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Corven_Ren

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Everything posted by Corven_Ren

  1. Re: X-Men: The Next Generation campaign on Hero Central Added Totem's hdc file. It's on HD version 2.42 but that's all I have.
  2. Re: X-Men: The Next Generation campaign on Hero CentralHere's Totem [b]Totem - John James Proudstar[/b][b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b]75 STR 65 75 24- HTH Damage 15d6 END [7]20 DEX 30 20 13- OCV 7 DCV 730 CON 40 30 15-20 BODY 20 20 13-15 INT 5 15 12- PER Roll 15-20 EGO 20 20 13- ECV: 720 PRE 10 20 13- PRE Attack: 4d614 COM 2 14 12-25 PD 10 25 25 PD (25 rPD)26 ED 20 26 26 ED (25 rED)5 SPD 20 5 Phases: 3, 5, 8, 10, 1221 REC 0 2160 END 0 6075 STUN 2 7522 RUN 0 22" END [0]2 SWIM 0 2" END [1]15 LEAP 0 15" 15" forward, 7 1/2" upward[b]CHA Cost: 244[/b][b][u]Cost[/u] [u]POWERS[/u][/b]70 [b][i]Spirit Warrior[/i][/b]: Multipower, 70-point reserve - END=4u 1) [b][i]Spirit Arrow[/i][/b]: EB 14d6 (70 Active Points); Gestures (Requires both hands; -1/2), No Knockback (-1/4) - END=74u 2) [b][i]Spirit Tomahawk[/i][/b]: HKA 2d6 (4d6 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); No Knockback (-1/4) - END=07u 3) [b][i]Speaking With Nature[/i][/b]: Telepathy 9d6 (Animal and Plant Class of Minds classes of minds), Reduced Endurance (1/2 END; +1/4) (69 Active Points) - END=2 - END=30 [b][i]Totem Warrior[/i][/b]: Elemental Control, 60-point powers - END=14 1) [b][i]Nature's Healing[/i][/b]: 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) - END=031 2) [b][i]Stride of the Stallion[/i][/b]: Running +16" (22" total), x4 Noncombat, Reduced Endurance (0 END; +1/2) (61 Active Points) - END= - END=25 [b][i]Dense Flesh[/i][/b]: Damage Resistance (25 PD/25 ED) - END=05 [b][i]Enhanced Senses[/i][/b]: Nightvision - END=09 [b][i]Enhanced Senses[/i][/b]: +3 PER with all Sense Groups - END=020 [b][i]Can't Be Moved[/i][/b]: Knockback Resistance -10" - END=020 [b][i]Toughness[/i][/b]: LS (Extended Breathing: 1 END per 20 Minutes; Immunity: Phytotoxins; Immunity: Zootoxins; Longevity: 400 Years; Safe in Intense Cold; Safe in Intense Heat) - END=016 [b][i]Will of the Warrior[/i][/b]: Mental Defense (20 points total) - END=0[b]POWERS Cost: 255[/b][b][u]Cost[/u] [u]SKILLS[/u][/b]15 +3 with DCV15 +3 with HTH Combat6 +2 with Spirit Warrior MP3 Traveler1 1) AK: Buffallo, NY (2 Active Points) 11-1 2) AK: Calgary (2 Active Points) 11-1 3) AK: Chicago, IL (2 Active Points) 11-1 4) AK: Denver, CO (2 Active Points) 11-1 5) AK: Detroit, MI (2 Active Points) 11-1 6) AK: New Orleans, LA (2 Active Points) 11-1 7) AK: New York City (2 Active Points) 11-1 8) AK: Sacramento, CA (2 Active Points) 11-1 9) AK: San Antonio, TX (2 Active Points) 11-1 10) AK: Savanah, GA (2 Active Points) 11-1 11) AK: Seatlle, WA (2 Active Points) 11-1 12) AK: St. Louis, MO (2 Active Points) 11-1 13) AK: Toronto (2 Active Points) 11-1 14) AK: Williamsburg, VA (2 Active Points) 11-3 Animal Handler (Canines, Equines) 13-4 Language: English (completely fluent; literate)10 Survival (Arctic/Subarctic, Temperate/Subtropical, Desert, Mountain) 13-9 Tracking 15-3 Teamwork 13-3 Stealth 13-3 Paramedics 12-1 TF: X Jet2 KS: Mutants and Mutant Menaces 11-[b]SKILLS Cost: 91[/b][b][u]Cost[/u] [u]PERKS[/u][/b]10 Base/Vehicle Donation[b]PERKS Cost: 10[/b][b][u]Value[/u] [u]DISADVANTAGES[/u][/b]10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology)5 Distinctive Features: Native American (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)25 Enraged: if heritage is insulted (Uncommon), go 14-, recover 8-15 Physical Limitation: Weird Bio Chemistry Requires Special Medical Attention (Frequently, Greatly Impairing)15 Psychological Limitation: Code vs Killing (Common, Strong)20 Psychological Limitation: Will Not Allow Bystanders to Come to Harm (Common, Total)15 Psychological Limitation: Will Not Break His Word (Common, Strong)20 Psychological Limitation: Will Not Surrender (Common, Total)10 Social Limitation: Object of Native American Stereotype (Occasionally, Major)15 Social Limitation: Public Identity (Frequently, Major)[b]DISADVANTAGES Points: 150[/b]Base Pts: 450Exp Required: 0Total Exp Available: 0Exp Unspent: 0Total Character Cost: 600 Background/History: At first James Proudstar hated Charles Xavier and wanted him dead blaming him for the death of his older brother John even joining the Hellions and fighting against Xavier. Eventuall James' hatred faded and began fighting for Xavier's dream and eventually becam an X-man. When Xavier disbanded the X-Men..James wandered throughout the U.S. and Canada, helping those in need. He eventually met Talisman the daughter of Alpha Flight's Shaman. For a short time James fought along side Alpha Flight and he and Talisman fell in love. They returned to James' home and settled down and Elizabeth soon became pregnant. They had a son, and in honor of his brother named him John. As John grew it became quickly apparent he had inherited his fathers strength, resistance to harm and enhanced senses. He also recieved training in Sacree magic from both his mother and his grandfather, learning to tap into his own spiritual energy. When he turned eighten he decided to wander the country. When he heard that Henry McCoy was reforming the X-Men he knew that his days of wandering were over he would join the tradition set by both his father and his namesake uncle. He would become an X-ManPersonality/Motivation: Like both his father and his uncle, John considers himself a warrior and as such it is his duty to protect his tribe. John considers mankind his tribe and has done his best to help those in need since he started adventuring around the country.Quote: "A true warrior mourns the loss of any life, and especially an innocent life most of all."Powers/Tactics: John 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. John sees as well in total darkness as well as daylight. Through training from both his mother and his grandfather, he has learned to call n his own spiritual energies and use it in several different ways including firing spirit arrows and speaking with animals and plants.Appearance: Joshua is a very tall muscular half Apache/ half Sacree indian. 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. Birthdate: Height: 6'6" Weight: 224.87 lbs
  3. Re: X-Men: The Next Generation campaign on Hero Central I'm working on a second possiblity. Totem son of Warpath/James Proudstar and Talisman/Elizabeth Twoyoungman.
  4. Re: X-Men: The Next Generation campaign on Hero Central Just one note on my build up above. The Dragon Style of martial arts is a custome martial art that is part of his backstory I am working on. Basically he created it along with Psylocke.
  5. Re: Villains named after Santa's reindeer? Well Dasher obviouslly would be a speedster. Dancer maybe a mystic who's gestures would be dancing rather than hand gestures.
  6. Re: X-Men: The Next Generation campaign on Hero Central Here's my build for Sub-Zero the son of Iceman & Opal Tanaka...Let me know what you all think. Still working out the kinks in his b-ground. [b]Sub Zero - Joshua Drake[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 20 STR 10 20 13- HTH Damage 4d6 END [2] 23 DEX 39 23 14- OCV 8 DCV 8 20 CON 20 20 13- 20 BODY 20 20 13- 15 INT 5 15 12- PER Roll 12- 18 EGO 16 18 13- ECV: 6 20 PRE 10 20 13- PRE Attack: 4d6 16 COM 3 16 12- 8 PD 4 8/28 8/28 PD (0/20 rPD) 8 ED 4 8/28 8/28 ED (0/20 rED) 5 SPD 17 5 Phases: 3, 5, 8, 10, 12 20 REC 24 20 60 END 10 60 55 STUN 15 55 18 RUN 0 18" END [4] 2 SWIM 0 2" END [1] 4 LEAP 0 4" 4" forward, 2" upward [b]CHA Cost: 197[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 75 [b][i]Ice/ Cold Creation and Manipulation[/i][/b]: Multipower, 75-point reserve - END= 4u 1) [b][i]Arctic Attack[/i][/b]: 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) - END=7 7u 2) [b][i]CO2 Blast[/i][/b]: Suppress Fire 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points) - END=0 5u 3) [b][i]Damn Its Cold[/i][/b]: 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) - END=7 5u 4) [b][i]Freeze[/i][/b]: Entangle 6d6, 6 DEF, Cannot Be Escaped With Teleportation (+1/4) (75 Active Points); Vulnerable (Fire & Heat; -1/2) - END=7 7u 5) [b][i]Frostbite[/i][/b]: EB 7d6, NND (LS: Safe Environment- Intense Cold; +1) (70 Active Points) - END=7 7u 6) [b][i]Ice Ball[/i][/b]: EB 15d6 (75 Active Points) - END=7 7u 7) [b][i]Ice Cage[/i][/b]: Entangle 3d6, 4 DEF, Area Of Effect (4" Radius; +1) (70 Active Points) - END=7 7u 8) [b][i]Ice Spike[/i][/b]: RKA 4d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) - END=3 4u 9) [b][i]Ice Supports[/i][/b]: 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) - END=3 5u 10) [b][i]Ice Wall[/i][/b]: FW (15 PD/10 ED; 4" long and 2" tall) (71 Active Points); Vulnerable (Fire; -1/2) - END=7 4u 11) [b][i]Icey Coating[/i][/b]: HA +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) - END=0 4u 12) [b][i]Icey Fog[/i][/b]: 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) - END=3 7u 13) [b][i]Snow in your Eyes[/i][/b]: Sight Group Flash 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points) - END=0 - END= 13 [b][i]Freeze to a Surface[/i][/b]: Clinging (30 STR) - END=0 63 [b][i]Icey Coating[/i][/b]: (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) [b]plus[/b] Hearing Group Flash Defense (5 points) (Real Cost: 5) [b]plus[/b] Sight Group Flash Defense (10 points) (Real Cost: 10) - END=6 3 [b][i]Icey Metabolism[/i][/b]: LS (Longevity: 200 Years; Safe in Intense Cold) - END=0 29 [b][i]Skating On Icey Feet[/i][/b]: Running +12" (18" total), x4 Noncombat - END=3 6 [b][i]Stong Mental Discipline[/i][/b]: Mental Defense (10 points total) - END=0 [b]POWERS Cost: 262[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Dragon Style 5 1) Backfist (Def Strike): 1/2 Phase, +1 OCV, +3 DCV, 4d6 Strike 5 2) Dargon Claw Strike (Off Strike): 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 4 3) Dragon's Fangs (Choke Hold): 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 4) Dragon's Scale (Mart Block): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 5) Dragon's Tail (Leg Sweep): 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls 4 6) Roundhouse (Mart Strike): 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 4 7) Strength of the Dragon (Mart Escape): 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs [b]MARTIAL ARTS Cost: 29[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 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: Mutan & Mutanat Menaces 11- [b]SKILLS Cost: 86[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 2 Fringe Benefit: Accredited Instructor, Black Belt 5 Money: Well Off 2 Fringe Benefit: International Driver's License, Passport 10 Vehicle/Base Donation 1 Fringe Benefit: Dual Citizenship (Japan & U.S.A.) [b]PERKS Cost: 20[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 3 Ambidexterity (-2 Off Hand penalty) 3 Lightning Reflexes: +2 DEX to act first with All Actions [b]TALENTS Cost: 6[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 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) [b]DISADVANTAGES Points: 150[/b] Base Pts: 450 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 600
  7. Re: X-Men: The Next Generation campaign on Hero Central Working on a back story but I've got Sub-Zero son of Ice Man and Opal Tanaka. (Basically a combination Energy Projector and Martial Artist)
  8. Re: Suggestions needed: Animal super villains A brick dinosaur. Like a triceratops or ankylosaurus.
  9. Re: Old "butt" Champions Mini's
  10. Re: What Are You Listening To Right Now? An Angel Returned- Trans-Siberian Orchestra
  11. Re: Campaign Newspaper Very cool rep to you sir
  12. Re: Old "butt" Champions Mini's The villains set also included Sunburst and Lazer (I happen to have these two minis, only those two unfortunatly)
  13. Hello fellow HEROphiles. I am working on a character who transforms into his hero form. In his normal form he looks mostley like you average joe. But when he transorms he is a 7' 350lb 'demon' with red skin, horns, spiked tail etc. Would distinctive features be a viable disadvantage for this character.
  14. Re: Players or DM's using fantasy online games? You should cruise on over to Hero Central. There are several Fantasy Hero games there.
  15. Re: What Are You Listening To Right Now? My wife snoring
  16. Re: The Ultimate Weapon(s), per Wizard Entertainment He-Man sword should have definatly been lower and I think Cap's shield should have been rated higher than Shell Heads armor.
  17. Re: ideas/name for my character? Blur Velocity Streak Bullet Slipstream
  18. Re: Defenders of Ireland Maybe something more like this color scheme wise (sorry Hero Machine is all I have to work with)
  19. Re: What were: the best Marvel titles of the 80's? The X-Men Proteus/Dark Pheonix story is one of the best. (I have the Dark Pheonix Saga trade paper back and the Proteus story in the Classic X-Men reprints) Another one, I beleive is the 80's (don't have it on hand currently to look it up) is the Kraven's Last Hunt saga that ran through Amazing/Web of/Spectacular Spider Man. I have the hardcover version of it with all six issues in one.
  20. Re: Defenders of Ireland The source will be magic. I do not use mythlogical gods in my supers campagins due to my personal beliefs. Magic and a few alternate dimesnsion exist as do aliens. But I will take some of you advice on costume design.
  21. Re: Defenders of Ireland Here's a first draft of Lady Eire. I plan on adding more skill and perks etc..and I am still working on her origin as well. Lady Éire Val Char Cost Roll Notes 15/65 STR 5 12- / 22- Lift 200.0kg/204.8tons; 3d6/13d6 18/28 DEX 24 13- / 15- OCV: 6/9/DCV: 6/9 15/30 CON 10 12- / 15- 15/25 BODY 10 12- / 14- 15 INT 5 12- PER Roll 12- 25 EGO 30 14- ECV: 8 15/25 PRE 5 12- / 14- PRE Attack: 3d6/5d6 18 COM 4 13- 3/43 PD 0 Total: 3/43 PD (3/42 rPD) 3/42 ED 0 Total: 3/42 ED (3/42 rED) 4/7 SPD 12 Phases: 3, 6, 9, 12/2, 4, 6, 7, 9, 11, 12 6/19 REC 0 30/60 END 0 31/74 STUN 0 Total Characteristic Cost: 105 Movement: Running: 6"/12" Flight: 30"/240" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END A Hero's Power, all slots OIHID (-1/4) 63 1) Hero's Strength: +50 STR, Reduced Endurance (0 END; +1/2) (82 Active Points); OIHID (-1/4) (Modifiers affect Base Characteristic) 24 2) Hero's Agility: +10 DEX (30 Active Points); OIHID (-1/4) 24 3) Hero's Toughness: +15 CON (30 Active Points); OIHID (-1/4) 16 4) Hero's Toughness II: +10 BODY (20 Active Points); OIHID (-1/4) 8 5) An Impressive Figure: +10 PRE (10 Active Points); OIHID (-1/4) 8 6) Hero's Toughness III: +10 PD (10 Active Points); OIHID (-1/4) 13 7) Hero's Toughness IV: +16 ED (16 Active Points); OIHID (-1/4) 16 8) Hero's Quickness: +2 SPD (20 Active Points); OIHID (-1/4) 22 9) Hero's Tougness V: Damage Resistance (22 PD/22 ED), Hardened (+1/4) (27 Active Points); OIHID (-1/4) 15 Mind of A Hero: Mental Defense (20 points total) 49 Elemental Control, 122-point powers, (61 Active Points); all slots OIHID (-1/4) 49 1) Flight 30", x8 Noncombat, Usable Underwater (+1/4), Reduced Endurance (0 END; +1/2) (122 Active Points); OIHID (-1/4) 49 2) Hero's Shield: FF (20 PD/20 ED/10 Flash Defense: Hearing Group/10 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (122 Active Points); OIHID (-1/4) 11 Hero's Protection: LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); Linked (???; -1/2), OIHID (-1/4) Skills 3 Language: English (completely fluent; literate) (4 Active Points) Everyman Skills 0 1) Area Knowledge: Home City 11- 0 2) Acting 8- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) Conversation 8- 0 6) Deduction 8- 0 7) Language: Irish (idiomatic; literate) 0 8) Professional Skill: Profession 11- 0 9) Paramedics 8- 0 10) Persuasion 8- 0 11) Shadowing 8- 0 12) Stealth 8- 0 13) TF: Everyman, Small Motorized Ground Vehicles Total Powers & Skill Cost: 370 Total Cost: 475 200+ Disadvantages 20 Hunted: Eurostar 8- (Mo Pow, NCI, Harshly Punish) 15 Hunted: U.N.T.I.L. 11- (Mo Pow, NCI, Watching) 15 Social Limitation: Secret Identity (Frequently, Major) 225 Experience Points Total Disadvantage Points: 50 Appearance: Dianah is a beautiful young woman in her mid twenties she has long blonde haire and piercing green eyes. When she turns into Lady Eire her hair changes to a firey red. Her costume is a green and white bodysuit with orange boots, gloves and cape.
  22. Re: Defenders of Ireland K Thanks
  23. Re: Defenders of Ireland Thanks for the link LL I plan on using Galloglass for a powered armor now insead of Leprachaun and I am going to change Lady Eire to Deirdre (based on her Encyclopedia mythica article."
  24. Re: Defenders of Ireland I have since decided to change Shillelagh name to Finlay.
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