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MisterD

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Everything posted by MisterD

  1. I used HD to try to recreate the spell FIREBALL and some other spells from FH Pp 384 To get it to the points the characters spent for the spell I needed a customized -7 limitation to meet or get close to it. the custom -4 limit is not close.
  2. How else can I get the Real cost divided by 5 for magic spells to wokr in Hero Designer?
  3. More changes made. See character sheet.
  4. I made some changes. See above.
  5. The 0 point MP was on purpose I will keep the 4D6 RKA in mind for change after a few more replys
  6. Here is my first mage.I want some honest comments and suggestions on the character.One thing I would like to know is if the spells I chose for the character are good spells for a mage just leaving the institution he learned magic from and is about to go out into the world. Combat Information Page Character Name: Jarred Alternate Identities: Player Name: CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 10 STR 10 0 10 11- HTH Damage 2d6 END [2] 14 DEX 10 12 14 12- OCV 5 DCV 5 15 CON 10 10 15 12- 10 BODY 10 0 10 11- 18 INT 10 8 18 13- PER Roll 13- 10 EGO 10 0 10 11- ECV: 3 15 PRE 10 5 15 12- PRE Attack: 3d6 12 COM 10 1 12 11- 2 PD 2 0 2/12 2/12 PD (0/10 rPD) 3 ED 3 0 3/13 3/13 ED (0/10 rED) 3 SPD 2.4 6 3 Phases: 4, 8, 12 5 REC 5 0 5 30 END 30 0 30 25 STUN 23 2 25 6" Running 6 0 6" 2" Swimming 2 0 2" 2"/1"" Leaping 2 0 2" 44 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 0 Unspent: 0 Base Points: 75 Disad Points: 75 Total Points: 150 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (2") 2" V. Leap (1") 1" APPEARANCE Hair Color: Brown Eye Color: Brown Height: 6' 0" Weight: 200 lbs Description: DEFENSES Type Amount Notes Physical Defense 2/12 Current BODY: Res. Phys. Defense 0/10 Energy Defense 3/13 Current END: Res. Energy Defense 0/10 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 5 DCV: 5 Combat Skill Levels: +4 with Magic Spells COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END 6 Arcane Bolt: Killing Attack - Ranged 2d6 (vs. ED), +1 STUN Multiplier (+1/4) (37 Active Points); Spell (-4), Increased Endurance Cost 2x END (-1/2), Incantations (-1/4), Gestures (-1/4) Notes: This is a bolt of pure arcane power 8 6 Arcane Cage: Killing Attack - Ranged 1d6 (vs. ED), Area Of Effect (One Hex; +1/2), Continuous (+1) (37 Active Points); Spell (-4), Only vs targets entering or leaving the cage (-1/2), Gestures (-1/4), Incantations (-1/4) Notes: This is an elaborate cage made up of arcane energy 4 6 Dismiss arcane: Dispel Magic 12d6 (36 Active Points); Spell (-4), Gestures (-1/4), Incantations (-1/4) Notes: This spell removes the energy that makes up magic, He can dismiss spells but not the effect (A fire blast still leaves a burn) 4 4 Arcane Armor: Force Field (10 PD/10 ED) (20 Active Points); Spell (-4), Incantations (-1/4), Gestures (-1/4) Notes: Spell surrounds caster in magical protection 2 3 Arcane vision: Clairsentience (Sight Group) (20 Active Points); Spell (-4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), OIF (Any reflective surface of opportunity; -1/2), Gestures (-1/4), Incantations (-1/4) Notes: Spell allows caster to view far away locations from any reflective surface. 2 6 Arcane healing: Healing 4d6 (max. Healed Points: 24) (40 Active Points); Spell (-4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Does Not Work On Magical attacks (-1/4), Gestures (-1/4), Incantations (-1/4) Notes: This spell infuses a body with arcane energy that greatly speeds up the healing proccess. It does not work against magical injuries 4 3 Arcane Inturpritation: Universal Translator 13- (20 Active Points); Spell (-4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Costs Endurance Costs END Every Phase (-1/2), Concentration 1/2 DCV (-1/4), Incantations (-1/4) 2 2 Arcane Analysis: Detect Magic 15-, Analyze, Discriminatory (15 Active Points); Spell (-4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Concentration 0 DCV (-1/2), Gestures (-1/4), Incantations (-1/4) 3 Guilty Pleasure: Summon 50-point Female companion from Arcane realm of dreams, Amicable Slavishly Devoted (+1) (20 Active Points); Spell (-4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Gestures (-1/4), Incantations (-1/4) Notes: This spell allows Jarred to actually conjure up the girl of his dreams. 2 39 Total Powers Cost TALENTS Cost Name 3 Absolute Range Sense 3 Total Talents Cost SKILLS Cost Name 3 Bureaucratics 12- 3 Concealment 13- 3 Conversation 12- 3 Cryptography 13- 2 Language: Arcane (basic conversation; literate) 1 Literacy 3 Riding 12- 3 Stealth 12- 2 PS: Researcher 11- 2 PS: Librarian 11- 13 Spellcasting (INT-based) 18- 12 Magic Combat: +4 with Magic Spells 3 Spellcrafting: Inventor 13- 3 Scholar 1 1) KS: Arcane Knowledge (2 Active Points) 11- 1 2) KS: Discipline of the mind (2 Active Points) 11- 1 3) KS: Illusions (2 Active Points) 11- 1 4) KS: How arcane energies can affect the human (humanoid) body (2 Active Points) 11- 1 5) KS: How arcane energies can affect the environment (2 Active Points) 11- 1 6) KS: Arcane devices (2 Active Points) 11- 1 7) KS: Arcane Creatures (2 Active Points) 11- 1 8) KS: Arcane community (2 Active Points) 11- 64 Total Skills Cost DISADVANTAGES Cost Disadvantage 5 Distinctive Features: Wizard (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Wizarding community/council 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence) 20 Psychological Limitation: Ravenouse learner of arcane magic (Very Common; Strong) 20 Psychological Limitation: Hatred.Dislike of thoes who would use the gift of magic for evil/harmful puposes (Very Common; Strong) 10 Social Limitation: Socially Inept (Occasionally; Major) 5 Rivalry: Professional (Arcane Knowledge seekers), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 0 Normal Characteristic Maxima 75 Total Disadvantages Cost Height: 6' 0" Hair: Brown Weight: 200 lbs Eyes: Brown Appearance: Personality: Jarred has a hunger for new knowledge of the arcane. He has spent almost his entire life in a library that he wants to learn and use magic in actual real life situations. Quote:"Mind if I read that when you are done?" Background: Jarred was apprentice to the librarian of the academy arcane. Jarred was also a gifted youth. He could not only read. He has taught himself the arcane language, both spoken and written. While those who used the library went over spells and journals of past wizards, Jarred has read thoes and the older books on the theories and aplications of the arcane energies used to create these spells. This has not gone un-noticed and a wizard of the academy took Jarred under his wing to see if he had the gift for magic, and if he did to see how far he can take this boy with no wizards in his family. Jarred took to this learning like a fish to water and soon went from apprentice librarian to apprentice wizard, to journeyman. Like all journeymen wizards he had the choice of going out into the world to learn from his travles or to be cloistered at the academy and master what the academ and library have to offer. Jarred took is few possesions and headed out into the world. Powers/Tactics: Jarred is a wizard of growing skill and with his travles he hope good experience.Jarred has learned and developed some spells that he felt would be a good start for his travles and hopes for gaining more knowledge. Campaign Use: Character created with Hero Designer (version 1.47)
  7. HERE IS MY FIRST MAGE.Let me know what you think. Thank you (sorry forgot your name) for the magic system idea.Are the chosen spells a good first choice (Besides Guilty Pleasure) Combat Information Page Character Name: Jarred Alternate Identities: Player Name: CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 10 STR 10 0 10 11- HTH Damage 2d6 END [2] 14 DEX 10 12 14 12- OCV 5 DCV 5 15 CON 10 10 15 12- 10 BODY 10 0 10 11- 18 INT 10 8 18 13- PER Roll 13- 10 EGO 10 0 10 11- ECV: 3 15 PRE 10 5 15 12- PRE Attack: 3d6 10 COM 10 0 10 11- 2 PD 2 0 2/14 2/14 PD (0/12 rPD) 3 ED 3 0 3/15 3/15 ED (0/12 rED) 3 SPD 2.4 6 3 Phases: 4, 8, 12 5 REC 5 0 5 30 END 30 0 30 23 STUN 23 0 23 6" Running 6 0 6" 2" Swimming 2 0 2" 2"/1"" Leaping 2 0 2" 41 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 0 Unspent: 0 Base Points: 75 Disad Points: 75 Total Points: 150 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (2") 2" V. Leap (1") 1" APPEARANCE Hair Color: Brown Eye Color: Brown Height: 6' 0" Weight: 200 lbs Description: DEFENSES Type Amount Notes Physical Defense 2/14 Current BODY: Res. Phys. Defense 0/12 Energy Defense 3/15 Current END: Res. Energy Defense 0/12 Mental Defense 7 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 5 DCV: 5 Combat Skill Levels: +4 with Magic Spells COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END 13 Cantrips: Variable Power Pool (Magic Pool), 10 base + 3 control cost, Requires A Skill Roll (No Active Point penalty to Skill Roll +0) (15 Active Points); Gestures (-1/4), Incantations (-1/4) Notes: Jarred can use in knowledge of the arcane to create many minor magical feats 0 Arcane Spells: Multipower, 100-point reserve, Arcane, all slots: Requires A Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 4u 1) Arcane Bolt: Killing Attack - Ranged 4d6 (vs. ED), +1 STUN Multiplier (+1/4) (75 Active Points) Notes: This is a bolt of pure arcane power 7 4u 2) Arcane Cage: Killing Attack - Ranged 2d6 (vs. ED), Area Of Effect (One Hex; +1/2), Reduced Endurance 0 END (+1/2), Continuous (+1) (90 Active Points); Only vs targets entering or leaving the cage (-1/2) Notes: This is an elaborate cage made up of arcane energy 5u 3) Arcane Scream: Ego Attack 5d6, Area Of Effect (11" Cone; +1) (100 Active Points) Notes: With Jarred's knowledge of the discipline of the mind and how arcane energy affects the human body, This spell sends out a mental shout that hurts sentient beings. 10 3u 4) Dismiss arcane: Dispel Magic 20d6 (60 Active Points) Notes: This spell removes the energy that makes up magic, He can dismiss spells but not the effect (A fire blast still leaves a burn) 6 1u 5) Arcane Armor: Force Field (12 PD/12 ED) (24 Active Points) Notes: Spell surrounds caster in magical protection 2 1u 6) Arcane vision: Clairsentience (Sight Group) (20 Active Points); OIF (Any reflective surface of opportunity; -1/2) Notes: Spell allows caster to view far away locations from any reflective surface. 2 1u 7) Arcane Landscape: Sight Group Images, +/-4 to PER Roll, Increases Size (2" radius; +1/4) (27 Active Points) Notes: This spell infuses and manipulates arcane enrgy in an area to produce realistic visual illusions 3 3u 8) Arcane healing: Healing 6d6 (max. Healed Points: 36) (60 Active Points); Does Not Work On Magical attacks (-1/4) Notes: This spell infuses a body with arcane energy that greatly speeds up the healing proccess. It does not work against magical injuries 6 1u 9) Dream Warrior: Multiform (150 Character Points in the most expensive form) (30 Active Points); Costs END Only To Change (-1/2), Items don't change (-1/4) Notes: Being the studious bookworm that he is, Jarred has developed a spell that would infuse him with arcane energy, bringing out the warrior he wishes/daydreams he can be. 3 1u 10) Guilty Pleasure: Summon 75-point Female companion from Arcane realm of dreams, Amicable Slavishly Devoted (+1) (30 Active Points) Notes: This spell allows Jarred to actually conjure up the girl of his dreams. 3 5 Force of mind: +5 Mental Defense (7 points total) 18 Mage Sight: Detect A Single Thing 13-, Analyze, Discriminatory, Range 60 Total Powers Cost SKILLS Cost Name 1 Literacy 2 Language: Arcane (basic conversation; literate) 3 Riding 12- 13 Spellcasting (INT-based) 18- 12 +4 with Magic Spells 3 Spellcrafting: Inventor 13- 2 PS: Researcher 11- 2 PS: Librarian 11- 3 Arcane Scholar 1 1) KS: Arcane Knowledge (2 Active Points) 11- 1 2) KS: Discipline of the mind (2 Active Points) 11- 1 3) KS: Illusions (2 Active Points) 11- 1 4) KS: How arcane energies can affect the human (humanoid) body (2 Active Points) 11- 1 5) KS: How arcane energies can affect the environment (2 Active Points) 11- 1 6) KS: Arcane devices (2 Active Points) 11- 1 7) KS: Arcane Creatures (2 Active Points) 11- 1 8) KS: Arcane community (2 Active Points) 11- 49 Total Skills Cost DISADVANTAGES Cost Disadvantage 0 Normal Characteristic Maxima 5 Distinctive Features: Wizard (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Wizarding community/council 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence) 20 Psychological Limitation: Ravenouse learner of arcane magic (Very Common; Strong) 20 Psychological Limitation: Hatred.Dislike of thoes who would use the gift of magic for evil/harmful puposes (Very Common; Strong) 10 Social Limitation: Socially Inept (Occasionally; Major) 5 Rivalry: Professional (Arcane Knowledge seekers), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 75 Total Disadvantages Cost Height: 6' 0" Hair: Brown Weight: 200 lbs Eyes: Brown Appearance: Personality: Jarred has a hunger for new knowledge of the arcane. He has spent almost his entire life in a library that he wants to learn and use magic in actual real life situations. Quote:"Mind if I read that when you are done?" Background: Jarred was apprentice to the librarian of the academy arcane. Jarred was also a gifted youth. He could not only read. He has taught himself the arcane language, both spoken and written. While those who used the library went over spells and journals of past wizards, Jarred has read thoes and the older books on the theories and aplications of the arcane energies used to create these spells. This has not gone un-noticed and a wizard of the academy took Jarred under his wing to see if he had the gift for magic, and if he did to see how far he can take this boy with no wizards in his family. Jarred took to this learning like a fish to water and soon went from apprentice librarian to apprentice wizard, to journeyman. Like all journeymen wizards he had the choice of going out into the world to learn from his travles or to be cloistered at the academy and master what the academ and library have to offer. Jarred took is few possesions and headed out into the world. Powers/Tactics: Jarred is a wizard of growing skill and with his travles he hope good experience.Jarred has learned and developed some spells that he felt would be a good start for his travles and hopes for gaining more knowledge. Campaign Use: Character created with Hero Designer (version 1.47)
  8. I basically started this because I seem to have a problem coming up with 75 points of disads for my characters (trying to come up with Fantasy disads not Modern or Super hero) Maybe someone can start a thread for Disads apropriate for Fatasy Hero
  9. So basically you need to know what the characters will be doing. A city based campaign in a multi-culture city (no Disad) A city based campaign wher a predominant single race. (Yes)
  10. I think that DF is doable in FH. Distinctive Feature: Race (Human, Elf, Dwarf, whatever) Concealable. Noticed Not distinctive in some cultures. In a busy city the character may go unknoticed BUT have that character travle through a halfling villiage. He will be distinctive.
  11. Need some help with some disads (I seem to have a bit of trouble with Fantasy character disads.) Combat Information Page Character Name: Kole Alternate Identities: Player Name: CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 15 STR 10 5 15 12- HTH Damage 3d6 END [3] 18 DEX 10 24 18 13- OCV 6 DCV 6 17 CON 10 14 17 12- 10 BODY 10 0 10 11- 13 INT 10 3 13 12- PER Roll 12- 11 EGO 10 2 11 11- ECV: 4 15 PRE 10 5 15 12- PRE Attack: 3d6 10 COM 10 0 10 11- 5 PD 3 2 5 5 PD (0 rPD) 3 ED 3 0 3 3 ED (0 rED) 4 SPD 2.8 12 4 Phases: 3, 6, 9, 12 8 REC 6 4 8 35 END 34 1 35 30 STUN 27 3 30 8" Running 6 4 8" 2" Swimming 2 0 2" 4"/2"" Leaping 4 0 4" 79 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 20 Unspent: 0 Base Points: 75 Disad Points: 55 Total Points: 150 MOVEMENT Type Total Run (6) 8" [16" NC] Swim (2) 2" [4" NC] H. Leap (4") 4" V. Leap (2") 2" APPEARANCE Hair Color: Brown Eye Color: Brown Height: 6' 6" Weight: 220 lbs Description: MARTIAL ARTS MANEUVERS Cost Maneuver 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block 4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 2 Weapon Element: Blades, Off Hand 30 Total Martial Arts Cost DEFENSES Type Amount Notes Physical Defense 5 Current BODY: Res. Phys. Defense 0 Energy Defense 3 Current END: Res. Energy Defense 0 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 6 DCV: 6 Combat Skill Levels: +4 with Swords COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon Counterstrike 1/2 +2 +2 STR +2d6 Strike, Must Follow Block Weapon Bind 1/2 +1 +0 Bind, +10 STR Martial Disarm 1/2 -1 +1 Disarm; +10 STR to Disarm roll Takedown 1/2 +1 +1 STR Strike; Target Falls Martial Block 1/2 +2 +2 Block, Abort Offensive Strike 1/2 -2 +1 STR +4d6 Strike Martial Strike 1/2 +0 +2 STR +2d6 Strike COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 TALENTS Cost Name 4 Lightning Reflexes: +4 DEX to act first with Single Action (Offensive Strike) 4 Total Talents Cost SKILLS Cost Name 5 Analyze: Combat 13- 12 +4 with Swords 3 Fast Draw 13- 3 Breakfall 13- 2 WF: Common Melee Weapons 4 PS: Blacksmith (STR-based) 13- 1 Weapon Smith (Swords and Daggers) 13- 3 KS: Swordsmithing (INT-based) 12- 4 KS: Sword Fighters (INT-based) 13- 37 Total Skills Cost DISADVANTAGES Cost Disadvantage 0 Normal Characteristic Maxima 10 Hunted: City Miltina 8- (Mo Pow; Watching; Extensive Non-Combat Influence) Notes: All adventurers and sell-swords are watched to make sure no newcomers are causing trouble (above and beyond that caused by the locals) 15 Psychological Limitation: Always looking for new smithing/fighting styles (Common; Strong) 15 Psychological Limitation: Duelist code (Common; Strong) 10 Reputation: Up and coming duelist and fine swordsmith 11- 5 Rivalry: Professional (Other swordsmen), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 55 Total Disadvantages Cost Height: 6' 6" Hair: Brown Weight: 220 lbs Eyes: Brown Appearance: Personality: Quote: Background: Kole is the son of a son of a... Well as far as Kole knows his family has always been blacksmiths/weapon smiths. Kole would have followed in his father's footstepes except for a few things. He wanted to be as skilled in the use of swords as he was in making them (Thanks to tales from bards and stories from adventuters). He beat a lord's son in mock combat and the family had to eat crow and make some offerings to not have the ir reputation tarnished (This did not make his father happy). He saw the skills of crafts men and duelists from other lads in his trade travles and wanted to be just like them. When Kole had the time, oportunity and a nest-egg to safely live on. He made his own way in life. Using his travles to learn more about the art of making and using swords. Powers/Tactics: Campaign Use: Character created with Hero Designer (version 1.47)
  12. Need some help with some disads (I seem to have a bit of trouble with Fantasy character disads.) Combat Information Page Character Name: Kole Alternate Identities: Player Name: CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 15 STR 10 5 15 12- HTH Damage 3d6 END [3] 18 DEX 10 24 18 13- OCV 6 DCV 6 17 CON 10 14 17 12- 10 BODY 10 0 10 11- 13 INT 10 3 13 12- PER Roll 12- 11 EGO 10 2 11 11- ECV: 4 15 PRE 10 5 15 12- PRE Attack: 3d6 10 COM 10 0 10 11- 5 PD 3 2 5 5 PD (0 rPD) 3 ED 3 0 3 3 ED (0 rED) 4 SPD 2.8 12 4 Phases: 3, 6, 9, 12 8 REC 6 4 8 35 END 34 1 35 30 STUN 27 3 30 8" Running 6 4 8" 2" Swimming 2 0 2" 4"/2"" Leaping 4 0 4" 79 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 20 Unspent: 0 Base Points: 75 Disad Points: 55 Total Points: 150 MOVEMENT Type Total Run (6) 8" [16" NC] Swim (2) 2" [4" NC] H. Leap (4") 4" V. Leap (2") 2" APPEARANCE Hair Color: Brown Eye Color: Brown Height: 6' 6" Weight: 220 lbs Description: MARTIAL ARTS MANEUVERS Cost Maneuver 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block 4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 2 Weapon Element: Blades, Off Hand 30 Total Martial Arts Cost DEFENSES Type Amount Notes Physical Defense 5 Current BODY: Res. Phys. Defense 0 Energy Defense 3 Current END: Res. Energy Defense 0 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 6 DCV: 6 Combat Skill Levels: +4 with Swords COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon Counterstrike 1/2 +2 +2 STR +2d6 Strike, Must Follow Block Weapon Bind 1/2 +1 +0 Bind, +10 STR Martial Disarm 1/2 -1 +1 Disarm; +10 STR to Disarm roll Takedown 1/2 +1 +1 STR Strike; Target Falls Martial Block 1/2 +2 +2 Block, Abort Offensive Strike 1/2 -2 +1 STR +4d6 Strike Martial Strike 1/2 +0 +2 STR +2d6 Strike COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 TALENTS Cost Name 4 Lightning Reflexes: +4 DEX to act first with Single Action (Offensive Strike) 4 Total Talents Cost SKILLS Cost Name 5 Analyze: Combat 13- 12 +4 with Swords 3 Fast Draw 13- 3 Breakfall 13- 2 WF: Common Melee Weapons 4 PS: Blacksmith (STR-based) 13- 1 Weapon Smith (Swords and Daggers) 13- 3 KS: Swordsmithing (INT-based) 12- 4 KS: Sword Fighters (INT-based) 13- 37 Total Skills Cost DISADVANTAGES Cost Disadvantage 0 Normal Characteristic Maxima 10 Hunted: City Miltina 8- (Mo Pow; Watching; Extensive Non-Combat Influence) Notes: All adventurers and sell-swords are watched to make sure no newcomers are causing trouble (above and beyond that caused by the locals) 15 Psychological Limitation: Always looking for new smithing/fighting styles (Common; Strong) 15 Psychological Limitation: Duelist code (Common; Strong) 10 Reputation: Up and coming duelist and fine swordsmith 11- 5 Rivalry: Professional (Other swordsmen), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 55 Total Disadvantages Cost Height: 6' 6" Hair: Brown Weight: 220 lbs Eyes: Brown Appearance: Personality: Quote: Background: Kole is the son of a son of a... Well as far as Kole knows his family has always been blacksmiths/weapon smiths. Kole would have followed in his father's footstepes except for a few things. He wanted to be as skilled in the use of swords as he was in making them (Thanks to tales from bards and stories from adventuters). He beat a lord's son in mock combat and the family had to eat crow and make some offerings to not have the ir reputation tarnished (This did not make his father happy). He saw the skills of crafts men and duelists from other lads in his trade travles and wanted to be just like them. When Kole had the time, oportunity and a nest-egg to safely live on. He made his own way in life. Using his travles to learn more about the art of making and using swords. Powers/Tactics: Campaign Use: Character created with Hero Designer (version 1.47)
  13. Jocomoe Combat Information Page Character Name: Jocomoe Alternate Identities: Player Name: CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 15 STR 10 5 15 12- HTH Damage 3d6 END [3] 21 DEX 10 36 21 13- OCV 7 DCV 7 14 CON 10 8 14 12- 10 BODY 10 0 10 11- 13 INT 10 3 13 12- PER Roll 12- 10 EGO 10 0 10 11- ECV: 3 15 PRE 10 5 15 12- PRE Attack: 3d6 16 COM 10 3 16 12- 7 PD 3 1 7 7 PD (3 rPD) 7 ED 3 1 7 7 ED (3 rED) 4 SPD 3.1 9 4 Phases: 3, 6, 9, 12 6 REC 6 0 6 28 END 28 0 28 25 STUN 25 0 25 6" Running 6 0 6" 2" Swimming 2 0 2" 3"/1 1/2"" Leaping 3 0 3" 71 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 0 Unspent: 0 Base Points: 75 Disad Points: 75 Total Points: 150 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (3") 3" V. Leap (2") 1 1/2" APPEARANCE Hair Color: Brown Eye Color: Brown Height: 5' 8" Weight: 185 lbs Description: DEFENSES Type Amount Notes Physical Defense 7 Current BODY: Res. Phys. Defense 3 Energy Defense 7 Current END: Res. Energy Defense 3 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 7 DCV: 7 Combat Skill Levels: +2 with HTH Combat , +2 with Rapier COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END 15 Fool's Luck: Luck 3d6 15 Total Powers Cost PERKS Cost Name 3 Bard College: Contact, Organization Contact (+2) (3 Active Points) 8- 3 Total Perks Cost TALENTS Cost Name 6 Just a scratch: Combat Luck (3 PD/3 ED) 3 Perfect Pitch 5 Eidetic Memory 14 Total Talents Cost SKILLS Cost Name Bard 3 1) Acting 12- 3 2) Conversation 12- 3 3) KS: Tales & Stories (INT-based) 12- 3 4) High Society 12- 1 5) Language: Literacy () 3 6) Oratory 12- 3 7) Persuasion 12- 2 8) PS: Singing 11- 2 9) PS: Story teller 11- Adventurer 10 1) +2 with HTH Combat 6 2) +2 with Rapier 3 3) Analyze: Combat 12- 3 4) Riding 13- 2 5) WF: Common Melee Weapons 47 Total Skills Cost DISADVANTAGES Cost Disadvantage 0 Normal Characteristic Maxima 20 Accidental Change: Hear a snap Always (Uncommon) Notes: This is more a change of personality than a muti-form thing. Thanks to a run in with a witch. One personality is the the eternal entertainer (in combat he is all DCV). the other is a skilled fighter (Skills in OCV) 15 Hunted: Thoes he saturized in his songs and stories 8- (Mo Pow; Mildly Punish; Easy to find) 10 Psychological Limitation: Wander-Lust (Common; Moderate) 15 Psychological Limitation: Curious (Very Common; Moderate) 10 Reputation: Jester, Fool, Entertainer 11- 5 Rivalry: Professional (Other Entertainers), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 75 Total Disadvantages Cost Height: 5' 8" Hair: Brown Weight: 185 lbs Eyes: Brown Appearance: Personality: Jocomoe is a wanderer. He takes what life hrows at him and has fun Quote:Jocomoe. King of Jesters and jester to the King Background: Your majesty I have a confession my secret I must now betray I was not a born fool it took work to get this way When I was a lad I was gloomy and sad And I was from the day I was born When other lads giggled and gurgled and wiggled I proudly was loudly forlorn My friends and my family looked at me clammily Thought there was something amiss When others found various antics hilarious All I could manage was this –hoo hoo Or this – hoo waahhh My father he shouted he needs to be clouted His teeth on a wreath I’ll hand him My mother she cried as she rushed to my side You’re a brute and you don’t understand him So they send for a witch with a terrible twitch To ask how my future impressed her She took one look at me and cried hehehehehe, he? What else could he be but a jester? A jester a jester, a funny idea a jester No butcher no baker no candlestick maker And me with the look of a fine undertaker Impressed her as a jester? Now where could I learn any comical turn That was not in a book on the shelf No teacher to take me and mold me and make me A merryman fool or an elf But I’m proud to recall that in no time at all With no other recourses but my own resources With firm application and determination I made a fool of myself! I bought a little gun and I learned to shoot I bought a little a horn and I learned to toot Now I can shoot and toot ain’t that cute? I started to travel to try to unravel My mind and to find a new chance When I got to Spain it was suddenly plain That the field that appealed was the dance The Spanish were clannish but I wouldn’t vanish I learned every step they had planned The first step of all isn’t hard to recall Cause the first step of all is to stand And stand And stand, and stand, and stand, and stand, and They sometimes stand this way for days Then they get very mad at the floor and start to stomp on it After all of my practice the terrible fact is I made a fool of myself I sadly decided that dancing as I did To sing was a thing that was sure I found me a teacher a crotchety creature Who used to sing coloratura She twisted my chin pushed my diaphragm in With a poker she vocalized me When she said it was best that I threw out my chest You may gather that rather surprised me I was on solid ground till I suddenly found That in Venice I was to appear The gala locale was a choppy canal And me, a high sea gondolier I nervously perched as the gondola lurched Before the King’s palazzo As I started my song my voice it was strong But my stomach I fear was not so Oh solo mio, ooohhhhhhhh Oh solo mio, ooohhhhhhhh When I fell overboard how his majesty roared And before a siesta he made me his jester And I found out soon that to be a buffoon Was a serious thing as a rule For a jester’s chief employment Is to kill himself for your enjoyment And a jester unemployed is nobody’s fool Powers/Tactics: Campaign Use: Character created with Hero Designer (version 1.47)
  14. OKPost'em Combat Information Page Character Name: Talos Dragon Alternate Identities: Player Name: CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 20 STR 10 10 20 13- HTH Damage 4d6 END [4] 17 DEX 10 21 17 12- OCV 6 DCV 6 20 CON 10 20 20 13- 15 BODY 10 10 15 12- 13 INT 10 3 13 12- PER Roll 12- 11 EGO 10 2 11 11- ECV: 4 20 PRE 10 10 20 13- PRE Attack: 4d6 12 COM 10 1 12 11- 8 PD 4 4 8 8 PD (0 rPD) 5 ED 4 1 5 5 ED (0 rED) 4 SPD 2.7 13 4 Phases: 3, 6, 9, 12 8 REC 8 0 8 40 END 40 0 40 35 STUN 35 0 35 6" Running 6 0 6" 2" Swimming 2 0 2" 4"/2"" Leaping 4 0 4" 95 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 0 Unspent: 0 Base Points: 75 Disad Points: 75 Total Points: 150 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (4") 4" V. Leap (2") 2" APPEARANCE Hair Color: Black Eye Color: Grey Height: 6' 6" Weight: 220 lbs Description: DEFENSES Type Amount Notes Physical Defense 8 Current BODY: Res. Phys. Defense 0 Energy Defense 5 Current END: Res. Energy Defense 0 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 6 DCV: 6 Combat Skill Levels: +2 with HTH Combat COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END 7 Fist of the dragon: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1 4 Dragon Sleep: Healing (Regeneration) 1d6 (max. Healed Points: 6), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time 20 Minutes (-2 1/2), Self Only (-1/2), Concentration 0 DCV (-1/2) Notes: No Healing Max (see FREd p. 120). 7 Death Blow: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD) (15 Active Points); OIF (-1/2), Only works with Swords (-1/2) 1 18 Total Powers Cost SKILLS Cost Name 10 +2 with HTH Combat 3 Tactics 12- 4 WF: Common Melee Weapons, Common Missile Weapons 3 Breakfall 12- 3 KS: Dragons (INT-based) 12- 2 Survival (Mountain) 12- 3 KS: Flora Fauna (INT-based) 12- 3 Linguist 2 1) Language: Man (fluent conversation; literate) (3 Active Points) 2 2) Language: Dragon (fluent conversation; literate) (3 Active Points) 1 3) Language: Elf (basic conversation; literate) (2 Active Points) 1 4) Language: Dwarf (basic conversation; literate) (2 Active Points) 37 Total Skills Cost DISADVANTAGES Cost Disadvantage 0 Normal Characteristic Maxima 15 Enraged: Dishonored, insulted (Uncommon), go 11-, recover 11- 10 Physical Limitation: Affected by whatever affects Dragons (Infrequently; Greatly Impairing) 15 Physical Limitation: Unfamiliar with human culture (Frequently; Greatly Impairing) 15 Psychological Limitation: Greedy, Self-Centered (Common; Strong) 10 Psychological Limitation: More confident around dragons than people (Common; Moderate) 10 Social Limitation: Prejudice against Dragons (Occasionally; Major) 75 Total Disadvantages Cost Height: 6' 6" Hair: Black Weight: 220 lbs Eyes: Grey Appearance: Personality: Talos now travles. He sends treasure he can not spend home, He protects thoes that are hunted for no reason, When he comea across adragon. If it shares the same alignment as his 'mother' he will protect it. Trying to have the group he is in leave it alone, if not he would try to barter with it for some treasure to satisfy the group he is in. Quote: Background: An adventuring part went hunting for a Dragon/s cave. they came upon one. THe warrior of the group destroyed the egg. The group stole all the treasure they could carry. They lucked out on not facing a dragon. The party left and when they were far away from the cave. The dragon returned with food for the soon to hatch egg. The mother dragon discovered the destroyed egg and the scent of the human who killed her son. The Dragon found and killed the adventuring party. She also discovered the warrior's home. In the guise of the warrior she went to his home. She was going to kill his son buth their was no child. But the wife was about to give birth. Instead of killing the wife and child the Dragon killed the wife and took the child for her own. In the guise of a human woman, the Dragon raised the child. Using her blood, milk and magic she cared for, raised and taught the child. As he grew, she had masters train him in combat and skills. The child of a Dragon slayer is now a protector of dragons (Of like alignment of the mother) Powers/Tactics: Thanks to the care, training and dragon, blood, milk and magic he received growing up, Talos is bigger, stronger and tougher than a normal Human Campaign Use: Character created with Hero Designer (version 1.47)OK. How is this?
  15. A long Knife. A short Knife. Throwing Blades. And a code vs killing. Just an observation. No desire to restart a CVK argument.
  16. Opponents for different character 'classes' A town guard for a Rogue class A witch huinter for a wizard A zeaolt for a prienst (opposite religion) That sort of thing. With plot seeds. Antagonist of different levels. (Pick Pocket to Lich lord) with plot seeds. Different mounts for different classes or races. Some denizens of heaven and hell. A nice Dwarven woman with a beard you can.... (Surry. Flash back to the Dungeons and Dragon's movie.)
  17. OK. If you want a scientist to have a VPP for science skill I would say OK BUT!!!!!!! This skills would have to be related to his field of study. A scientist speicializing in sonics would not have botany, antemology as skills.
  18. Giving a character a skill VPP should be based on character concept. A character that can interface with computers (hooked up to the internet) Can have any KS or INT based skill by downloading it rom the internet. A character with 'reflex memory' can copy any dex / str based skill he sees. I scientist with a plethera of science skills well. he went to school or individual studes to LEARN EACH of his skills. You get my meaning,
  19. Hero Designer defaults to ED. I just forgot to change it. Thanks for spotting it.
  20. GOLD BRICK GOLD BRICK Player: Marc Ducorsky Val Char Cost 50 STR 40 21 DEX 33 26 CON 32 12 BODY 4 13 INT 3 12 EGO 4 20 PRE 10 16 COM 3 25 PD 5 20 ED 5 5 SPD 19 16 REC 2 60 END 4 50 STUN 0 6" RUN00" SWIM-210" LEAP0Characteristics Cost: 162 Cost Power END 37 Golden Body: Armor (10 PD/10 ED), Inherent (+1/4) (37 Active Points) [Notes: I know gold is maluable and not a good protection. This is more for character flavor than scientific fact] 25 Golden Body: Absorption 5d6 (Physical to Armor PD) [Notes: When hit with physical attacks he is tougher against future physical attacks] 25 Golden Body: Absorption 5d6 (Energy to Armor ED) [Notes: When hit with energy he is tougher against future energy attacks] 50 Golden Strikes Attacks: Multipower, 50-point reserve 3u 1) Golden Strike I: (Total: 50 Active Cost, 34 Real Cost) Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 17) plus Drain PD 2d6, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (25 Active Points); Linked to Hand-To-Hand Attack (-1/2) (Real Cost: 17) 4 3u 2) Golden Strike II: (Total: 50 Active Cost, 34 Real Cost) Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 17) plus Drain rPD 2d6, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (25 Active Points); Linked to Hand-To-Hand Attack (-1/2) (Real Cost: 17) 4 4u 3) Ranged Golden Strike: (Total: 50 Active Cost, 37 Real Cost) Energy Blast 5d6 (vs. ED) (25 Active Points); Gestures (Exagerated punch) (-1/4) (Real Cost: 20) plus Drain ED 2d6, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (25 Active Points); Linked to Energy Blast (-1/2) (Real Cost: 17) 4 Powers Cost: 147 Cost Skill 3 Bureaucratics 13- 20 +4 with HTH Combat 3 Electronics 12- 2 KS: Logistics 11- 3 Mechanics 12- 3 Oratory 13- 2 PS: Foreman 11- 3 Systems Operation 12- 2 TF: Common Motorized Ground Vehicles Skills Cost: 41 Total Character Cost: 350 Val Disadvantages 20 Distinctive Features: Large Well built Golden man (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 5 Distinctive Features: Slight mystical aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 20 Hunted: GOLD BUG 8- (Mo Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 10 Hunted: Desmond Foundation 8- (As Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence) 5 Physical Limitation: Sinks like a gold brick (Infrequently; Slightly Impairing) 10 Physical Limitation: Heavy (Frequently; Slightly Impairing) 20 Psychological Limitation: Code Versus Killing Common, Total 15 Psychological Limitation: Overconfident (Common; Strong) 15 Social Limitation: Public Identity Frequently (11-), Major 10 Vulnerability: 2 x STUN Magic (Uncommon) 10 Vulnerability: 2 x BODY Magic (Uncommon) 10 Gold Team bonus Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  21. GOLD RUSH GOLD RUSH Player: Val Char Cost 15 STR 5 26 DEX 48 20 CON 20 12 BODY 4 18 INT 8 11 EGO 2 18 PRE 8 10 COM 0 7 PD 4 5 ED 1 8 SPD 44 10 REC 6 45 END 3 35 STUN 5 21" RUN02" SWIM03" LEAP0Characteristics Cost: 158 Cost Power END 4 Golden skin: Damage Resistance (5 PD/5 ED) (5 Active Points); Visible (-1/4) 7 Hyper Protection: +10 PD (10 Active Points); Only when moving (-1/2) 7 Hyper Protection: +10 ED (10 Active Points); Only when moving (-1/2) 35 Movement: Multipower, 35-point reserve 3u 1) Hyper Running: +15" Running (21" total), x4 Noncombat (35 Active Points) 3 3u 2) Hyper Sprint: Teleportation 15", Position Shift (35 Active Points); Must Pass Through Intervening Space (-1/4) 3 40 Speedster tricks: Multipower, 40-point reserve 2u 1) Battering Ram: (Total: 40 Active Cost, 25 Real Cost) Hand-To-Hand Attack +5d6 (25 Active Points); Only with Move through, Move by (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 10) plus +5 with grab by, move through, move by (Real Cost: 15) 2 2u 2) Hyper Throwing I: Energy Blast 8d6 (vs. ED) (40 Active Points); OIF (Focus Blunt item of oportunity; -1/2), Range Based on Strength (-1/4) 4 2u 3) Hyper Throwing II: Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points); OIF Sharp object of oportunity (-1/2), Range based on Strength (-1/4) 3 2u 4) I'll Take that: Teleportation 4", Usable As Attack (+1), Area Of Effect (4" Radius; +1 1/4), Selective Target (+1/4), Autofire (5 shots; +1 1/2) (40 Active Points); Only to Disarm (-1) 4 3u 5) Passing assult: Hand-To-Hand Attack +4d6, Area Of Effect (8" Line; +1) (40 Active Points); Hand-To-Hand Attack (-1/2) 4 2u 6) Rapid attack: Hand-To-Hand Attack +5d6, Autofire (5 shots; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), All attacks must be vs same target (-1/4) 4 2u 7) Shredding the machine: Dispel Technological devices 12d6 (36 Active Points); No Range (-1/2) 4 4u 8) Spinner: Drain DEX 4d6 (40 Active Points) 4 4u 9) Vibrating hand: Killing Attack - Hand-To-Hand 2d6 -1 (plus STR) (vs. PD), Penetrating (+1/2) (37 Active Points) 4 1u 10) Vibratte: Desolidification (affected by Vibration ) (40 Active Points); Does Not Protect Against Damage (-1), Extra Time Extra Phase (-3/4), Only to escape incasement (-3/4) 4 Powers Cost: 123 Cost Skill 6 +2 with passing grab, move by, move through 6 +2 with Speed tricks 15 +3 with DCV 3 Breakfall 14- 3 Computer Programming 13- 3 Cryptography 13- 4 PS: Systems operator (INT-based) 14- 5 Rapid Attack (HTH) 3 Systems Operation 13- 2 KS: Computer Games 11- 2 KS: Computer Technology 11- 2 KS: Computer aplication and operating systems 11- 2 KS: Computer Science 11- Skills Cost: 56 Cost Talent 3 Lightning Calculator 6 Lightning Reflexes: +4 DEX to act first with All Actions 4 Speed Reading (x10) Talents Cost: 13 Total Character Cost: 350 Val Disadvantages 15 Dependent NPC: Girl Friend 11- (Normal) 10 Dependent NPC: Family 8- (Normal) 15 Distinctive Features: Bald man of Gold (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Sligh mystical aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 20 Hunted: Gold-Bug 8- (Mo Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 10 Hunted: Desmond Foundation 8- (As Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence) 20 Psychological Limitation: Code Versus Killing Common, Total 15 Social Limitation: Public Identity Frequently (11-), Major 10 Vulnerability: 2 x STUN Magic (Uncommon) 10 Vulnerability: 2 x BODY Magic (Uncommon) 20 Team Gold bonus Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  22. MIDAS Midas Player: Val Char Cost 16 STR 6 23 DEX 39 20 CON 20 10 BODY 0 18 INT 8 14 EGO 8 20 PRE 10 14 COM 2 8/18 PD 5 5/15 ED 1 5 SPD 17 18 REC 22 50 END 5 40 STUN 12 6" RUN02" SWIM03" LEAP0Characteristics Cost: 155 Cost Power END 68 Gold Force: Multipower, 120-point reserve, all slots: (120 Active Points); Requires Power skill roll (-3/4) [Notes: The Multi-Power pool is 120 points but the max points in any one power is 60 points (except gold weapon 1 & 2). This will allow Midas to use 2 powers at full strength at any one time. PLUS. Midas can easily generate his GOLD FORCE. but without his power skill in it, he can not do anything with it.] 6m 1) Gold Force: Telekinesis (30 STR), Affect Porous (55 Active Points) [Notes: Midas can surround and move an item with the Gold Force. He can even move liquid and gasses. He can also use the gold force for some ranged combat (Strike/Squeeze)] 5 7m 2) Gold Blast I: Energy Blast 8d6 (vs. PD), Reduced Endurance 0 END (+1/2) (60 Active Points) [Notes: With little to no effort (0 END) Midas can send a bold of GOlden Force at an opponent causing physical damage.] 7m 3) Gold Blast II: Energy Blast 12d6 (vs. PD) (60 Active Points) [Notes: With some effort, Midas can can send a more powerful bolt of Gold Force at an opponent causing physical damage.] 6 8m 4) Gold Weapon (Blunt): Energy Blast 8d6 (vs. PD), Indirect Any origin, any direction (+3/4) (70 Active Points) [Notes: Midas can create a blunt weapon out of Gold Force and use it to attack his opponent.] 7 8m 5) Gold Weapon Bladed: Killing Attack - Ranged 2 1/2d6 (vs. PD), Indirect Any origin, any direction (+3/4) (70 Active Points) [Notes: Midas can create an edged weapon out of Gold Force and use it to attack his opponents] 7 7m 6) Gold Bonds: Entangle 4d6, 8 DEF (60 Active Points) [Notes: Midas can create bands of Gold Force to entrap his opponents] 6 5m 7) Gold Defender: (Total: 50 Active Cost, 26 Real Cost) Missile Deflection (Any Ranged Attack), Ranged Full Range (+1) (40 Active Points); Costs Endurance Only Costs END to Activate (-1/4) (Real Cost: 32) plus +5 with Gold Defender (Real Cost: 10) [Notes: Midas can send a gold disk to deflect ranged attacks aimed at friends or at himself] 4 7m 8) Golden Aura I: Force Field (30 PD/30 ED) (60 Active Points) [Notes: Midas can surround himself in Gold Force giving him impresive amounts of protection from physical and energy attacks] 6 6m 9) Golden Aura II: Force Field (10 PD/10 ED/5 Mental Defense/5 Power Defense/5 Flash Defense: Sight Group), Reduced Endurance 0 END (+1/2) (52 Active Points) [Notes: Midas can surround himself in a weaker but more versitile version of his Golden Aura.] 7m 10) Golden Barrier: Force Wall (10 PD/10 ED; 2" long and 5" tall) (60 Active Points) [Notes: Midas can create a barrier made up of Gold Force to protect himself and others.] 6 7m 11) Golden Flight: Flight 20", Reduced Endurance 0 END (+1/2) (60 Active Points) [Notes: Midas can use his Gold Force to propell himself through the air.] Powers Cost: 143 Cost Skill Training 3 1) Breakfall 14- 3 2) Criminology 13- 3 3) Deduction 13- 3 4) Paramedics 13- 13 5) Power (INT-based) 18- 6 6) +2 with Gold Force 16 7) +2 with All Combat 1 8) WF: Clubs, Handguns Everyman Skills 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Conversation 8- 0 5) Deduction 8- 0 6) Paramedics 8- 0 7) Persuasion 8- 0 8) PS: Security Guard 8- 0 9) Shadowing 8- 0 10) Stealth 8- 0 11) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] Skills Cost: 48 Cost Perk 4 Fringe Benefit: Basic 8- Contact, Concealed Weapon Permit (where appropriate), License to practice a profession Perks Cost: 4 Total Character Cost: 350 Val Disadvantages 15 Dependent NPC: Family 8- (Normal; Group DNPC: x2 DNPCs) 5 Distinctive Features: Slight mystical Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 20 Enraged: Family Hurt ot threatened (Uncommon), go 14-, recover 11- 20 Hunted: Gold-Bug 8- (Mo Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 10 Hunted: Desmond Foundation 8- (As Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence) 20 Psychological Limitation: Code Versus Killing Common, Total 15 Social Limitation: Public Identity Frequently (11-), Major 10 Vulnerability: 2 x STUN Magic (Uncommon) 10 Vulnerability: 2 x BODY Magic (Uncommon) 25 Team Gold bonus Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  23. Well. I have shown this list a character here and there from TEAM gold so I thought I would group them here (the three that I made so far). I will expand the background for my site one of these days. Basically The Desmond Foundation (An R&D think tank) were given a project and a large budget. Thier mission was to do with science what an Alchemy book Mister Author Desmond purchased from an old estate sale. Well. One of the scientists on the project has in his collection an original of a book on alchemy in the original Language. He discovered that there was a way to give a mortal powers beyong imagination. This scientist went about rigging the other projects and their equipment so that on a specific day and time they would release thier energy or by-product at the same time and give him super powers. Well on that special day all the machines did just that and one machine that he was working on at the time was designed to focus thoes energies at him. The result was an explosionthat destroyed the R&D plant. Too bad that the focusing device protected him (Good he was protected from the destructive blast. Bad that the focusing device also protected him from gaining any abilities.) Well Other workers were not that lucky. Many died in the explosion BUT. a few of those that did survive got super powers. After some law suites, and mourning the loss of friends and family. Mr. Arthor Desmond had gathered a few of the survivors and they were willing to for a corporate sponsored group. TEAM GOLD. Originally this background story was designed to have a quick background already developed for a few characters. This way I just had do do A minor change here and there. Well. Here are the members.
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