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MisterD

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  1. Re: Martial Artist for Review SILK Val Char Points Total Roll Notes 15 STR 5 15 12- HTH Damage 3d6 END [1] 26 DEX 48 26 14- OCV 9 DCV 9 23 CON 26 23 14- 10 BODY 0 10 11- 13 INT 3 13 12- PER Roll 12- 11 EGO 2 11 11- ECV: 4 15 PRE 5 15 12- PRE Attack: 3d6 12 COM 1 12 11- 10 PD 7 10/20 10/20 PD (0/10 rPD) 5 ED 0 5/15 5/15 ED (0/10 rED) 6 SPD 24 6 Phases: 2, 4, 6, 8, 10, 12 16 REC 16 16 46 END 0 46 40 STUN 10 40 6" Running 0 6"/26" 2" Swimming 0 2" 3" Leaping 0 3" Total Characteristics Cost: 147 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 18 Throwing Blades: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Autofire (2 shots; +1/4), Range Based On STR (+1/4) (37 Active Points); 2 Recoverable Charges (-1) [2 rc] Kung Fu (Wu Shu) 5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 4) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 4 5) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 4 7) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 3 8) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 1 9) Weapon Element: Blades 1 10) Weapon Element: Chain Weapons 1 11) Weapon Element: Clubs 1 12) Weapon Element: Staffs 12 13) +3 HTH Damage Class(es) Skills 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) PS: Player's Choice 8- 0 10) Shadowing 8- 0 11) Stealth 8- 0 12) TF: Custom Adder, Small Motorized Ground Vehicles Kung Fu Training 12 1) +4 with Kung-Fu 4 2) Penalty Skill Levels: +2 vs. Maneuver Penalties with Martial Arts 5 3) Acrobatics 15- 3 4) Breakfall 14- 3 5) Contortionist 14- 10 6) Defense Maneuver I-IV 3 7) Sleight Of Hand 14- 2 8) WF: Common Melee Weapons 2 9) WF: Common Martial Arts Melee Weapons 1 10) WF: Off Hand Background 5 1) Cramming 3 2) Persuasion 12- 3 3) Seduction 12- 3 Scholar (Training and study) 1 1) KS: Chinese Philosophy 8- 1 2) KS: Kung Fu (2 Active Points) 11- 1 3) KS: Martial Arts World (2 Active Points) 11- 1 4) KS: Superhero9ine) World (2 Active Points) 11- Total Powers & Skills Cost: 203 Total Cost: 350 200+ Disadvantages 15 Dependent NPC: Family 11- (Normal) 15 Psychological Limitation: Reluctant to kill (Common, Strong) 15 Psychological Limitation: Impulsive / Reactive (Common, Strong) 10 Rivalry: Professional (Other Martial Artists), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Limitation: Secret ID (Frequently, Major) 80 TBA Total Disadvantages Points: 150
  2. Re: Martial Artist for Review I think some of the powers in the MP can have the Manifest limitiation (I forgot where I saw it or the amout of the limit) Basically the silk lasts for an hour then biodegrades. Armor and running (Since it is in physical contact with Tommy, he can Maintina (with end) Or disipate them (they becoms loose strands of silk when no longer armor or coated boots.)
  3. Re: Martial Artist for Review
  4. Re: PSI-BLADE for review Well her most basic background is: PSI (or equivelant group) discovered Jenny in school. Discovered she has both telpathic and telekinetic ability. THey get a hold of Jenny. (have parents die in an accident, make it so no other family can legally adopt Jenny. Have a ringer adopt Jenny. Ringer takes Jenny to PSI where she is trained and brainwashed. MEMO: First brainwash and then train powered operatives. The man who arranged Jenny's parent's death was also the man who trained Jenny. Seeing that She was in the midsts of the poeple who killed her parents, she rebelled. She managed to escape. (At least they did not give her any damaging information on the group.) Basically if Jenny stays out of thier plans they leave her alone ( but keep an eye on her. just incase...) Powers: Jenny has both Telepathic and Telekinetic abilities. PSI honed thoes for infiltration and assasination (She can forge her Telepathic and Telekinetic abilities into weapons) Does thisd help with suggestions for ther Charactersheet?
  5. New character sheet is later in this thread. BACKGROUND: Tommy Bryce had the normal childhood. His parents have allowed him to take Kung-Fu lessons since the age of eight. He has applied the discipline he learned towards school and athletics and was a popular student. When Tommy was 15, that is when 'it' happened. After school, Tommy was in the middle of an extreamly intence sparring session when his abilities activated. He produced a mass of silky smooth threads that covered the practice mats and made it impossible for anyone but Tommy to stand up. The instructor and Tommy's parents decided to contact a local hero group to mentor Tommy. They believed they raised him well but were un-prepared for the silky powers. So with the Heroes mentoring him. Tommy can learn to use his powers and have have a support system so he does not go down the path towards bad-guy hood. Any suggestions for background and character are wlcomed.
  6. Re: PSI-BLADE Version 2 PSI BLADE Val Char Points Total Roll Notes 15 STR 5 15 12- HTH Damage 3d6 END [1] 18 DEX 24 18 13- OCV 6 DCV 6 20 CON 20 20 13- 10 BODY 0 10 11- 13 INT 3 13 12- PER Roll 12- 20 EGO 20 20 13- ECV: 7 15 PRE 5 15 12- PRE Attack: 3d6 12 COM 1 12 11- 5 PD 2 5/20 5/20 PD (0/15 rPD) 6 ED 2 6/16 6/16 ED (0/10 rED) 4 SPD 12 4 Phases: 3, 6, 9, 12 10 REC 6 10 40 END 0 40 28 STUN 0 28 6" Running 0 6" 2" Swimming 0 2" 3" Leaping 0 3" Total Characteristics Cost: 100 Cost Powers END 80 Psionics: Multipower, 80-point reserve 5u 1) Reading the mind: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2 5u 2) Controling the mind: Mind Control 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2 5u 3) Fooling the mind: Mental Illusions 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2 3u 4) Mindhunter: Detect Minds (Mental Group) 15- (Unusual Group), Discriminatory, Increased Arc of Perception, Sense, Targeting Sense, Tracking (35 Active Points) 0 3u 5) Psi-Blades (throwing Stars): Ego Attack 3d6 (30 Active Points) 3 2u 6) Psi Blade (Sword I): Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR) (30 Active Points); No Knockback (-1/4) 3 2u 7) PSI Blade (Sword II): Energy Blast 8d6, STUN Only (+0) (40 Active Points); No Range (-1/2), No Knockback (-1/4) 4 7u 8) Psi-Blade (Sword III): Killing Attack - Hand-To-Hand 2d6-1 (2d6 w/STR), Based On EGO Combat Value (Mental Defense applies; +1), Does BODY (+1) (75 Active Points) 7 3u 9) Psi- Spear: Killing Attack - Ranged 2d6 (30 Active Points) 3 2u 10) Psi- Mace: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3 4u 11) Psi-Net: Entangle 3d6, 3 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (75 Active Points); Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4) 7 27 Combat Mind: +5 with All Combat (40 Active Points); Psionic (-1/2) 7 Combat Mind: Defense Maneuver I-IV (10 Active Points); Psionic (-1/2) 10 Mental Defense (14 points total) 0 31 Telekinesis: Multipower, 31-point reserve 6m 1) Force Field (15 PD/10 ED), Reduced Endurance (1/2 END; +1/4) (31 Active Points) 1 6m 2) Flight 10", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (31 Active Points) 1 6m 3) Telekinesis (15 STR), Reduced Endurance (1/2 END; +1/4) (28 Active Points) 1 Talents 3 Simulate Death Skills 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) Notes: Native Language 0 8) Paramedics 8- 0 9) Persuasion 8- 0 10) Shadowing 8- 0 11) Stealth 8- 0 12) TF: Custom Adder, Small Motorized Ground Vehicles Notes: Custom Mod is Everyman Skill Education / Occupation 2 1) PS: Player's Choice 11- 3 2) KS: Job related Skill 1 12- 3 3) KS: Job related Skill 2 12- 2 4) KS: Hobby 11- Heroine 3 1) Breakfall 13- 6 2) +2 with Psionics 3 3) Fast Draw 13- 3 4) Power 13- 3 5) KS: Psionics 12- 2 6) KS: Kinetics 11- 3 7) Tactics 12- Total Powers & Skills Cost: 250 Total Cost: 350 As for background. I have a few versions. I will post them if I can find them. If not I will redo it.
  7. Re: PSI-BLADE for review Suggestions on strengthening her attacks are welcome.
  8. PSI BLADE Val Char Points Total Roll Notes 15 STR 5 15 12- HTH Damage 3d6 END [1] 18 DEX 24 18 13- OCV 6 DCV 6 16 CON 12 16 12- 10 BODY 0 10 11- 13 INT 3 13 12- PER Roll 12- 18 EGO 16 18 13- ECV: 6 15 PRE 5 15 12- PRE Attack: 3d6 12 COM 1 12 11- 5 PD 2 5/20 5/20 PD (0/15 rPD) 5 ED 2 5/15 5/15 ED (0/10 rED) 4 SPD 12 4 Phases: 3, 6, 9, 12 10 REC 8 10 35 END 2 35 26 STUN 0 26 6" Running 0 6" 2" Swimming 0 2" 3" Leaping 0 3" Total Characteristics Cost: 92 Cost Powers END 50 Psionics: Multipower, 50-point reserve 5u 1) Reading the mind: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2 5u 2) Controling the mind: Mind Control 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2 5u 3) Fooling the mind: Mental Illusions 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2 5u 4) Finding the mind: Mind Scan 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2 32 Combat Mind: +5 with All Combat (40 Active Points); Not vs opponents with Mental defence of 10 or more (-1/4) 8 Combat Mind: Defense Maneuver I-IV (10 Active Points); Not vs Mental Defence 10 or more (-1/4) 10 Mental Defense (14 points total) 0 15 Kinetics: Elemental Control, 30-point powers 16 1) Force Field (15 PD/10 ED), Reduced Endurance (1/2 END; +1/4) (31 Active Points) 1 16 2) Flight 10", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (31 Active Points) 1 15 3) Telekinesis (15 STR), Reduced Endurance (1/2 END; +1/4) (28 Active Points) 1 56 Psi Blades: Multipower, 70-point reserve, (70 Active Points); all slots Extra Time (Delayed Phase, -1/4) Notes: With the active points she can have both a throwing Psi-Blade and either if her Psi-Blade swords ready 2u 1) Psi-Blades (throwing Stars): Ego Attack 3d6 (30 Active Points); Extra Time (Delayed Phase, -1/4) 3 2u 2) Psi Blade (Sword I): Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR) (30 Active Points); No Knockback (-1/4), Extra Time (Delayed Phase, -1/4) 3 2u 3) PSI Blade (Sword II): Energy Blast 8d6, STUN Only (+0) (40 Active Points); No Range (-1/2), No Knockback (-1/4), Extra Time (Delayed Phase, -1/4) 4 Talents 3 Simulate Death Skills 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) Notes: Native Language 0 8) Paramedics 8- 0 9) Persuasion 8- 0 10) Shadowing 8- 0 11) Stealth 8- 0 12) TF: Custom Adder, Small Motorized Ground Vehicles Notes: Custom Mod is Everyman Skill Education / Occupation 2 1) PS: Player's Choice 11- 3 2) KS: Job related Skill 1 12- 3 3) KS: Job related Skill 2 12- 2 4) KS: Hobby 11- 1 5) WF: WF: Psi-Blades Total Powers & Skills Cost: 259 Total Cost: 350
  9. Re: Mister Magnum for review Anyone have any other ideas for shooting super skills?
  10. Re: Mister Magnum for review Instead of reposting the charater here each time I redo him. I am posting him to my site Visit http://myherostuff.tripod.com/champions.htm
  11. Re: We're Gonna Need Guns I don't know if it was addressed. Anything on gun Skills? Tunelling 1" x Def. (Shooting out a wall to create a doorway or weaken a wall so a goot kick can knock part of it down? Area effect radius To hit all thoes goons surrounding the character. Any other ideas?
  12. Re: Mister Magnum for review Mr. M revised. Mister Magnum Val Char Points Total Roll Notes 15 STR 5 15 12- HTH Damage 3d6 END [1] 23 DEX 39 23 14- OCV 8 DCV 8 15 CON 10 15 12- 10 BODY 0 10 11- 13 INT 3 13 12- PER Roll 12-/16- 11 EGO 2 11 11- ECV: 4 20 PRE 10 20/30 13- / 15- PRE Attack: 4d6 / 6d6 10 COM 0 10 11- 6 PD 3 6/16 6/16 PD (0/10 rPD) 6 ED 3 6/11 6/11 ED (0/5 rED) 4 SPD 7 4/6 Phases: 3, 6, 9, 12/2, 4, 6, 8, 10, 12 8 REC 4 8 30 END 0 30 26 STUN 0 26 6" Running 0 8" 2" Swimming 0 2" 3" Leaping 0 3" Total Characteristics Cost: 86 Cost Powers END 31 Master of Guns: Multipower, 100-point reserve, (100 Active Points); OAF (Guns; -1), STR MIN /8 Does not add to damage (-1), Real Weapon (-1/4) 3u 1) Lethal Kata: Killing Attack - Ranged 2d6-1, Variable Advantage (+1 1/2 Advantages; +3) (100 Active Points); STR MIN /8 Does not add to damage (-1), OAF (Gun; -1), Real Weapon (-1/4) 10 3u 2) Non-Lethal Kata: Energy Blast 6d6, Variable Advantage (+1 Advantages; +2) (90 Active Points); STR MIN /8 Does not add to damage (-1), OAF (Gun; -1), Real Weapon (-1/4) 9 2u 3) Disarming Shot: Telekinesis (40 STR) (60 Active Points); STR MIN /8 Does not add to damage (-1), OAF (Gun; -1), Only to shoot foci out of a target's hands. (-1/2), Real Weapon (-1/4) 6 1u 4) Pistol Whip: Hand-To-Hand Attack +4d6 (20 Active Points); STR MIN /8 Does not add to damage (-1), OAF (Gun; -1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 2 1u 5) Make my own door: Tunneling 1" through 10 DEF material (32 Active Points); OAF (Gun; -1), Real Weapon (-1/4) 3 Sample Katas 1) Lethal Kata Starburst attack: Killing Attack - Ranged 2d6-1, Area Of Effect (6" Radius; +1 1/4), Selective (+1/4) (62 Active Points) Real Cost: 62 6 2) Lethal Kata Pushing: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (50 Active Points) Real Cost: 50 2 3) Lethal Kata - Semi-Auto: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/2), Autofire (5 shots; +1/2) (50 Active Points) Real Cost: 50 2 4) Lethal Kata - Full Auto: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/2), Autofire (10 shots; +1) (62 Active Points) Real Cost: 62 2 5) Lethal Kata - Dragon's Breath: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Area Of Effect (7" Cone; +1), Selective (+1/4) (62 Active Points) Real Cost: 62 3 6) Lethal Kata - Focused Shot: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), Penetrating (+1/2) (56 Active Points) Real Cost: 56 2 7) Non-Lethal Kata - Starburst: Energy Blast 5d6, Area Of Effect (3" Radius; +1) (50 Active Points) Real Cost: 50 5 8) Non-Lethal Kata Semi-Auto: Energy Blast 5d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (50 Active Points) Real Cost: 50 2 9) Non-Lethal Kata Pushing: Energy Blast 5d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (50 Active Points) Real Cost: 50 2 5 Second Weapon: (5 Active Points) 0 11 Protective Armor: Armor (10 PD/5 ED) (23 Active Points); OIF (-1/2), Real Armor (-1/4), Activation Roll 15- (-1/4) 0 4 Protective Lenses: Sight Group Flash Defense (6 points) (6 Active Points); OIF (Mask; -1/2) 0 55 Never seems to run out of ammo: Endurance Reserve (60 END, 50 REC) Reserve: (56 Active Points); Gestures (-1/4) Notes: He may go through the motions but he never seems to run out of ammo and he can instantly reload his guns. 0 25 Avoid the bullet's path: +5 with DCV 13 Entering the Kata: +2 SPD (20 Active Points); Costs Endurance (-1/2) 2 7 Uses fear. Doesn't suffer from it: +10 PRE (10 Active Points); Defensive (-1/2) 8 Exceptional vision: +4 PER with Sight Group 0 4 Athletic: Running +2" (8" total) 1 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 Break-fall 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: Ballistics 12- 3 SS: Probability Analysis 12- 3 Streetwise 13- (15-) 10 Two-Weapon Fighting (Ranged) 4 Weapon-smith (Firearms) 13- 2 WF: Small Arms, Clubs, Fist-Loads Total Powers & Skills Cost: 414 Total Cost: 350 200+ 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) Notes: This character feels emotions but suppresses them (as the Vulcan from Star Trek). Others tend to regard him as cold, unfeeling, and sometimes inhuman. At Strong, the character must make an Ego Roll to show emotions at appropriate times/situations 20 Psychological Limitation: Hunting those who have shot/gunned down innocent people (Very Common, Strong) 5 Physical Limitation: Frequent nightmares (Infrequently, Slightly Impairing) 5 Physical Limitation: Tone Deaf (Infrequently, Slightly Impairing) 10 Reputation: Uses lethal force against those who use lethal 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 Disadvantages Points: 150 BACKGROUND "Please.... Just take the money and go. We gave you everything." The woman cried keeping her young son behind her and placing a hand on her husbands shoulder. The man was out cold with a bullet wound in his chest. "Leave my Mommy and Daddy alone!" Young Richard yelled, tears in his eyes. "Kid. you don't get it. I have the gun. I am in control. Watch." Young Richard quieted down, biting his bottom lip. "Shut up B--CH." The woman still cries.... *BANG!!!!!!* "See. Now she is quiet. Now kid. Lights out." "Richey! Run!!!!" Richard's father yelled as he lunged on top of the gunman. "Stupid idiot. If you played dead you might have walked away from this." * Bang Bang Bang...* ******** On this night like all other nights of his life, Richard woke up from the same nightmare. Richard was awake instantly. The rush of adrenaline accompanying the nightmare allows to go from asleep to fully aware in an instant. An hour of practicing speed loading and his gun katas helps in focusing his mind and body. Walking to his desk he glances at two piles of computer printouts. One with a spreadsheet of clients he needs to send invoices to and another of the latest information on a drive by shooter. Picking up the shooter's info, The man the press call Mister Magnum starts his day. PERSONALITY Richard has not been able to find the man who killed his parents so he has shifted from seeking revenge to avenging those harmed or killed from other gunmen. He remembers what his parent's killer said about having a gun and being in control. Well he he has come across others with guns in in order to come out alive he had to be better. So he worked on not just shooting but the art and science of shooting and to determine the best place to be to not get shot and the best way to aim to make sure the other guy got shot. If both people have guns the better man is the one in control. QUOTE "That's the biz." POWERS/TACTICS Richard can do just about anything with a gun
  13. Re: Mister Magnum for review Mister Magnum Player: Val Char Cost 15 STR 5 23 DEX 39 15 CON 10 10 BODY 0 13 INT 3 11 EGO 2 20/30 PRE 10 10 COM 0 6/16 PD 3 6/11 ED 3 4/6 SPD 7 8 REC 4 30 END 0 26 STUN 0 8" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 86 Cost Power END 31 Master of Guns: Multipower, 100-point reserve, (100 Active Points); OAF (Guns; -1); all slots STR MIN /8 Does not add to damage (-1), Real Weapon (-1/4) 4u 1) Lethal Kata: Killing Attack - Ranged 2d6-1, Variable Advantage (+1 1/2 Advantages; +3) (100 Active Points); STR MIN /8 Does not add to damage (-1), Real Weapon (-1/4) 10 3u 2) Non-Lethal Kata: Energy Blast 5d6, Variable Advantage (+1 Advantages; +2) (75 Active Points); STR MIN /8 Does not add to damage (-1), Real Weapon (-1/4) 7 2u 3) Telekinesis (40 STR) (60 Active Points); STR MIN /8 Does not add to damage (-1), Only to shoot foci out of a target's hands. (-1/2), Real Weapon (-1/4) 6 1u 4) Pistol Whip: Hand-To-Hand Attack +4d6 (20 Active Points); STR MIN /8 Does not add to damage (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 2 Sample Katas: 0 1) Lethal Kata Starburst attack: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Area Of Effect (6" Radius; +1 1/4) (62 Active Points) Real Cost: 62 3 0 2) Lethal Kata Pushing: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (50 Active Points) Real Cost: 50 2 0 3) Lethal Kata - Semi-Aito: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/2), Autofire (5 shots; +1/2) (50 Active Points) Real Cost: 50 2 0 4) Lethal Kata - Full Auto: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/2), Autofire (10 shots; +1) (62 Active Points) Real Cost: 62 2 0 5) Lethal Kata - Dragon's Breath: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Area Of Effect (7" Cone; +1), Selective (+1/4) (62 Active Points) Real Cost: 62 3 0 6) Lethal Kata - Focused Shot: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), Penetrating (+1/2) (56 Active Points) Real Cost: 56 2 0 7) Non-Lethal Kata - Starburst: Energy Blast 5d6, Area Of Effect (3" Radius; +1) (50 Active Points) Real Cost: 50 5 0 8) Non-Lethal Kata Semi-Auto: Energy Blast 5d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (50 Active Points) Real Cost: 50 2 0 9) Non-Lethal Kata Pushing: Energy Blast 5d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (50 Active Points) Real Cost: 50 2 5 Second Weapon: (5 Active Points) 0 11 Protective armor: Armor (10 PD/5 ED) (23 Active Points); OIF (-1/2), Real Armor (-1/4), Activation Roll 15- (-1/4) 0 4 Sight Group Flash Defense (6 points) (6 Active Points); OIF (Mask; -1/2) 0 56 Never seems to run out of ammo: Endurance Reserve (60 END, 50 REC) (56 Active Points) [Notes: He may go through the motions but he never seems to run out of ammo and he can instantly reload his guns.] 0 25 Avoid the bullet's path: +5 with DCV 13 Master of the gun: +2 SPD (20 Active Points); Only for shooting guns (-1/2) 7 Uses fear. Dosen't suffer from it: +10 PRE (10 Active Points); Defensive (-1/2) 8 Exceptional vision: +4 PER with Sight Group 0 4 Athletic: Running +2" (8" total) 1 Powers Cost: 324 Cost Skill 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) [Notes: Native Language] 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 [Notes: Custom Mod is Everyman Skill] 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 Skills Cost: 71 Cost Perk 2 Contact: Ari Jashua (Contact has useful Skills or resources) 8- 3 Contact: Yoseph Bremen (Contact has useful Skills or resources) 11- Perks Cost: 5 Cost Talent 3 Absolute Range Sense 3 Ambidexterity (-2 Off Hand penalty) 8 Lightning Reflexes: +5 DEX to act first with All Actions Talents Cost: 14 Total Character Cost: 500 Val 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) [Notes: This character feels emotions but suppresses them (as the Vulcans from Star Trek). Others tend to regard him as cold, unfeeling, and sometimes inhuman. At Strong, the character must make an Ego Roll to show emotions at apropriate times/situations] 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 Disadvantage Points: 150 Base Points: 200 Experience Required: 150 Total Experience Available: 0 Experience Unspent: 0
  14. Re: Super mage character in the making Mobius Arcane Val Char Points Total Roll Notes 10 STR 0 10 11- HTH Damage 2d6 END [1] 18 DEX 24 18 13- OCV 6 DCV 6 15 CON 10 15 12- 10 BODY 0 10 11- 18 INT 8 18 13- PER Roll 13- 17 EGO 14 17 12- ECV: 6 10 PRE 0 10/25 11- / 14- PRE Attack: 2d6 / 5d6 10 COM 0 10/18 11- / 13- 4 PD 2 4/19 4/19 PD (0/15 rPD) 4 ED 1 4/14 4/14 ED (0/10 rED) 4 SPD 12 4 Phases: 3, 6, 9, 12 9 REC 8 9 29 END 0 29 23 STUN 0 23 6" Running 0 6" 2" Swimming 0 2" 2" Leaping 0 2" Total Characteristics Cost: 79 Cost Powers END 96 Arcane Ability: Variable Power Pool (Magic Pool), 75 base + 21 control cost, (112 Active Points); Magic only (-1/4); all slots Variable Limitations (requires -1 worth of Limitations; -1/2) 0 1) Dream Date: Summon 75-point Ideal girlfriend, Devoted (+3/4) (26 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2) Real Cost: 17 3 0 2) Elemental Cage: Killing Attack - Ranged 1d6, Hole In The Middle (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Penetrating (+1/2), Continuous (+1) (56 Active Points); Damages only when someone enters or leaves area of effect (-1/2), Variable Limitations (requires -1 worth of Limitations; -1/2) Real Cost: 28 0 0 3) Arcane Bonds: Entangle 5d6, 10 DEF (75 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2), Cannot Form Barriers (-1/4) Real Cost: 43 7 0 4) Repair the body: Healing BODY 5d6 (50 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2) Real Cost: 33 5 0 5) Phantasms: Sight and Hearing Groups Images Increased Size (4" radius; +1/2), +/-5 to PER Rolls (45 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2) Real Cost: 30 4 0 6) Fool the mind: Mental Illusions 10d6 (50 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2) Real Cost: 33 5 0 7) The grand shaping: Major Transform 4d6 (Anything to manything, 12 Hour time limit) (60 Active Points); (Not vs living things; -1/2), Variable Limitations (requires -1 worth of Limitations; -1/2) Real Cost: 30 6 0 8) Elemental Blast (basic): Energy Blast 10d6 (50 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2) Real Cost: 33 5 0 9) Trans Location: Teleportation 10", MegaScale (1" = 1 km; +1/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2) Real Cost: 20 3 0 10) Obscuring mists: Darkness to Sight Group 3" radius, Personal Immunity (+1/4) (37 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2) Real Cost: 25 4 22 Mana Supply: Endurance Reserve (75 END, 15 REC) (22 Active Points) 0 30 Enchanted Vestments of protection : Force Field (15 PD/10 ED/10 Mental Defense) (Protect Carried Items) (45 Active Points); OIF (-1/2) 4 17 Airwalkers boots: Flight 10", No Turn Mode (+1/4) (25 Active Points); OIF (-1/2) 2 14 Cloak of the magi: Shape Shift (Sight, Hearing and Touch Groups), Instant Change (21 Active Points); OIF (-1/2) 2 3 Enhanced Appearance: +8 COM (4 Active Points); Linked (Cloak of the magi; -1/2) 10 Enhanced Presence: +15 PRE (15 Active Points); Linked (Cloak of the magi; -1/2) Perks 9 45 point Base Skills 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) Paramedics 8- 0 8) Persuasion 8- 0 9) PS: Librarian 8- 0 10) Shadowing 8- 0 11) Stealth 8- 0 12) TF: Custom Adder, Small Motorized Ground Vehicles Arcane Studies 3 1) Analyze: Magic 13- 10 2) +2 with magic related skills 12 3) +4 with Magic combat 17 4) Spellshaping 20- 3 5) KS: Arcane And Occult Lore 13- 3 6) KS: Books and practicioners of magic 13- 3 Scientist 2 1) SS: Enchantment 13- (3 Active Points) Notes: Imbune person or object with arcane ability 2 2) SS: Evoction 13- (3 Active Points) Notes: Call arcane energy into being 2 3) SS: Illusion 13- (3 Active Points) Notes: Fool the senses 2 4) SS: Mentalism 13- (3 Active Points) Notes: Affect the minds of others 2 5) SS: Summoning 13- (3 Active Points) Notes: Call and send objects and beings to and from different locations 2 6) SS: Transmutation 13- (3 Active Points) Notes: Alter a subject into something else 3 Linguist 1 1) Language: Arabic (basic conversation; literate) (2 Active Points) 0 2) Language: English (Idiomatic, native accent; Custom Adder) Notes: Native Language 1 3) Language: Greek (basic conversation; literate) (2 Active Points) 1 4) Language: Latin (basic conversation; literate) (2 Active Points) 1 5) Language: Romany (basic conversation; literate) (2 Active Points) Total Powers & Skills Cost: 272 Total Cost: 350 200+ Disadvantages 15 Dependent NPC: Victims of the supernatural 11- (Normal) 20 Hunted: Supernatural threats 11- (Mo Pow, Harshly Punish) 15 Psychological Limitation: Enjoys using magic a lot. (Common, Strong) 15 Psychological Limitation: Reluctant to kill (Common, Strong) 15 Social Limitation: Secret ID (Frequently, Major) 10 Social Limitation: Socially Inept (Frequently, Minor) 60 TBA Total Disadvantages Points: 150
  15. Re: Mister Magnum for review Ignore the points spent for the Sample Kata VPP for the previous post. Thanks
  16. Re: Mister Magnum for review Mister Magnum Player: Val Char Cost 15 STR 5 23 DEX 39 15 CON 10 10 BODY 0 13 INT 3 11 EGO 2 20/30 PRE 10 10 COM 0 6/16 PD 3 6/11 ED 3 4/6 SPD 7 8 REC 4 30 END 0 26 STUN 0 8" RUN02" SWIM03" LEAP0Characteristics Cost: 86 Cost Power END 31 Master of Guns: Multipower, 100-point reserve, (100 Active Points); OAF (Guns; -1); all slots STR MIN /8 Does not add to damage (-1), Real Weapon (-1/4) 4u 1) Lethal Kata: Killing Attack - Ranged 2d6-1, Variable Advantage (+1 1/2 Advantages; +3) (100 Active Points); STR MIN /8 Does not add to damage (-1), Real Weapon (-1/4) 10 3u 2) Non-Lethal Kata: Energy Blast 5d6, Variable Advantage (+1 Advantages; +2) (75 Active Points); STR MIN /8 Does not add to damage (-1), Real Weapon (-1/4) 7 2u 3) Telekinesis (40 STR) (60 Active Points); STR MIN /8 Does not add to damage (-1), Only to shoot foci out of a target's hands. (-1/2), Real Weapon (-1/4) 6 1u 4) Pistol Whip: Hand-To-Hand Attack +4d6 (20 Active Points); STR MIN /8 Does not add to damage (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 2 150 Sample Katas: Variable Power Pool, 100 base + 50 control cost, (150 Active Points) 0 1) Lethal Kata Starburst attack: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Area Of Effect (6" Radius; +1 1/4) (62 Active Points) Real Cost: 62 3 0 2) Lethal Kata Pushing: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (50 Active Points) Real Cost: 50 2 0 3) Lethal Kata - Semi-Aito: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/2), Autofire (5 shots; +1/2) (50 Active Points) Real Cost: 50 2 0 4) Lethal Kata - Full Auto: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/2), Autofire (10 shots; +1) (62 Active Points) Real Cost: 62 2 0 5) Lethal Kata - Dragon's Breath: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Area Of Effect (7" Cone; +1), Selective (+1/4) (62 Active Points) Real Cost: 62 3 0 6) Lethal Kata - Focused Shot: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), Penetrating (+1/2) (56 Active Points) Real Cost: 56 2 0 7) Non-Lethal Kata - Starburst: Energy Blast 5d6, Area Of Effect (3" Radius; +1) (50 Active Points) Real Cost: 50 5 0 8) Non-Lethal Kata Semi-Auto: Energy Blast 5d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (50 Active Points) Real Cost: 50 2 0 9) Non-Lethal Kata Pushing: Energy Blast 5d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (50 Active Points) Real Cost: 50 2 5 Second Weapon: (5 Active Points) 0 11 Protective armor: Armor (10 PD/5 ED) (23 Active Points); OIF (-1/2), Real Armor (-1/4), Activation Roll 15- (-1/4) 0 4 Sight Group Flash Defense (6 points) (6 Active Points); OIF (Mask; -1/2) 0 56 Never seems to run out of ammo: Endurance Reserve (60 END, 50 REC) (56 Active Points) [Notes: He may go through the motions but he never seems to run out of ammo and he can instantly reload his guns.] 0 25 Avoid the bullet's path: +5 with DCV 13 Master of the gun: +2 SPD (20 Active Points); Only for shooting guns (-1/2) 7 Uses fear. Dosen't suffer from it: +10 PRE (10 Active Points); Defensive (-1/2) 8 Exceptional vision: +4 PER with Sight Group 0 4 Athletic: Running +2" (8" total) 1 Powers Cost: 324 Cost Skill 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) [Notes: Native Language] 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 [Notes: Custom Mod is Everyman Skill] 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 Skills Cost: 71 Cost Perk 2 Contact: Ari Jashua (Contact has useful Skills or resources) 8- 3 Contact: Yoseph Bremen (Contact has useful Skills or resources) 11- Perks Cost: 5 Cost Talent 3 Absolute Range Sense 3 Ambidexterity (-2 Off Hand penalty) 8 Lightning Reflexes: +5 DEX to act first with All Actions Talents Cost: 14 Total Character Cost: 500 Val 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) [Notes: This character feels emotions but suppresses them (as the Vulcans from Star Trek). Others tend to regard him as cold, unfeeling, and sometimes inhuman. At Strong, the character must make an Ego Roll to show emotions at apropriate times/situations ] 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 Disadvantage Points: 150 Base Points: 200 Experience Required: 150 Total Experience Available: 0 Experience Unspent: 0
  17. Re: Super mage character in the making Mobius Arcane Val Char Points Total Roll Notes 10 STR 0 10 11- HTH Damage 2d6 END [1] 18 DEX 24 18 13- OCV 6 DCV 6 15 CON 10 15 12- 10 BODY 0 10 11- 18 INT 8 18 13- PER Roll 13- 17 EGO 14 17 12- ECV: 6 10 PRE 0 10/25 11- / 14- PRE Attack: 2d6 / 5d6 10 COM 0 10/18 11- / 13- 4 PD 2 4/19 4/19 PD (0/15 rPD) 4 ED 1 4/14 4/14 ED (0/10 rED) 4 SPD 12 4 Phases: 3, 6, 9, 12 9 REC 8 9 29 END 0 29 23 STUN 0 23 6" Running 0 6" 2" Swimming 0 2" 2" Leaping 0 2" Total Characteristics Cost: 79 Cost Powers END 96 Arcane Ability: Variable Power Pool (Magic Pool), 75 base + 21 control cost, (112 Active Points); Magic only (-1/4); all slots Requires A complimentary Arcane Science skill roll (-1/2) 0 1) Dream Date: Summon 75-point Ideal girlfriend, Devoted (+3/4) (26 Active Points); Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 17 Notes: Summoning 3 0 2) Elemental Cage: Killing Attack - Ranged 2d6-1, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (75 Active Points); Damages only when someone enters or leaves area of effect (-1/2), Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 37 Notes: Evoction 0 0 3) Arcane Bonds: Entangle 5d6, 10 DEF (75 Active Points); Requires A complimentary Arcane Science skill roll (-1/2), Cannot Form Barriers (-1/4) Real Cost: 43 Notes: Evoction 7 0 4) Repair the body: Healing BODY 5d6 (50 Active Points); Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 33 Notes: Transformation 5 0 5) Phantasms: Sight and Hearing Groups Images Increased Size (4" radius; +1/2), +/-5 to PER Rolls (45 Active Points); Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 30 Notes: Illusions 4 0 6) Fool the mind: Mental Illusions 10d6 (50 Active Points); Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 33 Notes: Mentalism 5 0 7) The grand shaping: Major Transform 4d6 (Anything to manything, 12 Hour time limit) (60 Active Points); (Not vs living things; -1/2), Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 30 Notes: Transformation 6 0 8) Elemental Blast (basic): Energy Blast 10d6 (50 Active Points); Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 33 Notes: Evoction 5 0 9) Trans Location: Teleportation 10", MegaScale (1" = 1 km; +1/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 20 Notes: Summoning 3 0 10) Obscuring mists: Darkness to Sight Group 3" radius, Personal Immunity (+1/4) (37 Active Points); Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 25 Notes: Evoction 4 20 Mana Supply: Endurance Reserve (100 END, 10 REC) (20 Active Points) 0 30 Enchanted Vestments of protection : Force Field (15 PD/10 ED/10 Mental Defense) (Protect Carried Items) (45 Active Points); OIF (-1/2) 4 17 Airwalkers boots: Flight 10", No Turn Mode (+1/4) (25 Active Points); OIF (-1/2) 2 14 Cloak of the magi: Shape Shift (Sight, Hearing and Touch Groups), Instant Change (21 Active Points); OIF (-1/2) 2 3 Enhanced Appearance: +8 COM (4 Active Points); Linked (Cloak of the magi; -1/2) 10 Enhanced Presence: +15 PRE (15 Active Points); Linked (Cloak of the magi; -1/2) Perks 9 45 point Base Skills 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) Paramedics 8- 0 8) Persuasion 8- 0 9) PS: Librarian 8- 0 10) Shadowing 8- 0 11) Stealth 8- 0 12) TF: Custom Adder, Small Motorized Ground Vehicles Arcane Studies 3 1) Analyze: Magic 13- 10 2) +2 with magic related skills 12 3) +4 with Magic combat 17 4) Spellshaping 20- 3 5) KS: Arcane And Occult Lore 13- 3 6) KS: Books and practicioners of magic 13- 3 Scientist 2 1) SS: Elementalism 13- (3 Active Points) Notes: Give arcane energy the characteristics of an element 2 2) SS: Enchantment 13- (3 Active Points) Notes: Imbune person or object with arcane ability 2 3) SS: Evoction 13- (3 Active Points) Notes: Call arcane energy into being 2 4) SS: Illusion 13- (3 Active Points) Notes: Fool the senses 2 5) SS: Mentalism 13- (3 Active Points) Notes: Affect the minds of others 2 6) SS: Summoning 13- (3 Active Points) Notes: Call and send objects and beings to and from different locations 2 7) SS: Transmutation 13- (3 Active Points) Notes: Alter a subject into something else 3 Linguist 1 1) Language: Arabic (basic conversation; literate) (2 Active Points) 0 2) Language: English (Idiomatic, native accent; Custom Adder) Notes: Native Language 1 3) Language: Greek (basic conversation; literate) (2 Active Points) 1 4) Language: Latin (basic conversation; literate) (2 Active Points) 1 5) Language: Romany (basic conversation; literate) (2 Active Points) Total Powers & Skills Cost: 272 Total Cost: 350 200+ Disadvantages 15 Dependent NPC: Victims of the supernatural 11- (Normal) 20 Hunted: Supernatural threats 11- (Mo Pow, Harshly Punish) 15 Psychological Limitation: Enjoys using magic a lot. (Common, Strong) 15 Psychological Limitation: Reluctant to kill (Common, Strong) 15 Social Limitation: Secret ID (Frequently, Major) 10 Social Limitation: Socially Inept (Frequently, Minor) 60 TBA Total Disadvantages Points: 150
  18. Mister Magnum Player: Val Char Cost 15 STR 5 23 DEX 39 15 CON 10 10 BODY 0 13 INT 3 11 EGO 2 20/30 PRE 10 10 COM 0 6/16 PD 3 6/9 ED 3 4/6 SPD 7 8 REC 4 30 END 0 26 STUN 0 8" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 86 Cost Power 37 Master of Guns: Multipower, 75-point reserve, (75 Active Points); OAF (Guns; -1) 7u 1) Lethal Kata: Killing Attack - Ranged 1d6, Variable Advantage (+2 Advantages; +4) (75 Active Points) 7u 2) Non-Lethal Kata: Energy Blast 5d6, Variable Advantage (+1 Advantages; +2) (75 Active Points) 4u 3) Telekinesis (40 STR) (60 Active Points); Only to shoot foci out of a target's hands. (-1/2) 1u 4) Pistol Whip: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 5 Second Weapon: (5 Active Points) 13 Protective armor: Armor (10 PD/3 ED) (20 Active Points); OIF (-1/2) 55 Never seems to run out of ammo: Endurance Reserve (50 END, 50 REC) (55 Active Points) [Notes: He may go through the motions but he never seems to run out of ammo and he can instantly reload his guns.] 25 Avoid the bullet's path: +5 with DCV 13 Master of the gun: +2 SPD (20 Active Points); Only for shooting guns (-1/2) 7 Uses fear. Dosen't suffer from it: +10 PRE (10 Active Points); Defensive (-1/2) 8 Exceptional vision: +4 PER with Sight Group 4 Athletic: Running +2" (8" total) Powers Cost: 186 Cost Skill 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) 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 20 +4 with Ranged Combat 10 +2 with HTH Combat 3 Breakfall 14- 2 Computer Programming (Personal Computers) 12- 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- Skills Cost: 64 Cost Talent 3 Absolute Range Sense 3 Ambidexterity (-2 Off Hand penalty) 8 Lightning Reflexes: +5 DEX to act first with All Actions Talents Cost: 14 Total Character Cost: 350 Pts. Disadvantage 150 TBA Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 BACKGROUND "Please.... Just take the money and go. We gave you everything." The woman cried keeping her young son behind her nad placing a hand on her husbands shoulder. The man was out cold with a bullet wound in his chest. "Leave my Mommy and Daddy alone!" Young Richard yelled, tears in his eyes. "Kid. you don't get it. I have the gun. I am in control. Watch." Young Richard quieted down, biting his botton lip. "Shut up B--CH." The woman still cries.... *BANG!!!!!!* "See. Now she is quiet. Now kid. Lights out." "Richy! Run!!!!" Richard's father yelled as he lunged on top of the gunman. "Stupid idiot. If you played dead you might have walked away from this." * Bang Bang Bang...* ******** On this night like all other nights of his life, Richard woke up from the same nightmare. Richard was awake instantly. The rush of adrenaline acompaning the nightmare allows to go from asleep to fully aware in an instant. An hour of practicing speed loading and his gun katas helps in focusing his mind and body. Walking to his desk he glances at two piles of computer printouts. One with a spreadsheet of clients he needs to send invoices to and another of the latest information on a drive by shooter. Picking up the shooter's info, The man the press call Mister Magnum starts his day. PERSONALITY Richard has not been able to find the man who killed his parents so he has shifted from seeking revenge to avenging thoes harmed or killed from other gunmen. He remebers what his parent's killer said aboit having a gun and being in control. Well he he has come across others with guns in in order to come out alive he had to be better. So he worked on not just shooting but the art and science of shooting and to determine the best place to be to not get shot and the best way to aim to make sure the other guy got shot. If both people have guns the better man is the one in control. POWERS/TACTICS Richard can do just about anything with a gun
  19. Re: Mister Magnum for review I just saw a movie called Equalibrium. One of the characters Shot in a crowd of armed soldiers/police and managed to hit all of them without getting hit himself. (PS: THe actor in this film will also play BATMAN in the new movie)
  20. Re: Super mage character in the makingMobius ArcanePlayer: Val** Char*** Cost 15** STR 5 18** DEX 24 15** CON 10 10** BODY 0 18** INT 8 17** EGO 14 10/25** PRE 0 10/18** COM 0 * 5/20** PD 2 4/14** ED 1 4** SPD 12 10** REC 8 29** END 0 26** STUN 0 *6"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 84Cost** Power END 96** Arcane Ability: Variable Power Pool (Magic Pool), 75 base + 21 control cost, (112 Active Points); Magic only (-1/4); all slots Requires A complimentary Arcane Science skill roll (-1/2)* 0** 1) Dream Date: Summon 75-point Ideal girlfriend, Devoted (+3/4) (26 Active Points); Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 17 [Notes: Summoning]* 3 0** 2) Elemental Cage: Killing Attack - Ranged 2d6-1, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (75 Active Points); Damages only when someone enters or leaves area of effect (-1/2), Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 37 [Notes: Evoction]* 0 0** 3) Arcane Bonds: Entangle 5d6, 10 DEF (75 Active Points); Requires A complimentary Arcane Science skill roll (-1/2), Cannot Form Barriers (-1/4) Real Cost: 43 [Notes: Evoction]* 7 0** 4) Repair the body: Healing BODY 5d6 (50 Active Points); Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 33 [Notes: Transformation]* 5 0** 5) Phantasms: Sight and Hearing Groups Images Increased Size (4" radius; +1/2), +/-5 to PER Rolls (45 Active Points); Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 30 [Notes: Illusions]* 4 0** 6) Fool the mind: Mental Illusions 10d6 (50 Active Points); Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 33 [Notes: Mentalism]* 5 0** 7) The grand shaping: Major Transform 4d6 (Anything to manything, 12 Hour time limit) (60 Active Points); (Not vs living things; -1/2), Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 30 [Notes: Transformation]* 6 0** 8) Elemental Blast (basic): Energy Blast 10d6 (50 Active Points); Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 33 [Notes: Evoction]* 5 0** 9) Trans Location: Teleportation 10", MegaScale (1" = 1 km; +1/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 20 [Notes: Summoning]* 3 0** 10) Obscuring mists: Darkness to Sight Group 3" radius, Personal Immunity (+1/4) (37 Active Points); Requires A complimentary Arcane Science skill roll (-1/2) Real Cost: 25 [Notes: Evoction]* 4 ** * 20** Mana Supply: Endurance Reserve (100 END, 10 REC) (20 Active Points)* 0 ** * 30** Enchanted Vestments of protection : Force Field (15 PD/10 ED/10 Mental Defense) (Protect Carried Items) (45 Active Points); OIF (-1/2)* 4 17** Airwalkers boots: Flight 10", No Turn Mode (+1/4) (25 Active Points); OIF (-1/2)* 2 14** Cloak of the magi: Shape Shift (Sight, Hearing and Touch Groups), Instant Change (21 Active Points); OIF (-1/2)* 2 3** Enhanced Appearance: +8 COM (4 Active Points); Linked (Cloak of the magi; -1/2)* 10** Enhanced Presence: +15 PRE (15 Active Points); Linked (Cloak of the magi; -1/2)* Powers Cost: 190Cost** 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) Paramedics 8-* 0** 8) Persuasion 8-* 0** 9) PS: Librarian 8-* 0** 10) Shadowing 8-* 0** 11) Stealth 8-* 0** 12) TF: Custom Adder, Small Motorized Ground Vehicles* ** * ** Arcane Studies* 3** 1) Analyze: Magic 13-* 10** 2) +2 with magic related skills* 12** 3) +4 with Magic combat* 17** 4) Spellshaping 20-* 3** 5) KS: Arcane And Occult Lore 13-* 3** 6) KS: Books and practicioners of magic 13-* ** * 3** Scientist* 2** 1) SS: Elementalism 13- (3 Active Points) [Notes: Give arcane energy the characteristics of an element]* 2** 2) SS: Enchantment 13- (3 Active Points) [Notes: Imbune person or object with arcane ability]* 2** 3) SS: Evoction 13- (3 Active Points) [Notes: Call arcane energy into being]* 2** 4) SS: Illusion 13- (3 Active Points) [Notes: Fool the senses]* 2** 5) SS: Mentalism 13- (3 Active Points) [Notes: Affect the minds of others]* 2** 6) SS: Summoning 13- (3 Active Points) [Notes: Call and send objects and beings to and from different locations]* 2** 7) SS: Transmutation 13- (3 Active Points) [Notes: Alter a subject into something else]* ** * 3** Linguist* 1** 1) Language: Arabic (basic conversation; literate) (2 Active Points)* 0** 2) Language: English (Idiomatic, native accent; Custom Adder) [Notes: Native Language]* 1** 3) Language: Greek (basic conversation; literate) (2 Active Points)* 1** 4) Language: Latin (basic conversation; literate) (2 Active Points)* 1** 5) Language: Romany (basic conversation; literate) (2 Active Points)* Skills Cost: 72Cost** Perk 4** 20 point Base* Perks Cost: 4Val** Disadvantages 15** Dependent NPC: Victims of the supernatural 11- (Normal)* 20** Hunted: Supernatural threats 11- (Mo Pow, Harshly Punish)* 15** Psychological Limitation: Enjoys using magic a lot. (Common, Strong)* 15** Psychological Limitation: Reluctant to kill (Common, Strong)* 15** Social Limitation: Secret ID (Frequently, Major)* 10** Social Limitation: Socially Inept (Frequently, Minor)* 60** TBA* Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 1.72 m Hair: Black Weight: 86.00 kg Eyes: Brown Appearance: Personality: Quote:Background: Willard Meeks was the son of Reginald Meeks, librarian for The Lost Society. An organization/academy keeping record of true magic in the world and hopes of finding the supreme sorcerer of earth if he exists or develope on if not. Reginald Meeks has taken his son Willard to work with him on weekends and during the summer. Willard is kept away from the spell books and magical items and training rooms. All Willard is left with are books he brought home from school and books the socety holds on thesis, therories, and notes/observations from mages and scholars of the past. Over time, the information in the society books Willard has been reading has started to click in his head. By applying what he is starting to understand he discovered that he can do actual magic. This helped Willard a bit in life. You see Willard is a nerd. He is a smart kid with little to no athletic skills or interests. Also he has been the target of bullies and attacks on his self esteem from the other click in school. He has enchanted a T-Shirt so it was close to impossible to be hit during dodgeball, He brought a 'daughter of his father's co-workers' to parties and school functions. Powers/Tactics: Where most mages learn a spell that produces the desired effect. Willard determines the desired effect and the steps needed to reach it pops into his mind.Campaign Use:
  21. Mister MagnumPlayer: Val** Char*** Cost 15** STR 5 23** DEX 39 15** CON 10 10** BODY 0 13** INT 3 11** EGO 2 20/30** PRE 10 10** COM 0 * 6** PD 3 6** ED 3 4/6** SPD 7 8** REC 4 30** END 0 26** STUN 0 *8"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 86Cost** Power END 45** Master of Guns: Multipower, 90-point reserve, (90 Active Points); OAF (Guns; -1)* 4u** 1) Single Shot Sunburst: Killing Attack - Ranged 1d6, Area Of Effect (4" Radius; +1 1/4), Selective (+1/4) (37 Active Points)* 4 6u** 2) Semi-Automatic Sunburst: Killing Attack - Ranged 2d6-1, Area Of Effect (3" Radius; +1), Selective (+1/4) (56 Active Points)* 6 9u** 3) Full Auto Sunburst: Killing Attack - Ranged 3d6-1, Area Of Effect (4" Radius; +1), Selective (+1/4) (90 Active Points)* 9 7u** 4) Breath of the Dragon: Killing Attack - Ranged 2d6, Area Of Effect (13" Cone; +1 1/4), Selective (+1/4) (75 Active Points)* 7 4u** 5) Sure shot: Killing Attack - Ranged 2d6, Penetrating (+1/2) (45 Active Points)* 4 ** * 55** Never seems to run out of ammo: Endurance Reserve (50 END, 50 REC) (55 Active Points) [Notes: He may go through the motions but he never seems to run out of ammo and he can instantly reload his guns.]* 0 25** Avoid the bullet's path: +5 with DCV* 13** Master of the gun: +2 SPD (20 Active Points); Only for shooting guns (-1/2)* 7** Uses fear. Dosen't suffer from it: +10 PRE (10 Active Points); Defensive (-1/2)* 8** Exceptional vision: +4 PER with Sight Group* 0 4** Athletic: Running +2" (8" total)* 1 Powers Cost: 187Cost** Martial Arts Maneuver ** Gunjiutsu Melee* 3** 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike* 5** 2) Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block* 4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm* 4** 5) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs* 3** 6) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls* 5** 7) Weapon Element: Blades, Empty Hand, Handguns, Staffs, Submachine Guns* Martial Arts Cost: 28Cost** 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) [Notes: Native Language]* 0** 8) Paramedics 8-* 0** 9) Persuasion 8-* 0** 10) PS: Online Billing 8-* 0** 11) Shadowing 8-* 0** 12) Stealth 8-* 0** 13) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]* ** * 3** Breakfall 14-* 10** +2 with Ranged Combat* 3** Streetwise 13- (15-)* 4** Weaponsmith (Firearms) 13-* 10** Two-Weapon Fighting (Ranged) * Skills Cost: 30Cost** Talent 3** Absolute Range Sense* 3** Ambidexterity (-2 Off Hand penalty)* 8** Lightning Reflexes: +5 DEX to act first with All Actions* 5** Resistance (5 points)* Talents Cost: 19Val** Disadvantages 150** TBA* 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: Powers/Tactics: Campaign Use: Ooops. I did a Seeker. (Forgot to get some resistant DEF. (Mr. M might make a good Dark Champions character
  22. Here is what I am looking at. Powers 1) VPP for improvised spells (Gesture/Encant/VPP control skill) 2) VPP for mastered spells (Gesture or Encant/ no roll needed but prepared at base 2a) A MP for mastered spells 3) A collection of Magic Items (OIF) 4) Base (Place to develope spells and study create arcane items) SKILLS 1) Arcane theories, physics and the usual. BACKGROUND Basically a nerdish son of a man who takes care of the library for an arcane society. Kid has no access to the spell books but all the other books (that lead up to the creation of the spells located in the spell books) were accesable. Kid went from thinking this was good stuff ( for material for Fantasy Adventure games or novles till he aplied what he learned and discovered magic is real ( and he can do magic) Kid did magic to boost self esteem (balls never hit him during dodge ball and he managed to bring a 'dream date' to parties and events) When he was older he manages to use magic to help someone who was being robbed. Decides the hero thing is cool and looks for an established hero to show him the ropes. So. what do you think of the basic setup
  23. Re: Superhero Images Can you post a link for Comic Artist?
  24. Re: Superhero Images Is Comic Artist a program like Heromachine or something?
  25. Well I redid my power armor character.I am using the Multi-form power to represent her different armors.1) Default Armor2) Bruiser: Used to go against bricks3) COPT-CAT: Used to go against skilled/superskilled opponents.4) No idea yet. Was thinking MECA....C.A.T. Jennifer NeumanPlayer: Val** Char*** Cost 15** STR 5 15** DEX 15 16** CON 12 10** BODY 0 18** INT 8 11** EGO 2 15** PRE 5 18** COM 4 * 3/13** PD 0 3/8** ED 0 4** SPD 15 10** REC 8 32** END 0 26** STUN 0 *6"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 74Cost** Power END 53** C.A.T. MARK I to MARK IV: Multiform (350 Character Points in the most expensive form) (x4 Number Of Forms) (80 Active Points); Change only in LAB (-1/2)* 0 95** Just the thing I need: Variable Power Pool, 55 base + 40 control cost, Cosmic (+2) (136 Active Points); all slots All powers must have at least -1/2 limitations (-1/2), Change only in lab (-1/2)* 20** Force Field (10 PD/5 ED/5 Power Defense) (Protect Carried Items), 3 Continuing Charges lasting 20 Minutes each (+0) (30 Active Points); OIF (Protection Field Belt; -1/2) [Notes: When Jen has to go out in the field, and outside her C.A.T suit, she wears this protective belt. A near fatal on site job when out of armor taught her the need for protection.]* [3 cc] Powers Cost: 168Cost** Skill 9** Power 16-* 2** Computer Programming (Personal Computers) 13-* 3** Cryptography 13-* 3** Electronics 13-* 3** Inventor 13-* 3** KS: C.A.T. suit 13-* 3** KS: Weapon systems 13-* 3** Mechanics 13-* 2** KS: Abilities of heroes and villians 11-* 2** KS: Gadgets and gear of heroes and villians 11-* 3** Scientist* 2** 1) SS: Bio Mechanics 13- (3 Active Points)* 2** 2) SS: Cyber articulations 13- (3 Active Points)* 2** 3) SS: Power Armor 13- (3 Active Points)* 2** 4) SS: TBA 13- (3 Active Points)* 2** 5) SS: TBA 13- (3 Active Points)* Skills Cost: 46Cost** Perk 15** Base* 15** Vehicles* 15** * 4** Reputation (A small to medium sized group) 8-, +4/+4d6* 5** Money: Well Off* 4** Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers* Perks Cost: 58Cost** Talent 4** Double Jointed* Talents Cost: 4Val** Disadvantages 10** Distinctive Features: Metallic felionoid (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) [Notes: All her Armors have the cat motif.all her armors can be removed in her lab to easily go from CAT to Jen]* 15** Hunted: Alpha department of police 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: C.A.T. Is still a part of the police department's Alpha (super powered/high tech criminal) division (Tech and research). And the police now have one of their own catching the super villians instead of sitting on the sidelines while the heroes get the glory of catching them.]* 10** Hunted: Brainchylde 8- (Mo Pow, Mildly Punish)* 20** Normal Characteristic Maxima* 15** Psychological Limitation: Code vs Killing (Common, Strong)* 15** Psychological Limitation: Personality change when donning/removing C.A.T.Suit (Common, Strong) [Notes: When outside the C.A.T. Suit, Jenny is timid (nervous with other people and defers to authority figures. trys to stay out of peoples attention) When she dons the C.A.T. Suit, she gets a bit enpowered, she flirts, and is overconfident in her and the suit's abilities]* 15** Psychological Limitation: technologically curious (Common, Strong) [Notes: Being new she might not make the best tactical or PR actions]* 10** Rivalry: Professional (Other Power Armor users), Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry* 15** Social Limitation: Secret ID (Frequently, Major)* 15** Social Limitation: Subject to Orders (Frequently, Major)* 10** Vulnerability: 2 x STUN EMP attacks (Uncommon)* 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:"Meow baby."Background: Jennifer Neuman worked in the tech department of the police stations. She usually studies the gadgets of high tech criminals. She also helped local hero teams with high tech criminals. she specialized in power armor. Her interest in power armor got her interested in creating her own and decided to join one of the local hero teams she helps out as a new power armored heroine. Powers/Tactics: In Cat suit mark 1 she has enhanced strength and agility along with a basic weapon suite C.A.T. = Cyber Augmented Tactical-Suit Campaign Use: C.A.T. MarK I BasicPlayer: Val** Char*** Cost 25** STR 5 21** DEX 15 26** CON 12 10** BODY 0 18** INT 8 11** EGO 2 15** PRE 5 18** COM 4 * 18** PD 0 18** ED 0 6** SPD 15 10** REC 8 32** END 0 26** STUN 0 *6"**RUN02"**SWIM05"**LEAP0Characteristics Cost: 74Cost** Power END 30** Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2)* 0 43** Endo-Skeleton Augmentation: (Total: 68 Active Cost, 43 Real Cost) +10 STR (10 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) (Real Cost: 6) plus +6 DEX (18 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) (Real Cost: 10) plus +10 CON (20 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) (Real Cost: 11) plus +2 SPD (20 Active Points); IIF (-1/4) (Real Cost: 16)* 1 ** Mask, all slots OIF (-1/2)* 5** 1) +4 PER with Sight Group (8 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 7** 4) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)* 0 3** 5) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 2** 6) Enhancining lenses: +2 versus Range Modifier for Sight Group (3 Active Points); OIF (-1/2)* 0 ** Tactical system* 13** 1) +4 with Ranged Combat (20 Active Points); OIF (-1/2)* 8** 2) Penalty Skill Levels: +4 vs. Hit Location modifiers with a tight Weapon system* 33** Weapon systems: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2)* 3u** 1) Blaster: Energy Blast 10d6, 16 Charges (+0) (50 Active Points); OIF (-1/2)* [16] 3u** 2) Stunner: Energy Blast 5d6, 16 Charges (+0), No Normal Defense (defense is ED Force Field; +1) (50 Active Points); OIF (-1/2)* [16] 2u** 3) Flare: Sight Group Flash 5d6, 32 Charges (+1/4) (31 Active Points); OIF (-1/2)* [32] 1u** 4) Bolo: Entangle 4d6, 6 DEF (50 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4), Cannot Form Barriers (-1/4)* [6] 3u** 5) Claws: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Armor Piercing (x2; +1), Penetrating (x2; +1) (45 Active Points); OIF (-1/2)* 4 51** Just the tool for the job: Variable Power Pool, 40 base + 11 control cost, (60 Active Points); all slots VPP Powers Can Be Changed in lab (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4)* Powers Cost: 213Cost** Skill 9** Power 16-* 2** Computer Programming (Personal Computers) 13-* 3** Cryptography 13-* 3** Electronics 13-* 3** Inventor 13-* 3** KS: C.A.T. suit 13-* 3** KS: Weapon systems 13-* 3** Mechanics 13-* 2** KS: Abilities of heroes and villians 11-* 2** KS: Gadgets and gear of heroes and villians 11-* 3** Scientist* 2** 1) SS: Bio Mechanics 13- (3 Active Points)* 2** 2) SS: Cyber articulations 13- (3 Active Points)* 2** 3) SS: Power Armor 13- (3 Active Points)* 2** 4) SS: TBA 13- (3 Active Points)* 2** 5) SS: TBA 13- (3 Active Points)* Skills Cost: 46Cost** Perk 4** Reputation (A small to medium sized group) 8-, +4/+4d6* 5** Money: Well Off* 4** Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers* Perks Cost: 13Cost** Talent 4** Double Jointed* Talents Cost: 4Val** Disadvantages 10** Distinctive Features: Metallic felionoid (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)* 15** Hunted: Alpha department of police 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: C.A.T. Is still a part of the police department's Alpha (super powered/high tech criminal) division (Tech and research). And the police now have one of their own catching the super villians instead of sitting on the sidelines while the heroes get the glory of catching them.]* 10** Hunted: Brainchylde 8- (Mo Pow, Mildly Punish)* 20** Normal Characteristic Maxima* 15** Psychological Limitation: Code vs Killing (Common, Strong)* 15** Psychological Limitation: Personality change when donning/removing C.A.T.Suit (Common, Strong) [Notes: When outside the C.A.T. Suit, Jenny is timid (nervous with other people and defers to authority figures. trys to stay out of peoples attention) When she dons the C.A.T. Suit, she gets a bit enpowered, she flirts, and is overconfident in her and the suit's abilities]* 15** Psychological Limitation: technologically curious (Common, Strong) [Notes: Being new she might not make the best tactical or PR actions]* 10** Rivalry: Professional (Other Power Armor users), Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry* 15** Social Limitation: Secret ID (Frequently, Major)* 15** Social Limitation: Subject to Orders (Frequently, Major)* 10** Vulnerability: 2 x STUN EMP attacks (Uncommon)* 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:"Meow baby."Background: Jennifer Neuman worked in the tech department of the police stations. She usually studies the gadgets of high tech criminals. She also helped local hero teams with high tech criminals. she specialized in power armor. Her interest in power armor got her interested in creating her own and decided to join one of the local hero teams she helps out as a new power armored heroine. Powers/Tactics: In Cat suit mark 1 she has enhanced strength and agility along with a basic weapon suite C.A.T. = Cyber Augmented Tactical-Suit Campaign Use: C.A.T. MarK II BrusierPlayer: Val** Char*** Cost 50** STR 5 21** DEX 15 26** CON 12 10** BODY 0 18** INT 8 11** EGO 2 15** PRE 5 18** COM 4 * 30** PD 0 17** ED 0 5** SPD 15 10** REC 8 32** END 0 26** STUN 0 *6"**RUN02"**SWIM010"**LEAP0Characteristics Cost: 74Cost** Power END 25** Armor: Armor (15 PD/10 ED) (38 Active Points); OIF (-1/2)* 0 40** Armor (Articulating endoplates): Physical Damage Reduction, 75% [Notes: There is a layer on articulating plates between the endoskeleton and the armor that distributes and disipates the force from physical attacks lessening the damage JEN takes.]* 0 ** Endo-Skeleton, all slots IIF (-1/4)* 20** 1) Micro hydrolics and meralic artificial muscles: +35 STR (35 Active Points); No Figured Characteristics (-1/2), IIF (-1/4)* 3 10** 2) Enhanced Articulation: +6 DEX (18 Active Points); No Figured Characteristics (-1/2), IIF (-1/4)* 11** 3) Resilience augmentation: +10 CON (20 Active Points); No Figured Characteristics (-1/2), IIF (-1/4)* 8** 4) Enhanced articulationa and biofeedback: +1 SPD (10 Active Points); IIF (-1/4)* 10** 5) Padding: +12 PD (12 Active Points); IIF (-1/4)* 3** 6) Padding: +4 ED (4 Active Points); IIF (-1/4)* ** Mask, all slots OIF (-1/2)* 5** 1) +4 PER with Sight Group (8 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 7** 4) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)* 0 3** 5) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 2** 6) Enhancining lenses: +2 versus Range Modifier for Sight Group (3 Active Points); OIF (-1/2)* 0 ** Tactical system* 13** 1) +4 with HTH Combat (20 Active Points); OIF (-1/2)* 50** Just the tool for the job: Variable Power Pool, 40 base + 10 control cost, (60 Active Points); Powers can only be changed in lab (-1/2), Powers must have at least -1/2 limitiations (-1/2)* Powers Cost: 213Cost** Skill 9** Power 16-* 2** Computer Programming (Personal Computers) 13-* 3** Cryptography 13-* 3** Electronics 13-* 3** Inventor 13-* 3** KS: C.A.T. suit 13-* 3** KS: Weapon systems 13-* 3** Mechanics 13-* 2** KS: Abilities of heroes and villians 11-* 2** KS: Gadgets and gear of heroes and villians 11-* 3** Scientist* 2** 1) SS: Bio Mechanics 13- (3 Active Points)* 2** 2) SS: Cyber articulations 13- (3 Active Points)* 2** 3) SS: Power Armor 13- (3 Active Points)* 2** 4) SS: TBA 13- (3 Active Points)* 2** 5) SS: TBA 13- (3 Active Points)* Skills Cost: 46Cost** Perk 4** Reputation (A small to medium sized group) 8-, +4/+4d6* 5** Money: Well Off* 4** Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers* Perks Cost: 13Cost** Talent 4** Double Jointed* Talents Cost: 4Val** Disadvantages 10** Distinctive Features: Metallic felionoid (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)* 15** Hunted: Alpha department of police 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: C.A.T. Is still a part of the police department's Alpha (super powered/high tech criminal) division (Tech and research). And the police now have one of their own catching the super villians instead of sitting on the sidelines while the heroes get the glory of catching them.]* 10** Hunted: Brainchylde 8- (Mo Pow, Mildly Punish)* 20** Normal Characteristic Maxima* 15** Psychological Limitation: Code vs Killing (Common, Strong)* 15** Psychological Limitation: Personality change when donning/removing C.A.T.Suit (Common, Strong) [Notes: When outside the C.A.T. Suit, Jenny is timid (nervous with other people and defers to authority figures. trys to stay out of peoples attention) When she dons the C.A.T. Suit, she gets a bit enpowered, she flirts, and is overconfident in her and the suit's abilities]* 15** Psychological Limitation: technologically curious (Common, Strong) [Notes: Being new she might not make the best tactical or PR actions]* 10** Rivalry: Professional (Other Power Armor users), Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry* 15** Social Limitation: Secret ID (Frequently, Major)* 15** Social Limitation: Subject to Orders (Frequently, Major)* 10** Vulnerability: 2 x STUN EMP attacks (Uncommon)* 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:"Meow baby."Background: Jennifer Neuman worked in the tech department of the police stations. She usually studies the gadgets of high tech criminals. She also helped local hero teams with high tech criminals. she specialized in power armor. Her interest in power armor got her interested in creating her own and decided to join one of the local hero teams she helps out as a new power armored heroine. Powers/Tactics: In Cat suit mark 1 she has enhanced strength and agility along with a basic weapon suite C.A.T. = Cyber Augmented Tactical-Suit Campaign Use: C.A.T. MarK III COPY-CATPlayer: Val** Char*** Cost 25** STR 5 21** DEX 15 26** CON 12 10** BODY 0 18** INT 8 11** EGO 2 15** PRE 5 18** COM 4 * 18** PD 0 13** ED 0 6** SPD 15 10** REC 8 32** END 0 26** STUN 0 *6"**RUN02"**SWIM05"**LEAP0Characteristics Cost: 74Cost** Power END 25** Armor: Armor (15 PD/10 ED) (38 Active Points); OIF (-1/2)* 0 40** Armor (Articulating endoplates): Physical Damage Reduction, 75% [Notes: There is a layer on articulating plates between the endoskeleton and the armor that distributes and disipates the force from physical attacks lessening the damage JEN takes.]* 0 ** Endo-Skeleton, all slots IIF (-1/4)* 6** 1) Micro hydrolics and meralic artificial muscles: +10 STR (10 Active Points); No Figured Characteristics (-1/2), IIF (-1/4)* 1 10** 2) Enhanced Articulation: +6 DEX (18 Active Points); No Figured Characteristics (-1/2), IIF (-1/4)* 11** 3) Resilience augmentation: +10 CON (20 Active Points); No Figured Characteristics (-1/2), IIF (-1/4)* 16** 4) Enhanced articulationa and biofeedback: +2 SPD (20 Active Points); IIF (-1/4)* ** Mask, all slots OIF (-1/2)* 5** 1) +4 PER with Sight Group (8 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 7** 4) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)* 0 3** 5) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 2** 6) Enhancining lenses: +2 versus Range Modifier for Sight Group (3 Active Points); OIF (-1/2)* 0 50** Just the tool for the job: Variable Power Pool, 40 base + 10 control cost, (60 Active Points); Powers must have at least -1/2 limitiations (-1/2), Powers can only be changed in lab (-1/2)* 32** Reflex Memory Over-ride: VPP (Reflex Memory Pool), 16 base + 16 control cost, Cosmic (+2) (40 Active Points); all slots Only For Physical Skills The Character Observes In Use (-1/2)* Powers Cost: 213Cost** Skill 9** Power 16-* 2** Computer Programming (Personal Computers) 13-* 3** Cryptography 13-* 3** Electronics 13-* 3** Inventor 13-* 3** KS: C.A.T. suit 13-* 3** KS: Weapon systems 13-* 3** Mechanics 13-* 2** KS: Abilities of heroes and villians 11-* 2** KS: Gadgets and gear of heroes and villians 11-* 3** Scientist* 2** 1) SS: Bio Mechanics 13- (3 Active Points)* 2** 2) SS: Cyber articulations 13- (3 Active Points)* 2** 3) SS: Power Armor 13- (3 Active Points)* 2** 4) SS: TBA 13- (3 Active Points)* 2** 5) SS: TBA 13- (3 Active Points)* Skills Cost: 46Cost** Perk 4** Reputation (A small to medium sized group) 8-, +4/+4d6* 5** Money: Well Off* 4** Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers* Perks Cost: 13Cost** Talent 4** Double Jointed* Talents Cost: 4Val** Disadvantages 10** Distinctive Features: Metallic felionoid (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)* 15** Hunted: Alpha department of police 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: C.A.T. Is still a part of the police department's Alpha (super powered/high tech criminal) division (Tech and research). And the police now have one of their own catching the super villians instead of sitting on the sidelines while the heroes get the glory of catching them.]* 10** Hunted: Brainchylde 8- (Mo Pow, Mildly Punish)* 20** Normal Characteristic Maxima* 15** Psychological Limitation: Code vs Killing (Common, Strong)* 15** Psychological Limitation: Personality change when donning/removing C.A.T.Suit (Common, Strong) [Notes: When outside the C.A.T. Suit, Jenny is timid (nervous with other people and defers to authority figures. trys to stay out of peoples attention) When she dons the C.A.T. Suit, she gets a bit enpowered, she flirts, and is overconfident in her and the suit's abilities]* 15** Psychological Limitation: technologically curious (Common, Strong) [Notes: Being new she might not make the best tactical or PR actions]* 10** Rivalry: Professional (Other Power Armor users), Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry* 15** Social Limitation: Secret ID (Frequently, Major)* 15** Social Limitation: Subject to Orders (Frequently, Major)* 10** Vulnerability: 2 x STUN EMP attacks (Uncommon)* 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:"Meow baby."Background: Jennifer Neuman worked in the tech department of the police stations. She usually studies the gadgets of high tech criminals. She also helped local hero teams with high tech criminals. she specialized in power armor. Her interest in power armor got her interested in creating her own and decided to join one of the local hero teams she helps out as a new power armored heroine. Powers/Tactics: In Cat suit mark 1 she has enhanced strength and agility along with a basic weapon suite C.A.T. = Cyber Augmented Tactical-Suit Campaign Use:
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