, Whips* Skills Cost: 68Val** Disadvantages 15** Distinctive Features: Winged Woman (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 10** Enraged: Takes body in combat (Uncommon), go 11-, recover 14-* 15** Enraged: Flashed (Uncommon), go 11-, recover 11-* 10** Psychological Limitation: Claustrophobic (Common, Moderate)* 15** Psychological Limitation: Reluctant to Kill (Common, Strong)* 10** Physical Limitation: Wings flare out when angery (Frequently, Slightly Impairing)* 20** Psychological Limitation: Gladiator Mentality (Very Common, Strong)* 10** Rivalry: Professional (Other fighters), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry* 15** Social Limitation: Known Identity (Frequently, Major)* 10** Social Limitation: Needs to get re-aqauinted with modern earth (Frequently, Minor)* 10** Vulnerability: 1 1/2 x STUN Light Attacks (Common)* 10** Vulnerability: 1 1/2 x STUN Light Attacks (Common)* Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote:Background: BACKGROUND. Powers/Tactics: Campaign Use:
  25. I also have an interest in the Legacy game. I was just a bit late. But I made a character. Well I made the character almost 2 years ago but with very little tweeking she fits (I think) BACKGROUND As all young children, Mindy had a normal childhood. Going to school, playing with friends and doing all the things a child does. She was your normal little kid till the age of 12. At age 12 her back and upper shoulders grew malformations. Mindy was able to hide it for a few weeks under baggy and lose shirts. When her parents found out about the growths they took her to a doctor and discovered that the grows these the forming stages of wings. Mindy went through a short period of jokes from her peers as her wings were forming. After they finished and she had actual wings she was a target of awe from her peers Mindy's parents managed to contact REDHAWK, A winged hero from a neighboring city, they hoped would be able to mentor their daughter.. After many letters, Redhawk and the hero team he belonged to had Mindy and her family come visit. After meeting with the Corman's, Redhawk decided to take Mindy as a student to learn to cope with being a winged teen and the team took Mindy on as an unofficial team mascot. The Corman's moved to the new city and Mindy almost moved into the heroes base. Redhawk taught Mindy how to cope and how to fly, It was also discovered that Mind could Generate and manipulate light and photonic energy manipulating powers. By the age of 17 Mindy went with Redhawk when he continued his hero career after the team dissolved. (One member lost interest in the hero business and one lost her powers) and became his sidekick DOVE. Mindy had an active life and Redhawk's sidekick and also became a media darling. This lasted till Redhawk and Dove fought with Shade. A dark force based villain. Shade was about to hit a dazed Redhawk with one of his bolts when Dove pushed him out of the way. The result was Redhawk recovered but Dove was gone. NOTE: She was sucked into a dark dimension. Result was Shade in the hospital, Redhawk retired, and Mindy/Dove had a very public and media intense memorial. After pushing Redhawk out of the way of Shade’s bolt, everything literally went black. Mindy lost all senses except the sense that she was falling. There was nothing she could do to help her plight. No breeze to catch so she could glide, nothing for her to grab on to. Nothing until she landed on solid ground with a painful crash and the knowledge that her wing was damaged. She found herself in some woods. The sun seemed to be out but everything was a shade of dark gray. A man, if you can call it a man, came riding something that looked like a black unicorn with red glowing eyes and flames coming from its hooves rode up to her. The creature and its companions were circling around Mindy talking in some language that she has never heard before. As Mindy was trying to make her way away from these being she had a net thrown around her and was being dragged out of the woods. Out of the woods and to a castle. Not one of those Camelot type castles but those horror movie ones. Mindy was dragged into a great hall where an even larger creature was sitting on a throne. As the creature on the throne was talking to the things that captured her in that weird language, a thin mockery of these creatures came up to her and poked and prodded her. He was examining her like some lab rat. The thin thing then bent down, reaching through the net he grabbed and handful of feathers from her damaged wing and pulled. Mindy did not want to give these things the satisfaction of knowing they hurt her but pulling out those feathers hurt. She gave a sharp loud cry. The little creature sitting on the steps to the throne made a disturbing giggling sound and clapped. She then tuned in a pleading voice talked to the seated creature. The seated creature gave the little thing a disturbing looking smile and nodded. Mindy did not understand one word of this but she knew this was not good. She also discovered that she was unable to use her light powers here. She was in trouble. Mindy was dragged up stairs into and through a bedroom of some sort. Into some hellish looking play room. A pitiful looking animal that was chained to the wall was dragged out and she took its place chained to the wall. Mindy has spent an unknown length of time chained to the wall as this thing took pleasure in hurting her in every way imaginable and then some. Time, Hope, even her own identity lost meaning. All she was some toy for this little creature. By the time Mindy accepted the tortures and no longer made those pain filled sounds that this ‘child’ seemed to crave, the ‘child’ came back but this time with the thin looking creature she met a long time ago. He, Mindy assumed it was a he, showed the child a crystal. He walked over to the only window in the cell. As the dark sun shone into the cell and through the crystal a black ray emanated from it. He twisted the crystal till the beam bathed her and its light. And she again made those pain filled sounds the child liked. When the light no longer bather her, Mindy found some of her feathers have turned black. Over time more and more bathing in black light has ended with all her platinum blond hair and feathers turning black. When the child lost interest Mindy was thrown into the arena so her last moments would be to entertain these sick creatures. It seems that She retained the muscle memory of all the training she had and the not caring if she lived or died as long as she took as many of the creatures with her, she survived. In fact she became a constant contender in the arena. During one fight a nimbus formed in the arena, peering into the nimbus a memory sparked in Mindy. And she dove into it. On the other side of the nimbus she was in a bright world, A group of colorfully dressed people that looked a lot more like her that the creatures she spent her life with were fighting some black clad person who seemed to be moving the nimbus around. Mindy surprised everybody with her sudden appearance through the nimbus and even more surprised when she threw the black clad person through the nimbus. She then did the only thing she could do. She collapsed. She was home.
×
×
  • Create New...