Jump to content

Corven_Ren

HERO Member
  • Posts

    2,344
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Corven_Ren

  1. Re: Defenders of Ireland Actually Shillelagh is a guy forgot to clarify.
  2. Ok guys I have been working on some of my internatinal heroes for my Champions Universe. So here's my idea for the emerald isle. Shillelagh- Brick, powerhouse of the team, decendant of Cuchulainn (who existed in my campaing world but was a mutant not the son fo a god as in the myth) and Lady Éire's twin brother. Lady Éire- Flying brick, Shillelagh's twin sister she's not as strong but she can fly and turn her powers off. Emerald -Energy Blaster. Still working on back ground ideas Leprachaun-Power Armor A dwarven genius builds a suit of powered armor. What do you think?
  3. Re: Answers & Questions Q: Hey Mr. Flintstone, how come your wearing one of Mrs. Rubble's dresses? A: He has clam chowder in his shorts.
  4. Re: [Character] Vilocita Thanks for all you comments. This was my first ever speedster build in almost 20 years (on and off) of playing champions. I built her with the prospect of eventually playing her in a pbem game. I may tweak her again and if so I will repost her for more comments.
  5. Re: Storn's Art & Characters thread. Can't you see its a pixie death machine. Those are pixies in there. Head to the hills the pixies are invading.
  6. Re: [Char] Vibro-Man nope sure couldn't
  7. Re: [Char] Vibro-Man Bet the ladies love Vibro Man What?
  8. Re: [CHAR] Vilocita Here's a revised version of her. I decided to drop her contact, after all shes just getting started. And rasied her con, stun and end. Vilocità Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 29 DEX 57 15- OCV: 10/DCV: 10 20 CON 20 13- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 16 COM 3 12- 4/12 PD 1 Total: 4/12 PD (0/8 rPD) 4/12 ED 0 Total: 4/12 ED (0/8 rED) 7 SPD 31 Phases: 2, 4, 6, 7, 9, 11, 12 10 REC 6 50 END 5 50 STUN 22 Total Characteristic Cost: 155 Movement: Running: 6"/12" Flight: 25"/200" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 60 Super Speed: Multipower, 60-point reserve 3u 1) Punching Everyone In Sight: HA +4d6, Reduced Endurance (0 END; +1/2), Area Of Effect (3" Radius; +1) (50 Active Points); Hand-To-Hand Attack (-1/2) 1u 2) Missed Me: Missile Deflection (Bullets & Shrapnel) (15 Active Points) 4u 3) Catch This: EB 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); OIF (Blunt Objects of Opportunity; -1/2) 6u 4) Telekinesis (20 STR), Area Of Effect (3" Radius; +1) (60 Active Points) 6 6u 5) Some Disassembly Required: Dispel Technological Objects 13d6, One At A Time (+1/4), Reduced Endurance (1/2 END; +1/4) (58 Active Points) 2 4u 6) Rapid Punching: HA +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) Armored Costume, all slots OIF (-1/2) 16 1) Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 8 2) Built in Radio: HRRP (Radio Group) (12 Active Points); OIF (-1/2) 3 3) Polarized Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 48 Damn She's Fast: Flight 25", x8 Noncombat (60 Active Points); Only In Contact With A Surface (-1/4) 6 Perks 1 Fringe Benefit: Passport Talents 3 Lightning Reflexes: +2 DEX to act first with All Actions Skills 3 Computer Programming 12- Everyman Skills 0 1) Acting 8- 0 2) Area Knowledge: Parma, Italy 11- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) Conversation 8- 0 6) Deduction 8- 0 7) Language: Italian (idiomatic) 0 8) Paramedics 8- 0 9) Professional Skill: Farmer 11- 0 10) Shadowing 8- 0 11) Stealth 8- 0 12) TF: Everyman, Small Motorized Ground Vehicles 4 Language: English (completely fluent; literate) 3 Persuasion 11- 3 SS: Agriculture 12- 3 SS: Botany 12- 3 SS: Geology 12- 3 Trading 11- 10 +2 with DCV Total Powers & Skill Cost: 195 Total Cost: 350 200+ Disadvantages 20 DNPC: Franchesco (Father), Isabella (Mother), Gabriel (Brother) & Diana (Sister) 8- (Normal; Group DNPC: x4 DNPCs) 15 Distinctive Features: Italian Accent (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology) 20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish) 20 Hunted: U.N.T.I.L. 11- (Mo Pow, NCI, Identity Is Known To The Hunted, Watching) 15 Physical Limitation: Wierd Bio Chemistry Requires Special Medical Attention (Frequently, Greatly Impairing) 15 Psychological Limitation: Will Not Kill (Common, Strong) 20 Psychological Limitation: Wont Allow Bystanders Come To Harm (Common, Total) 15 Social Limitation: Secret Identity: Franchesca Inzaghi (Frequently, Major) Total Disadvantage Points: 150 Appearance: Franchesca is a very attractive but slightly built young woman. She has jet black hair and her skin has a beautiful olive tone common to many Italians. Her eyes are a very bright piercing green.
  9. Re: Corven's Heroes & Villains I also edited Totem on page one as I am gettting ready to use him in a PBEM game so I tweaked him.
  10. Re: Corven's Heroes & Villains Finished my first new character in a while. She has her own thread but I wanted to add her to the complete collection. Vilocità Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 29 DEX 57 15- OCV: 10/DCV: 10 20 CON 20 13- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 16 COM 3 12- 4/12 PD 1 Total: 4/12 PD (0/8 rPD) 4/12 ED 0 Total: 4/12 ED (0/8 rED) 7 SPD 31 Phases: 2, 4, 6, 7, 9, 11, 12 10 REC 6 50 END 5 50 STUN 22 Total Characteristic Cost: 155 Movement: Running: 6"/12" Flight: 25"/200" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 60 Super Speed: Multipower, 60-point reserve 3u 1) Punching Everyone In Sight: HA +4d6, Reduced Endurance (0 END; +1/2), Area Of Effect (3" Radius; +1) (50 Active Points); Hand-To-Hand Attack (-1/2) 1u 2) Missed Me: Missile Deflection (Bullets & Shrapnel) (15 Active Points) 4u 3) Catch This: EB 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); OIF (Blunt Objects of Opportunity; -1/2) 6u 4) Telekinesis (20 STR), Area Of Effect (3" Radius; +1) (60 Active Points) 6 6u 5) Some Disassembly Required: Dispel Technological Objects 13d6, One At A Time (+1/4), Reduced Endurance (1/2 END; +1/4) (58 Active Points) 2 4u 6) Rapid Punching: HA +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) Armored Costume, all slots OIF (-1/2) 16 1) Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 8 2) Built in Radio: HRRP (Radio Group) (12 Active Points); OIF (-1/2) 3 3) Polarized Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 48 Damn She's Fast: Flight 25", x8 Noncombat (60 Active Points); Only In Contact With A Surface (-1/4) 6 Perks 1 Fringe Benefit: Passport Talents 3 Lightning Reflexes: +2 DEX to act first with All Actions Skills 3 Computer Programming 12- Everyman Skills 0 1) Acting 8- 0 2) Area Knowledge: Parma, Italy 11- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) Conversation 8- 0 6) Deduction 8- 0 7) Language: Italian (idiomatic) 0 8) Paramedics 8- 0 9) Professional Skill: Farmer 11- 0 10) Shadowing 8- 0 11) Stealth 8- 0 12) TF: Everyman, Small Motorized Ground Vehicles 4 Language: English (completely fluent; literate) 3 Persuasion 11- 3 SS: Agriculture 12- 3 SS: Botany 12- 3 SS: Geology 12- 3 Trading 11- 10 +2 with DCV Total Powers & Skill Cost: 195 Total Cost: 350 200+ Disadvantages 20 DNPC: Franchesco (Father), Isabella (Mother), Gabriel (Brother) & Diana (Sister) 8- (Normal; Group DNPC: x4 DNPCs) 15 Distinctive Features: Italian Accent (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology) 20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish) 20 Hunted: U.N.T.I.L. 11- (Mo Pow, NCI, Identity Is Known To The Hunted, Watching) 15 Physical Limitation: Wierd Bio Chemistry Requires Special Medical Attention (Frequently, Greatly Impairing) 15 Psychological Limitation: Will Not Kill (Common, Strong) 20 Psychological Limitation: Wont Allow Bystanders Come To Harm (Common, Total) 15 Social Limitation: Secret Identity: Franchesca Inzaghi (Frequently, Major) Total Disadvantage Points: 150 Appearance: Franchesca is a very attractive but slightly built young woman. She has jet black hair and her skin has a beautiful olive tone common to many Italians. Her eyes are a very bright piercing green.
  11. Re: [CHAR] Vilocita Not sure how to do that. Especially in Hero Deisgner which is where I preview as a text document then cut and paste it here. Also made some of the suggested changes.
  12. This is my first ever attempt at making a speedster. Still working on a more detailed origin but basically she's the daughter of an Olive Farmer who is currently residing in the states to go to college. Let me know what you think. Vilocita Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 29 DEX 57 15- OCV: 10/DCV: 10 15 CON 10 12- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 16 COM 3 12- 3/11 PD 0 Total: 3/11 PD (0/8 rPD) 3/11 ED 0 Total: 3/11 ED (0/8 rED) 7 SPD 31 Phases: 2, 4, 6, 7, 9, 11, 12 14 REC 16 40 END 5 40 STUN 14 Total Characteristic Cost: 146 Movement: Running: 6"/12" Flight: 25"/200" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 60 Super Speed: Multipower, 60-point reserve 3u 1) Punching Everyone In Sight: HA +4d6, Reduced Endurance (0 END; +1/2), Area Of Effect (3" Radius; +1) (50 Active Points); Hand-To-Hand Attack (-1/2) 1u 2) Missed Me: Missile Deflection (Bullets & Shrapnel) (15 Active Points) 4u 3) Catch This: EB 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); OIF (Blunt Objects of Opportunity; -1/2) 6u 4) Telekinesis (20 STR), Area Of Effect (3" Radius; +1) (60 Active Points) 6 6u 5) Some Disassembly Required: Dispel Technological Objects 13d6, One At A Time (+1/4), Reduced Endurance (1/2 END; +1/4) (58 Active Points) 2 4u 6) Rapid Punching: HA +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) Armored Costume, all slots OIF (-1/2) 16 1) Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 8 2) Built in Radio: HRRP (Radio Group) (12 Active Points); OIF (-1/2) 3 3) Polarized Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 48 Damn She's Fast: Flight 25", x8 Noncombat (60 Active Points); Only In Contact With A Surface (-1/4) 6 Perks 7 Contact: U.N.T.I.L. (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8- 1 Fringe Benefit: Passport Talents 3 Lightning Reflexes: +2 DEX to act first with All Actions Skills 3 Computer Programming 12- Everyman Skills 0 1) Acting 8- 0 2) Area Knowledge: Parma, Italy 11- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) Conversation 8- 0 6) Deduction 8- 0 7) Language: Italian (idiomatic) 0 8) Paramedics 8- 0 9) Professional Skill: Farmer 11- 0 10) Shadowing 8- 0 11) Stealth 8- 0 12) TF: Everyman, Small Motorized Ground Vehicles 4 Language: English (completely fluent; literate) 5 Persuasion 12- 3 SS: Agriculture 12- 3 SS: Botany 12- 3 SS: Geology 12- 3 Trading 11- 10 +2 with DCV Total Powers & Skill Cost: 204 Total Cost: 350 200+ Disadvantages 20 DNPC: Franchesco (Father), Isabella (Mother), Gabriel (Brother) & Diana (Sister) 8- (Normal; Group DNPC: x4 DNPCs) 15 Distinctive Features: Italian Accent (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology) 20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish) 20 Hunted: U.N.T.I.L. 11- (Mo Pow, NCI, Identity Is Known To The Hunted, Watching) 15 Physical Limitation: Wierd Bio Chemistry Requires Special Medical Attention (Frequently, Greatly Impairing) 15 Psychological Limitation: Will Not Kill (Common, Strong) 20 Psychological Limitation: Wont Allow Bystanders Come To Harm (Common, Total) 15 Social Limitation: Secret Identity: Franchesca Inzaghi (Frequently, Major) Total Disadvantage Points: 150 Appearance: Franchesca is a very attractive but slightly built young woman. She has jet black hair and her skin has a beautiful olive tone common to many Italians. Her eyes are a very bright piercing green.
  13. Re: Wrestling (Lucha Libre) Resources Here is one of my custom Pro Wrestling Martial Arts Packages. Though this set is designed more for a power wrestler such as Batista. Edit: Oops forgot to paste it here ya go Professional Wrestling Maneuver OCV DCV Notes 4 Bear Hug (Crush) +0 +0 8d6 Crush, Must Follow Grab 5 Chop (Defensive Strike) +1 +3 4d6 Strike 5 Clothesline (Passing Strike) +1 +0 4d6 +v/5; FMove 4 Dodge (Martial Dodge) -- +5 Dodge, Affects All Attacks, Abort 5 Hammer Blow (offensive Strike) -2 +1 8d6 Strike 3 Power Bomb (Grappling Throw) +0 +2 6d6 Strike; Target Falls; Must Follow Grab 4 Power Out (Martial Escape) +0 +0 35 STR vs. Grabs 3 Suplex (Sacrafice Throw) +2 +1 4d6 Strike; You Fall, Target Falls 3 Tie Up (Martial Grab) -1 -1 Grab Two Limbs, 30 STR for holding on
  14. Re: Heroes around the Globe Heres an Australian/New Zealand hero I made. Not sure if this is wht you mean but I built it having no real knowledge of the culture. Outback Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 26 DEX 48 14- OCV: 9/DCV: 9 20 CON 20 13- 20 BODY 20 13- 15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 18 COM 4 13- 20 PD 14 Total: 20 PD (20 rPD) 20 ED 16 Total: 20 ED (20 rED) 5 SPD 14 Phases: 3, 5, 8, 10, 12 16 REC 12 50 END 5 50 STUN 5 Total Characteristic Cost: 203 Movement: Running: 12"/24" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 34 Enhanted Boomerangs: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2), Incantations (-1/4) 3u 1) Stun-arang: Drain STUN 4 1/2d6, Range Based On STR (+1/4) (56 Active Points); OIF (-1/2), Incantations (-1/4) 6 3u 2) Rocket-arang: EB 12d6 (60 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6 3u 3) Shock-arang: EB 6d6, NND (Force Field or Electric Powers; +1) (60 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6 3u 4) Bind-arang: Entangle 6d6, 6 DEF (60 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6 3u 5) Scream-arang: Hearing Group Flash 10d6, Area Of Effect (3" Radius; +1) (60 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6 3u 6) Smoke-arang: Sight and Smell/Taste Groups Flash 5d6, Area Of Effect (3" Radius; +1) (60 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6 3u 7) Bang-arang: Hearing and Touch Groups Flash 8d6, Does Knockback (+1/4), Double Knockback (+3/4) (58 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6 1u 8) Club-arang: HA +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2), Incantations (-1/4) 2 3u 9) Razor-rang: RKA 4d6 (60 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6 3u 10) Extinguish-arang: Suppress Fire 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6 2u 11) BOOM-arang: RKA 2 1/2d6, Explosion (+1/4) (50 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 5 3 Domino Mask I: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 4 Domino Mask II: +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-1/2) 20 Dense Flesh: Damage Resistance (20 PD/20 ED) 12 Increased Running: Running +6" (12" total) 1 Perks 1 Fringe Benefit: Passport 1 Fringe Benefit: Dual Citizenship Australia & New Zealand 11 Money: Filthy Rich Skills 3 +1 with Boomerangs 5 +1 with DCV 3 Combat Driving 14- 3 Conversation 13- 3 Electronics 12- Everyman Skills (Cost: 0 Points) 0 1) Native: Language: English (idiomatic) (4 Active Points) 0 2) AK: Home Area 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, Two-Wheeled Motorized Ground Vehicles 3 Fast Draw 14- 3 High Society 13- 3 Inventor 12- 2 Language: Maori (fluent conversation) 3 Mechanics 12- 3 Streetwise 13- 4 Weaponsmith (Boomerangs) 13- Total Powers & Skill Cost: 154 Total Cost: 357 200+ Disadvantages 10 Distinctive Features: Australian Accent (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 DNPC: Female Companion of the Week 8- (Normal; Unaware of character's adventuring career/Secret ID) 15 Hunted: Mystery Hunted 8- (Mo Pow, Harshly Punish) 10 Physical Limitation: Allergy: Cats (Infrequently, Greatly Impairing) 10 Physical Limitation: Horrible Hangovers (Infrequently, Greatly Impairing) 15 Physical Limitation: Weird Bio Chemistry Requires Special Medical Attention (Frequently, Greatly Impairing) 10 Psychological Limitation: Charitable (Common, Moderate) 20 Psychological Limitation: Will Not Kill (Common, Total) 20 Psychological Limitation: Won't Allow Bystaders to Come to Harm (Common, Total) 15 Social Limitation: Secret Identity (Frequently, Major) 5 Social Limitation: Smoker (Occasionally, Minor) 5 Unluck: 1d6 7 Experience Points Total Disadvantage Points: 150 Background/History: Peter McAllister was born under unique circumstances. His father, Jason, was an Australian business man who's company often sent him on business trips to other countries. He was sent to New Zealand on a regular basis and it was on of these trips that he met Lana. Lana was half Maori and strangely beautiful. After courting her over the course of many buisiness trips, they were married. Jason was eventually promoted and spent half of the year in Australia and half in New Zealand. After several months of this Peter was granted New Zealand citizenship and Lana, Australian. When Peter was born three months later he had dual citizenship. Peter grew up loving both of his countries. He began reading at an early age, everything from comic books to novels. His parents taught his to help those less fortutunate than yourself and when he was thirteen he began volunteering his time to helping the elderly, homeless and sick children. At sixteen he discovered, what he consider's to this day, Australia's finest export AC/DC. When he turned eighteen he asked his father if he could attend college in America and his father reluctantly agreed to let him attend the American college of his choice. Peter chose to attend Florida State University, which has a very strong football history. While there he decide to give Americanfootball a try, it was then his latent meta-gene kicked in. While trying out for quarteback, he underthrew a pass to a reciever, the ball struck the young man in the ribs, cracking two and breaking one. He was banned from playing, but was allowed to continue his studies. Several months later he got a call from his father's business partner, saying his parents had been killed in a car bombing. Peter returned home to Wellington. His parents were given a large funeral, after which Peter discovered that his father had set up enough investments and insurance pay off's for him that he would never have to work. However in his depression Peter took up smoking. One day he was going through some of the documents in his father's study, he discovered several documents, he realized his father had been blackmailed and was probably killed because he refused to pay. Peter was infuriated, quickly using his money he had a custom costume made. Then grabbing up a boomerang that his father had brought from Australia, and calling himself Outback, he began taking his frustration out on the local gangs. The media labeled him a vigilante and it wasn't until he sent an innocent bystander to the hospital that he was doing this for all the wrong reasons. Over the next several months he worked to improve his image with the media. He began voulunteering in his heroic identity and went out of his way to make sure bystanders were not hurt. Slowly the media and the people of Wellington began to embrace him. Time passed and the people began to love Outback. It was then that he was contacted by Tane and recruited to join the Defenders of New Zealand. During his training for the group, Tane taught him magic. He learned various ways to enhcant his boomerang so they would have various effects. The magic also kept the boomerang from being destroyed by the magic and returned it to Outback's hand after delivering the effect. Training completed , he now represented both of his countries. *Now* Peter thought *I can truly honor my parents.* Outback only seved as a member of the Defenders of New Zealand for only a short time before, for reasons not explained to him the team was disbanded. Peter decided to travel the world for a while, helping those who needed him. Personality/Motivation: Peter is a very outgoing individual who enjoys helping people. He spends at least one day a week helping less fortunate individuals. He especially enjoys appearing at children's hospitals. When appearing at children's hospitals he will give the children wooden boomerangs he has carved himself. He is motivated by his inner desire to help others. Quote: "Come on mate turn yourself in. Don't make me stick this boomer where it will really hurt." Powers/Tactics: Powers: Outback possess slight superhuman strength, agility and resistance to harm. Through Tane's magical training he has learned various ways to enchant his boomerang to perform various special effect. For example, his bind-arang magically binds a person, the boom-arang acts like a grenade, and his Bang-arang both deafens and knocks opponenets for a loop. He also possess a specially designed domino mask that both protects his eyes and aids his boomerang throws. Appearance: Outback has long blonde hair and piercing blue eyes. He keeps in good physical shape and always has a goatee. His costume has the New Zealand coat of arms on the back and a domino mask covers his face. His boomerang has the Australian flag painted on it and he carries it in a special holster at his waist.
  15. Re: Native American Supers: Post Your's Here
  16. Re: Superhero Images Here's a Pic of Riesig a growing brick I am currently playing in a villain campaign at Uberworld called the Headhunters
  17. Re: Zombie hordes? From CSI:New York this past Wed "I hate Zombies" -Mac Taylor "I know they spoil all the fun"- Stella Bonasera
  18. Re: What are you playing now? Pinky-Light Based Energy Blaster Little Rock- A midget version of the thing Riesig- Villain Campaign- growing brick Totem- Martial Brick with some mystic powers
  19. Re: Native American Supers: Post Your's Here Here's my other. 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 20 REC 6 50 END 0 75 STUN 12 Total Characteristic Cost: 241 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 Perks 2 WCR Base Donation 10 Contact: Ancestor Spirits, Spirit Contact (x2) (10 Active Points) 14- 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) (4 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 4 Language: English (completely fluent; literate) 6 SS: Vetrenary Medicine 16- 14 Survival (Temperate/Subtropical, Desert, Mountain) 17- 9 Tracking 16- 3 Teamwork 13- 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- Total Powers & Skill Cost: 359 Total Cost: 600 400+ Disadvantages 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- 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) 20 Psychological Limitation: Code vs Killing (Common, Total) 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: Held to a Higher Standard (Frequently, Minor) 10 Social Limitation: Object of Native American Stereotype (Occasionally, Major) 15 Social Limitation: Public Identity (Frequently, Major) 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, 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 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
  20. Re: [CHAR] Brightstar Another well built character Enforcer
  21. Re: [CHAR] The Marshall You must spread some reputation around yada yada yada nice character thought
  22. Corven_Ren

    Tigra

    Re: Tigra As a criminialist I would give her more science skills. At least Chemistry & forensic medicine. Maybe even entamology.
  23. Just thought it would cool for everyone to compare each other's Native American Supers. I'll go first Seminole Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 30 DEX 30 15- OCV: 10/DCV: 10 20 CON 20 13- 20 BODY 20 13- 20 INT 10 13- PER Roll 13- 20 EGO 20 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 8/38 PD 5 Total: 8/38 PD (0/30 rPD) 8/38 ED 4 Total: 8/38 ED (0/30 rED) 6 SPD 10 Phases: 2, 4, 6, 8, 10, 12 8 REC 2 50 END 5 50 STUN 12 Total Characteristic Cost: 156 Movement: Running: 16"/32" Leaping: 10"/20" Swimming: 2"/4" Swinging: 15"/30" Cost Powers END 50 Trick Arrows: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2) 1u 1) Smoke Arrow: Darkness to Sight and Smell/Taste Groups 3" radius (35 Active Points); 3 Charges (-1 1/4), OIF (-1/2) [3] 3u 2) Stun Arrows: Drain BODY 7d6 (70 Active Points); 4 Charges (-1), OIF (-1/2) [4] 3u 3) Impact Arrow: EB 15d6 (75 Active Points); 4 Charges (-1), OIF (-1/2) [4] 3u 4) Gas Arrow: EB 6d6, Area Of Effect (One Hex; +1/2), NND (LS: Self Contained Breathing; +1) (75 Active Points); 3 Charges (-1 1/4), OIF (-1/2) [3] 3u 5) Bola Arrows: Entangle 5d6, 5 DEF, Backlash (+1/2) (75 Active Points); 4 Charges (-1), OIF (-1/2) [4] 2u 6) Scream Arrow: Hearing Group Flash 9d6, Area Of Effect (22" Line; +1 1/4) (61 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2] 3u 7) Titanium Razor Arrows: RKA 3d6, Armor Piercing (+1/2) (67 Active Points); 4 Recoverable Charges (-1/2), OIF (-1/2) [4 rc] 2u 8) Extunguisher Arrows: Suppress Fire 15d6 (75 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2] 1u 9) Grapnel Arrow: Swinging 15" (15 Active Points); 1 Recoverable Charge (-1 1/4), OIF (-1/2) [1 rc] 2u 10) Concussion Arrow: EB 6 1/2d6, Explosion (+1/4), Double Knockback (+3/4) (66 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2] 20 Titanium Alloy Bow: HA +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 4 30 Titanium Mesh Costume: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 3 Domino Mask I: Nightvision (5 Active Points); OIF (-1/2) 5 Domino Mask II: +5 versus Range Modifier for Sight Group (8 Active Points); OIF (-1/2) 7 Domino Mask III: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 15 Energy Belt I: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 13 Energy Belt II: +2 SPD (20 Active Points); OIF (-1/2) 33 Energy Belt III: FF (15 PD/15 ED/10 Flash Defense: Hearing Group) (Protect Carried Items) (50 Active Points); OIF (-1/2) 5 13 Enhancement Moccasins I: Running +10" (16" total) (20 Active Points); OIF (-1/2) 2 8 Enhancement Moccasins II: Leaping +7" (10" forward, 5" upward) (Accurate) (12 Active Points); OIF (-1/2) 1 Perks 2 Fringe Benefit: Florida Police Powers Skills 3 Systems Operation 13- 3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 13- 3 Tracking 13- 4 Survival (Temperate/Subtropical, Tropical) 13- 3 Mechanics 13- 3 Inventor 13- 3 Electronics 13- 3 Language: Seminole (completely fluent) 3 Language: Cheyenne (completely fluent) 7 CuK: Seminole 17- 7 CuK: Cheyenne 17- 3 Demolitions 13- 12 +4 with Trick Arrow MP 15 +3 with DCV Total Powers & Skill Cost: 294 Total Cost: 450 200+ Disadvantages 20 Normal Characteristic Maxima 15 Social Limitation: Public Identity (Frequently, Major) 15 Hunted: Terror Inc 8- (Mo Pow, Harshly Punish) 15 Hunted: Sinister Squadron 8- (Mo Pow, Harshly Punish) 10 Hunted: Florida State Police 8- (Mo Pow, NCI, Watching) 20 Psychological Limitation: Will Not Kill (Common, Total) 20 Psychological Limitation: Wont Allow Bystander to Come to Harm (Common, Total) 25 Enraged: if Heritage is Insulted (Uncommon), go 14-, recover 8- 10 Native American Hero Bonus 100 Experience Points (1 points unspent) Total Disadvantage Points: 150 Background/History: Jeremiah Spottedhorse is the son of a Cheyenne father and a Seminole mother. He spent his early years on a reservation learning the history of his people. After graduating high-school he attended Florida State University . While in college he learned that the super villain group, Terror Inc., had attacked his reservation, stole all the money from the casino & killed everyone. Jeremiah swore to see Muerte and his band brought to justice. Using his newly aquired education, he constructed his bow, trick arrows and costume. He then traveled to his mothers home in Florida, where he had heard of the group of heroes, the Forces of Nature. He had heard that they fought Terror Inc quite often. He has since joined the forces and earned the hatred of Terror Inc, especially Fuer who dislikes his extenguisher arrow. Personality/Motivation: Seminole is very proud of his heritage and if you insult that you are likely to piss him off. His major goal as a hero is to see Muerte locked up forever for his crimes. Powers/Tactics: Seminole generally keeps his distance in battle, but if drawin in to H-H combat he will use his bow like a staff. Campaign Use: Native American Archer Appearance: Seminole is well muscled and lean. His hair is long and he wears a costume that looks like street close. He always wears his boot moccasins with the built in enhancements.
×
×
  • Create New...