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Corven_Ren

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Everything posted by Corven_Ren

  1. Re: Avengers: The Next Generation on Hero Central Heres an DCU Animated pic of Aquatica I just did today
  2. Re: A DC Animated-style HeroMachine Here's the char I just submitted for bunnehs Avengers TNG game...Aquatica
  3. Re: Avengers: The Next Generation on Hero Central Okay Bunny man here she is Aquatica the daughter of Namor. Aquatica Val Char Cost Roll Notes 25/35 STR 15 14- / 16- Lift 800.0kg/3200.0kg; 5d6/7d6 [2/3] 23 DEX 39 14- OCV: 8/DCV: 8 25 CON 30 14- 23 BODY 26 14- 18 INT 8 13- PER Roll 13- 16 EGO 12 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 19 COM 5 13- 10/32 PD 5 Total: 10/32 PD (10/30 rPD) 10/30 ED 5 Total: 10/30 ED (10/30 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 20/37 REC 20 70 END 10 50/55 STUN 1 Total Characteristic Cost: 203 Movement: Running: 6"/12" Flight: 20"/40" Leaping: 5"/10" Swimming: 22"/704" Cost Powers END 9 Atlantean Physiology: LS (Breath Water; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold) 10 Atlantean Physiology II: Damage Resistance (10 PD/10 ED) 4 Atlantean Strength: +10 STR (10 Active Points); Conditional Power Power Only Works In Water (-1 1/2) 1 75 Gifts of Neptune: Multipower, 75-point reserve 7u 1) Dehydration: Drain DEX 5d6, Reduced Endurance (0 END; +1/2) (75 Active Points) 7u 2) Water Bolt: EB Vs. PD 15d6 (75 Active Points) 7 7u 3) Drowning Blast: EB 7d6, NND (LS. S.C. Breathing or Breath Water; +1) (70 Active Points) 7 4u 4) The Very Water is at My Command: Telekinesis (35 STR), Affects Porous, Fine Manipulation (73 Active Points); Only Works On Limited Types Of Objects Water Only (-1) 7 30 Gifts of Neptune: Elemental Control, 60-point powers 24 1) Surface Surfing: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points); Only In Contact With A Surface (-1/4) 32 2) Liquid Shield: FF (20 PD/20 ED/5 Flash Defense: Sight Group/5 Flash Defense: Hearing Group), Costs END Only To Activate (+1/4) (62 Active Points) 5 9 3) Healing Water: Healing 3 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Conditional Power Power Only Works In Water (-1 1/2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 30 4) Swimming +20" (22" total) (x32 Noncombat), Reduced Endurance (0 END; +1/2) (60 Active Points) 12 Healing Water II: +15 REC (30 Active Points); Conditional Power Power Only Works In Water (-1 1/2) 33 Living Fire Hydrant: Suppress Fire 10d6 (50 Active Points); Linked (Water Bolt; -1/2) 5 5 Avengers Communicard: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF (-1) Perks 3 Avengers Membership: Fringe Benefit: Federal/National Police Powers 6 I Am An Avenger: Reputation: Avenger/Great Hero (A large group) 14-, +2/+2d6 7 Avengers Quinjet & Island: Vehicles & Bases 5 Money: Well Off 9 Contact: Namor, King of Atlantis (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 11- Skills 10 +2 with DCV 9 +3 with Neptune's Gift Multi-Power 3 Bureaucratics 13- 3 Conversation 13- 3 High Society 13- 3 KS: Atlantean History 13- 2 KS: Avengers Villains & Menaces 11- 3 Language: Atlantean (completely fluent) 3 Oratory 13- 3 Paramedics 13- 3 Persuasion 13- 3 Scientist 2 1) SS: Atlantean Anatomy & Physiology 13- (3 Active Points) 6 2) SS: Marine Biology 17- (7 Active Points) 4 3) SS: Oceanogrophy 15- (5 Active Points) 3 Systems Operation 13- 3 TF: Avengers Quinjet, Large Motorized Boats, Small Motorized Boats 3 Teamwork 14- Total Powers & Skill Cost: 398 Total Cost: 600 450+ Disadvantages 5 Dependence: Air or Water Takes 3d6 Damage (Very Common, 1 Day) Notes: Like her father Namora must spend one hour a day in the opposite of what she has been in for most of the day 5 Distinctive Features: Pointed Ears (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Tigershark II (Son of Original Tigershark) 8- (As Pow, Harshly Punish) 15 Psychological Limitation: Charitable (Common, Strong) 15 Psychological Limitation: Short Fused (Common, Strong) 15 Psychological Limitation: Will Not Kill (Uncommon, Total) 25 Psychological Limitation: Wont Allow Bystanders to Come to Harm (Very Common, Total) 5 Social Limitation: Must Follow Avengers Bylines & Rules (Occasionally, Minor) 15 Social Limitation: Public Identity (Frequently, Major) 20 Vulnerability: 2 x BODY Heat Based Attacks (Common) 20 Vulnerability: 2 x STUN Heat Based Attacks (Common) Total Disadvantage Points: 150 Background/History: Namor, Sub-Mariner, The Avenging Son, Prince, King, Avenger...over the years he has had may titles but perhaps the one he came to love most was father. His beloved wide Lady Dorma perished before Namor could consumate the marriage and over the years he could find no other to love. His second wife, the Alien Marrina had become pregnant, but her alien physiology could not reacted strangely and she became a leviathan and eventually perished. Years later when the Avengers disbanded, Namor traveled the world doing charitable work through his company Oracle on behalf of Atlantis. This earned Atlantis a seat in the United Nations and the first ambasador was his cousin Namorita. While on his travels he met and fell in love with a woman named, Aeryka Austin. They married and after a few months Aeryka was pregnant, however her pregnancy was very difficult and the doctors thought it was because of Namor's Atlantean DNA. Aeryka went into labor after only eight months, Namor flew her to the hospital. They had to take the baby by emergency C-section. The doctors worked on Aeryka furiously but had lost to much blood and died while the king of Atlantis watched. A few minutes later they handed him a perfectly healthy little girl whom he named Aeryka Droma Marrina McKenzie, after his three wives. It was very apparent at an early age that she inherited her father's Atlantean strength, durability and being able to breath and survive the ocean's depths. Namor spent every moment he could with his daughter,spending time on both the surface world and in Atlantis, teaching her the history of both. Upon reaching her 18th birthday, while swimming just outside Atlantis, Aeryka was suddenly confronted with the giant form of Neptune. Aeryka tried to flee but the Olympian gestured and Aeryka was unable to move. He spoke to her gently, "Do not be afriad, for thou art the daughter of Namor and I wouldst not see you harmed." "Wh...wh...who are you? And how do you know who my father is" she asked, fear obvious in her voice. "Child...I am father Neptune....I once restored thy father from death and gave him back the gift of flight and now I wish to bestow a gift on thee." Aeryka calmed at his words and said. "Yes my father has spoken of you and how you healed him after the battle with Suma-Ket. What gift would you give me." "Little one, I grant thee the ability to create and control the very water's themselves." and with that he disspeared. Aeyka swam quickly back to Atlantis and told her father what had happened. Namor was not surprised he beckoned her to sit beside him. "Aeyka," he began, "To long have I neglected my duties to both the surface world and to Atlantis to go off and 'play' hero. Go to the surface, learn to control you new gifts and use them to help the world as best you can." "But what of you father?" "I shall spend my time helping the world as well. But not as a hero. I shall spend most of my time here ruling Atlantis, but I will come to the surface every so often to attend to business matters at Oracle. Go now child with both my blessing and my love." Aeryka hugged her father and swam to the surface. Over the next several months she practiced using her powers and how to control them and when she felt she was ready...Aquatica was born. She soon discovers she liked being the hero, and the people she helped loved her. She kept no secret about who she was and she was soon confronted by her fathers old enemy Tigershark. The tow battled and during the battle it was reveled that this Tiger Shark was actually David Arliss. the son of the original Tiger Shark. Aeryka managed to defeat him and he swore he would get her. After help cleaning up the streets from the battle she saw a newspaper machine with a headline that read "The Avengers Are Back". Then and there Aeryka was determined to become an Avenger like her father she set off to find Avengers Mansion. Personality/Motivation: Aeryka is a very outspoken young woman, who goes to many charity functions and gives donations on behalf of her fathers company Oracle Inc. She also, however possesses her father temper and short fuse. She feels that she has to live up to her father's legacy as a great hero and Avenger. Quote: "How long can you tread water?" Powers/Tactics: Although she is only 1/4 Atlantean she has inherited many Atlantean abilities such as superhuman strength, reisistance to harm and being able to breath and survive in the oceans depths. Since Neptune's blessing, has gained the ability to both create and control water. She has learned to use her powers in many unique ways incluiding the ability to slide along the ground on a layer of water she creates and controls mentally Appearance: Aquatica is a beautiful eighteen year old young woman with sandy blonde hair and blue eyes. She has pointed ears like her father but did no inherit his ankle wings. She wears a green bikini very similar to the one worn by her cousin Namorita. (Note) The included picture was taken in the swimming pool of a five star hotel during a charity dinner after she had jumped in to save someones life.
  4. Re: Avengers: The Next Generation on Hero Central I should have my submission up by the end of the day Aquatica daughter of Namor.
  5. Re: What Are You Listening To Right Now? My Daughter singing along with Dora the Explorer
  6. Re: X-Men: The Next Generation campaign on Hero Central
  7. Re: X-Men: The Next Generation campaign on Hero Central Hey Dan...I know before that noting having an origin for Sub Zero may have made you not even consider him....here is a new writeup with background and pic. Sub Zero Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 20 CON 20 13- 20 BODY 20 13- 15 INT 5 12- PER Roll 12- 18 EGO 16 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 8/28 PD 4 Total: 8/28 PD (0/20 rPD) 8/28 ED 4 Total: 8/28 ED (0/20 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 20 REC 24 60 END 10 55 STUN 15 Total Characteristic Cost: 197 Movement: Running: 18"/72" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 75 Ice & Cold Creation and Manipulation: Multipower, 75-point reserve 4u 1) Arctic Attack: EB 6 1/2d6, Hole In The Middle (+1/4), Area Of Effect (4" Radius; +1) (74 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2) 7 7u 2) CO2 Blast: Suppress Fire 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points) 5u 3) Damn Its Cold: Change Environment 4" radius, -10 Temperature Level Adjustment, -2 Dex Roll and all Skill Rolls based on Dex, Long-Lasting 20 Minutes, Multiple Combat Effects, Personal Immunity (+1/4) (75 Active Points); No Range (-1/2) 7 5u 4) Freeze: Entangle 6d6, 6 DEF, Cannot Be Escaped With Teleportation (+1/4) (75 Active Points); Vulnerable (Fire & Heat; -1/2) 7 7u 5) Frostbite: EB 7d6, NND (LS: Safe Environment- Intense Cold; +1) (70 Active Points) 7 7u 6) Ice Ball: EB 15d6 (75 Active Points) 7 7u 7) Ice Cage: Entangle 3d6, 4 DEF, Area Of Effect (4" Radius; +1) (70 Active Points) 7 7u 8) Ice Spike: RKA 4d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3 4u 9) Ice Supports: Telekinesis (40 STR), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Conditional Power Only to Brace or support objects (-1/2), Physical Manifestation (-1/4) 3 5u 10) Ice Wall: FW (15 PD/10 ED; 4" long and 2" tall) (71 Active Points); Vulnerable (Fire; -1/2) 7 4u 11) Icey Coating: HA +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) 4u 12) Icey Fog: Darkness to Sight and Smell/Taste Groups 4" radius, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4) (67 Active Points); No Range (-1/2) 3 7u 13) Snow in your Eyes: Sight Group Flash 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points) 13 Freeze to a Surface: Clinging (30 STR) 63 Icey Coating: (Total: 75 Active Cost, 63 Real Cost) Armor (20 PD/20 ED) (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 48) plus Hearing Group Flash Defense (5 points) (Real Cost: 5) plus Sight Group Flash Defense (10 points) (Real Cost: 10) 6 3 Icey Metabolism: LS (Longevity: 200 Years; Safe in Intense Cold) 29 Skating On Icey Feet: Running +12" (18" total), x4 Noncombat 3 6 Stong Mental Discipline: Mental Defense (10 points total) Ice Dragon Style Maneuver OCV DCV Notes 5 Backfist (Def Strike) +1 +3 4d6 Strike 5 Dragon Claw Strike (Off Strike) -2 +1 8d6 Strike 4 Dragon's Fangs (Choke Hold) -2 +0 Grab One Limb; 2d6 NND 4 Dragon's Scales (Mart Block) +2 +2 Block, Abort 3 Dragon's Tail (Leg Sweep) +2 -1 5d6 Strike, Target Falls 4 Roundhouse (Mart Strike) +0 +2 6d6 Strike 4 Strength of the Dragon (Mart Escape) +0 +0 35 STR vs. Grabs Perks 2 Sensei: Fringe Benefit: Accredited Instructor, Black Belt 5 Money: Well Off 2 Fringe Benefit: International Driver's License, Passport 10 Vehicle/Base Donation: Custom Perk 1 Fringe Benefit: Dual Citizenship (Japan & U.S.A.) Talents 3 Ambidexterity (-2 Off Hand penalty) 3 Lightning Reflexes: +2 DEX to act first with All Actions Skills 6 +2 Martial Arts 5 +1 with DCV 6 +2 Ice/ Cold Powers 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Conversation 13- 8 KS: Dragon Style 17- 3 Linguist 3 1) Language: Cantonese (completely fluent; literate) (4 Active Points) 3 2) Language: German (completely fluent; literate) (4 Active Points) 3 3) Language: Japanese (completely fluent; literate) (4 Active Points) 3 4) Language: Korean (completely fluent; literate) (4 Active Points) 3 5) Language: Mandarin (completely fluent; literate) (4 Active Points) 3 6) Language: Russian (completely fluent; literate) (4 Active Points) 0 7) Native Language: English (idiomatic; Literate) (4 Active Points) 3 Oratory 13- 7 PS: Martial Arts Instructor 16- 3 Stealth 14- 3 Streetwise 13- 3 Tactics 12- 3 Teamwork 14- 1 TF: X-Jet 3 Paramedics 12- 2 KS: Mutants & Mutant Menaces 11- Total Powers & Skill Cost: 403 Total Cost: 600 450+ Disadvantages 10 Distinctive Features: Mutant (Not Concealable; Extreme Reaction; Detectable Only By Technology Or Major Effort; Not Distinctive In Some Cultures) 15 Physical Limitation: Wierd Bio-Chemistry, requires special medical attention (Frequently, Greatly Impairing) 20 Psychological Limitation: Honorable (Very Common, Strong) 15 Psychological Limitation: Will Never Break His Word (Common, Strong) 15 Psychological Limitation: Will Not Kill (Common, Strong) 20 Psychological Limitation: Won't Allow Bystanders Come to Harm (Common, Total) 15 Social Limitation: Secret Identity (Frequently, Major) 20 Vulnerability: 2 x BODY Fire or Heat (Common) 20 Vulnerability: 2 x STUN Fire or Heat (Common) Total Disadvantage Points: 150 Background/History: Bobby Drake was one of the original X-Men, as Ice Man he followed Charles Xaviers dream for many years. Doing this caused him to lose many things. His family had died during a sentinal attack, and Opal Tanaka, the woman he loved, moved back to Japan. When Xavier disbanded the X-Men it was like a great burden had been lifted off Bobby chest. He gave up being a hero and went to Japan. There he married Opal and settled down in Japan. Except for the rare misadventure Bobby would have with his friend Sunfire, life was peacful for the Drakes and after a few years Opal was pregnant and several months into it, ice crystals would occasionally form on Opal's belly and it was obvious the child would inherit its father's freezing abilities. When he was born the child had an icy coating on his body. The named him Joshua and as soon as he was able, Bobby began training the child in how to control his powers. Opal also insisted on the child recieving traing in martial arts. As Joshua grew he enjoyed both the training he recieved from his father and from various martial arts he studied. He would sit glued in front of the television when his father and 'uncle' Sunfire would be shown during some of their adventures.. On his 10th birthday, however, Joshua's world was turned upside down. Iceman died while defending Tokyo from a supervillain attack. During the memorial service, Joshua met many of his fathers fromer X-Men teammates and he swore he would do all he could to honor his fathers memory. He spent the next ten years traveling the world, honing his powers and combining elements from many different martial arts to create his own which he called simply the Dragon Style. With Xavier's death he went to the states to pay his respects in his father's place and upon hearing that Henry McCoy was going to reform the X-Men he offered his services. Personality/Motivation: Joshua is a very serious young man who has joined the new team of X-Men to honor his father's memory. Quote: "To fight without honor, is to lose before the battle begins." Powers/Tactics: Joshua has inherited his fathers freezing abilites. He has also discplened his body through the study of martial arts, combining bits and pieces from many to form his own style that he simply calls Dragon Style. Appearance: Joshua is a fairly tall man with long black hair and ice blue eyes. His costume is royal blue and black
  8. Corven_Ren

    Snake men

    Re: Snake men Hey JmOz here is a npc in my champs universe....feel free to use him for whatever you need. Boa Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 24 DEX 42 14- OCV: 8/DCV: 8 30 CON 40 15- 25 BODY 30 14- 15 INT 5 12- PER Roll 12- 17 EGO 14 12- ECV: 6 25 PRE 15 14- PRE Attack: 5d6 6 COM -2 10- 20 PD 8 Total: 20 PD (15 rPD) 20 ED 14 Total: 20 ED (15 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 20 REC 4 60 END 0 75 STUN 5 Total Characteristic Cost: 241 Movement: Running: 6"/12" Leaping: 12"/24" Swimming: 2"/4" Swinging: 10"/20" Cost Powers END 33 Snake Arms: Stretching 10" (50 Active Points); Limited Body Parts (Arms Only) (-1/4), no Noncombat Stretching (-1/4) 5 15 Reptilian Skin: Damage Resistance (15 PD/15 ED) 29 Reptilian Regeneration: Healing 3 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (79 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 7 Reptilian Metabolism: LS (Extended Breathing: 1 END per 5 Minutes; Immunity: Ophidotoxins; Longevity: 200 Years) 60 Way of the Serpent: Multipower, 60-point reserve 1u 1) Bungee Arms: Leaping 10" (Accurate), Reduced Endurance (0 END; +1/2) (22 Active Points); Conditional Power Must Grab Onto Something (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) 1u 2) Swinging Along: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points) 2u 3) In My Coils: Entangle 4d6, 4 DEF, Backlash (+1/2) (60 Active Points); No Range (-1/2), Lockout (-1/2), Cannot Form Barriers (-1/4), Conditional Power Must Follow Grab (-1/4) 6 3u 4) Constriction: EB 4d6, NND (LS: Self Contained Breathing; +1), Continuous (+1) (60 Active Points); No Range (-1/2), Must Follow Grab or Entangle (-1/2) 6 Boxing, Modern Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 3 Clinch -1 -1 Grab Two Limbs, 70 STR for holding on 4 Cross +0 +2 14d6 Strike 5 Hook -2 +1 16d6 Strike 3 Jab +2 +1 Strike Skills 9 +3 with Boxing 15 +3 with DCV 3 +3 with Grabs 2 Animal Handler (Reptiles & Amphibians) 14- Everyman Skills (Cost: 0 Points) 0 1) Native: Language: Portugese (idiomatic) (4 Active Points) 0 2) AK: Rio De Janero 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: Profession 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 Hoist 12- 4 Language: English (completely fluent; literate) 8 Survival (Tropical) 15- 3 Teamwork 14- Total Powers & Skill Cost: 217 Total Cost: 458 200+ Disadvantages 5 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) 15 Distinctive Features: Reptilian Appearance (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish) 20 Hunted: Viper 8- (Mo Pow, NCI, Capture) 15 Physical Limitation: Wierd Bio Chemistry, Requires Special Medical Attention (Frequently, Greatly Impairing) 15 Psychological Limitation: Likes to Showoff (Common, Strong) 15 Psychological Limitation: Reluctant to Kill (Common, Strong) 20 Psychological Limitation: Won't Allow Bystanders to Come to Harm (Common, Total) 15 Social Limitation: Public Identity (Simon Simonson) (Frequently, Major) 20 Vulnerability: 2 x STUN Cold Based Attacks (Common) 98 Experience Points Total Disadvantage Points: 160 Background/History: Simon Simonson remebers little of his life before the Wild Bunch. He remebers the ridicule of the other children in his neigborhood. He remebers running away from home at the tender age of 11 and joining a travelling circus and side show. His snake like appearance and abiliteies earned him a place in the side show and as he grew his strength grew to such a point that he had to be careful or he could easily kill someone. When he was sixteen he met Damon Umbutu, a fellow mutant who was travelling the world determined to find acceptance among normal humans. Damon convinced Simon to join him and together they set off to find others of their kind, eventually forming the Wild Bunch. Personality/Motivation: Simon has been inspired by the Golden Lion to become more than just the freak he was in the sideshow. Since them he has becom somewhat of the gung-ho member of the team. He is one of the first into the fray if a fight breaks out, or the first to aid a bystander who might be in trouble. Quote: "Just because I might be cold blooded does not mean I am cold hearted." Powers/Tactics: Simon possess many snake like qualities as well as the ability to strech his arms amazing distances. He also possess superhuman strength and resistance to harm. He can also hold his breath for extended periods of time, heals at an extraordianry rate and has found that he is immune to the venom of all snakes. (He was once bitten by a coral snake in Florida and has since tested every poisouness snake known). However like a snake he is more vulnerable to cold. Campaign Use: Animalistic Mutant Hero Appearance: Boa is a 19 year old latino male . His skin is covered in greenish brown scales of various sizes. He wears a brown vest, loose fitting pants and sandals.
  9. Re: X-Men: The Next Generation campaign on Hero Central Hey MMD How bout reconsidering Sub Zero Linky: http://www.herogames.com/forums/showpost.php?p=1482081&postcount=54 I will post a background in a little while
  10. Re: My Superhero Universe Patience....Oh Great One
  11. Re: My Champions Universe Timeline. I have made some further changes to my time line, so I posted the changes.
  12. Re: Cities that need heroes Dude I used to live in Titusville. My old GM and some friends ran supers who had a base undernasth the wild game presevere out near Cape Canaveral.
  13. Re: Superman Hi Cassandra, I've been looking over all of your write-ups and must say you are quite good at cramming possible behemoth characters into 350 points. Most everyone has their own conversions of established characters. Even me heres a few links just in case you interested. Hulk- http://www.herogames.com/forums/showpost.php?p=1300865&postcount=103 Green Arrow http://www.herogames.com/forums/showpost.php?p=1295897&postcount=102 Thing http://www.herogames.com/forums/showpost.php?p=1293384&postcount=97 Spidey http://www.herogames.com/forums/showpost.php?p=1264811&postcount=95 Iron Maiden http://www.herogames.com/forums/showpost.php?p=1355746&postcount=106 These are all from my custom Champions universe which is an anagalm of DC, Marvel, Champions and my own material. A link to the timeline as written is in my sig. But great job on all of you write ups
  14. Re: Web Fluid Canisters I see your point. I do have the webbing powers in a mp but I dont want charges on my swinging. I changed it an I t was a mistake to make it expendable. 3 Web Fluid: Endurance Reserve (60 END, 0 REC) Reserve: (6 Active Points); 6 Charges (-3/4), IIF (Webbing Canister; -1/4) - END=[6]
  15. I am currently working on a Spidey homage for 250PT Dark Champions campagin and I was wondering ig I built the Web Fluid canisters (ie endurace reserve for webbing) correctly. Let me know what you think. 3 Web Fluid: Endurance Reserve (75 END, 0 REC) Reserve: (7 Active Points); 6 Charges (-3/4), IIF Expendable (Webbing Canister; Easy to obtain new Focus; -1/4) Am I right in assuming the way I built it when 75 endurance is used up then that charge is expended and then I get a new charge of 75 points.
  16. Re: Best Swords & Sorcery hero ever? Hey I like them as well...I've read most of the book with Drizzt in it and I enjoyed them all. I enjoyed the originl Dragonlance trilogy. The Avatar Trilogy the original Pool of Radiance novel and several of the Ravenloft novels.
  17. Re: What would be your take on She-Grond? You Must Spread Some Reputation Around..Etc..Etc...To funny Thumbs Up
  18. Re: Post Your Character Here!!!! Same with me.(though enforcer has alot more)..I have a character thread as well. Many of which were pc's at one point of either mine or my friends who now are npc's in my Champions universe. I have 4 current pc's which I am playing in various pbem games.
  19. Re: My Fantasy Campaign Conversion (Pet Project 2008) Ok gang here is the base template for the Grey or Swamp Ssithari. [b] - [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 15 STR 5 15 12- HTH Damage 3d6 END [3] 7 DEX -9 7 10- OCV 2 DCV 2 13 CON 6 13 12- 13 BODY 6 13 12- 7 INT -3 7 10- PER Roll 10- 10 EGO 0 10 11- ECV: 3 15 PRE 5 15 12- PRE Attack: 3d6 5 COM -2 5 10- 3 PD 0 3 3 PD (3 rPD) 3 ED 0 3 3 ED (3 rED) 1 SPD 0 1 Phases: 7 11 REC 10 11 26 END 0 26 28 STUN 0 28 [b]CHA Cost: 18[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 5 Nightvision - END=0 9 Healing 1 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (34 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) - END=0 5 [b][i]Tail Blow[/i][/b]: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) - END=1 8 [b][i]Sharp Teeth[/i][/b]: HKA 1d6 (2d6 w/STR) (15 Active Points); Restrainable (-1/2), Reduced Penetration (-1/4) - END=1 3 [b][i]Scaley Hide[/i][/b]: Damage Resistance (3 PD/3 ED) - END=0 5 [b][i]Tail[/i][/b]: Extra Limb (1) - END=0 6 [b][i]Swamp Creature[/i][/b]: Swimming +6" (8" total) - END=1 2 [b][i]Ssithari Lifespan[/i][/b]: LS (Longevity: 400 Years) - END=0 18 [b][i]Ssithari Senses[/i][/b]: (Total: 18 Active Cost, 18 Real Cost) +3 PER with Normal Smell (Real Cost: 3) [b]plus[/b] Targeting with Normal Smell (Real Cost: 10) [b]plus[/b] Discriminatory with Normal Smell (Real Cost: 5) - END=0 [b]POWERS Cost: 61[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Grey Ssithari Characteristic Maxima 5 Distinctive Features: Grey Ssithari (Concealable with Magic; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 10 Physical Limitation: Large & Heavy (7'-8' Tall, 350-500lbs) (Frequently, Slightly Impairing) 4 Poor Hearing -2 Hearing PER Rolls [Notes: Courtesy Killer Shrike] 1 Poor Jumper: -1" Leaping [Notes: Courtesy Killer Shrike] [b]DISADVANTAGES Points: 40[/b] Base Pts: 75 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 79 Appearance: The Grey Ssithari (or Lizardman) stand between 7 & 8 feet in height and weigh between 350-500lbs. Their scales are a greyish-green in color and their eyes are a sickly yellow. Relations: Grey Ssithari are more civilized than their desert cousins. They do not eat other intelligent races and often have open trading with nearby settlements. General Info: Unlike other reptilian species the Grey Ssithari are not vulnerable to cold weather and they are often found colder climates that have some form of marshlands. Notes: In my own campaing world this race is found only in the Grey Swamp that borders lake Freehold, which is in an area that regularly gets snow in the winter. I plan on doing the Brown Ssithari and Hawkmen next
  20. Re: A New Dawn. 'Post-Apocalyptic' Fantasy Hey Shadowsoul a question about were-beasts (I have always loved the notion of a werecreature hero). How much control do they have...ie to go beastie form...to turn back to recognize allies...etc. And how much of their normal intellet do they retain?.
  21. Re: My Fantasy Campaign Conversion (Pet Project 2008) Following some suggestions by Killer Shrik I have made some changes to both of my elf templates. Also all templates now have the starting point totals in them. KS is graciouslly hosting my races on his website.
  22. Re: My Fantasy Campaign Conversion (Pet Project 2008) They are emailed.
  23. Re: My Fantasy Campaign Conversion (Pet Project 2008)
  24. Re: My Fantasy Campaign Conversion (Pet Project 2008) Well I do believe a template for each race is connected to each post. Ok Just some notes for my campaign world. The main continent is in which all adventures have taken place thus far is Drakikor. Playable Races Humans: There are four known racial varients of humans though there are no different abilities modifiers. Normal caucasian humans (no special name as of yet), Kusharian (Blacks), Qudratani (Arabian), and Imperials (Orientals.) Dwarves: There are two playable varients of dwarves. Iron Dwarves and an as yet unnamed Oriental Dwarven race. There are also Deep Dwarves but they are a non playable race. Elves: There are three playable elven races. Wood, Jungle & Sand. There are drow as well but they are non playable race. Lizard Men or Ssithari: There are two varients Grey and Brown Ssithari. Grey ssithari are swamp dwellers while brown are found in the desert. Hawkmen: Hawkmen are basically winged humans. Lupins: Canine humanoids Halflings: My halflings are more like the D&D 3.0/3.5 versions. Small thin and agile. There are no subraces. War Trolls: One of the largest playable races. A magically bio engineered race. Half Breeds: Half Elves, Half Orcs & Half Ogres are all playable races. Other Humanoids: I do also allow the following humanoid races as pc's. Golbins, Hobgoblins, Orcs, Gnolls & Ogres. My main focus right now is building the templates for all of these races which will all be posted in this thread.
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