Jump to content

Corven_Ren

HERO Member
  • Posts

    2,344
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Corven_Ren

  1. Re: What Fiction Book (other than Science Fiction or Fantasy) have you recently finis I just recently read my father-in-law's e-book "The Continuing (Mis)-Adventures of Vapid Fendermonger". It is absolutley hilarious. If you have a nook, kindle or the app version of them, I strongley reccomend it. You can check out my father-in-law's website here http://www.pdqcampbell.com
  2. Re: A Game Of Questions Dude, what are you smokin'?
  3. Re: A Game Of Questions What's going on here?
  4. Re: A Game Of Questions Why should we?
  5. Re: Answers & Questions Q: Sargent Kowalski, what evidence do you have to convict the suspecy for indecent exposure? A: They don't look like Prebyterians to me.
  6. Re: Answers & Questions Q: You want me to give you part of they Hollywood sign? A:Thats why your father is not allowed in Texas
  7. Re: Answers & Questions Q: Did you hear the one about a boy and his sheep? A: All hail the king of the Dingleberries!
  8. Re: Corven's Heroes & Villains Now that I have begone thinking about champions again, I thought I would ressurect my old thread here for the benefit of any peeps who have joined during my absence. I will probaby begin creating and posting characters again.
  9. Re: My Champions Universe Timeline. Glad you like it St.Grimblefig. If you are interested you can see the many of the custom heroes & villains, such as Reptyle, Vandal, Kill Ratio etc in my heroes & villains thread. Just follow the link in my sig
  10. Re: My Champions Universe Timeline. Glad you liked it. I am planning on updating my heroes & villains thread soon as well so stay tuned.
  11. Re: My Champions Universe Timeline. Hey gang after a long hiatus from the boards and any work on my Champions Universe at all. I have finally started to work on it again and have made some changes to my timeline in addition to finally adding some entries for 2009. I have modified the first post to reflect these changes. Also one note I have decided that Wonder Woman in my universe is black, just to hsake things up a little. Here is a picture I did of her with the Timm style hero creator. and then her and Captain America's Daughter
  12. Re: New to Champions. and here is another. Pinky Val Char Cost Roll Notes 12 STR 2 11- Lift 132.0kg; 2d6 [1] 26 DEX 48 14- OCV: 9/DCV: 9 14 CON 8 12- 11 BODY 2 11- 20 INT 10 13- PER Roll 13- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 3/23 PD 1 Total: 3/23 PD (0/20 rPD) 3/23 ED 0 Total: 3/23 ED (0/20 rED) 4 SPD 4 Phases: 3, 6, 9, 12 8 REC 6 40 END 6 40 STUN 16 Total Characteristic Cost: 111 Movement: Running: 6"/12" Flight: 20"/40" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 60 Pink Light: Multipower, 60-point reserve 6u 1) Pink Bolt: EB 12d6 (60 Active Points) 6 6u 2) Pink Blast: EB 6d6, Area Of Effect (7" Cone; +1) (60 Active Points) 6 6u 3) Pink Bomb: EB 8d6, Explosion (+1/2) (60 Active Points) 6 6u 4) Pink Bonds: Entangle 4d6, 4 DEF, Backlash (+1/2) (60 Active Points) 6 6u 5) Pink Flash: Sight Group Flash 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points) 6u 6) Pink Laser: RKA 2d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points) 30 Pink Bubble: Elemental Control, 60-point powers 30 1) Pink Bubble Flight: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points) 30 2) Pink Bubble Shield: FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points) 10 Pink Light Eyes: Sight Group Flash Defense (10 points) 6 Light Bubbles: Sight Group Images 1" radius, Reduced Endurance (0 END; +1/2) (15 Active Points); Only To Create Light (-1), Linked (Pink Bubble Shield; -1/2) Perks Sanction Package Deal 3 1) Fringe Benefit: Federal/National Police Powers 6 2) Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 11- Skills 3 +1 with Pink Light Mulitpower Everyman Skills (Cost: 0 Points) 0 1) Native: Language: English (idiomatic) (4 Active Points) 0 2) AK: Millenium City 11- 0 3) Acting 8- 0 4) Climbing 8- 0 5) Computer Programming 8- 0 6) Concealment 8- 0 7) Conversation 8- 0 8) Deduction 8- 0 9) PS: Student 11- 0 10) Paramedics 8- 0 11) Persuasion 8- 0 12) Shadowing 8- 0 13) Stealth 8- 0 14) TF: Custom Adder, Small Motorized Ground Vehicles 3 Forensic Medicine 13- 4 Language: French (completely fluent; literate) 3 Language: Latin (fluent conversation; literate) Sanction Package Deal 2 1) KS: Federal Criminal Law 11- 2 2) KS: Federal Criminal Procedure 11- 3 Scientist 2 1) SS: Anatomy 13- (3 Active Points) 2 2) SS: Biology 13- (3 Active Points) 2 3) SS: Chemistry 13- (3 Active Points) 2 4) SS: Physiology 13- (3 Active Points) Total Powers & Skill Cost: 239 Total Cost: 350 200+ Disadvantages 5 Distinctive Features: Pink Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Ankylosaur 8- (Mo Pow, Harshly Punish) 15 Hunted: Photon 8- (Mo Pow, Harshly Punish) 15 Physical Limitation: Wierd Bio-Chemistry Requires Special Medical Attention (Frequently, Greatly Impairing) 20 Psychological Limitation: Code Vs Killing (Common, Total) 20 Psychological Limitation: Won't Allow Bystanders to Come to Harm (Common, Total) 15 Social Limitation: Secret Identity (Jenny Jordan) (Frequently, Major) 20 Susceptibility: Entangled by Darnkness Powers, 2d6 damage per Phase (Uncommon) 5 Unluck: 1d6 10 Vulnerability: 2 x BODY Darkness Powers (Uncommon) 10 Vulnerability: 2 x STUN Darkness Powers (Uncommon) Total Disadvantage Points: 150 Background/History: Jenny was once your average college student. She was immensly popular and was always seen at all of the big parties. But she was also devoted to her studies and no matter how late she partied the night before she was always on time for every class and always got good grades. But most of that has changed now. She is hardly ever seen at the parties any more & she is occasionally late for class. It all changed the day she got her powers and then began fighting crime as Pinky. She had been studying late one night and she found an experiment in her chemistry book she found intriguing. Early the next morning she rushed to the chem lab and began the experiment. She did not know however that another student had mislabeled some of the chemicals and when she mixed them they exploded. Jenny was covered with chemicals and flew back into a display case that contained several meteroites that the lab was performing tests on. The chemicals coating her reacted with one of the meteorites, and caused it to turn bright pink and then it began to glow. Jenny's body absorbed the pink light emenating from the meteorite and as it's glow got dimmer she began to glow brighter and brighter. When help arrived Jenny had stopped glowing and the meteroite had faded back to its normal grey tone. Soon after Jenny discovered her powers and since then, she has used her powers to fight crime. Not long after she gained her powers, she managed to defeat the well known super villain Ankylosar and also aided UNTIL in the capture of Photon. Since then she has become a federally sanctioned super heroine. Personality/Motivation: Pinky is a very outgoing person who enjoys helping people. Powers/Tactics: Pinky possesses light base powers that she can use in various ways. Appearance: Jenny is an attractive woman in her early 20's. She has long blonde hair and is in excellent physical shape. As Pinky she wears a pink & white costume and wears her hair in pigtails.
  13. Re: New to Champions. Welcome as many said character creation gets faster with time. Here is a sample 350 point hero to give you some ideas of what you can do. Tornado Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 23 DEX 39 14- OCV: 8/DCV: 8 15 CON 10 12- 14 BODY 8 12- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 14 COM 2 12- 3/23 PD 0 Total: 3/23 PD (0/20 rPD) 3/23 ED 0 Total: 3/23 ED (0/20 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 12 REC 12 44 END 7 50 STUN 20 Total Characteristic Cost: 135 Movement: Running: 6"/12" Flight: 15"/120" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 60 Tornado Zone: Multipower, 75-point reserve, (75 Active Points); all slots Conditional Power Power Does Not Work In Water (-1/4) 6u 1) Tornado Blast: EB 15d6 (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7 6u 2) Concentrated Tornado Blast: EB 8 1/2d6, Double Knockback (+3/4) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7 6u 3) Having Trouble Breathing?: EB 7d6, NND (Self Contained Breathing; +1) (70 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7 6u 4) Mini Tornado: EB 10d6, Area Of Effect (One Hex; +1/2) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7 6u 5) Lifting Tornado: Telekinesis (50 STR) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7 6u 6) Going For A Spin: Drain DEX 5d6, Reduced Endurance (0 END; +1/2) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 6u 7) Wind Wall: FW (10 PD/10 ED; 5" long and 2" tall), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 3 24 Wind Control: Elemental Control, 60-point powers, (30 Active Points); all slots Conditional Power Power Does Not Work In Water (-1/4) 24 1) Wind Shield: FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 24 2) Ride the Wind: Flight 15", x8 Noncombat, Reduced Endurance (0 END; +1/2) (60 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 8 Wind Shield II: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Linked (Wind Shield; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; Lesser Power can only be used when character uses greater Power at full value; -1/2), Conditional Power Power Does Not Work In Water (-1/4) Perks 10 Contact: Gary Folsworth, Reporter for the Chicago Tribune (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 14- 2 Fringe Benefit: Local Police Powers Skills 5 +1 with DCV 6 +2 with Tornado Zone MP 3 Electronics 12- Everyman Skills (Cost: 0 Points) 0 1) Native: Language: English (idiomatic) (4 Active Points) 0 2) AK: Chicago 11- 0 3) Acting 8- 0 4) Climbing 8- 0 5) Computer Programming 8- 0 6) Concealment 8- 0 7) Conversation 8- 0 8) Deduction 8- 0 9) PS: Construction Worker 11- 0 10) Paramedics 8- 0 11) Persuasion 8- 0 12) Shadowing 8- 0 13) Stealth 8- 0 14) TF: Custom Adder, Small Motorized Ground Vehicles 2 KS: Carpentry 11- 2 KS: Plumbing 11- 3 Mechanics 12- Total Powers & Skill Cost: 215 Total Cost: 350 200+ Disadvantages 20 DNPC: Jack & Harriet Carson (Parents) 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 15 Hunted: Chicago P.D. 14- (Mo Pow, NCI, Limited Geographical Area, Watching) 20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish) 15 Physical Limitation: Weird Bio Chemistry Requires Specialt Medical Attention (Frequently, Greatly Impairing) 20 Psychological Limitation: Code Vs Killing (Common, Total) 15 Psychological Limitation: Shameless Flirt (Common, Strong) 15 Psychological Limitation: Swashbuckler Attitude (Common, Strong) 15 Social Limitation: Secret Identity (Chad Carson) (Frequently, Major) 10 Social Limitation: Smoker (Frequently, Minor) 5 Unluck: 1d6 Total Disadvantage Points: 150 Background/History: Chad Carson sat on the top of the skeleton of the new hi-rise to join the Chicago sky line. His lunch box sat open next to him and he munched on a cold slice of pizza. His mind drifted back as he ate as to how much this build has changed his life. Two months ago Chad had been working on, what was at that time, the highest floor of the superstucture when a freak storm occured, he watched in horror as a tornado headed his way and he was unable to do anything but pray. The tornado had picked up a chemical truck that had been transpoting a newly created radioactive isotope.The truck slammed into the steel girders of the building, shattering the containment and bathing both the superstructure and Chad with the isotope. Chad's body began to glow as the isotope was absorbed into his skin it also seemed to absorb the very wind itself. Chad slowly rose into the air and as he opened his eyes he discovered that the tornado was gone and he was flying. Over the next few weeks he learned to use and control his power. Dubbing himself Tornado he soon beacme one of the more popular supers in the Windy city. Quote: "Bad news Pal, you jist stirred up an ill wind." Powers/Tactics: Tornado possess the ability to create tornadoes to use in various ways, He can also manipulsate the air around him that it both protects him and allows him to fly. Appearance: Chad Carson is in his mid 20's and is excellent physical shape. He has blond hair and blue eyes. As Tornado he wears a blue and white costume.
  14. Re: Justice Squadron: TNG Reboot If I do have to do complete reboot here are the campaign guidelines. Campaign Background....For years the Justice Squadron protected the world from superhuman and alien threats...Dr. Doom, Kill Ratio, Dr. Destroyer, the Skrulls. But these major threats eventually began to fade away. Dr. Doom made peace with the world and became one of the world's most beloved rulers. Dr. Destroyer was finally captured and is now in prison. Kill Ratio was last seen flying into space after a intense battle with the Hulk. And no alien has dared attack Earth. So the in 2008 the Squadron decided to disband, and while some minor threats occured, smaller groups of heroes, such as Vigilant & The Forces of Nature were able to take care of these. Now 20 years later a new Dr. Destoyer has emerged, Kill Ratio has returned and there are rumors of an invasion by an unknown alien speices. The Squadron is needed again. You are the child of one of the heroes of old. Points 450+150 disads. 75 AP Cap. Can be the child of any combination of DC/Marvel hero (heroes) Or even one of my custom heroes mentioned in the time line. If you want to go that route pm me and I will provide a character sheet so you could base powers of of that. (Notation the child of Rogue and Gambit is already taken). Required Package and Disadvantages: Ok Heres the Justice Squadron Package 6 Justice Squadron Communicator: HRRP (Radio Group) (12 Active Points); OAF (-1) 5 Hall of Justice & Hoverjet Donation: Vehicles & Bases 3 Reputation: Justice Squadron Member (A large group) 14-, +1/+1d6 5 Fringe Benefit: International Police Powers 3 Paramedics 11- 3 Systems Operation 11- 2 KS: Justice Squadron Foes 11- 1 TF: Hoverjet 2 KS: International Law 11- As far as disadvantages go You must have some form of Code against killing and 5 Social Limitation: Must follow Justice Squadron Rules (Occasionally, Minor) House of M, Civil War did not happen. Inferno, X-Tinction Agenda (minus Cable) and Rise of the Midnight Sons story lines did. Certain villains also do not exist (Apocolypse, Mr. Sinister & Darksied for example) Follow the link in my signature to see the timeline. The campaign will start in the year 2028
  15. Attention all former player in my Justice Suadron campaing...I have decided to reactivate it. To any of my former players if you wish to resume your characters you will automatically have a slot. I have talked with alwyin and he is willing to play Wildcard again. Those interested please contact me. If none of the original players other than alwyin are interested I will do a reboot and call for new submissions.
  16. Re: Poison's FREE Character Drawing Contest - #1 Totem Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 20 DEX 30 13- OCV: 7/DCV: 7 25 CON 30 14- 20 BODY 20 13- 18 INT 8 13- PER Roll 13- 20 EGO 20 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 14 COM 2 12- 25 PD 13 Total: 25 PD (25 rPD) 25 ED 20 Total: 25 ED (25 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 17 REC 0 50 END 0 65 STUN 2 Total Characteristic Cost: 225 Movement: Running: 26"/52" Leaping: 12"/24" Swimming: 2"/4" Cost Powers END 70 Spirit Warrior: Multipower, 70-point reserve 4u 1) Spirit Arrow: EB 14d6 (70 Active Points); Gestures (Requires both hands; -1/2), No Knockback (-1/4) 7 4u 2) Spirit Tomahawk: HKA 2d6 (4d6 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); No Knockback (-1/4) 6u 3) My Animal Brothers: Telepathy 10d6 (Animal class of minds), Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2 20 Totem Warrior: Elemental Control, 40-point powers 18 1) Nature's Healing: Healing 3 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 20 2) Stride of the Stallion: Running +20" (26" total) (40 Active Points) 4 25 Skin of the Mountain: Damage Resistance (25 PD/25 ED) 20 The Might of the Oak: Knockback Resistance -10" 20 Nature's Protection: LS (Extended Breathing: 1 END per 20 Minutes; Immunity: Phytotoxins; Immunity: Zootoxins; Longevity: 400 Years; Safe in Intense Cold; Safe in Intense Heat) 16 Will of the Warrior: Mental Defense (20 points total) 5 Eyes of the Owl: Nightvision Martial Arts: Totem Fighting Maneuver OCV DCV Notes 4 Bear Hug (Crush) +0 +0 16d6 Crush, Must Follow Grab 4 Buffalo Charge (Charge) +0 -2 14d6 +v/5 Strike, FMove 4 Eagle's Claw (Killing Strike) -2 +0 HKA 1d6 +1 4 Ram's Horns (Martial Strike) +0 +2 14d6 Strike 4 Scorpion' Sting (Nerve Strike) -1 +1 2d6 NND 3 Serpent's Coils (Martial Grab) -1 -1 Grab Two Limbs, 70 STR for holding on 5 Stallion Kick (Offensive Strike) -2 +1 16d6 Strike 1 Weapon Element: Tomahawk Perks 2 WCR Base Donation 24 Contact: Ancestor Spirits (Contact has access to major institutions, Contact has very useful Skills or resources), Spirit Contact (x2), Organization Contact (x3) (24 Active Points) 12- 1 Fringe Benefit: License to practice Vetreanry Medicine Skills 15 +3 with DCV 9 +3 with Totem Fighting 3 Animal Handler (Canines, Equines) 13- Everyman Skills (Cost: 0 Points) 0 1) Native: Language: Apache (idiomatic; literate) (5 Active Points) 0 2) AK: Camp Verde, Arizona 11- 0 3) Acting 8- 0 4) Climbing 8- 0 5) Computer Programming 8- 0 6) Concealment 8- 0 7) Conversation 8- 0 8) Deduction 8- 0 9) PS: Vetrenarian 11- 0 10) Paramedics 8- 0 11) Persuasion 8- 0 12) Shadowing 8- 0 13) Stealth 8- 0 14) TF: Custom Adder, Small Motorized Ground Vehicles 3 KS: Totem Fighting 13- 4 Language: English (completely fluent; literate) 6 SS: Vetrenary Medicine 16- 12 Survival (Temperate/Subtropical, Desert, Mountain) 16- 3 Teamwork 13- 9 Tracking 16- 3 Traveler 2 1) AK: Boise, Idaho (3 Active Points) 13- 2 2) AK: Denver, Colorado (3 Active Points) 13- 2 3) AK: New Orleans, Louisiana (3 Active Points) 13- 2 4) AK: Orlando, Florida (3 Active Points) 13- 2 5) AK: Phoenix, Arizona (3 Active Points) 13- 2 6) AK: Portland, Oregon (3 Active Points) 13- 2 7) AK: Portsmouth, Virginia (3 Active Points) 13- 2 8) AK: Salt Lake City, Utah (3 Active Points) 13- 2 9) AK: San Antonio, Texas (3 Active Points) 13- 2 10) AK: San Diego, California (3 Active Points) 13- 2 11) AK: Seattle, Washington (3 Active Points) 13- 2 12) AK: Wahington D.C. (3 Active Points) 13- 4 13) CuK: Native American Tribal (5 Active Points) 15- 3 Nez Pierce: Language (completely fluent) 3 Language: Lushootseed (completely fluent) 5 KS: Native American History 15- Total Powers & Skill Cost: 390 Total Cost: 615 400+ Disadvantages 5 Distinctive Features: Pure White Eyes (No Pupils or Irises) (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Mystery Hunted 8- (Mo Pow, NCI, Harshly Punish) 25 Enraged: If heritage is insulted (Uncommon), go 14-, recover 8- 25 Hunted: Ancestor Spirits 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 10 Hunted: Donors 8- (Mo Pow, NCI, Watching) 15 Hunted: Governments 11- (Mo Pow, NCI, Watching) 10 Physical Limitation: Crushing Grip (Frequently, Slightly Impairing) 15 Physical Limitation: Weird Bio Chemistry Requires Special Medical Attention (Frequently, Greatly Impairing) 15 Psychological Limitation: Reluctant To Kill (Common, Strong) 15 Psychological Limitation: Will Not Break His Word (Common, Strong) 20 Psychological Limitation: Will Not Surrender (Common, Total) 10 Social Limitation: Held to a Higher Standard (Frequently, Minor) 15 Social Limitation: Public Identity (Frequently, Major) 15 Experience Points Total Disadvantage Points: 200 Background/History: The Apache have many legends and prophecies. Among them is that a warrior would be born among them, his eyes would be white like snow and he would help all nations and all tribes. When Joshua Greycloud was born, in Camp Verde, Arizona, many of the Apache elders believed that he was the fufilment of this prophecy. . He learned to meditate and listen for the voices of his ancestors. Most of all they taught him that he was a warrior, and as a warrior, it was his obligation to protect the tribe. As he grew he learned that he was stronger than everyone else his age, and he learned to control that strength so that he did not hurt any who were weaker than him. He also discovered that it was very hard for him to get hurt and that he could run very fast. When he was 16 he ran down and wrestled a buffalo to the ground with his bare hands. Joshua also excelled academically as well, graduating high school with a perfect 4.0 gpa. Aftergraduating, the elders told him that he must leave the reservation. "Why?" he asked, "You said it was my duty to protect the tribe." The lead elder stood, "Your duty is to more than the Apache. It is to mankind. You must go into the world and use the abilities given to you to protect all of mankind." Seeing the wisdom of the elders words, Joshua left the reservation. Knowing he would need some way to support himself as he traveled, he went to University of Phoenix, and earned a degree in veterinary medicine. After gaining his degree, he traveled throughout the country, using his super strength to aid those in need. During his travels, he improved his ability to fight. Mimicing animals, such as the bear, the eagle and the ram, he came up with his own unique martial art. He called it Totem fighting. He also contacted his ancestor spirits and learned how to chanel his own spirit energy into various uses. He currently resides in Seattle where he has a small veterinary practice. Quote: "Did you just call me Tonto?" "A true warrior mourns the loss of any life, and especially an innocent life most of all." Powers/Tactics: Joshua is a mutant who posesses many different powers. He has superhuman strength, toughness, & resistance to harm. His powerful legs allow him to run at amazing speeds. He heals much faster than a normal human and is immune to any poisons derived from plants or animals. It also seems that his ability to heal has slowed his aging process. He can also hold his breath for an extended amount of time as well as resist extreme temperatures. Joshua sees as well in total darkness as well as daylight. Through meditation, his ancestor's spirits have taught him to call upon his own spiritual energies and use it in several different ways including firing spirit arrows, manifesting a spirit tomahawk and speaking with animals. His martial art is of his own creation, mimicing the attacks of various American animals. Campaign Use: My cross between Nightwolf (from Mortal Kombat), T.Hawk (from Street Fighter), & Warpath (From X-Force). Appearance: Joshua is a very tall muscular Apache indian. He appears to be in his early 20's but Joshua is actually 60 years old. His hair is very long, hanging down to the middle of his back. On his head he wears a headband with two eagle feathers hanging from it. His 'costume' consists of a pair of blue jeans, boot moccasins and a denim vest. He also wears Apache warpaint on his face. Height: 6'4" Weight: 225 lbs
  17. Re: Catalyst: A Champions campaign on Hero Central
  18. Re: Catalyst: A Champions campaign on Hero Central Hey Fed I altered the last post I made, check out the alters Disads and let me know if they need to be changed more.
  19. Re: Catalyst: A Champions campaign on Hero Central Ok did some more tweaking on Black Arachnia. This one feels more right to me hope it does to you as well. There is an explanation for her powers in her origin now. Black Arachnia Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 29 DEX 57 15- OCV: 10/DCV: 10 20 CON 20 13- 15 BODY 10 12- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 19 PD 4 Total: 19 PD (9 rPD) 19 ED 6 Total: 19 ED (9 rED) 6 SPD 21 Phases: 2, 4, 6, 8, 10, 12 13 REC 6 50 END 5 42 STUN 2 Total Characteristic Cost: 164 Movement: Running: 9"/18" Leaping: 6"/12" Swimming: 2"/4" Swinging: 20"/80" Cost Powers END 50 Web Slinging: Multipower, 50-point reserve 4u 1) Capture Web: Entangle 3d6, 3 DEF, Backlash (+1/2) (45 Active Points) 4 5u 2) Normal Web: Entangle 5d6, 5 DEF (50 Active Points) 5 3u 3) Web Net: Entangle 3d6, 2 DEF, Area Of Effect (3" Radius; +1) (50 Active Points); Conditional Power Power does not work in Common Circumstances (Requires Anchor Points; -1/2) 5 3u 4) Web Wall: FW (10 PD/8 ED; 3" long and 1" tall) (49 Active Points); Requires Anchor Points Power does not work in Common Circumstances (-1/2) 5 3u 5) Get Over Here: Stretching 10" (50 Active Points); Conditional Power Power does not work in Common Circumstances (Only to Grab People or Objects; -1/2) 5 4u 6) Swinging Along: Swinging 20", x4 Noncombat, Reduced Endurance (0 END; +1/2) (37 Active Points) 15 Enhanced Agility: Missile Deflection (Bullets & Shrapnel) 10 Wall Crawling: Clinging (normal STR) 6 Good Runner: Running +3" (9" total) 1 Dirty Infighting Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Low Blow -1 +1 2d6 NND 4 Punch +0 +2 8d6 Strike 5 Two-Fisted Smash -2 +1 10d6 Strike 3 Throw +0 +1 6d6 +v/5, Target Falls 3 Legsweep +2 -1 7d6 Strike, Target Falls Talents 18 Hard to Hit: Combat Luck (9 PD/9 ED) Skills 3 Acrobatics 15- 3 Breakfall 15- 3 Climbing 15- 3 KS: Bible 12- 3 KS: Religions of the World 12- 2 Language: Hebrew (basic conversation; literate) 2 Language: Greek (basic conversation; literate) 3 Lipreading 12- 3 Lockpicking 15- 3 Paramedics 12- 3 Shadowing 12- 3 Sleight Of Hand 15- 3 Stealth 15- 3 Streetwise 12- 2 Survival (Urban) 12- Total Powers & Skill Cost: 186 Total Cost: 350 200+ Disadvantages 10 DNPC: Pastor Jean-Paul Wagner & Diane Wagner 8- (Normal) 5 Distinctive Features: Spider Tattoo on left Shoulder (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Mystery 8- (As Pow, NCI, Harshly Punish) 10 Hunted: Police 11- (As Pow, NCI, Watching) 20 Hunted: Promethius 8- (Mo Pow, NCI, Harshly Punish) 15 Hunted: Unnamed Crime Family 8- (As Pow, NCI, Harshly Punish) 20 Psychological Limitation: Devout Christian (Common, Total) 15 Psychological Limitation: Want's to live up to her Grandfather's Legacy (Common, Strong) 15 Psychological Limitation: Will Not Kill (Common, Strong) 10 Social Limitation: Legal Minor (Occasionally, Major) 15 Social Limitation: Secret Identity (Very Frequently, Minor) Total Disadvantage Points: 150 Background/History: Alexandria Drake, sat perched on the corner of a building, looking at the city below. Her mind wandered....how different her life was now than just a few years ago. She had tried to block it out, but was unable. Her father always drunk and always hitting her and her mother. Years of abuse until it came to a head shortly after she turned twelve. She remembered only flashing images. Her father yelling at her mother, her mother yelling back saying she was taking Alex and leaving. Her father grabbing a knife, a flash of light and her mother laying on the floor in blood. She remebered her father coming for her and as she held up her hands to try to defend herself a white substance shooting from them and engulfing her father. Then she ran, she ran for what seemed like hours. Finally collapsing in an alley miles from her home. She knew she could not go back, so she would do her best to sruvive on her own. Experimenting, she taught herself how to use her webbing, learned that she could cling to walls like a spider and learned that her strength had increased as well. She had been pearched on a wall in an alley,eating some fruit she had 'obtained' from a street vendor with her webbing when she noticed a guy drag an old woman into the alley. Alex decided to help her, dropping down she grabbed the man, and to her surprise, when she pulled him off he went flying into the wall on the opposite side of the alley. The woman thanked her and gave her some money. At that point, Alex decided to use her powers to help people. She used the money the woman had gave her to buy some clothes, a purple t-shirt wirh a spidre on it and a pari of black pants and made them into a make shift costume. Over the next few years she taught herself how to fight and at fifteen talked a tatoo artist into tatooing a spider on her left shoulder blade. Alex's life took nother turn just before her sixteenth birthday, she had heard that a gang was going to break in and trash a church and she decided to stop them. She caught them trying to break into the pastors office, she tried to fight them off, but their sheer number overwhelmed her. The next thing she remembered was waking up in the hosrpital to the sight of a man and his wife looking over her. He told her that he was the pastor of the church and wondered if she was all right. She told him of the break in and how she had tried to stop it. He thanked her and asked if could call her parents. Alex had explained her whole situation and the pastor asked if she would like to come live with them and their two children and she agreed. Just a few weeks after moving in Alex had her G.E.D. and few weeks after that the pastor led her to her salvation through Christ. She developed a hunger for knowledge about the bible and the pastor begand to teach her more aobut it as well as Greek and Hebrew. She also was curious about her powers, so the pastor helped her research her family, they soon found her maternal grandfather, who was believed dead, in a Veteran's hospital and learned that he had been part of the Catalyst project, he had been an active prime during the Vietnam war and was known as Recluse, and the gene had skipped her mother and manifested itself in Alex. After praying for weeks about what to do with her powers , Alex approached the pastor and his wife and told them that she felt that God wanted her to continue to use them to help people and they agreed. The pastor's wife made her a costume and his children gave her a name. A scream rang out and brought Alex out of her thought. :"No more victims." she said and swung off towards the sound of the scream. Appearance: Alex is an attractive 16 year old girl with red hair and green eyes. Her normal street clothes are jeans and a t-shirt.
  20. Re: Catalyst: A Champions campaign on Hero Central About the Devout Christian here is the official definition of Devout from the Master List of Limitations. Devout Common, Strong 15pts. / Common, Total 20pts. A character with this Disadvantage acts in accordance to his religion (or rather, in accordance to his own interpretation of his religion) at all times. He may (or may not, depending on the religion) spend time trying to convert his companions to his own beliefs, and will most certainly argue with people over the accuracy of his faith when the question arises (except, of course, when proselytizing and argument about faith are inappropriate for the character's religion). I am going to rework some of her Disads.
  21. Re: Catalyst: A Champions campaign on Hero Central I will give her another tweak and see what you think. As far as how she got her powers, she was born with them they jusr manifested when she was twelve, are there no mutants in your world?
  22. Re: Poison's Champions Art Thread
  23. Re: Meet The Alternates Here is another villain who might be of use for a short adventure arc. Mr. Make Believe Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 15 CON 10 12- 12 BODY 4 11- 20 INT 10 13- PER Roll 13- 30 EGO 40 15- ECV: 10 15 PRE 5 12- PRE Attack: 3d6 12 COM 1 11- 3 PD 0 Total: 3 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 30 END 0 30 STUN 2 Total Characteristic Cost: 113 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 165 Mental Illusions 12d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Area Of Effect (18" Radius; +1 1/4) (165 Active Points) 50 Mind Control 6d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Area Of Effect (5" Radius; +1) (75 Active Points); Conditional Power Only Vs. Children (-1/2) 24 Completel Insanity: Mental Defense (30 points total) 10 Kitchen Knife: HKA 1/2d6 (1d6+1 w/STR) 1 Skills 5 Children's Games: KS 15- 2 Children's Moives and TV Shows: KS 11- 3 Acrobatics 13- 9 Sleight Of Hand 16- 3 Acting 12- 3 Disguise 13- 3 Mimicry 13- Total Powers & Skill Cost: 277 Total Cost: 390 200+ Disadvantages 20 Psychological Limitation: Cold Blooded Killer (Common, Total) 20 Psychological Limitation: Obsessed with Children (Common, Total) 25 Psychological Limitation: Treats Everything Like A Game (Very Common, Total) 10 Reputation: Child Mollester & Killer, 11- 15 Social Limitation: Public Identity (Frequently, Major) 25 Hunted: Police 11- (Mo Pow, NCI, Capture) 20 Hunted: Primus 8- (Mo Pow, NCI, Capture) 15 Corven's Sicko Villain Bonus 40 Experience Points Total Disadvantage Points: 150 Background/History: Origin is curently in the works Personality/Motivation: Mr. MakeBelieve is the worst case scenario in a meta human. He uses his powers to attack the most innocent of all, children. He is John Wayne Gacy with mental powers. Quote: Singing: "Come with me, and you'll see, a world of pure imagination." Powers/Tactics: Mr. Make Belive possess the ability to create powerful mental illusions. He also possess the ability to control the minds of children. It is believed that he could control other human beings as well but his own sick mind will not allow him to do so. His usual tactic is to first set up a 'play area' in some abandoned building and then using his mind control lure children there. Once he has done so he uses his illusions to make the children believe they are in some magical playland and do not want to leave. And from there I am sure you can get the idea of what he does next. Campaign Use: Appearance: Darrel Suggs is a lanky man in his mid 20's. When 'entertaining' children as Mr. Make Believe he wear a ringmaster style outfit
×
×
  • Create New...