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Enforcer84

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Everything posted by Enforcer84

  1. Re: Silverwing Very nice! I like the shield alot.
  2. She is, indeed. I might write her up too. to keep the couple together.
  3. Re: Captain America wow, I guess I forgot that the old program doesn't always adjust for the increase in figured characteristics. His rec and end should be 12 and 60 respectively. My bad...
  4. This is a reworked version of Jabberrock from Enemies III. By reworked, I mean completely different, sort of. Stone Player: NPC Villain Val Char Cost 35 STR 25 23 DEX 39 60 CON 100 15 BODY 10 13 INT 3 18 EGO 16 25 PRE 15 12 COM 1 25 PD 18 20 ED 8 6 SPD 27 19 REC 0 120 END 0 75 STUN 12 9" RUN02" SWIM012"/23" LEAP0Characteristics Cost: 274 Cost Power END 18 Fiery Gaze(RKA): RKA 1d6 (vs. ED), Uncontrolled (+1/2), Continuous (+1) (37 Active Points); Does no STUN (-3/4), No Knockback (-1/4) 4 45 Martial Arts abilities: Multipower, 45-point reserve 3u 1) Paralyzing Strike (Entangle): Entangle 3d6, 3 DEF, Entangle Damage: Entangle Takes no Damage From Attack (+1/2) (45 Active Points); No Range (-1/2) 4 2u 2) Butterfly Strike : Hand-to-Hand Attack +4d6, Penetrating (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) 3 2u 3) Catapaulting Strike : Hand-to-Hand Attack +4d6, Double Knockback (+3/4) (35 Active Points); Hand-To-Hand Attack (-1/2) 3 2u 4) Missile Deflection (Any Ranged Attack) (20 Active Points) 4u 5) Sword Fist (HTH): HKA 3d6 (plus STR) (45 Active Points) 4 20 Martial Arts Prodigy: Find Weakness 11- (Related Group of Attacks) 10 Body of Stone: Damage Resistance (10 PD / 10 ED) 7 Ch'i Clarity: +7 Mental Defense (11 points total) 11 Ch'i Shields: Power Defense (11 points) 6 Increased Mass: Knockback Resistance -3" 5 Great leaper: Superleap +5" (12" / 23" forward, 6" / 11 1/2" upward) (added to Primary Value) 1 7 Running Leap: Superleap +11" (12" / 23" forward, 6" / 11 1/2" upward) (11 Active Points); Requires 1/2 Move (-1/2) (added to Secondary Value) 1 6 Superior Athlete : Running +3" (added to Primary Value) 1 Powers Cost: 148 Cost Martial Arts Maneuver Stone Dragon Kung Fu (Self Developed) 8 1) +2 HTH Damage Class(es) 4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 4 4) Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +6d6 Crush, Must Follow Grab 5 5) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR +2d6 Strike 4 6) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 7) Flying Kick: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 +v/5; FMove 3 8) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike; Target Falls; Must Follow Grab 3 9) Hold/Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 5 10) Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike 3 11) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls 4 12) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike 4 13) Reversal: var Phase, -1 OCV, -2 DCV, +10 STR to Escape; Grab Two Limbs 3 14) Suplex: 1/2 Phase, +2 OCV, +1 DCV, STR +2d6 Strike; You Fall, Target Falls 3 15) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +2d6 +v/5, Target Falls Martial Arts Cost: 62 Cost Skill 30 +3 with Overall Level 6 +2 with Martial Arts 3 Breakfall 14- 3 Climbing 14- 2 Professional Skill: Indstructor 11- 3 Stealth 14- 3 Streetwise 14- 3 Scholar 4 1) KS: Knowledge Skill: Analyze Combat Style (5 Active Points) 14- 1 2) KS: Knowledge Skill: Taoism (2 Active Points) 11- 1 3) KS: Knowledge Skill: Budhism (2 Active Points) 11- 1 4) KS: Knowledge Skill: Bushido (2 Active Points) 11- 1 5) KS: Knowledge Skill: Eastern Martial Arts (2 Active Points) 11- Skills Cost: 61 Cost Perk 1 Contact: Thugmaster (8-) 1 Contact: Proffessor Pollum (8-) Perks Cost: 2 Cost Talent 15 Danger Sense (12-) 4 Resistance: 4 points 4 Simulate Death 14- Talents Cost: 23 Total Character Cost: 570 Val Disadvantages 15 Distinctive Features: Bald man made of stone., Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 10 Enraged: Spectra Injured , Common, go 8-, recover 14- 10 Hunted: Cheshire Cat, As Powerful, 8- (Occasionally), Harshly Punish 20 Hunted: PRIMUS, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 15 Hunted: Champions, More Powerful, 8- (Occasionally), Harshly Punish 5 Physical Limitation: Increased Mass (400KG) , Infrequently, Slightly Impairing 20 Psychological Limitation: Honorable, Common, Total 20 Psychological Limitation: Devoted to Spectra, Common, Total 15 Psychological Limitation: Seeks out Martial Combat, Common, Strong 5 Reputation: Martial Arts Master, Frequently (11-), Known Only To A Small Group 15 Social Limitation: Public Identity (Benjamin Jones), Frequently (11-), Major Disadvantage Points: 150 Base Points: 200 Experience Required: 220 Total Experience Available: 220 Experience Unspent: 0 Background: Turned into a mockery of a man by Professor Pollum, Benjamin jones took the punnish name, Jabberrock and tried to become a first rate supervillain. After a number of years of failure; he took his girlfriend, Spectra, and travelled to Tibet. Managing to avoid confrontations with the Tiger Squad, Ben began searching for himself. It was during this time that he began to develop his own style of Kung Fu; dubbing it Stone Dragon Style. The meditation, training, and self discovery led to a startling transformation; one day he found a portion of his stone flesh had chipped off! After three months it had crumbled off; leaving a smoother, polished granite like surface. The shedding of his old form did more than just make him look a little more human, he now was faster, and stronger than ever! His eyes still danced with flames and he could still start small fires, but he was now a far more effective martial artist. Taking the name Stone and finding his desire to be a master villain renewed, Benjamin and Spectra returned to the US to further their criminal careers. Motivation: Stone has many motivations: he wants to be one of the preimminant martial artists of his era, a feared criminal mastermind, a devoted husband to Spectra, spread his style to worthy students, and achieve spiritual perfection. He realizes that his criminal goals interfere with his spiritual ones but he feels that he needs to prove himself superior before achieving perfection. Quote: "You will find that the Stone Dragon's teeth are quite sharp, mortal. " Appearance: A sturdy built man of above average height with dark, stone like skin and eyes of flame. He is bald but his eyebrows seem to be made of fire. He wears brown robes and no shoes.
  5. That's what I figured. You hadn't really singled out any of my changes after all...I was just saving some space.
  6. I forgot these guys I forgot about the Technarchy. These fellows are brilliant scientists that are working with a number of powerful nations to put a cap on the level of technology the world employs. Basically, they believe that they are the one's who should control the flow of advancement. They target heroes, villains and normals alike. They work in the shadows so much so that very few people even know of their existance. The main council consisted of Time Master, Beamline, and a few other home made villains. Dr Destroyer never noticed them since he didn't ever really try to market his technology, but they served as the main reason that all those supertech guys never brought about flying cars and such and that only a few nations had highly advanced agents.
  7. *snipped the critiques of Binder * I like it! I hadn't thought of gumming up the works! I was thinking about an anti-entangle, hadn't liked any of the ideas I had for it yet...
  8. good point. I think that everyone in the suikoden world tends to know who everyone else is, especially the more powerful armies.
  9. Wow. These are great ideas. I like the sensory imput and the attack based entangles! Very cool. Here is what I have done to him Its about 75 pts of improvement... Binder Player: Val Char Cost 15 STR 5 20 DEX 30 20 CON 20 12 BODY 4 23 INT 13 14 EGO 8 20 PRE 10 4 COM -3 19 PD 5 19 ED 4 5 SPD 20 7 REC 0 40 END 0 40 STUN 10 6" RUN02" SWIM03" LEAP0Characteristics Cost: 126 Cost Power END 75 Glue Guantlets: Multipower, 90-point reserve, all slots: , 32 Charges (+1/4) (112 Active Points); OIF (-1/2) 6u 1) Narrow Glue-Beam: Entangle 6d6, 8 DEF, Entangle And Character Both Take Damage (+1/4) (87 Active Points) 6u 2) Wide Glue-Beam: Entangle 4d6, 4 DEF, Entangle And Character Both Take Damage (+1/4), Area Of Effect (5" Radius; +1) (90 Active Points) 6u 3) Glue-Stream: Entangle 4d6, 4 DEF, Entangle And Character Both Take Damage (+1/4), Area Of Effect (20" Line; +1) (90 Active Points) 6u 4) Glue-Blob: Entangle 5d6, 5 DEF, Entangle And Character Both Take Damage (+1/4), Area Of Effect (One Hex; +1/2) (87 Active Points) 1u 5) Swingline: Swinging 12" (12 Active Points) 22 Armored Costume: Armor (11 PD / 11 ED) (33 Active Points); OIF (-1/2) (added to Primary Value) 8 Adhesive aided climbing: Clinging (20 STR) (12 Active Points); OIF (Armor) (-1/2) 13 Corrosive Glue: Killing Attack - Ranged 1d6 (vs. ED), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (37 Active Points); 4 Charges (-1), OIF (-1/2), Linked (To any slot in Multipower) (-1/4) 7 Polarized Faceplate: Flash Defense (10 points) (Sight Group) (10 Active Points); OIF (-1/2) 7 Helmet Air Supply: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 24 Jetboots: Flight 18" (36 Active Points); OIF (-1/2) 4 6 Helmet Communicator: High Range Radio Perception (12 Active Points); Sense Affected As Sight And Hearing Group As Well As Radio Group (-1/2), OIF (-1/2) 19 Video Relays: Clairsentience (Hearing Group; Additional Sense Group: Hearing Group, Concealed (-2 to PER Roll), x8 Range) (47 Active Points); Only Through The Senses Of Others (-1/2), OIF - Helmet (-1/2), Sense Affected As Sight & Hearing (-1/4), Linked to Scrambled Team Link (-1/4) 5 14 Scrambled Team Link: Mind Link (Specific Group of Minds; No LOS Needed, Number of Minds (x8)) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2) 3 Heat Detection Lenses: Infrared Perception (5 Active Points); OIF (-1/2) Powers Cost: 223 Cost Martial Arts Maneuver Generic Martial Arts 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 3) Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 3 5) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls Martial Arts Cost: 20 Cost Skill 12 +4 with Glue-Guantlets Multipower 3 Bureaucratics 13- 3 Combat Piloting 13- 3 Computer Programming 14- 3 Cryptography 14- 3 Demolitions 14- 3 Electronics 14- 3 Inventor 14- 1 CK: Geneva 8- 2 CK: Millennium City 11- 3 KS: Literature (INT-based) 14- 3 KS: The Superhuman World (INT-based) 14- 2 KS: UNTIL 11- 1 Language: French: Basic Conversation 3 Persuasion 13- 2 PS: Play Chess 11- 3 Security Systems 14- 3 Stealth 13- 3 Systems Operation 14- 3 Tactics 14- 3 Teamwork 13- 3 TF: Combat Aircraft, Helicopters, Large Planes, Small Planes 3 Scientist 4 1) SS: Adhesives & Solvents (INT-based) (5 Active Points) 16- 2 2) SS: Biology (INT-based) (3 Active Points) 14- 2 3) SS: Chemical Engineering (INT-based) (3 Active Points) 14- 2 4) SS: Chemistry (INT-based) (3 Active Points) 14- 2 5) SS: Computer Science (INT-based) (3 Active Points) 14- 2 6) SS: Mathematics (INT-based) (3 Active Points) 14- 2 7) SS: Nuclear Physics (INT-based) (3 Active Points) 14- 2 8) SS: Physics (INT-based) (3 Active Points) 14- Skills Cost: 89 Cost Perk 15 Base: Contribution to Ultimate's base 10 Vehicle: Contribution to Starbird Perks Cost: 25 Total Character Cost: 483 Val Disadvantages 15 Distinctive Features: Facial Scarring, Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 20 Hunted: UNTIL, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 20 Hunted: The Champions, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 20 Psychological Limitation: Inferiority Complex Tinged With Paranoia, Very Common, Strong 10 Psychological Limitation: Sensitive About His Looks, Common, Moderate 15 Reputation: wanted and dangerous supervillain, Frequently (11-), Extreme 15 Social Limitation: Secret Identity (Earl Whitacker), Frequently (11-), Major Disadvantage Points: 115 Base Points: 200 Experience Required: 168 Total Experience Available: 200 Experience Unspent: 32
  10. Here's a powerful version of Cap. Almost with in limits.....an updated version of Sam Bell's Cap. Captain America Player: Val Char Cost 30 STR 20 30 DEX 60 30 CON 40 14 BODY 8 18 INT 8 20 EGO 20 35 PRE 25 20 COM 5 18 PD 9 18 ED 9 8 SPD 40 10 REC -4 50 END -5 50 STUN 6 6"/9" RUN02"/4" SWIM06"/11" LEAP0Characteristics Cost: 241 Cost Power END 40 Multipower: Disc Shield: Multipower, 90-point reserve, all slots: (90 Active Points); OIF (-1/2), Limited Power: All Shiled Powers Lost if Blocked/Deflected (-1/4), Limited Power: Eb's Can Be Blocked (-1/4), Limited Power: All Other Shield Powers inoperative while using Multipower (-1/4) 4u 1) Bouncing Attack: Energy Blast 9d6 (vs. PD), Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (90 Active Points); Limited Power: Must Attack Multiple opponents (-1/4) 3 4u 2) Shield Toss & Return: Energy Blast 14d6 (vs. PD), Reduced Endurance (1/2 END; +1/4) (87 Active Points) 3 2u 3) Hurled Shield: Energy Blast 16d6 (vs. PD) (80 Active Points); 1 Recoverable Continuing Charges lasting 1 Extra Phase each (-1) Disc Shield, all slots: OIF (-1/2) 30 1) Shield Strike: Hand-to-Hand Attack +9d6, Armor Piercing (+1/2) (67 Active Points); Hand-To-Hand Attack (-1/2), Limited Power: All Other Shield Powers Inoperable when using Shield Strike (-1/4) 7 42 2) Shielding: Missile Deflection (Any Ranged Attack; +11 OVC with Deflection), Ranged (Adjacent Hex; +1/2) (63 Active Points) 18 3) Shield Wall: Physical Damage Reduction, Resistant, 50%, Usable By Others: Simultaneous Use (+1/2) (45 Active Points); Limited Power: Only vs Explosion/Area Affect Attacks (-1) 18 4) Shield Wall: Energy Damage Reduction, Resistant, 50%, Usable By Others: Simultaneous Use (+1/2) (45 Active Points); Limited Power: Only Area Affect/Explosion Attacks (-1) 10 Life Support (Immunity: All terrestrial diseases and biowarfare agents) 7 Damage Resistance: Micromail: Damage Resistance (10 PD / 10 ED) (10 Active Points); OIF (-1/2) 6 Running +3" (added to Secondary Value) 1 5 Superleap +5" (6" / 11" forward, 3" / 5 1/2" upward) (added to Secondary Value) 1 2 Swimming +2" (2" / 4" total) (added to Secondary Value) 1 Powers Cost: 188 Cost Martial Arts Maneuver Acrobatic Style with Boxing & Judo Elements 1 1) Weapon Element: Shields, Unarmed Combat 20 2) +5 HTH Damage Class(es) 4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Choke : 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4 1/2d6 NND 4 5) Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +35 STR to Disarm roll 4 6) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 7) Escape: 1/2 Phase, +0 OCV, +0 DCV, +40 STR vs. Grabs 3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +5d6 +v/5 Strike; You Fall, Target Falls; FMove 3 9) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +7d6 Strike; Target Falls; Must Follow Grab 3 10) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +35 STR for holding on 3 11) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +6d6 Strike, Target Falls 4 12) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4 1/2d6 NND 3 13) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +5d6 +v/5, Target Falls 5 14) Various Kicks: 1/2 Phase, -2 OCV, +1 DCV, STR +9d6 Strike 4 15) Various Strikes: 1/2 Phase, +0 OCV, +2 DCV, STR +7d6 Strike Martial Arts Cost: 69 Cost Skill 9 +3 with Shield 16 +2 with All Combat 30 +3 with Overall Level 5 Defense Maneuver: I-II 3 Fast Draw 15- 3 Acrobatics 15- 3 Analyze: Combat 13- 3 Breakfall 15- 3 Bureaucratics 16- 3 Climbing 15- 3 Combat Driving 15- 3 Contortionist 15- 3 Conversation 16- 3 Criminology 13- 3 Cryptography 13- 3 High Society 16- 3 Mechanics 13- 3 Oratory 16- 3 Paramedic 13- 3 Persuasion 16- 5 Professional Skill: Illustrator 14- 3 Stealth 15- 3 Streetwise 16- 2 Survival (Pick Something) 13- 3 Systems Operation 13- 3 Tactics 13- 2 Transport Familiarity: Ground Vehicles 2 Transport Familiarity: Air Vehicles 1 Transport Familiarity: Horses, Donkeys, Mules 1 Transport Familiarity: Boats 1 Transport Familiarity: Scuba 1 Transport Familiarity: Skiing Skills Cost: 135 Cost Perk 15 Special Van (75 Base, 25 Disad) 15 Motorcycle (75 Base, 25 Disad) 9 Reputation: The Greatest American Hero (A large group, 14-) +3/+3d6 6 Fringe Benefit (Membership: Avengers (Active Membership), Passport) 3 Well-Connected 14 1) Contact: White House (11-) (Contact has: extremely useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (+2) (15 Active Points) 6 2) Contact: Hero Community (14-) (Very Good relationship with Contact) (7 Active Points) 2 3) Contact: Fantastic Four (12-) (3 Active Points) 1 4) Contact: Spiderman (8-) 5 5) Contact: SHIELD (8-) (Good relationship with Contact), Organization Contact (+2) (6 Active Points) 1 6) Contact: Nick Fury (8-) 1 7) Contact: universal (8-) Perks Cost: 78 Cost Talent 20 Combat Sense 18- 3 Lightsleep 5 Resistance: 5 points 6 Combat Luck: 3 PD/3 ED Talents Cost: 34 Total Character Cost: 745 Val Disadvantages 5 Distinctive Features: Perfect Human Specemin, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 5 Hunted: Anti American Forces, Less Powerful, 8- (Occasionally), Harshly Punish 15 Hunted: The Red Skull, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 10 Hunted: Baron Zemo, Less Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 20 Psychological Limitation: American Patriot, Common, Total 20 Psychological Limitation: Code vs Killing, Common, Total 15 Psychological Limitation: Idealist, will always do the right thing, Common, Strong 15 Secret Identity: Steve Rogers, Frequently (11-), Major 15 Reputation : Symbol of America, Almost Always (14-) Disadvantage Points: 120 Base Points: 200 Experience Required: 425 Total Experience Available: 450 Experience Unspent: 25
  11. One of the things I like about RPG's over comics, characters grow in RPG's in a steadier, more believable rate. Comics thend to fall back to the status quo after a few months or years, change is rare and often shortlived. Champiuons creates a living, breathing world that moves on with time. Now I am asking for a little help with the evolution of a villain team. The Ultimates are one of my guilty pleasures. I like them. However, I was not as pleased with the "Ultimate Mastermind" vision of the future for binder. Keeping in tune with his current powers what abilities would you give Binder as he gains experience? Clingning makes sense, perhaps a counter solvent to make escapes easier, some more/better Martial Arts maneuvers, but what else? Heck what would you do to any of them?
  12. ALthough I never really minded it too much. I have heard many say that Mystic Masters was the worst thing they had ever seen. Admittedly, some of Albert's early art rubbed me the wrong way. I feel he has improved alot. The actual material was alright, but not great.
  13. How about a truely frustrated movie critic who goes insane because "Critics are like Enuchs, they know how to do it, see it done every day, but cannot do it themselves." His success as a popular telvision movie critic is balanced by his abject failure as a film maker. He has gone insane and treats the world like a movie he is in charge of. He'd be great with mind control abilities so he could "Direct" the actors in ''his" movie.
  14. Cool. I also thought of doing this. I had a nice little write up for the Knights of Alexandria, broken into two groups the Order of Jupiter and the Order of Minerva. I loved IX's fantasy elements. I am going to work out a Suikoden Hero. I have the beginnings of ideas and most seem to work in Hero terms. I am waiting for Fantasy Hero to come out to see what they offer to help in my creation... BTW, you got Chocobos?
  15. One thing that I am looking into now that I have over 2000+ Characters in HD (ported over from Creation Workshop) I noticed that some of the redundant characters have been removed from the CU (Whiteflame, Charger, Giganto) and was wondering if there was any opinion of just how many X type characters should there be. What heroes and villains have felt the pinch of redundancy reduction in your games? If you don't use the "Champions Universe" villainy this wouldn't really apply.
  16. Okay, I dunno how many of you have played these games but I love them and the third in the series gave me some more ammo for HERO ideas. Magic apparently has two forms. Sorcery and Rune Use. Sorcery is, by all appearances at this time limited to Summoning and Teleport spells. most offensive and defensive magics are based on Runes. Its pretty easy to set up runes. they are Multipowers with 4 slots and Charges, and they are Foci. You can Buy or sell them. The thing is the better "mage" (ie Level) you are the charges you get and the more slots you can use. Runes apparently are divied up into three groups, Lesser, Greater, and True. True Runes are plot devices that grant, among other things, eternal youth to the bearer. They are also unlike the Greater and Lesser Runes in that they can only be removed by choice of the wearer or hooptie magic (ie GM Fiat) and either method generally kills the True Rune Bearer. There are also runes that give special abilities to weapons, and non-spell abilities to characters. Example: Boar Rune +6DC's (KA or HA), Extra Phase, 2xEnd, Side Effects (-3 OCV/DCV) (6END)OIF Boar Rune (30 active points/12 Real Points) 0 (bought as equipment The desired efffect being that the barer of the Boar Rune can supe up his attack at the cost of combat ability for the next phase. non mage characters can wear up to 3 runes on their person. (Mages can have 6). Talents: Armor Skill (Combat Luck) 6/L Mage (2x Number of Runes Allowed) 5 Pts Any comments, questions? Should I be quarantined until the fever dies?
  17. What about Knighthood? that's also a sticking point. 5 pts for being knighted 2 KS: Codes & Traditions 3 High Society 3 Riding 1 TF: Riding beast of choice 1 WF: Lances 2 WF Common Melee 2 WF Common Missile anything else?
  18. Okay, I am trying to make a world based on the video game triligy Suikoden. Hero system is probably the best way to do this as the magic system, "castle building", and skills elements all can be fairly easily done in hero terms. that being said, I'd like some help making the various packages that mix and match to be the skills base for characters. so far the character types are: Archer Engineer (Steampunkish inventors) Hunter Knight >>Heavy Knight >>Regional Knight Mage Martial Artist Mercenary Ninja Ranger Rogue Sailor Strategist Warrior Wizard What kind of skills would you give a Strategist? This is what I have so far. Player: Cost Skill Military Strategist Package 3 1) Analyze: Combat 11- 4 2) KS: Military Strategy (INT-based) 12- 2 3) WF: Common Melee Weapons 3 4) Tactics 11- 3 5) PS: Strategist (INT-based) 11- 3 6) KS: Military World (INT-based) 11- 3 7) KS: Military Insignea & Colors (INT-based) 11- Choose 3 of the Following 3 1) Bribery 11- 3 2) Bureaucratics 11- 3 3) Conversation 11- 3 4) Cryptography 11- 3 5) Deduction 11- 3 6) High Society 11- 3 7) Interrogation 11- 3 8) Oratory 11- 3 9) Persuasion 11- 3 10) Seduction 11- 3 11) KS: Choice (INT-based) 11- 3 12) AK: Choice 12- 3 13) Language: Afrikaans: Completely Fluent, w/Accent Skills Cost: 60
  19. I still think they're nuts. I site you're character adaptions as a factor in my getting into Anime in the first place.
  20. WHAT?!?! Are they nuts?!!?
  21. our teams usually look something like a police academy movie. its sad really.
  22. I like the legacy hero concept alot too. My current fave character is known as Bravestorm. His mother is the immortal embodiment of the United States of America. She has operated at one point or another along our history as Maiden America, Miss America, Americanna, etc. She has seven children and Keith is her youngest. Each of her children has been a costumed adventurer, although her two eldest turned villains. Bravestorm is a fairly typical "Original" archetype to use the Mutants and Masterminds vernacular. In addition to superhuman strength, speed, senses, flight and toughness, he can control weather in a local area or even merely generate lightning from his hands. He is one of the only scions of Americanna not to take a patriotic persona. He doesn't really get along with his siblings, even the heroic ones. He has a bunch of contacts and "DNPC's" who are as powerful as he is. He is hunted by his oldest brother, and sister (who work separately). He has an odd cynical idealism about him. He is more for what America stands for than the "My country right or worng" nationalism. I was inspired by the song "Fields of the Brave" on the new Styx album, but I couldn't figure out how to use the title in his name, he was originally just "Brave" but he doesn't really have a Native American Background. (BTW, he, his siblings, and his mother all share the same birthday, July 4th).
  23. Here are the stats for Vulcan, the technophile of Dark Olympus. I mashed the following characters together, Dr Destroyer, Firewing, and Gigaton. He's pretty powerful but, could be taken by a group of fairly experienced heroes. Vulcan Player: NPC Villain; Member of Dark Olympus Val Char Cost 60 STR 50 23 DEX 39 40 CON 60 20 BODY 20 30 INT 20 17 EGO 14 30 PRE 20 10 COM 0 30 PD 18 30 ED 22 5 SPD 17 20 REC 0 80 END 0 70 STUN 0 9" RUN02" SWIM012" LEAP0Characteristics Cost: 280 Cost Power END 105 Fire Control Powers: Multipower, 105-point reserve 10u 1) Flame Bolt I: Energy Blast 20d6 (vs. ED) (100 Active Points) 10 10u 2) Flame Bolt II: Energy Blast 16d6 (vs. ED), Reduced Endurance (Half END; +1/4) (100 Active Points) 4 10u 3) Flame Bolt III: Energy Blast 14d6 (vs. ED), Reduced Endurance (0 END; +1/2) (105 Active Points) 10u 4) Flame Bolt IV: Killing Attack - Ranged 4d6 (vs. ED), Reduced Endurance (Half END; +1/4), Armor Piercing (+1/2) (105 Active Points) 4 10u 5) Cutting Fire: Energy Blast 12d6 (vs. ED), Reduced Endurance (Half END; +1/4), Armor Piercing (+1/2) (105 Active Points) 4 10u 6) Fireball: Energy Blast 12d6 (vs. ED), Reduced Endurance (Half END; +1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2) (105 Active Points) 4 10u 7) Pillar of Flame: Energy Blast 10d6 (vs. ED), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (100 Active Points) 10u 8) Withering Heat: Energy Blast 10d6 (vs. ED), No Normal Defense (LS; Safe Enviroment [intense Heat] (Standard; +1) (100 Active Points) 10 25 SunCore Hammer: Multipower, 50-point reserve, all slots: (50 Active Points); OAF (-1) 2u 1) Fire Smash: Hand-To-Hand Attack +5d6, Personal Immunity (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2) (44 Active Points); Hand-To-Hand Attack (-1/2) 4 2u 2) Light/Heat: Change Environment 8" radius (-2 PER Roll: Normal Sight, 5 Temperature Level Adjustment), Varying Effect (Very Limited Group; +1/4) (46 Active Points) 5 20 Godlike Body: Damage Resistance (20 PD / 20 ED) 40 God of Fire: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Fire/Heat (Limited Type of Attack; -1/2) 50 Godlike Body: Life Support (Total) (Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal, 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) 20 Protected Senses: (Total: 20 Active Cost, 20 Real Cost) Flash Defense (8 points) (Sight Group), Hardened (+1/4) (10 Active Points) (Real Cost: 10) plus Flash Defense (8 points) (Hearing Group), Hardened (+1/4) (10 Active Points) (Real Cost: 10) 8 Higher Sentience: +8 Mental Defense (11 points total) 45 Flying: Flight 15", Reduced Endurance (0 END; +1/2) (45 Active Points) 6 Swift Runner: Running +3" (added to Primary Value) 1 6 Wrist Communicator: High Range Radio Perception (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Groups As Well As Radio Group (-1/2) 30 NeOlympus "Key": Extra-Dimensional Movement (Single Dimension; x4 Increased Weight) 3 62 Toys: VPP (Gadget Pool), 50 base + 12 control cost (75 Active Points); VPP Can Only Be Changed Between Adventures (-1/2), OIF (IAF, OAF, or OIF minimum) (-1/2) Powers Cost: 501 Cost Skill 12 +4 with Fire Powers Multipower 15 +3 with HTH Combat 3 Computer Programming 15- 3 Demolitions 15- 3 Electronics 15- 2 Gambling (Card Games) 15- 3 Inventor 15- 3 High Society 15- 3 KS: The Military/Mercenary/Terrorist World (INT-based) 15- 3 KS: Technolgy/Science/Industrial World (INT-based) 15- 3 KS: World History (INT-based) 15- 3 Mechanics 15- 3 Security Systems 15- 3 Shadowing 15- 3 Stealth 14- 3 Systems Operation 15- 3 Tracking 15- 6 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms 13 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 17- 3 Linguist 2 1) Language: Spanish: Completely Fluent, w/Accent (3 Active Points) 2 2) Language: Russian: Completely Fluent, w/Accent (3 Active Points) 3 3) Language: Greek: Idiomatic, native accent (4 Active Points) 2 4) Language: Mandarin: Completely Fluent, w/Accent (3 Active Points) 2 5) Language: Japanese: Completely Fluent, w/Accent (3 Active Points) 0 6) Language: Italian: Idiomatic, native accent (Native) 2 7) Language: French: Completely Fluent, w/Accent (3 Active Points) 2 8) Language: English: Completely Fluent, w/Accent (3 Active Points) 2 9) Language: German: Completely Fluent, w/Accent (3 Active Points) 3 Scientist 2 1) SS: Sub-Atomic Physics (INT-based) (3 Active Points) 15- 2 2) SS: Robotics (INT-based) (3 Active Points) 15- 2 3) SS: Psionic Engineering (INT-based) (3 Active Points) 15- 2 4) SS: Physics (INT-based) (3 Active Points) 15- 2 5) SS: Nuclear Physics (INT-based) (3 Active Points) 15- 2 6) SS: Metallurgy (INT-based) (3 Active Points) 15- 2 7) SS: Mathematics (INT-based) (3 Active Points) 15- 2 8) SS: Gravitics (INT-based) (3 Active Points) 15- 2 9) SS: Force Field Physics (INT-based) (3 Active Points) 15- 2 10) SS: Electronic Engineering (INT-based) (3 Active Points) 15- 2 11) SS: Dimensional Engineering (INT-based) (3 Active Points) 15- 2 12) SS: Density Physics (INT-based) (3 Active Points) 15- 2 13) SS: Computer Science (INT-based) (3 Active Points) 15- 2 14) SS: Chemistry (INT-based) (3 Active Points) 15- 2 15) SS: Astronomy (INT-based) (3 Active Points) 15- 2 16) SS: Archaeology (INT-based) (3 Active Points) 15- 2 17) SS: Anthropology (INT-based) (3 Active Points) 15- 3 Traveler 1 1) AK: The United States (2 Active Points) 11- 1 2) CK: Tokyo (2 Active Points) 11- 1 3) AK: South America (2 Active Points) 11- 1 4) CK: New York City (2 Active Points) 11- 1 5) CK: Munich (2 Active Points) 11- 1 6) CK: Moscow (2 Active Points) 11- 1 7) AK: Europe (2 Active Points) 11- 1 8) CK: London (2 Active Points) 11- 1 9) AK: Central America (2 Active Points) 11- 1 10) CK: Rome (2 Active Points) 11- 1 11) CK: Berlin (2 Active Points) 11- Skills Cost: 161 Cost Perk 15 Money (Filthy Rich) 25 Ironforge (125 Base, 75 Disad) 50 Followers (Golems) (x4, 200 Base, 150 Disad) 5 Fringe Benefit (International Driver's License, Membership: Dark Olympus, Passport) Perks Cost: 95 Cost Talent 20 Universal Translator 15- 3 Lightning Calculator Talents Cost: 23 Total Character Cost: 1060 Val Disadvantages 15 Distinctive Features: High body temperature, Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Hunted: UNTIL, More Powerful, 8- (Occasionally), Capture, Extensive Non-Combat Influence 20 Hunted: True Olympians, More Powerful, 11- (Frequently), Caputre 10 Hunted: Jupiter, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence 25 Psychological Limitation: Completely Loyal to Jupiter, Very Common, Total 15 Psychological Limitation: Overconfidence, Very Common, Moderate 10 Psychological Limitation: Loves Technology, Gimmicks, Common, Moderate 15 Rivalry: Mars, Professional and Romantic, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Limitation: Secret Identity , Frequently (11-), Major 5 Unluck: +1d6 Disadvantage Points: 150 Base Points: 300 Experience Required: 610 Total Experience Available: 610 Experience Unspent: 0 hmm, I noticed I forgot his "Key" to NeOlympus. More points. Darnit. What do you think? ...hmmm it seems when I mashed the two multipowers together they kept all the powers... lets fix that.
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