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Chromatic

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Everything posted by Chromatic

  1. I guess Laughton would be opening up an orphanage for crippled children and offering a free help line and homeless shelter on the side..... either that, or no difference what-so-ever. Kunduna: eeeek! run for your lives it's the destroyer of worlds. Allen, the living corpse: would be making his fortune dressing up as people's favorite enemy and letting them kill him.
  2. #1 needs more stars on boots. Call him: The Star Spangled Shield #2 Needs one of those coolishly goof sideways ponytails off the side of his head. Maybe a ghetto-rapster beat background music, call him: Brutha Ankh. cue Barry White score..... who's the baddest cat around with that egyptian mystic sound? Brutha Ankh who's the man with the means to fry thug's brians clean? Brutha Ankh who's the dude the ladies adore, power oozing to the floor? Brutha Ankh! yeah baby, Brutha Ankh
  3. 1- Pulled the stats out of the EC. 2- Certainly as limiting as "not in intense magnetic fields" However, I took only -1/4 for both the OHID and the Meditative Trace, it's not supposed to come into play every game, but it is supposed to be there as a hook for the Big Bad to possibly use. Also finally got around to filling out the rest of the Disads. Dependence is there (was supposed to be there all along)3- that's the exact thing I was thinking when I put it in. Kunduna must conciously expend energy to reduce the damage taken. This limitation is actually quite bit further reaching that the value implys given that the defenses are assumed to be there all the time, when in fact, they are not. Kunduna would have to activate the DR when needed, either with a held action, or through an abort.As for "point savings tricks" I will grant she is efficient, but there are no spurious limitations on anything that are not within the concept I had in mind: Spiritually enlightened being empowered by meditative bliss and able to reach higher planes of existance at will. Your (Vanderbilt_Grad) arguement could easily expanded to both Dr. Destroyer and Takofanes: the big D has so many points to spend, why does he cheap out and slap OIF limitations on his armor? I would expect that at 2900 points he should just buy the powers raw and be done with it.I completely disagree. Character concept is more than a background or written description. It should also flow through the flavor of the powers and capabilities of a character. No matter how many points there are to build it, if the idea is that they can not be blasting psionic energy at the same time as maintaning an impenitrable barrier, then those powers should be in a multipower framework. Are you sure you're not jealous that you can't touch my efficiency-fu? All that being said, here's a newer version of Kunduna:KundunaPlayer: Val Char Cost 38 STR -2 30 DEX 30 18 CON 16 15 BODY 10 23 INT 13 30 EGO 40 50 PRE 10 30 COM 10 19/49 PD 6 19/49 ED 4 7 SPD 0 25 REC 8 36 END 0 28 STUN 0 4" RUN-41" SWIM-17 1/2" LEAP0Characteristics Cost: 140Cost Power END 41 Endurance Reserve (200 END, 25 REC) Reserve: (45 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 8 Life Support (Eating Character only has to eat once per week; Extended Breathing; Longevity Immortal; Sleeping Character only has to sleep 8 hours per week) 12 Mystic Meditation: Elemental Control, 30-point powers, (15 Active Points); all slots Only In Heroic Identity (suitable meditative trance state) (-1/4) 8 1) Mind over Matter: +30 STR (30 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (suitable meditative trance state) (-1/4) [Notes: Personal END] 3 14 2) Barrier of psychic energy: Armor (11 PD/11 ED) (33 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 8 3) Expanded Barrier of psychic energy: Force Field (15 Mental Defense), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Always On (-1/2), Only In Heroic Identity (suitable meditative trance state) (-1/4) 12 4) Breath of immediate satisfaction: +15 REC (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 11 5) Levitation: Flight 8", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (32 Active Points); no Noncombat movement (-1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) 12 6) My mind to yours: Mind Link , Human class of minds, Any Willing Target, Any distance, Number of Minds (x4) (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) Mystic Meditation part deux 20 1) Neural Focus: +10 DEX (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4), Visible (-1/4) 20 2) Blissful state of martial awareness: +3 SPD (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4), Visible (-1/4) 20 3) Mystical Aura: +30 PRE (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4), Visible (-1/4) 36 Dimensional shunting Mystic powers: Elemental Control, 90-point powers, (45 Active Points); all slots Only In Heroic Identity (suitable meditative trance state) (-1/4) 36 1) Energy siphon: (Total: 90 Active Cost, 72 Real Cost) Absorption 6d6 (energy, 1/2 -> stun; 1/2 -> MP reserve), Uncontrolled (+1/2) (45 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 36) plus Absorption 6d6 (physical, 1/2 -> stun; 1/2 -> MP reserve), Uncontrolled (+1/2) (45 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 36) 36 2) Dimensional Rifts: (Total: 92 Active Cost, 72 Real Cost) Extra-Dimensional Movement (Related Group of Dimensions, Any Location), x16 Increased Weight (55 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 44) plus Teleportation 13", Safe Blind Teleport (+1/4) (32 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 26) plus Teleportation: Floating Fixed Location (1 Locations) (5 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Gestures (-1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 2) [Notes: END Reserve] 8 36 3) Vortex rip: Energy Blast 3d6, Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Armor Piercing (+1/2), Damage Shield (Affects Mental And Physical Attackers; Offensive; +1 1/4), Attack Versus Limited Defense (Power; +1 1/2) (86 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 44 4) Temporal vortex: (Total: 110 Active Cost, 74 Real Cost) Energy Damage Reduction, 75% (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 27) plus Physical Damage Reduction, 75% (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 27) plus Mental Damage Reduction, 50% (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 20) [Notes: Personal END] 11 96 Energy creation Mystic power: Multipower, 120-point reserve, (120 Active Points); all slots Gestures (-1/4) 10u 1) Psionic Blast: Ego Attack 12d6 (120 Active Points); Gestures (-1/4) [Notes: END Reserve] 12 9u 2) Singularity Blast: Energy Blast 19d6, Indirect ( Same origin, always fired away from attacker; +1/4) (119 Active Points); Gestures (-1/4) [Notes: END Reserve] 12 10u 3) Energy Rift: Force Wall (12 PD/12 ED/12 Mental Defense/2 Flash Defense: Sight Group; 3" long and 1" tall), Hardened (+1/4) (120 Active Points); Gestures (-1/4) [Notes: END Reserve] 12 10u 4) Nimbus of power: Force Field (30 PD/30 ED/20 Mental Defense/20 Power Defense/10 Flash Defense: Sight Group) (Protect Carried Items) (120 Active Points); Gestures (-1/4) [Notes: END Reserve] 12 3u 5) Taping into the Life Energy source: Analyze lifeforces (Chi meter) A Class Of Things 19- (no Sense Group), Discriminatory, Analyze, Range, Rapid (x10), Sense, Targeting, Telescopic (+5 versus Range Modifier) (45 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4) [Notes: END Reserve] 4 7u 6) Psionic rove: Mind Scan 15d6, +5 ECV (85 Active Points); Gestures (-1/4) [Notes: END Reserve] 8 4u 7) Summon Energy Servant: Major Transform 8d6 (Matter into Energy Servant, When servant's task is completed) (120 Active Points); Limited Target ([Very Limited]; Only vs Inanimate Objects; -1), All Or Nothing (-1/2), Gestures (-1/4) [Notes: END ReserveThis power transforms things into an alternate dimensional energy based form; a semi-intelligent servant. Essentially, Kunduna can create creatures that are capable of doing simple tasks at her command. E.G. She can transform a bulldozer into a servant capable of moving something or digging. A pile of steel girders could be transformed into an energy cage. Game mechanics would vary depending on the item or the desired special effect, but be limited to the DC rolled on the initial transform.] 12 Powers Cost: 523Cost Martial Arts Maneuver 4 Akido Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Akido Escape: 1/2 Phase, +0 OCV, +0 DCV, 53 STR vs. Grabs 3 Akido Redirection: 1/2 Phase, +0 OCV, +1 DCV, 7 1/2d6 +v/5, Target Falls 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8 1/2d6 Strike, Target Falls 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort Martial Arts Cost: 19Cost Skill 16 +2 with All Combat 3 Analyze: Magic 14- 3 AK: Dimensional rifts 14- 3 KS: Occult 14- 7 Power: Control of Mystic energy 21- 3 KS: Mysticism 14- 3 Navigation (Dimensional, Temporal) 14- 3 Bureaucratics 19- 3 Conversation 19- 3 Oratory 19- 3 Persuasion 19- 3 Seduction 19- 3 Tactics 14- 3 High Society 19- 3 Interrogation 19- 3 Paramedics 14- 3 Concealment 14- Skills Cost: 68Val Disadvantages 15 Secret ID: (Frequently, Major) 20 Protective of Innocents: (Very Common, Strong) 15 Avoids direct confrontation: (Common, Strong) 20 Code vs. Killing: (Very Common, Strong) 20 Goes out of way to use powers creatively: (Very Common, Strong) 15 Distinctive Features: Glows with a bright column of energy (cf searchlight) when energy powers are used (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Distinctive Features: Small female with pulsing visible aura (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Physical Limitation: Amnesia (Infrequently, Slightly Impairing) 10 Physical Limitation: Small and childlike - does not fit in most apparatus made for standard adult humans (Frequently, Slightly Impairing) 15 Physical Limitation: Must meditate 1 hour each day to maintain powers (All the Time, Slightly Impairing) 35 Hunted: Dr. Destroyer 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 35 Hunted: Takofanes 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 10 Reputation: Peacenik, 11- 40 Dependent NPC: Monks of the Temple of Temporal Enlightenment (poor homeless blokes) 8- (Slightly Less Powerful than the PC; Group DNPC: x128 DNPCs) 10 Dependence: One hour meditative trance -30 Active Points from Affected Power (Common, 1 Day) 5 Dependence: One hour meditative trance Powers Gain 11- Activation Roll (Common, 1 Day) 10 Accidental Change: Meditative trance state lost 11- (Uncommon) Disadvantage Points: 295Base Points: 450Experience Required: 5Total Experience Available: 13Experience Unspent: 8Total Character Cost: 750 Height: 1.28 m Hair: White Weight: 40.00 kg Eyes: Gold-Hazel Appearance: When not brightly glowing, Kunduna appears as a beatific young girl of approximately 7 or 8 years old. She tends to dress in loose fitting robes that do not restrict her movements. When her powers are manifest, Kunduna glows with varying stages of enlightened brillance, ranging from a pulsating aura to an atmospheric blast of columnar energy.Personality: Kunduna seeks to set others on the path of righteousness and enlightened glory. She has found the world to be a dark place, much in need of her powerQuote:This is not the time nor place for that.Background: Amanda Berring's parents were accomplished archeologists intent on discovery of the real Tibet. Knowing that their explorations would be remote, and lengthy, they chose to take their 7 year old daughter with them on their search for the Temple of Temporal enlightenment. The start of the Great War limited their access into the high mountain ranges of western Asia from war torn Europe, and instead they chose a private caravan to circle through India via the China sea. Thus they embarked on a steamer bound for Tai pei in late 1914. The ocean voyage was apparently doomed, as the ship never arrived at its final destination. Wrecked in the China Sea, Amanda's parents managed to get themselves and her into Mongolia. Through a series of adventures, the Berrings managed to travel through much of rural Asia, visiting with many local mystics and followers of the Dalai Lama. There is still a great deal of uncertianty about the specifics of what exactly happened, but some how the Berrings managed to find the Temple of Temporal Enlightenment and activate a mystic Icon. The resulting explosion destroyed the temple, collapsed half a mountain, killed them, and somehow imbued Amanda with great mystical abilities as the persona Kunduna.Powers/Tactics: Campaign Use:
  4. Yet you kept the 100 point DNPC Denizens of the skys....
  5. Forgot to include the lastest version:KundunaPlayer: Val Char Cost 38 STR -2 30 DEX 30 18 CON 16 15 BODY 10 23 INT 13 30 EGO 40 50 PRE 10 30 COM 10 8/19 PD 6 8/19 ED 4 7 SPD 10 30 REC 18 36 END 0 28 STUN 0 6" RUN02" SWIM07 1/2" LEAP0Characteristics Cost: 165Cost Power END 41 Endurance Reserve (200 END, 25 REC) Reserve: (45 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 8 Life Support (Eating Character only has to eat once per week; Extended Breathing; Longevity Immortal; Sleeping Character only has to sleep 8 hours per week) 12 Mystic Meditation: Elemental Control, 30-point powers, (15 Active Points); all slots Only In Heroic Identity (suitable meditative trance state) (-1/4) 8 1) Mind over Matter: +30 STR (30 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (suitable meditative trance state) (-1/4) [Notes: Personal END] 3 8 2) Neural Focus: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (suitable meditative trance state) (-1/4) 12 3) Blissful state of martial awareness: +3 SPD (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 12 4) Mystical Aura: +30 PRE (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 14 5) Barrier of psychic energy: Armor (11 PD/11 ED) (33 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 12 6) Expanded Barrer of psychic energy: Force Field (15 Mental Defense), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 12 7) Breath of immediate satisfaction: +15 REC (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 11 8) Levitation: Flight 8", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (32 Active Points); no Noncombat movement (-1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) 12 9) My mind to yours: Mind Link , Human class of minds, Any Willing Target, Any distance, Number of Minds (x4) (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 36 Dimensional shunting Mystic powers: Elemental Control, 90-point powers, (45 Active Points); all slots Only In Heroic Identity (suitable meditative trance state) (-1/4) 36 1) Energy siphon: (Total: 90 Active Cost, 72 Real Cost) Absorption 6d6 (energy, 1/2 -> stun; 1/2 -> MP reserve), Uncontrolled (+1/2) (45 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 36) plus Absorption 6d6 (physical, 1/2 -> stun; 1/2 -> MP reserve), Uncontrolled (+1/2) (45 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 36) 36 2) Dimensional Rifts: (Total: 92 Active Cost, 72 Real Cost) Extra-Dimensional Movement (Related Group of Dimensions, Any Location), x16 Increased Weight (55 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 44) plus Teleportation 13", Safe Blind Teleport (+1/4) (32 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 26) plus Teleportation: Floating Fixed Location (1 Locations) (5 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Gestures (-1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 2) [Notes: END Reserve] 8 36 3) Vortex rip: Energy Blast 3d6+1, Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Affects Mental And Physical Attackers; Offensive; +1 1/4), Attack Versus Limited Defense (Power; +1 1/2) (89 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 44 4) Temporal vortex: (Total: 110 Active Cost, 74 Real Cost) Energy Damage Reduction, 75% (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 27) plus Physical Damage Reduction, 75% (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 27) plus Mental Damage Reduction, 50% (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 20) [Notes: Personal END] 11 96 Energy creation Mystic power: Multipower, 120-point reserve, (120 Active Points); all slots Gestures (-1/4) 10u 1) Psionic Blast: Ego Attack 12d6 (120 Active Points); Gestures (-1/4) [Notes: END Reserve] 12 9u 2) Singularity Blast: Energy Blast 19d6, Indirect ( Same origin, always fired away from attacker; +1/4) (119 Active Points); Gestures (-1/4) [Notes: END Reserve] 12 10u 3) Energy Rift: Force Wall (12 PD/12 ED/12 Mental Defense/2 Flash Defense: Sight Group; 3" long and 1" tall), Hardened (+1/4) (120 Active Points); Gestures (-1/4) [Notes: END Reserve] 12 10u 4) Nimbus of power: Force Field (30 PD/30 ED/20 Mental Defense/20 Power Defense/10 Flash Defense: Sight Group) (Protect Carried Items) (120 Active Points); Gestures (-1/4) [Notes: END Reserve] 12 4u 5) Summon Energy Servant: Major Transform 8d6 (Matter into Energy Servant, When servant's task is completed) (120 Active Points); Limited Target ([Very Limited]; Only vs Inanimate Objects; -1), All Or Nothing (-1/2), Gestures (-1/4) [Notes: END ReserveThis power transforms things into an alternate dimensional energy based form; a semi-intelligent servant. Essentially, Kunduna can create creatures that are capable of doing simple tasks at her command. E.G. She can transform a bulldozer into a servant capable of moving something or digging. A pile of steel girders could be transformed into an energy cage. Game mechanics would vary depending on the item or the desired special effect, but be limited to the DC rolled on the initial transform.] 12 Powers Cost: 489Cost Martial Arts Maneuver 4 Akido Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Akido Escape: 1/2 Phase, +0 OCV, +0 DCV, 73 STR vs. Grabs 3 Akido Redirection: 1/2 Phase, +0 OCV, +1 DCV, 11 1/2d6 +v/5, Target Falls 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 12 1/2d6 Strike, Target Falls 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 16 +4 HTH Damage Class(es) Martial Arts Cost: 35Cost Skill 16 +2 with All Combat 3 Analyze: Magic 14- 3 AK: Dimensional rifts 14- 3 KS: Occult 14- 3 KS: Mysticism 14- 3 Navigation (Dimensional, Temporal) 14- 3 Bureaucratics 19- 3 Conversation 19- 3 Oratory 19- 3 Persuasion 19- 3 Seduction 19- 3 Tactics 14- 3 High Society 19- 3 Interrogation 19- 3 Paramedics 14- 3 Concealment 14- Skills Cost: 61Val Disadvantages 15 Secret ID: (Frequently, Major) 20 Protective of Innocents: (Very Common, Strong) 15 Avoids direct confrontation: (Common, Strong) 20 Code vs. Killing: (Very Common, Strong) 20 Goes out of way to use powers creatively: (Very Common, Strong) 15 Distinctive Features: Glows with a bright column of energy (cf searchlight) when energy powers are used (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Distinctive Features: Small female with pulsing visible aura (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Physical Limitation: Amnesia (Infrequently, Slightly Impairing) 10 Physical Limitation: Small and childlike - does not fit in most apparatus made for standard adult humans (Frequently, Slightly Impairing) 15 Physical Limitation: Must meditate 1 hour each day to maintain powers (All the Time, Slightly Impairing) 35 Hunted: Dr. Destroyer 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 35 Hunted: Takofanes 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 10 Reputation: Peacenik, 11- Disadvantage Points: 230Base Points: 450Experience Required: 70Total Experience Available: 70Experience Unspent: 0Total Character Cost: 750 Height: 1.28 m Hair: White Weight: 40.00 kg Eyes: Gold-Hazel Appearance: When not brightly glowing, Kunduna appears as a beatific young girl of approximately 7 or 8 years old. She tends to dress in loose fitting robes that do not restrict her movements. When her powers are manifest, Kunduna glows with varying stages of enlightened brillance, ranging from a pulsating aura to an atmospheric blast of columnar energy.Personality: Kunduna seeks to set others on the path of righteousness and enlightened glory. She has found the world to be a dark place, much in need of her powerQuote:This is not the time nor place for that.Background: Amanda Berring's parents were accomplished archeologists intent on discovery of the real Tibet. Knowing that their explorations would be remote, and lengthy, they chose to take their 7 year old daughter with them on their search for the Temple of Temporal enlightenment. The start of the Great War limited their access into the high mountain ranges of western Asia from war torn Europe, and instead they chose a private caravan to circle through India via the China sea. Thus they embarked on a steamer bound for Tai pei in late 1914. The ocean voyage was apparently doomed, as the ship never arrived at its final destination. Wrecked in the China Sea, Amanda's parents managed to get themselves and her into Mongolia. Through a series of adventures, the Berrings managed to travel through much of rural Asia, visiting with many local mystics and followers of the Dalai Lama. There is still a great deal of uncertianty about the specifics of what exactly happened, but some how the Berrings managed to find the Temple of Temporal Enlightenment and activate a mystic Icon. The resulting explosion destroyed the temple, collapsed half a mountain, killed them, and somehow imbued Amanda with great mystical abilities as the persona Kunduna.Powers/Tactics: Campaign Use:
  6. Kunduna has dropped to 7 speed. I did this so I could put back some of the deleted powers that I originally had thought of. Also I had accidentally put in Contortionist skill, so dropped it in favor of Persuasion. Like all supers with a big honking MP that has defensive and offensive powers in it, Kunduna may not be as "Mighty" as was originally postulated. Her design is such that she will be able to "tough" it out if she is combat aware, but can be surprised. And don't forget, her best attack is by far her Ego attack, she doesn't have to be all that close to battle for it to be effective.
  7. I took a gander at Assault's hunteds and figured that since he didn't have Taco on it, getting him to help with the lich would be harder than offering to help him with his common problem with the good doctor. Perhaps a bit of skill use would even out the "apparent rough" issues with Kunduna's powers of persuasion over Assault. Kunduna's amnesia is about her origin of powers and her original family life. Its only 5 points, and mostly a hook for future plot lines for the GM. After all she is 97 years old, 90 of them in her present form, it has to be a bit disturbing at times (I'm remembering Kirsten Dunst's character in _Interview with a Vampire_, only Kunduna is a force of good and not some undead blood sucking servant of the night, so not as psychotic). My thoughts on leadership: I purposefully, did not give Teamwork to Kunduna because there are going to be too many heavy hitters on the team. It should be a rotating or more likely situational basis. With powerful heros like this team, there shouldn't be a need for a dictator. Maybe a triumvarate? In any case since most of the action was going to be discussion based, there seemed to be a lot of opportunity for suggestions. Further, her powerset is designed to offer a lot of tactical options, many of them involving the use of others' recognition of their own capabilities and their ability to use her as a helper. I noticed some things that I need to redo a bit--the absorbtion wasn't set for one thing. I'll repost a final version later. Maybe we should all repost the final characters in another thread for reference if there are going to be polls for this. Kind of like a board wide pbem, where common consensus dictates actions--could be really cool, or very cumbersome.
  8. As the molten slag and concrete rubble cools in the early evening, the bright red armor clad figure lowers the large tube-like contraption from his shoulder and glares intently at the heat glow before him. "Hmmm, I suppose I should have built in a temperature control--didn't think the heat would be that bad," he muses to himself aloud. Moving closer as he clips the device to his belt, Assault prods the thick tower of debris, until the winged helm--no make that winged _head_ rolls down and rocks at his feet. In the reddish glow a scrawled message can be seen scratched in the back of the metallic head, "Eat my balls Mechanon. Love Foxbat." Assault briefly ponders what to do next, when there is a distinctive rip in the time-space continuum behind him. He turns just in time to see the portal closing, revealing a glowing woman, hovering cross legged about four feet in the air. She seems to glow from within and smiles with a hidden knowledge. Her voice is a melodious contralto, equal to the radiant beauty she physically posesses, "Well done, Assault. But you should be aspiring to more than a high tech hunter gatherer. I will get to the point immediately: "You have unmatched skill with technology, and yet have made some powerful foes. I recognize mine own limitations, and can see that the sum of our parts is greater than the individual efforts combined. I will help you deal with Viper, and build up your self worth, you will in turn join me and assist me in dealing with Dr. Destoryer, and perhaps curb some of your baser habits." She smiles with the unwavering confidence of one who is seldom turned down. Light fairly sheds from her. Though the arguement is more compelling than it is sound, Assault is on the verge of agreement. Besides she certianly is nice to look at.
  9. The team needs another female, and lacks a mage/mystic. Here's a shot at filling that gap:KundunaPlayer: Val Char Cost 38 STR -2 30 DEX 30 18 CON 16 15 BODY 10 23 INT 13 30 EGO 40 50 PRE 10 30 COM 10 8/50 PD 8 8/50 ED 4 8 SPD 20 28 REC 18 36 END 0 24 STUN 0 6" RUN02" SWIM07 1/2" LEAP0Characteristics Cost: 177Cost Power END 41 Endurance Reserve (200 END, 25 REC) Reserve: (45 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 7 Life Support (Eating Character only has to eat once per week; Longevity Immortal; Sleeping Character only has to sleep 8 hours per week) 12 Mystic Meditation: Elemental Control, 30-point powers, (15 Active Points); all slots Only In Heroic Identity (suitable meditative trance state) (-1/4) 7 1) Mind over Matter: +30 STR (30 Active Points); No Figured Characteristics (-1/2), No Figured Characteristics (-1/2), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Modifiers affect Base Characteristic) 3 7 2) Neural Focus: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), No Figured Characteristics (-1/2), Only In Heroic Identity (suitable meditative trance state) (-1/4) 12 3) Blissful state of martial awareness: +3 SPD (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 12 4) Mystical Aura: +30 PRE (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 24 5) Barrier of psychic energy: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 12 6) Breath of immediate satisfaction: +15 REC (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 11 7) Levitation: Flight 8", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (32 Active Points); no Noncombat movement (-1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) 12 8) My mind to yours: Mind Link , Human class of minds, Any Willing Target, Any distance, Number of Minds (x4) (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 36 Dimensional shunting Mystic powers: Elemental Control, 90-point powers, (45 Active Points); all slots Only In Heroic Identity (suitable meditative trance state) (-1/4) 36 1) Energy siphon: (Total: 90 Active Cost, 72 Real Cost) Absorption 6d6, Uncontrolled (+1/2) (45 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 36) plus Absorption 6d6, Uncontrolled (+1/2) (45 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 36) 36 2) Dimensional Rifts: (Total: 90 Active Cost, 72 Real Cost) Extra-Dimensional Movement (Related Group of Dimensions, Any Location), Position Shift, x16 Increased Weight (60 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 48) plus Teleportation 12", Safe Blind Teleport (+1/4) (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 24) 9 36 3) Vortex rip: Energy Blast 3d6+1, Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Affects Mental And Physical Attackers; Offensive; +1 1/4), Attack Versus Limited Defense (Power; +1 1/2) (89 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) 44 4) Temporal vortex: (Total: 110 Active Cost, 74 Real Cost) Energy Damage Reduction, 75% (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 27) plus Physical Damage Reduction, 75% (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 27) plus Mental Damage Reduction, 50% (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 20) 11 96 Energy creation Mystic power: Multipower, 120-point reserve, (120 Active Points); all slots Gestures (-1/4) 10u 1) Psionic Blast: Ego Attack 12d6 (120 Active Points); Gestures (-1/4) 12 9u 2) Singularity Blast: Energy Blast 19d6, Indirect ( Same origin, always fired away from attacker; +1/4) (119 Active Points); Gestures (-1/4) 12 10u 3) Energy Rift: Force Wall (12 PD/12 ED/12 Mental Defense/2 Flash Defense: Sight Group; 3" long and 1" tall), Hardened (+1/4) (120 Active Points); Gestures (-1/4) 12 10u 4) Force Field (30 PD/30 ED/20 Mental Defense/20 Power Defense/10 Flash Defense: Sight Group) (Protect Carried Items) (120 Active Points); Gestures (-1/4) 12 Powers Cost: 480Cost Martial Arts Maneuver 4 Akido Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Akido Escape: 1/2 Phase, +0 OCV, +0 DCV, 73 STR vs. Grabs 3 Akido Redirection: 1/2 Phase, +0 OCV, +1 DCV, 11 1/2d6 +v/5, Target Falls 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 12 1/2d6 Strike, Target Falls 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 16 +4 HTH Damage Class(es) Martial Arts Cost: 35Cost Skill 16 +2 with All Combat 3 Analyze: Magic 14- 3 AK: Dimensional rifts 14- 3 KS: Occult 14- 3 KS: Mysticism 14- 3 Bureaucratics 19- 3 Conversation 19- 3 Oratory 19- 3 Seduction 19- 3 Tactics 14- 3 High Society 19- 3 Interrogation 19- 3 Paramedics 14- 3 Concealment 14- 3 Contortionist 15- Skills Cost: 58Val Disadvantages 15 Secret ID: (Frequently, Major) 20 Protective of Innocents: (Very Common, Strong) 15 Avoids direct confrontation: (Common, Strong) 20 Code vs. Killing: (Very Common, Strong) 20 Goes out of way to use powers creatively: (Very Common, Strong) 15 Distinctive Features: Glows with a bright column of energy (cf searchlight) when energy powers are used (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Distinctive Features: Small female with pulsing visible aura (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Physical Limitation: Amnesia (Infrequently, Slightly Impairing) 10 Physical Limitation: Small and childlike - does not fit in most apparatus made for standard adult humans (Frequently, Slightly Impairing) 15 Physical Limitation: Must meditate 1 hour each day to maintain powers (All the Time, Slightly Impairing) 35 Hunted: Dr. Destroyer 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 35 Hunted: Takofanes 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 10 Reputation: Peacenik, 11- Disadvantage Points: 230Base Points: 450Experience Required: 70Total Experience Available: 70Experience Unspent: 0Total Character Cost: 750 Height: 1.28 m Hair: White Weight: 40.00 kg Eyes: Gold-Hazel Appearance: When not brightly glowing, Kunduna appears as a beatific young girl of approximately 7 or 8 years old. She tends to dress in loose fitting robes that do not restrict her movements. When her powers are manifest, Kunduna glows with varying stages of enlightened brillance, ranging from a pulsating aura to an atmospheric blast of columnar energy.Personality: Kunduna seeks to set others on the path of righteousness and enlightened glory. She has found the world to be a dark place, much in need of her powerQuote:This is not the time nor place for that.Background: Amanda Berring's parents were accomplished archeologists intent on discovery of the real Tibet. Knowing that their explorations would be remote, and lengthy, they chose to take their 7 year old daughter with them on their search for the Temple of Temporal enlightenment. The start of the Great War limited their access into the high mountain ranges of western Asia from war torn Europe, and instead they chose a private caravan to circle through India via the China sea. Thus they embarked on a steamer bound for Tai pei in late 1914. The ocean voyage was apparently doomed, as the ship never arrived at its final destination. Wrecked in the China Sea, Amanda's parents managed to get themselves and her into Mongolia. Through a series of adventures, the Berrings managed to travel through much of rural Asia, visiting with many local mystics and followers of the Dalai Lama. There is still a great deal of uncertianty about the specifics of what exactly happened, but some how the Berrings managed to find the Temple of Temporal Enlightenment and activate a mystic Icon. The resulting explosion destroyed the temple, collapsed half a mountain, killed them, and somehow imbued Amanda with great mystical abilities as the persona Kunduna.Powers/Tactics: Campaign Use:
  10. I'm about half way through a mystic/mage character....
  11. Forgive me for stepping on virtual toes, but I really liked the v9 you did Blue, but felt it needed some tweeks. Here's my photochop'd version of your art:
  12. We've always used cardboard squares with an icon for the characters or other important things. Started with the Cardboard Heros from Jackson games, then added with our own stuff. Cereal boxes with paper (computer print out or xerox) glued on, then wrapped in clear packing tape make nice sturdy squares (or rectangles) that you can write on with vis-a-vis pens and can be sized for battlemat hexes.
  13. Chromatic

    Not him!

    That and the fact that you could put everyting into trying to take her down, miss and then end up swiss cheese as she shot you full of holes. Fortunately, I got better really fast.
  14. Q: Are you sure this isn't Mr. Squarepants? A: Twelve cans of condensed milk, a pound of sawdust, three square pans, and 10 gallons of hi-test gasoline.
  15. Typically, a speedster relies on "Not being hit" as the source of his ability to survive. This is usually through high DCV, and staying out of the main mix of combatants (move-by to someplace nearby but not there). This is also usually their downfall, as the opponents set up a trap for them to fall into (Flash trips over rubble on floor, Move-by Guy is painfully martial thrown, Entangle Lass wraps up Speed freak in her bands of suppression). For a change of pace, and to offer up a real challenge, don't do this. Your "speedster" may be fast, but he should be able to stick to his chosen field of battle. Have him able to take a punch, don't relie on him doing move-bys to get out of the area. Instead use a selection of powers that give him tactical advantages with out the "Not being hit" defense. The Tunneling useable as an attack is good, you can combine it with the Dex drain, and Entangle as he spins his victims into the ground. Give him Damage reduction and a large recovery to represent his high metabolism. He won't be one-shotted this way. Desolid with invisible effects is an interesting tactic when combined with a high speed. The heros can't tell when he is vibrating so fast he is out of phase, because he is always vibrating (has a blurry look Distinctive features). Combine this with a damage field: Numbing blast when he is hit, the vibrations transfer to the attacker. (too bad you can't combine it with a disarm manuever- Rachel takes a swing and Big Bad Fastball, her bat connects, then vibrates numbing her hand and she drops it.) Area Effect selective target is a great way to attack all the Heros at once (or all the customers in the Bank). The dragging TK area cone, allows him to concentrate on his victim while the other heros are tumbled along behind helplessly. Lastly, is he really all by himself? Maybe he moves so fast, it looks like there are more than one of him. Either Images: all senses, or maybe real Duplication.
  16. Wonder Woman Player: JLA -The animated series Val Char Cost 85 STR 75 38 DEX 84 35 CON 50 18 BODY 16 18 INT 8 17 EGO 14 25 PRE 15 26 COM 8 30/45 PD 13 30/45 ED 23 6 SPD 12 24 REC 0 70 END 0 79 STUN 0 6" RUN02" SWIM017" LEAP0Characteristics Cost: 318 Cost Power END 20 Armor: skimpy costume: Armor (15 PD/15 ED) (45 Active Points); Activation Roll 12- (-3/4), OIF (-1/2) 15 Damage Resistance (15 PD/15 ED) 30 Physical Damage Reduction, Resistant, 50% 30 Energy Damage Reduction, Resistant, 50% 67 Missile Deflection: SIlver Bracelets: Missile Deflection (Any Ranged Attack), +15 OVC with Deflection, Full Range (+1) (100 Active Points); OIF (-1/2) 47 Flight 21", x4 Noncombat 5 125 Multipower: Golden lasso: Multipower, 125-point reserve, all slots Reduced Endurance (0 END; +1/2) (187 Active Points); all slots OIF (-1/2) 5u 1) Entangle 5d6, 5 DEF, Entangle Damage: Entangle Takes no Damage From Attack (+1/2), Continuous (+1) (125 Active Points); Single target at time (-3/4), OIF (-1/2), Reduced Range (-1/4) 9m 2) Stretching 20" (100 Active Points); Only for grab and pull maneuvers (-1/2), OIF (-1/2), No Noncombat Movement (-1/4) Powers Cost: 348 Cost Martial Arts Maneuver Amazonian Manbashing 4 1) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 19d6 Strike 3 2) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, 17d6 +v/5, Target Falls 4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 4) Karate Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 4 5) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 95 STR to Disarm roll 4 7) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 27 Cost Skill 32 +4 with All Combat 25 +5 with HTH Combat 4 Language: English [Native ancient Greek] (Idiomatic, native accent) 2 Language: French (Fluent Conversation) 1 Language: Croatian (Basic Conversation) 3 Acrobatics 17- 2 Animal Handler (Pick Something) 3 Breakfall 17- 3 Combat Piloting 17- 3 Concealment 13- 3 Conversation 14- 3 High Society 14- 2 Navigation (Pick Something) 13- 3 Paramedic 13- 3 Persuasion 14- 3 Stealth 17- 2 Survival (Pick Something) 13- 3 Tactics 13- 3 Tracking 13- Skills Cost: 103 Cost Perk 50 Vehicles & Bases Perks Cost: 50 Total Character Cost: 846 Val Disadvantages 20 Honorable: Common, Total 20 Aristocrat: Common, Total 10 Haughty: Uncommon, Strong 15 Public Identity: Frequently (11-), Major 20 Hunted: Ares: 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Hunted: Circe: 8- (Occasionally), More Powerful, NCI, Harshly Punish 10 Hunted: Cheetah: 8- (Occasionally), As Powerful, Harshly Punish Disadvantage Points: 115 Base Points: 250 Experience Required: 481 Total Experience Available: 500 Experience Unspent: 19
  17. Superman Player: Val Char Cost 125 STR 115 44 DEX 102 45 CON 70 25 BODY 30 23 INT 13 14 EGO 8 35 PRE 25 20 COM 5 60 PD 35 60 ED 51 10 SPD 46 34 REC 0 90 END 0 111 STUN 0 6"/31" RUN02"/52" SWIM025" LEAP0Characteristics Cost: 500 Cost Power END 48 Damage Resistance (60 PD/60 ED) (60 Active Points); less effective vs Magic (-1/4) 48 Physical Damage Reduction, Resistant, 75% (60 Active Points); less effective vs Magic (-1/4) 48 Energy Damage Reduction, Resistant, 75% (60 Active Points); less effective vs Magic (-1/4) 8 Hearing Group Flash Defense (10 points) (10 Active Points); less effective vs Magic (-1/4) 8 Lack of Weakness (-10) (10 Active Points); less effective vs Magic (-1/4) 16 Power Defense (20 points) (20 Active Points); less effective vs Magic (-1/4) 12 Mental Defense (18 points total) (15 Active Points); less effective vs Magic (-1/4) 26 Reduced End Strength: 1/2: Generic Fixed-Cost Power (32 Active Points); less effective vs Magic (-1/4) 100 Multipower: movement and superspeed: Multipower, 125-point reserve, (125 Active Points); all slots less effective vs Magic (-1/4) 20m 1) Flight 50", Reduced Endurance (1/2 END; +1/4) (125 Active Points); less effective vs Magic (-1/4) 5 4u 2) Flight 5", Position Shift, rapid Noncombat movement (+1/4), MegaScale (1" = 100 million km; +2 1/4), Can Be Scaled Down 1" = 1km (+1/4) (56 Active Points); less effective vs Magic (-1/4) 6 4u 3) Swimming +50" (2"/52" total), Reduced Endurance (1/2 END; +1/4) (62 Active Points); Has Turn Mode (-1/4), less effective vs Magic (-1/4) 2 5u 4) Running +25" (6"/31" total), Reduced Endurance (1/2 END; +1/4) (62 Active Points); less effective vs Magic (-1/4) 2 4u 5) Change Environment 16" radius, Reduced Endurance (1/2 END; +1/4), Varying Effect Broad Group (+1) (56 Active Points); less effective vs Magic (-1/4) 2 4u 6) Faster-Than-Light Travel (2 Light Years/minute) (50 Active Points); less effective vs Magic (-1/4) 3u 7) Transform: into dissambled parts of item: Cosmetic Transform 6d6, Improved Target Group (+1) (60 Active Points); Only for items that can be taken apart (-1/2), less effective vs Magic (-1/4) 6 100 Multipower: Senses: Multipower, 125-point reserve, (125 Active Points); all slots less effective vs Magic (-1/4) 20m 1) Killing Attack (RKA): Heat Vision: Killing Attack (RKA) 8d6+1 (125 Active Points); less effective vs Magic (-1/4) 12 14m 2) Super breath (cold): Energy Blast 9d6, Double Knockback (+3/4), Area Effect: Cone (+1) (124 Active Points); No Range (-1/2), less effective vs Magic (-1/4) 12 1u 3) N-Ray Perception (Sight Group) (10 Active Points); less effective vs Magic (-1/4) 1u 4) Radio Perception (8 Active Points); less effective vs Magic (-1/4) 1u 5) Ultrasonic Perception (Hearing Group) (3 Active Points); less effective vs Magic (-1/4) 1u 6) Rapid (x10) with Hearing Group and Sight Group (10 Active Points); less effective vs Magic (-1/4) 4u 7) +10 versus Range Modifier for Hearing Group and Sight Group (45 Active Points); less effective vs Magic (-1/4) 111 Super- powers: VPP, 60 base + 51 control cost, Cosmic (+2) (150 Active Points); Limited Class Of Powers Available Limited (-1/2); all slots less effective vs Magic (-1/4) Powers Cost: 611 Cost Skill 50 +5 with Overall Level 20 +10 with Flight 3 Breakfall 18- 3 Bureaucratics 16- 3 Criminology 14- 3 Deduction 14- 3 High Society 16- 3 Inventor 14- 3 Oratory 16- 3 Paramedic 14- 3 Streetwise 16- 4 Professional Skill: Journalist 15- Skills Cost: 101 Cost Perk 65 Vehicles & Bases Perks Cost: 65 Total Character Cost: 1277 Val Disadvantages 15 Secret Identity: Frequently (11-), Major 20 Code Against Killing: Common, Total 20 Honorable: Common, Total 15 Incredibly stupid with powers: Very Common, Moderate 20 Always holds back until losing: Common, Total 15 Reputation: , Almost Always (14-) 20 Vulnerability: Magic: 1 1/2 x STUN Common 10 Vulnerability: Plot defining attacks: 1 1/2 x STUN Uncommon 15 Crumbles into a writhing painfull mass when in the presense of Kryptonite: Infrequently, Fully Impairing 25 Susceptibility: Kryptonite: , 3d6 drain per Phase Uncommon 20 Susceptibility: Kryptonite: , 3d6 damage Instant (Common) Disadvantage Points: 195 Base Points: 250 Experience Required: 832 Total Experience Available: 900 Experience Unspent: 68
  18. J'onn J'onzz Player: JLA -The animated series Val Char Cost 100 STR 90 30 DEX 60 40 CON 60 15 BODY 10 23 INT 13 30 EGO 40 20 PRE 10 10 COM 0 30/50 PD 10 30/50 ED 22 7 SPD 30 28 REC 0 80 END 0 85 STUN 0 6" RUN02" SWIM020" LEAP0Characteristics Cost: 345 Cost Power END 24 Elemental Control: Body control: Elemental Control, 60-point powers, (30 Active Points); all slots Limited Power: Not vs Intense heat (Fire) (-1/4) 24 1) Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4) 24 2) Armor (20 PD/20 ED) (60 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4) 24 3) Shape Shift (Sight Group, four (max) shapes), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4) 24 4) Stretching 8", Reduced Endurance (0 END; +1/2) (60 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4) 24 5) Physical Damage Reduction, Resistant, 75% (60 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4) 24 6) Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4) 25 1/2 end Strength: Generic Fixed-Cost Power (25 Active Points) 30 Damage Resistance (30 PD/30 ED) 10 Life Support (Self-Contained Breathing) 3 Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum) 2 Life Support: Intense Cold: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); Conditional Power: Sometimes (-3/4) 48 Elemental Control: Telepathic Powers: Elemental Control, 120-point powers, (60 Active Points); all slots Limited Power: Not vs Intense heat (Fire) (-1/4) 48 1) Mental Defense (84 points total), Hardened (+1/2) (120 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4) 48 2) Telepathy 24d6 (120 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4) 12 48 3) Mind Scan 24d6 (120 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4) 12 48 4) Ego Attack 12d6 (120 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4) 12 59 5) Flight 31", Improved Noncombat Movement (x4), Multi-fluidic (+1/2), Reduced Endurance (0 END; +1/2) (134 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4) Powers Cost: 537 Cost Skill 32 +4 with All Combat 20 +4 with Mental powers 4 Language: English: Martian native (Idiomatic, native accent) 3 Contortionist 15- 9 Deduction 17- 3 Disguise 14- 3 Mimicry 14- 3 Oratory 13- 3 Paramedic 14- 3 Stealth 15- 2 Survival (Pick Something) 14- 3 Ventriloquism 14- 3 Medicine 14- Skills Cost: 91 Cost Perk 50 Base: Watchtower Perks Cost: 50 Total Character Cost: 1023 Val Disadvantages 10 Unfamiliar with Earth cultures: Frequently, Slightly Impairing 5 Money: Poor 10 Hunted: anti-alien organizations: 8- (Occasionally), As Powerful, Harshly Punish 20 Code Against Killing: Common, Total 10 Fear of fire: Uncommon, Strong 10 Facination with quaint human traditions: Uncommon, Strong 15 Distinctive Features: The last of his kind: Easily Concealed, Extreme Reaction, Detectable By Commonly-Used Senses 15 Public Identity: Frequently (11-), Major 10 Vulnerability: Fire: 1 1/2x STUN Common 10 Vulnerability: Fire: 1 1/2x BODY Common 20 Hunted: White Martians: 8- (Occasionally), More Powerful, NCI, Harshly Punish Disadvantage Points: 135 Base Points: 250 Experience Required: 638 Total Experience Available: 700 Experience Unspent: 62
  19. Hawkgirl Player: Val Char Cost 18 STR 8 23 DEX 39 23 CON 26 14 BODY 8 23 INT 13 17 EGO 14 20 PRE 10 18 COM 4 20/30 PD 16 20/30 ED 15 6 SPD 27 12 REC 6 46 END 0 50 STUN 15 6" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 201 Cost Power END 54 Energy Blast 15d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (150 Active Points); OIF (-1/2), Linked (-1/2), No Range (-1/2), Beam Attack (-1/4) 68 Flight - Wings: Flight 40", Reduced Endurance (0 END; +1/2) (120 Active Points); Limited Power: Seriously (-1/2), No Noncombat Movement (-1/4) 60 Energy Damage Reduction, Resistant, 75% 30 Physical Damage Reduction, Resistant, 50% 15 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Activation (-1/2) 10 Damage Resistance (5 PD/15 ED) 17 Telepathy with Birds: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Works only with avains (-2) 2 8 +8 PER with Normal Sight Powers Cost: 262 Cost Martial Arts Maneuver ElectroMace Fighting 32 +8 HTH Damage Class(es) 5 1) Jab: 1/2 Phase, +1 OCV, +3 DCV, 11 1/2d6 Strike 5 2) Hook: 1/2 Phase, -2 OCV, +1 DCV, 15 1/2d6 Strike 4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 5) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 11 1/2d6 +v/5 Strike; You Fall, Target Falls; FMove Martial Arts Cost: 53 Cost Skill 24 +12 with Flight 24 +3 with All Combat 45 +9 with HTH Combat 1 Mace weapon style 3 Aerobatics 14- 3 Breakfall 14- 3 Bureaucratics 13- 3 Combat Piloting 14- 3 Computer Programming 14- 3 Criminology 14- 9 Deduction 17- 3 Forensic Medicine 14- 3 Interrogation 13- 3 Lockpicking 14- 3 Security Systems 14- 3 Seduction 13- 3 Stealth 14- 3 Streetwise 13- 8 Survival (Pick Something) 17- 3 Systems Operation 14- 6 KS: Knowledge Skill: Thanagar 15- 3 Professional Skill: Detective 14- Skills Cost: 162 Cost Perk 2 Fringe Benefit: Private Investigator License 50 Vehicles & Bases Perks Cost: 52 Total Character Cost: 730 Val Disadvantages 20 Fearless: Common, Total 20 Honorable: Common, Total 20 Battlelust: Common, Total 10 Reputation: , Frequently (11-) 15 Secret Identity: Frequently (11-), Major Disadvantage Points: 85 Base Points: 250 Experience Required: 395 Total Experience Available: 400 Experience Unspent: 5
  20. Green Lantern Player: Val Char Cost 15/35 STR 5 18/28 DEX 24 19/34 CON 18 15 BODY 10 18 INT 8 23 EGO 26 25/55 PRE 15 12 COM 1 6/40 PD 3 6/40 ED 2 6 SPD 32 7 REC 0 38 END 0 40 STUN 7 6" RUN02" SWIM03"/7" LEAP0Characteristics Cost: 151 Cost Power END 12 Elemental Control: Ring Imbued Powers: Elemental Control, 30-point powers, (15 Active Points); all slots Only in Hero ID (-1/4) 8 1) +10 DEX (30 Active Points); No Figured Characteristics (-1/2), Only in Hero ID (-1/4) 12 1) +24 PD, Hardened (+1/4) (30 Active Points); Only in Hero ID (-1/4) 12 3) +24 ED, Hardened (+1/4) (30 Active Points); Only in Hero ID (-1/4) 8 4) +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); No Figured Characteristics (-1/2), Only in Hero ID (-1/4) 8 5) +15 CON (30 Active Points); No Figured Characteristics (-1/2), Only in Hero ID (-1/4) 12 5) +30 PRE (30 Active Points); Only in Hero ID (-1/4) 12 7) Armor (10 PD/10 ED) (30 Active Points); Only in Hero ID (-1/4) 14 8) Flight 8", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (32 Active Points); Only in Hero ID (-1/4) 23 9) Telekinesis (10 STR), Fine Manipulation, Usable By Others: Power Lost (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Only in Hero ID (-1/4) 24 10) Force Wall (6 PD/6 ED), Reduced Endurance (0 END; +1/2) (45 Active Points); Only in Hero ID (-1/4) 30 11) Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep), Usable By Others: Simultaneous Use (+1/2) (67 Active Points); Linked (-1/2), Only in Hero ID (-1/4) 108 Multipower: Major Ring Consistent Powers: Multipower, 90-point reserve, all slots Reduced Endurance (0 END; +1/2) (135 Active Points); all slots Only in Hero ID (-1/4) 14m 1) Flight 15", Improved Noncombat Movement (x128), Usable By Others: Simultaneous Use (+1/2) (90 Active Points); Only in Hero ID (-1/4) 14m 2) Energy Blast 18d6 (90 Active Points); Only in Hero ID (-1/4) 14m 3) Force Wall (18 PD/18 ED) (90 Active Points); Only in Hero ID (-1/4) 14m 4) Telekinesis (60 STR) (90 Active Points); Only in Hero ID (-1/4) 240 VPP, 120 base + 120 control cost, Cosmic (+2) (300 Active Points); Limited Class Of Powers Available: Green energy Limited (-1/2) Powers Cost: 579 Cost Martial Arts Maneuver Commando Training 4 1) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 9d6 Strike 3 2) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 / 7d6 +v/5, Target Falls 4 3) Karate Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 / HKA 1d6 +1 4 4) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR / 45 STR to Disarm roll 4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 23 Cost Skill 20 +2 with Overall Level 40 +5 with All Combat 25 +5 with Ranged Combat 7 Breakfall 15- (17-) 15 Bureaucratics 20- (26-) 15 Conversation 20- (26-) 3 Criminology 13- 15 Interrogation 20- (26-) 3 Mechanics 13- 6 Navigation (Pick Something) 15- 15 Oratory 20- (26-) 3 Paramedic 13- 2 Professional Skill: Law Enforcement 11- 3 Security Systems 13- 15 Streetwise 20- (26-) 3 Tactics 13- Skills Cost: 190 Cost Perk 5 Fringe Benefit: Intergalactic Police Powers 50 Vehicles & Bases Perks Cost: 55 Total Character Cost: 998 Val Disadvantages 20 Must touch ring to lantern every 24 hours or powers fade: Frequently, Fully Impairing 20 Always Obeys Orders of Superiors: Common, Total 20 Honorable: Common, Total 20 Code Against Killing: Common, Total 15 Public Identity: Frequently (11-), Major 5 Money: Poor 5 Distinctive Features: green glowing eyes: Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Hunted: those robot guys: 11- (Frequently), More Powerful, Harshly Punish 10 Reputation: , Frequently (11-) 5 Watched: Watchers: 8- (Occasionally), More Powerful, Watching Disadvantage Points: 140 Base Points: 250 Experience Required: 608 Total Experience Available: 610 Experience Unspent: 2
  21. Flash Player: Val Char Cost 15 STR 5 53 DEX 129 18 CON 16 12 BODY 4 13 INT 3 11 EGO 2 20 PRE 10 16 COM 3 15/55 PD 12 15/42 ED 11 12 SPD 57 30 REC 46 36 END 0 29 STUN 0 6" RUN02" SWIM03" LEAP0Characteristics Cost: 298 Cost Power END 50 Elemental Control: Super Speed: Elemental Control, 100-point powers 29 1) Armor (40 PD/27 ED) (101 Active Points); Linked (-1/2), Activation Roll 15- (-1/4) 68 2) Flight 40", Improved Noncombat Movement (x8), Reduced Endurance (0 END; +1/2) (135 Active Points); Only In Contact With A Surface (-1/4) 40 3) Flight 10", Position Shift, rapid Noncombat movement (+1/4), MegaScale (1" = 1 billion km; +2 1/2), Can Be Scaled Down 1" = 100m (+1/4) (100 Active Points); Only In Contact With A Surface (-1/4) 10 34 4) Transform: Superspeed disassembly: Cosmetic Transform 9d6, Improved Target Group (+1/4), Cumulative (+1/2), Reduced Endurance (0 END; +1/2) (101 Active Points); Linked (-1/2) 50 5) Change Environment 128" radius, Reduced Endurance (0 END; +1/2), Varying Effect Broad Group (+1) (100 Active Points) 42 6) Missile Deflection (Any Ranged Attack), +24 OVC with Deflection, Adjacent Hex (+1/2) (102 Active Points); Gestures: Instant Power (-1/4) 91 Super Speed tricks: VPP, 50 base + 41 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (112 Active Points); Limited Class Of Powers Available Limited (-1/2) Powers Cost: 404 Cost Martial Arts Maneuver Comic Book Martial Arts 4 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 5 2) Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls 4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 20 Cost Skill 32 +4 with All Combat 20 +10 with Flight 3 Acrobatics 20- 3 Combat Piloting 20- 3 Combat Driving 20- 3 Contortionist 20- 3 Conversation 13- 3 Demolitions 12- 3 Oratory 13- 3 Sleight of Hand 20- 3 Streetwise 13- 3 Tactics 12- 3 Acting 13- Skills Cost: 85 Cost Perk 50 Vehicles & Bases Perks Cost: 50 Cost Talent 10 Speed Reading (x10000) 5 Rapid Healing Talents Cost: 15 Total Character Cost: 872 Val Disadvantages 10 Hungry for food (high metabolism): Frequently, Slightly Impairing 15 Secret Identity: Frequently (11-), Major 10 Unluck: +2d6 15 Overconfidence: Very Common, Moderate 15 Impulsive: Very Common, Moderate 20 Code Against Killing: Common, Total 20 Prankster with the ladies: Common, Total 15 Hunted: 11- (Frequently), As Powerful, Harshly Punish Disadvantage Points: 120 Base Points: 250 Experience Required: 502 Total Experience Available: 500 Experience Unspent: 0
  22. It was suggested to me that I post the characters in a board readable format. (And after I go through the trouble of getting caught up on HeroDesigner, sheesh). So following Lemming's practice of double post padding for characters, and granting the request I had, here are the stats in readable form. Flames, comments, apathy; I don't really care, I did this for the exercise in HeroDesigner. Batman Player: Val Char Cost 18 STR 8 33 DEX 69 18 CON 16 22 BODY 24 28 INT 18 28 EGO 36 30/48 PRE 20 14 COM 2 20/40 PD 16 20/40 ED 16 7 SPD 27 12 REC 8 36 END 0 40 STUN 0 6"/11" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 260 Cost Power END 17 Armor: body suit: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Activation Roll 15- (-1/4) 10 Mental Defense (16 points total) 6 Power Defense (10 points) (10 Active Points); OIF (-1/2), Activation Roll 15- (-1/4) 6 Lack of Weakness (-10) (10 Active Points); OIF (-1/2), Activation Roll 15- (-1/4) 17 +5 SPD (50 Active Points); 1 Recoverable Continuing Charge lasting 1 Extra Phase (-1), Extra Time: 1 turn (-1) 13 Physical Damage Reduction, Resistant, 50% (30 Active Points); Not versus unknown attacks or area effects (-3/4), Can't roll with blow when used (-1/2) 13 Energy Damage Reduction, Resistant, 50% (30 Active Points); Not versus unknown attacks or area effects (-3/4), can't roll with blow when used (-1/2) 10 Running +5" (6"/11" total) 1 20 Multipower: Bat Cape: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2) 1u 1) Gliding 12" (12 Active Points); OIF (-1/2), No Noncombat Movement (-1/4) 1u 2) +18 PRE (18 Active Points); only to scare (-1/2), OIF (-1/2) 3m 3) Armor: cape: Armor (10 PD/10 ED) (30 Active Points); Activation Roll 14- (-1/2), OIF (-1/2) 3m 4) Swinging 20" (20 Active Points); OIF (-1/2) 2 120 Bat Utility Belt: VPP, 100 base + 20 control cost, (150 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (-1/2), Limited Class Of Powers Available Limited (-1/2); all slots OIF (-1/2) 50 Find Weakness 15- with All Attacks 15 Luck 3d6 Powers Cost: 305 Cost Martial Arts Maneuver Karate 4 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 13 1/2d6 Strike 5 2) Kick: 1/2 Phase, -2 OCV, +1 DCV, 15 1/2d6 Strike 4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1 Jiu-Jitsu 3 1) Slam: 1/2 Phase, +0 OCV, +1 DCV, 11 1/2d6 +v/5, Target Falls 4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 6d6 NND 3 3) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 11 1/2d6 Strike; You Fall, Target Falls 4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 68 STR to Disarm roll 4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 73 STR vs. Grabs 32 +8 HTH Damage Class(es) Martial Arts Cost: 67 Cost Skill 3 Linguist 1 1) Language: Afrikaans (Fluent Conversation) (2 Active Points) 1 2) Language: Arabic (Fluent Conversation) (2 Active Points) 2 3) Language: Cambodian (Completely Fluent, w/Accent) (3 Active Points) 2 4) Language: Dutch (Completely Fluent, w/Accent) (3 Active Points) 2 5) Language: French (Completely Fluent, w/Accent) (3 Active Points) 2 6) Language: Fukienese (Completely Fluent, w/Accent) (3 Active Points) 2 7) Language: German (Completely Fluent, w/Accent) (3 Active Points) 3 8) Language: Japanese (Idiomatic, native accent) (4 Active Points) 3 9) Language: Latin (Idiomatic, native accent) (4 Active Points) 2 10) Language: Mandarin (Completely Fluent, w/Accent) (3 Active Points) 2 11) Language: Norwegian (Completely Fluent, w/Accent) (3 Active Points) 2 12) Language: Russian (Completely Fluent, w/Accent) (3 Active Points) 1 13) Language: Serbian (Fluent Conversation) (2 Active Points) 2 14) Language: Spanish (Completely Fluent, w/Accent) (3 Active Points) 2 15) Language: Swahili (Completely Fluent, w/Accent) (3 Active Points) 1 16) Language: Ukranian (Fluent Conversation) (2 Active Points) 3 Scientist 2 1) Aeronautics 15- (3 Active Points) 2 2) Anthropology 15- (3 Active Points) 2 3) Archaeology 15- (3 Active Points) 2 4) Astronomy 15- (3 Active Points) 2 5) Biochemistry 15- (3 Active Points) 2 6) Biophysics 15- (3 Active Points) 2 7) Botany 15- (3 Active Points) 2 8) Chemistry 15- (3 Active Points) 2 9) Computer Science 15- (3 Active Points) 2 10) Cybernetics 15- (3 Active Points) 2 11) Economics 15- (3 Active Points) 2 12) Genetics 15- (3 Active Points) 2 13) Inorganic Chemistry 15- (3 Active Points) 2 14) Linguistics 15- (3 Active Points) 2 15) Medicine 15- (3 Active Points) 2 16) Metallurgy 15- (3 Active Points) 2 17) Microbiology 15- (3 Active Points) 2 18) Nuclear Physics 15- (3 Active Points) 1 19) Occultism 11- (2 Active Points) 2 20) Organic Chemistry 15- (3 Active Points) 1 21) Parapsychology 11- (2 Active Points) 3 22) Pharmacology 16- (4 Active Points) 2 23) Physics 15- (3 Active Points) 2 24) Physiology 15- (3 Active Points) 3 25) Psychology 16- (4 Active Points) 2 26) Sociology 15- (3 Active Points) 2 27) Vehicle Engineer 15- (3 Active Points) 2 28) Virology 15- (3 Active Points) 1 29) Zoology 11- (2 Active Points) 5 Cramming 80 +8 with Overall Level 56 +7 with All Combat 32 +4 with All Ranged Attacks 3 Scholar 24 1) KS: Knowledge Skill: Useful knowledge (25 Active Points) 37- 3 Acrobatics 16- 3 Breakfall 16- 11 Bribery 19- (23-) 3 Bugging 15- 11 Bureaucratics 19- (23-) 3 Climbing 16- 3 Combat Driving 16- 3 Combat Piloting 16- 3 Computer Programming 15-
  23. You could just make the two standing off make Dex rolls to see who is more successful.....loser of Dex roll gets pasted.
  24. I thought the Distinctive looks: Immortal, only sensed by other immortal; was a cleaner way to do the recognition instead of Danger sense. I'm still looking though the rest, but it seems very thought out and complete. Have you played a campaign with these rules?
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