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Corven_Ren

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Everything posted by Corven_Ren

  1. Re: [Charcter] Mulligan Go for it I just added his hero designer file.
  2. I was bored so I made up this guy based on a character in the Tiger Woods PGA Tour 2003 video game. Enjoy Mulligan Val Char Cost Roll Notes 17 STR 7 12- Lift 263.9kg; 3d6 [2] 20 DEX 15 13- OCV: 7/DCV: 7 13 CON 6 12- 12 BODY 4 11- 18 INT 8 13- PER Roll 13- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 5/25 PD 2 Total: 5/25 PD (0/20 rPD) 5/25 ED 2 Total: 5/25 ED (0/20 rED) 5 SPD 5 Phases: 3, 5, 8, 10, 12 10 REC 8 30 END 2 45 STUN 17 Total Characteristic Cost: 81 Movement: Running: 6"/12" Flight: 24"/48" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 50 Golf Ball Blaster: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2) 4u 1) Birdie: EB vs ED 10d6, Area Of Effect (One Hex; +1/2) (75 Active Points); OIF (-1/2), 12 Charges (-1/4) [12] 4u 2) Bogey: EB 10d6, Explosion (+1/2) (75 Active Points); OIF (-1/2), 12 Charges (-1/4) [12] 3u 3) Double Bogey: EB vs PD 12d6, Autofire (2 shots; +1/4) (75 Active Points); 6 Charges (-3/4), OIF (-1/2) [6] 4u 4) Eagle: RKA vs PD 3d6+1, Area Of Effect (One Hex; +1/2) (75 Active Points); OIF (-1/2), 12 Charges (-1/4) [12] 4u 5) He's In The Rough: Entangle 7d6, 7 DEF (70 Active Points); OIF (-1/2), 12 Charges (-1/4) [12] 4u 6) Hole In One: RKA vs PD 5d6 (75 Active Points); OIF (-1/2), 12 Charges (-1/4) [12] 4u 7) Par: EB vs PD 15d6 (75 Active Points); OIF (-1/2), 12 Charges (-1/4) [12] 4u 8) This Ones Headed For The Bunker: Sight Group Flash 10d6, Explosion (+1/2) (75 Active Points); OIF (-1/2), 12 Charges (-1/4) [12] 20 Golf Ball Blaster Batteries: Endurance Reserve (100 END, 10 REC) (20 Active Points) 20 Golf Ball Blaster II: Elemental Control, 60-point powers, (30 Active Points); all slots OIF (-1/2) Notes: All Powers In This EC Run Off The END Reserve 20 1) Energy Shield: FF (20 PD/20 ED/10 Flash Defense: Sight Group) (Protect Carried Items) (60 Active Points); OIF (-1/2) 6 20 2) Built In Jets: Flight 24", Reduced Endurance (1/2 END; +1/4) (60 Active Points); OIF (-1/2) 2 Enhancing Kilt, all slots IIF (-1/4) 8 1) +5 DEX (15 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) 16 2) +2 SPD (20 Active Points); IIF (-1/4) 12 3) +3 with DCV (15 Active Points); IIF (-1/4) Skills 9 +3 with Golf Ball Blaster 2 AK: Inverkeithny, Scotland 11- 3 Animal Handler (Canines, Sheep) 12- 3 Demolitions 13- 3 Electronics 13- 6 Gambling (Card Games, Dice Games, Sports Betting) 13- 3 Inventor 13- 3 KS: Herding 13- 5 KS: History of Golf 15- 5 KS: History of the PGA Tour 15- 5 KS: Scottish History 15- 3 Language: Gaelic (completely fluent) 3 Mechanics 13- 2 PS: Sheperd 11- 4 SS: Chemistry 13- Total Powers & Skill Cost: 256 Total Cost: 337 200+ Disadvantages 5 Distinctive Features: Scottish Accent (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15 Enraged: Someone says he's wearing a skirt. (Uncommon), go 11-, recover 11- 30 Hunted: U.N.T.I.L. 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture) 10 Mad Scotsman Bonus 10 Reputation: Pro Golpher turned Supervillain, 11- 20 Normal Characteristic Maxima 15 Psychological Limitation: Greedy (Common, Strong) 15 Psychological Limitation: He's a looney (Common, Strong) 15 Social Limitation: Public Identity (Frequently, Major) 15 Unluck: 3d6 Total Disadvantage Points: 150 Background/History: Hamish McGregor spent his early years helping his father raise sheep on the family farm. While tending the sheep he would hit golf balls with his shepards crook, practicing for the day when he would fulfil his dream of becoming a profesional golfer. At 21 he finally made it onto the PGA tour, however he was soon caught cheating with enhanced equipment and was kicked off the tour. This drove Hamish mad. He began to study electronics, mechanics and sciences so he could exact his revenge. After several months he made his first golf ball gun that fires different types of modifed golf balls, and thus was Mulligan born. Since then he has modified the gun to the larger golf ball blaster. Personality/Motivation: Mulligans idea of revenge is to steal enough money to buy every golf course in the world and then enough land to build a custom course in the highland of Scotland of his own design. Quote: "IT"S A KILT DAMNIT NOT A SKIRT" Powers/Tactics: All his powers come from his inventions. The golf ball blaster is more like a large rifle with a hose attached that runs to a large backpack which supplies the golf balls and also generates a force field. His kilt enhnces his natural agility, making him faster and harder to hit. Campaign Use: Sort of a Foxbat tribute. Appearance: Hamish 'Mulligan' McGregor is a tall scottish man with fire red hair and beard. He wears a white polo and a red kilt with white & black stripes. Below is a picture of McGregor during the last tournament he played in
  3. Re: [Character] Dryad Ok after wrestling with these guys for a while I give you Dryad's Plant Creatures. Plant Creatures Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 15 DEX 15 12- OCV: 5/DCV: 5 12 CON 4 11- 10 BODY 0 11- 5 INT -5 10- PER Roll 10- 0 EGO 0 9- ECV: 0 20 PRE 10 13- PRE Attack: 4d6 0 COM -5 9- 10 PD 5 Total: 10 PD (7 rPD) 10 ED 8 Total: 10 ED (7 rED) 4 SPD 15 Phases: 3, 6, 9, 12 10 REC 6 30 END 3 38 STUN 9 Total Characteristic Cost: 80 Movement: Running: 6"/12" Leaping: 5"/10" Swimming: 2"/4" Cost Powers END 9 Bark Skin: Damage Resistance (7 PD/7 ED), Inherent (+1/4) (9 Active Points) 50 Plant Powers: Multipower, 50-point reserve 2u 1) Club Like Hands: HA +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2) 2 3u 2) Giant Thorn: HKA 3d6+1 (5d6 w/STR) (50 Active Points); Reduced Penetration (-1/4), No Knockback (-1/4) 5 3u 3) Razor Leaf: RKA 3d6+1 (50 Active Points); No Knockback (-1/4), Reduced Penetration (-1/4) 5 2u 4) Regerating Link: Aid Stun 5d6 (50 Active Points); Only Restores to Starting Values (-1/2), Others Only (-1/2), Conditional Power Power only works on Dryad or other plant creatures. (-1/4) 3u 5) Vine Ball: Entangle 5d6, 5 DEF (50 Active Points); Vulnerable (Fire; -1/2) 5 35 Viney Limbs: Stretching 7" 3 37 Mind Link , With Dryad & Other Plant Creatures, Number of Minds (x8), Psychic Bond, Inherent (+1/4) (37 Active Points) Talents 2 Trackless Stride 2 Environmental Movement (no penalties in Overgrown Areas) Skills 12 +4 with Plant Powers 10 +2 with DCV Total Powers & Skill Cost: 170 Total Cost: 250 100+ Disadvantages 20 Distinctive Features: Plant Creature (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Physical Limitation: Deaf (All the Time, Slightly Impairing) 20 Psychological Limitation: Fear of Fire (Common, Total) 25 Psychological Limitation: Must Obey Dryad (Very Common, Total) 25 Susceptibility: Comes Into Contact with a herbacide, 3d6 damage per Phase (Uncommon) 20 Vulnerability: 2 x BODY Fire (Common) 20 Vulnerability: 2 x STUN Fire (Common) 5 Unluck: 1d6 Total Disadvantage Points: 150 Also I made some slight changes to Dryad so I updated her post and the hdc attached to her. Here also is the hdc for the Plant Creatures.
  4. Re: Another Brick in the Wall (Tell me about your Brick!) Bricks are one of my favorites and there are many good ones at the above link whuch Certified gave including several of mine. You can find more of mine here. http://www.herogames.com/forums/showthread.php?t=24198 and I will be happy to provide you Hero Designer files for any of them. Just drop me a PM.
  5. Re: The Patriot Game American Avenger Val Char Cost Roll Notes 100 STR 90 29- Lift 26.2ktons; 20d6 [10] 24 DEX 42 14- OCV: 8/DCV: 8 30 CON 40 15- 25 BODY 30 14- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 25 PRE 15 14- PRE Attack: 5d6 16 COM 3 12- 30 PD 10 Total: 30 PD (30 rPD) 30 ED 24 Total: 30 ED (30 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 27 REC 2 60 END 0 90 STUN 0 Total Characteristic Cost: 290 Movement: Running: 26"/52" Leaping: 49"/98" Swimming: 2"/4" Cost Powers END 30 All American Enhancements: Elemental Control, 60-point powers 31 1) Powerful Legs: Leaping +29" (49" forward, 24 1/2" upward) (Accurate), Reduced Endurance (0 END; +1/2) (61 Active Points) 30 2) Powerful Legs II: Running +20" (26" total), Reduced Endurance (0 END; +1/2) (60 Active Points) 34 3) Can't Kill America: Healing 5 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (124 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 45 American Toughness: Damage Resistance (30 PD/30 ED), Hardened (+1/4), Inherent (+1/4) (45 Active Points) 7 Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 7 Ear Protection: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 12 America's Indomitable Will: Mental Defense (15 points total) 15 You Can't Weaken America: Power Defense (15 points) 20 Unshakable American: Knockback Resistance -10" 24 Can't Kill America II: LS (Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents) All American Fighting Maneuver OCV DCV Notes 5 Jab +1 +3 20d6 Strike 4 Cross +0 +2 22d6 Strike 5 Uppercut -2 +1 24d6 Strike 3 Grapple -1 -1 Grab Two Limbs, 110 STR for holding on 4 Bear Hug +0 +0 24d6 Crush, Must Follow Grab 5 Clothesline +1 +0 20d6 +v/5; FMove 3 Power Bomb +0 +2 22d6 Strike; Target Falls; Must Follow Grab Perks 4 Fringe Benefit: Federal/National Police Powers, License to practice Law 13 Contact: Golden Avenger (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) 15- Skills 20 +4 with DCV 20 +4 with HTH Combat 3 Bureaucratics 14- 3 Criminology 13- Everyman Skills (Cost: 0 Points) 0 1) Native: Language: English (idiomatic) (4 Active Points) 0 2) AK: Washington D.C. 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: Lawyer 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 High Society 14- 3 Oratory 14- 3 Tactics 13- 3 Teamwork 14- Total Powers & Skill Cost: 359 Total Cost: 649 200+ Disadvantages 15 DNPC: Elizabeth Knight (Widowed Mother) 8- (Normal; Unaware of character's adventuring career/Secret ID) 25 Hunted: Primus 14- (Mo Pow, NCI, Orginization Knows Secret ID, Watching) 20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish) 15 Physical Limitation: Wied Bio Chemistry, Requires Special Medical Attention (Frequently, Greatly Impairing) 20 Psychological Limitation: Super Patriot (Very Common, Strong) 25 Psychological Limitation: Won't Allow Bystanders To Come To Harm (Very Common, Total) 15 Social Limitation: Secret Identity (Frequently, Major) 15 Social Limitation: Subject to Orders (Frequently, Major) 299 Experience Points Total Disadvantage Points: 150 Background/History: Joshua Knight was born and raised in Washington D.C. His father, a career military man, taught him from a very early age to love his country. Joshua was a briliant student in school and a star athlete of his high school. After graduating, Joshua attened Harvard on a full scholorship and after finishing his law degree he moved back to the capitol and passed the bar exam. His life was going well for him and his family. He had just been offered a partnership in a well established law firm, and his father had just got promoted to a position in the Petnagon. Life was good and then it happened. September 11, 2001. The terrorist attacks on this country left American's in shock, they hapened so quickly that not even the superhumans had time to act. Hijacked planes crashd into the twin towers of the World Trade Center and the Pentagon. The towers were completely destroyed as were sections of the Pentagon. Joshua was at the Pentagon having lunch with his father when the attack occured. Both Joshua and his father were knocked unconcious when the plane struck the building. Joshua awoke several days later in a Primus med lab to find the Golden Avenger himself standing over him. Josh tried to sit up, but he coudn't. He tried to speak but his voice was barely audible. "My father..." he managed to say. "I'm sorry son, " The Avenger began "General Knight is dead and you are severly injured. The doctor's say you might not walk ever again." Josh didn't seem to really care about that and asked "Who attacked and why?" "Osama Bin Landen and the Al- Quaida. They said they were on a mission from Allah. But the real question is, what do you want to do about it?" "Don't...follow...you..." Josh said confused. "Your father was a good soldier and due that I have been authorized to offer you and you alone a one time oppourtunity. One of our top scientists was working on a new enhancement serum that would turn a normal into a superhuman. However that scientist was killed in the atacks and the serum remains complete but untested. If the serum works the way it was intended you will not only be cured of your current ailments but have immense physical power. However there is a chance the serum might not work or that it can kill you." Joshua said without hesitation "I'll do it" The next day Joshua was injected with the serum and his body began to undergo a vast transformation. After the serum took effect Joshua underwent months of combat training and is now a sanctioned memeber of Primus. Since then he has worked on numerous occasions with several of the super hero teams throughout the country and was alongside the U.N.T.I.L. contingent that fished both Sadam Hussein and Osama Bin Laden from their hiding places. He is currently operating in the New York area and can travel freely throughout the country as he sees fit. His rank in the Primus orginization is equal to the Golden Avengers. Quote: "I survived 9/11, you pale in comparison." Powers/Tactics: The American Avenger is an immensely powerful brick and one of the strongest individauls on the planet. He has been clocked at running over 97 mph and can jump nearly 300 feet in a single bound. His dense flesh makes him incredible reistant to harm and he is immune to all know posions and diseases. Campaign Use: Powerful Patriotic Martial-Brick Appearance: Joshua is in his early 30's. He is very hansome and has short blonde hair. His costume is a blue body suit with red boots, gloves and cape and white trim
  6. Re: Skills/Perks Help Thanks for all your answers, the character is done and you can see her in her own thread here http://www.herogames.com/forums/showthread.php?t=57290
  7. Re: [Character] Dryad I have posted edited her into her final draft and attached her hdc file. I will be posting her creatures soon. I will post them here and will also post both Dryad and her creatures to my heroes & villains thread when all is said and done.
  8. Re: [Character] Dryad Go for it. I will post and hdc for her when I am done with the tweaking. I should have her plant creatures created in a day or so as well.
  9. Re: [Character] Dryad Made the suggested changes from FF to Armor...don't know about the detect/ spatial awarness thing there are no 'nature spirits' in my Champions Universe.
  10. An NPC character I have been working on for a while. I will post her plant creatures later. Dryad Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 15 BODY 10 12- 25 INT 15 14- PER Roll 14- 10 EGO 0 11- ECV: 3 18 PRE 8 13- PRE Attack: 3 1/2d6 24 COM 7 14- 6/26 PD 3 Total: 6/26 PD (0/20 rPD) 5/25 ED 1 Total: 5/25 ED (0/20 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 20 REC 26 50 END 5 50 STUN 17 Total Characteristic Cost: 167 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Teleportation: 25"/50" Cost Powers END 75 Wood & Plant Creation/Manipulation: Multipower, 75-point reserve 7u 1) Bark Blast: EB vs PD 15d6 (75 Active Points) 7 7u 2) Sawdust: Sight Group Flash 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3 5u 3) Wood Cage: Entangle 8d6, 7 DEF (75 Active Points); Vulnerable (Fire; -1/2) 7 5u 4) Wood Wall: FW (10 PD/10 ED; 4" long and 2" tall), Reduced Endurance (1/2 END; +1/4) (72 Active Points); Vulnerable (Fire) (-1/2) 3 4u 5) I Can Control the Very Trees: Telekinesis (33 STR), Fine Manipulation (60 Active Points); Only Works On Limited Types Of Objects Only Wood & Plants (-1/2) 6 7u 6) I Call on the Trees & Plants To Aid Me: Summon 4 250-point Plant Creatures, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3 5u 7) Gaia's Movement: Plant Walking: Teleportation 25", Reduced Endurance (0 END; +1/2) (75 Active Points); Can Only Teleport From One Large Plant to Another (Floating Fixed Locations) (-1/2) 30 Nature's Defenses: Elemental Control, 60-point powers 24 1) Nature's Protection: Armor (20 PD/20 ED) (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 6 9 2) The Healing Earth: Healing 2 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Only When In Contact With The Ground (natural earth, stone, and soil only; -1/2), Self Only (-1/2) 17 Life of the Forest: LS (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity: Phytotoxins; Longevity: 400 Years; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 14 Vine Like Fingers & Toes: Clinging (28 STR) 13 Rooted: Knockback Resistance -10" (20 Active Points); Only When In Contact With The Ground (natural earth, stone, and soil only; -1/2) 18 The Plants Are My Eyes: Spatial Awareness (Sight Group), +5 to PER Roll (27 Active Points); Conditional Power Only Works If Plants Are Present (-1/2) Perks 3 Fringe Benefit: Federal/National Police Powers 5 Money: Well Off 7 Contact: Primus (Contact has access to major institutions, Contact has significant Contacts of his own, Very Good relationship with Contact) 12- 9 Contact: U.S. Department of Forestry (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 12- Talents 2 Trackless Stride 2 Environmental Movement (no penalties in Overgrown Environments) Skills 15 +3 with DCV 9 +3 with Wood & Plant Creation/Manipulation MP 3 Bureaucratics 13- 3 Climbing 13- 3 Deduction 14- 5 KS: U.S. Flora & Fauna 16- 5 PS: Boatnist 16- 6 PS: U.S. Park Ranger 15- 7 Paramedics 16- 3 Scientist 6 1) SS: Botany 18- (7 Active Points) 2 2) SS: Chemistry 14- (3 Active Points) 2 3) SS: Geology 14- (3 Active Points) 2 4) SS: Mathematics 14- (3 Active Points) 2 5) SS: Toxicology 14- (3 Active Points) 2 6) SS: Zooology 14- (3 Active Points) 6 Survival (Temperate/Subtropical, Desert, Mountain) 14- 5 Tracking 15- 3 Traveler 2 1) AK: Grand Canyon National Park (3 Active Points) 14- 3 2) AK: Mount Hood National Forest (4 Active Points) 15- 5 3) AK: Portland, Oregon (6 Active Points) 17- 2 4) AK: Redwood National Park (3 Active Points) 14- 2 5) AK: Yellowstone National Park (3 Active Points) 14- 2 6) AK: Yosimte National Park (3 Active Points) 14- 2 WF: Small Arms Total Powers & Skill Cost: 375 Total Cost: 542 350+ Disadvantages 10 Distinctive Features: Green Hair (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Eco-Terror 8- (Mo Pow, Harshly Punish) 15 Hunted: Primus 11- (Mo Pow, NCI, Watching) 15 Psychological Limitation: Protective of Nature (Common, Strong) 15 Psychological Limitation: Will Not Allow Bystanders Come To Harm (Common, Strong) 15 Psychological Limitation: Will Not Kill (Common, Strong) 15 Social Limitation: Permanant ID: Aeryka Austin is Dryad (Frequently, Major) 20 Susceptibility: In Contact With Herbicides, 3d6 damage per Turn (Uncommon) 10 Vulnerability: 2 x BODY Fire (Uncommon) 20 Vulnerability: 2 x STUN Fire (Common) 42 Experience Points Total Disadvantage Points: 150 Background/History: The woman know as dryad was born Aeryka Austin. her parents were park rangers and from an early age Aeryka developed a love for nature. Sher was an excellent student, and in high school was involved in many extra-curicular activities, especially anything that involved helping the environment. She was aslo very beautiful and was both homecoming queen and prom queen her senior year. At 17 graduated valedictorian and also suffered a great tragedey as her parents both died fighting a forest fire. Aeryka entered Oregon State University on a full academic scholarship and by age 25 had her doctorite in botany. Over the next few years she was called to work on numerous research projects involving plants and their effects as medicines or poisons. She also became a U.S. Park Ranger and her research led her to work in many of the National Parks around the country. Just one week after her thirtieth birthday, she discovered a illegal lumber operation in Mount Hood National forest and through her efforts the culprits were brought to justice. Unfortunatly, her life would change forever after this great triumph. Aeryka was doing research in her private lab when she was attacked by one of the loggers she had helped put away. He easily over powered her, knocked her out and set he lab on fire with her in it. She awoke to find hersel surrounded by flames and she feared she would suffer the same death as her parents. She began to panic when she saw that she could get to a window but would have to move a rack of plant toxins. She quickly move towards the rack when an explosion behind her threw her into the rack of toxins and out the window. She managed to crawl away from the building before she passed out thinking that she would die from all of the toxins that covered her skin and in her blood. The toxins however reacted with her latent meta-gene and altered her physiology. When she awoke in the hospital three days later, she was in shock that she was alive, she was even more shocked when she saw herself in the mirror. Her blonde hair was now green as were her blue eyes. Her once pale skin was now a very light shade of brown. She quickly released herself from the hospital, returned home, and of course, being a scientist, beagn to try to discover how much she had changed. She quickly discovered that she could not only manipulate and levitate plants and wood but create wood & plants in many forms including sawdust. She also discovered that she could raise a defensive shield that surrounded her with a green glow and protected her from harm. She decided then and there she would use her powers to help her fellow man. She is one of the few supers on the U.S. governments payroll. Personality/Motivation: Dryad is a very outgoing and outspoken person and is not afraid to tell you what she thinks of you. Quote: "Nature has it's own way of dealing with evil." Appearance: Dryad is a very slender but shapely woman, she was very beautiful before her accident but her transformation has seemed to give her an almost unearthly beauty. She wears her waist length hair loose and she almost always goes barefoot.
  11. What types of skills/perks beyond survival would you think a ranger in a National Park would have?
  12. Re: Help With A Power Yes they will be able to act indepedently so summon is the way I will build her. Thanks
  13. I am building a character who can create/control wood & plants. I want her to be able to create a limited # of basically walking trees/plant creatures. Would summon be the best way to do this?
  14. Re: Need a cool superhero picture... Here are a few I have.
  15. Re: Corven's Heroes & Villains Even though she has her own thread..I am putting Iron Maiden here as well. Iron Maiden Val Char Cost Roll Notes 30 STR 0 15- Lift 1600.0kg; 6d6 [3] 25 DEX 15 14- OCV: 8/DCV: 8 35 CON 10 16- 22 BODY 4 13- 20 INT 10 13- PER Roll 13- 12 EGO 4 11- ECV: 4 28 PRE 3 15- PRE Attack: 5 1/2d6 15 COM 3 12- 4/29 PD 2 Total: 4/29 PD (0/25 rPD) 4/29 ED 1 Total: 4/29 ED (0/25 rED) 5 SPD 15 Phases: 3, 5, 8, 10, 12 8 REC 6 35 END 3 37 STUN 12 Total Characteristic Cost: 87 Movement: Running: 6"/12" Flight: 50"/100" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 33 IM MK I Reserves: Endurance Reserve (100 END, 25 REC) Reserve: (35 Active Points); IIF (-1/4) 67 IM MK I Weapons Array: Multipower, 100-point reserve, (100 Active Points); all slots OIF (-1/2) 7u 1) Cryo Beam: EB 10d6, NND (LS: Intense Cold; +1) (100 Active Points); OIF (-1/2) 10 6u 2) Focused Beam: RKA 3 1/2d6, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2) (96 Active Points); OIF (-1/2) 10 6u 3) Impact Beam: EB 11d6, Double Knockback (+3/4) (96 Active Points); OIF (-1/2) 10 6u 4) Multi-Beam: EB 15d6, Variable Special Effects (Limited Group of SFX (Electricity & Sonic); +1/4) (94 Active Points); OIF (-1/2) 9 6u 5) Omni Beam: EB 15d6, Reduced Endurance (1/2 END; +1/4) (94 Active Points); OIF (-1/2) 3 2u 6) Repulsor Beam: Telekinesis (25 STR) (38 Active Points); OIF (-1/2) 4 IM MK I Defense Systems, all slots OIF (-1/2) 21 1) IM MK I Shell II: (Total: 30 Active Cost, 21 Real Cost) Lack Of Weakness (-10) for Power Defense (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Lack Of Weakness (-10) for Resistant Defenses (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Lack Of Weakness (-10) for Normal Defense (10 Active Points); OIF (-1/2) (Real Cost: 7) 50 2) IM MK I Shell: Armor (25 PD/25 ED) (75 Active Points); OIF (-1/2) 13 3) Self-Contained Environment: 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); OIF (-1/2) IM MK I Enhancement Systems, all slots OIF (Battle Suit; -1/2) 7 1) +1 SPD (10 Active Points); OIF (Battle Suit; -1/2) 10 2) +10 BODY (20 Active Points); No Figured Characteristics (-1/2), OIF (Battle Suit; -1/2) 15 3) +10 DEX (30 Active Points); No Figured Characteristics (-1/2), OIF (Battle Suit; -1/2) 10 4) +15 PRE (15 Active Points); OIF (Battle Suit; -1/2) 20 5) +20 CON (40 Active Points); No Figured Characteristics (-1/2), OIF (Battle Suit; -1/2) 10 6) +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF (Battle Suit; -1/2) 2 IM MK I Flight Systems, all slots OIF (-1/2) 33 1) Boot Jets: Flight 25" (50 Active Points); OIF (-1/2) 5 41 2) Flight 25", MegaScale (1" = 1 km; +1/4) (62 Active Points); OIF (-1/2) 6 IM MK I Helmet Array, all slots IIF (-1/4) 8 1) Internal Sound Dampers: Hearing Group Flash Defense (10 points) (10 Active Points); IIF (-1/4) 8 2) Polarized Eye Slits: Sight Group Flash Defense (10 points) (10 Active Points); IIF (-1/4) 10 3) HRRP (Radio Group) (12 Active Points); IIF (-1/4) 4 4) IR Perception (Sight Group) (5 Active Points); IIF (-1/4) Perks 45 Contact: Justice Squadron Members (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), Organization Contact (x3) (45 Active Points) 17- 39 Contact: Primus (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), Organization Contact (x3) (39 Active Points) 15- 39 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, Very Good relationship with Contact), Organization Contact (x3) (39 Active Points) 15- 16 Fringe Benefit: CEO of a minor business, Improved Equipment Availability Advanced Military equipment, International Driver's License, Passport 15 Money: Filthy Rich Skills 15 +5 with any IM MK I Weapons Array 3 Bugging 13- 3 Bureaucratics 15- 20 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 17- 3 Conversation 15- 3 Deduction 13- 3 Demolitions 13- 14 Electronics (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, Radar, Sensor Jamming Equipment, Sonar) 16- 16 Gambling (Board Games, Card Games, Dice Games, Sports Betting, Roulette) 16- 3 High Society 15- 3 Inventor 13- 3 Linguist 3 1) Language: Cantonese (completely fluent; literate) (4 Active Points) 0 2) Language: English (idiomatic; literate) (5 Active Points) 3 3) Language: French (completely fluent; literate) (4 Active Points) 3 4) Language: Italian (completely fluent; literate) (4 Active Points) 3 5) Language: Japanese (completely fluent; literate) (4 Active Points) 3 6) Language: Mandarin (completely fluent; literate) (4 Active Points) 3 7) Language: Russian (completely fluent; literate) (4 Active Points) 3 8) Language: Spanish (completely fluent; literate) (4 Active Points) 3 Mechanics 13- 3 Scientist 5 1) SS: Bio-Chemistry 16- (6 Active Points) 5 2) SS: Bio-Engineering 16- (6 Active Points) 4 3) SS: Computer Engineering 15- (5 Active Points) 5 4) SS: Cybernetics 16- (6 Active Points) 5 5) SS: Electrical Engineering 16- (6 Active Points) 5 6) SS: Metallurgy 16- (6 Active Points) 3 Seduction 15- 15 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, Metal Detectors, Radar, Sensor Jamming Equipment, Sonar) 16- Total Powers & Skill Cost: 710 Total Cost: 797 200+ Disadvantages 5 Dependence: Insulin Takes 3d6 Damage (Very Common, 1 Day) 15 Hunted: Iron Man Rogue's Gallery 8- (Mo Pow, Harshly Punish) 15 Hunted: Justice Squadron Rogues Gallery 8- (Mo Pow, Harshly Punish) 20 Hunted: A.I.M. 8- (Mo Pow, NCI, Harshly Punish) 20 Normal Characteristic Maxima 10 Physical Limitation: Diabetic (Frequently, Slightly Impairing) 20 Psychological Limitation: Protective of Innocents (Very Common, Strong) 15 Psychological Limitation: Wants To Live Up To The Iron Man Legacy (Common, Strong) 15 Psychological Limitation: Will Not Kill (Common, Strong) 15 Social Limitation: Secret Identity (Amanda Stark) (Frequently, Major) 447 Experience Points Total Disadvantage Points: 150 Background/History: Amanda Stark is the neice of Tony Stark, who was Iron Man. When her Uncle Tony was killed in the battle of Detroit, Amanda became the CEO of Stark Enterprises. She built her own suit of armor and bagan her adventuring career as Iron Maiden. At first many people believed Amanda was Iron Maiden, but through the clever use of LMD's (Life Model Decoys) both Amanda and Iron Maiden have been seen in the same place on many occasions, thus removing the suspicion off Amanda. Appearance: Amanda is an atttractive woman in her late 20's. She has a medium build with black hair and green eyes. Her Iron Maiden armor is a femenized version of the Iron Man armor and is red and silver rather than red and gold.
  16. Re: [CHAR] Iron Maiden Made some changes and added some more skills.
  17. Re: [CHAR] Iron Maiden They are 3 points she has 5 csl at 3 pts each thats 15 pts
  18. Re: [CHAR] Iron Maiden 1) Well not for a starting blaster but in this case she is an iconic NPC in my world being the heir to Iron Man. 2) Wasn't sure what different science skills would be appropriate.
  19. Re: [CHAR] Iron Maiden Wow 47 views and no replies. Either no one likes or there is not much to say...ah well such is life.
  20. Here is my newest creation, let me know what you think. Just so everyone knows in advance the Justice Squadron is the Avengers/Justice League of my world. Iron Maiden Val Char Cost Roll Notes 30 STR 0 15- Lift 1600.0kg; 6d6 [3] 25 DEX 15 14- OCV: 8/DCV: 8 35 CON 10 16- 22 BODY 4 13- 20 INT 10 13- PER Roll 13- 12 EGO 4 11- ECV: 4 28 PRE 3 15- PRE Attack: 5 1/2d6 15 COM 3 12- 4/29 PD 2 Total: 4/29 PD (0/25 rPD) 4/29 ED 1 Total: 4/29 ED (0/25 rED) 5 SPD 15 Phases: 3, 5, 8, 10, 12 8 REC 6 35 END 3 37 STUN 12 Total Characteristic Cost: 87 Movement: Running: 6"/12" Flight: 50"/100" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 23 IM MK I Reserves: Endurance Reserve (100 END, 15 REC) Reserve: (25 Active Points); IIF (-1/4) 67 IM MK I Weapons Array: Multipower, 100-point reserve, (100 Active Points); all slots OIF (-1/2) 7u 1) Cryo Beam: EB 10d6, NND (LS: Intense Cold; +1) (100 Active Points); OIF (-1/2) 10 6u 2) Focused Beam: RKA 3 1/2d6, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2) (96 Active Points); OIF (-1/2) 10 6u 3) Impact Beam: EB 11d6, Double Knockback (+3/4) (96 Active Points); OIF (-1/2) 10 6u 4) Multi-Beam: EB 15d6, Variable Special Effects (Limited Group of SFX (Electricity & Sonic); +1/4) (94 Active Points); OIF (-1/2) 9 6u 5) Omni Beam: EB 15d6, Reduced Endurance (1/2 END; +1/4) (94 Active Points); OIF (-1/2) 3 2u 6) Repulsor Beam: Telekinesis (25 STR) (38 Active Points); OIF (-1/2) 4 IM MK I Defense Systems, all slots OIF (-1/2) 21 1) IM MK I Shell II: (Total: 30 Active Cost, 21 Real Cost) Lack Of Weakness (-10) for Power Defense (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Lack Of Weakness (-10) for Resistant Defenses (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Lack Of Weakness (-10) for Normal Defense (10 Active Points); OIF (-1/2) (Real Cost: 7) 50 2) IM MK I Shell: Armor (25 PD/25 ED) (75 Active Points); OIF (-1/2) 13 3) Self-Contained Environment: 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); OIF (-1/2) IM MK I Enhancement Systems, all slots OIF (Battle Suit; -1/2) 7 1) +1 SPD (10 Active Points); OIF (Battle Suit; -1/2) 10 2) +10 BODY (20 Active Points); No Figured Characteristics (-1/2), OIF (Battle Suit; -1/2) 15 3) +10 DEX (30 Active Points); No Figured Characteristics (-1/2), OIF (Battle Suit; -1/2) 10 4) +15 PRE (15 Active Points); OIF (Battle Suit; -1/2) 20 5) +20 CON (40 Active Points); No Figured Characteristics (-1/2), OIF (Battle Suit; -1/2) 10 6) +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF (Battle Suit; -1/2) 2 IM MK I Flight Systems, all slots OIF (-1/2) 50 1) Boot Jets: Flight 25", Reduced Endurance (0 END; +1/2) (75 Active Points); OIF (-1/2) 58 2) Flight 25", MegaScale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) (87 Active Points); OIF (-1/2) IM MK I Helmet Array, all slots IIF (-1/4) 8 1) Internal Sound Dampers: Hearing Group Flash Defense (10 points) (10 Active Points); IIF (-1/4) 8 2) Polarized Eye Slits: Sight Group Flash Defense (10 points) (10 Active Points); IIF (-1/4) 10 3) HRRP (Radio Group) (12 Active Points); IIF (-1/4) 4 4) IR Perception (Sight Group) (5 Active Points); IIF (-1/4) Perks 45 Contact: Justice Squadron Members (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), Organization Contact (x3) (45 Active Points) 17- 39 Contact: Primus (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), Organization Contact (x3) (39 Active Points) 15- 39 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, Very Good relationship with Contact), Organization Contact (x3) (39 Active Points) 15- 16 Fringe Benefit: CEO of a minor business, Improved Equipment Availability Advanced Military equipment, International Driver's License, Passport 15 Money: Filthy Rich Skills 15 +5 with any IM MK I Weapons Array 3 Bugging 13- 3 Bureaucratics 15- 20 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 17- 3 Conversation 15- 3 Deduction 13- 3 Demolitions 13- 14 Electronics (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, Radar, Sensor Jamming Equipment, Sonar) 16- 16 Gambling (Board Games, Card Games, Dice Games, Sports Betting, Roulette) 16- 3 High Society 15- 3 Inventor 13- 3 Linguist 3 1) Language: Cantonese (completely fluent; literate) (4 Active Points) 0 2) Language: English (idiomatic; literate) (5 Active Points) 3 3) Language: French (completely fluent; literate) (4 Active Points) 3 4) Language: Italian (completely fluent; literate) (4 Active Points) 3 5) Language: Japanese (completely fluent; literate) (4 Active Points) 3 6) Language: Mandarin (completely fluent; literate) (4 Active Points) 3 7) Language: Russian (completely fluent; literate) (4 Active Points) 3 8) Language: Spanish (completely fluent; literate) (4 Active Points) 3 Mechanics 13- 3 Scientist 5 1) SS: Bio-Chemistry 16- (6 Active Points) 5 2) SS: Bio-Engineering 16- (6 Active Points) 4 3) SS: Computer Engineering 15- (5 Active Points) 5 4) SS: Cybernetics 16- (6 Active Points) 5 5) SS: Metallurgy 16- (6 Active Points) 3 Seduction 15- 15 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, Metal Detectors, Radar, Sensor Jamming Equipment, Sonar) 16- Total Powers & Skill Cost: 729 Total Cost: 816 200+ Disadvantages 5 Dependence: Insulin Takes 3d6 Damage (Very Common, 1 Day) 15 Hunted: Iron Man Rogue's Gallery 8- (Mo Pow, Harshly Punish) 15 Hunted: Justice Squadron Rogues Gallery 8- (Mo Pow, Harshly Punish) 20 Hunted: A.I.M. 8- (Mo Pow, NCI, Harshly Punish) 20 Normal Characteristic Maxima 10 Physical Limitation: Diabetic (Frequently, Slightly Impairing) 20 Psychological Limitation: Protective of Innocents (Very Common, Strong) 15 Psychological Limitation: Wants To Live Up To The Iron Man Legacy (Common, Strong) 15 Psychological Limitation: Will Not Kill (Common, Strong) 15 Social Limitation: Secret Identity (Amanda Stark) (Frequently, Major) 466 Experience Points Total Disadvantage Points: 150 Background/History: Amanda Stark is the neice of Tony Stark, who was Iron Man. When her Uncle Tony was killed in the battle of Detroit, Amanda became the CEO of Stark Enterprises. She built her own suit of armor and bagan her adventuring career as Iron Maiden. At first many people believed Amanda was Iron Maiden, but through the clever use of LMD's (Life Model Decoys) both Amanda and Iron Maiden have been seen in the same place on many occasions, thus removing the suspicion off Amanda. Appearance: Amanda is an atttractive woman in her late 20's. She has a medium build with black hair and green eyes. Her Iron Maiden armor is a femenized version of the Iron Man armor and is red and silver rather than red and gold.
  21. Re: Superhero Images Here are a few of my Heroes American Avenger, Pinky, Tornado, Boa & Little Rock Write Ups for all of them can be found in my Heroes & Villains thread just follow the link in my sig
  22. Re: Does anybody have 1st edition character sheets? Don't know about 1st edition but if I remember correctly the 2nd edition outlines are in the free stuff section.
  23. Re: Calling all Archers This is my Universes' Green Arrow. Green Arrow 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- 18 BODY 16 13- 15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 5/20 PD 2 Total: 5/20 PD (0/15 rPD) 5/20 ED 1 Total: 5/20 ED (0/15 rED) 6 SPD 10 Phases: 2, 4, 6, 8, 10, 12 10 REC 6 40 END 0 50 STUN 14 Total Characteristic Cost: 124 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Swinging: 10"/10" Cost Powers END 10 Titanium/Adamantium Alloy Bow: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 2 67 Trick Arrowheads: Multipower, 100-point reserve, (100 Active Points); all slots OIF (-1/2) 4u 1) Adamantium Broadhead Arrows: RKA 3d6+1, Armor Piercing (x2; +1) (100 Active Points); 4 Charges (-1), OIF (-1/2) [4] 3u 2) Electro Bola Arrow: Entangle 7d6, 6 DEF, Backlash (+1/2) (97 Active Points); 2 Charges (-1 1/2), OIF (-1/2), Can Be Missile Deflected (-1/4) [2] 3u 3) Extinguisher Arrow: Suppress Fire 10d6, Area Of Effect (5" Radius; +1) (100 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2] 3u 4) Flash Bang Arrow: Sight and Hearing Groups Flash 12d6, Area Of Effect (One Hex; +1/2) (97 Active Points); 3 Charges (-1 1/4), OIF (-1/2) [3] 3u 5) Gas Arrow: EB 8d6, Area Of Effect (One Hex; +1/2), NND (Self Contained Breathing; +1) (100 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2] 2u 6) Goop Arrow: Entangle 5d6, 5 DEF, Area Of Effect (5" Radius; +1) (100 Active Points); 2 Charges (-1 1/2), Does Not Prevent The Use Of Accessible Foci (-1), Feet Only (-1), Conditional Power Power does not work in Common Circumstances (Opponent must be touching a surface; -1/2), OIF (-1/2) [2] 3u 7) Grenade Arrow: EB 10d6, Area Of Effect (5" Radius; +1) (100 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2] 4u 8) Impact Arrow: EB 11d6, Double Knockback (+3/4) (96 Active Points); 4 Charges (-1), OIF (-1/2) [4] 2u 9) Smoke Arrow: Darkness to Sight and Smell/Taste Groups 6" radius (65 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2] Green Arrow Outfit/Belt 30 1) Adamantium/Titanium Mesh Costume: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 5 2) Buckle Light: Sight Group Images 1" radius (10 Active Points); Only To Create Light (-1) 1 18 3) Ehanced Cowl: (Total: 22 Active Cost, 18 Real Cost) HRRP (Radio Group) (12 Active Points); IIF (-1/4) (Real Cost: 10) plus Hearing Group Flash Defense (10 points) (10 Active Points); IIF (-1/4) (Real Cost: 8) 25 4) Enhanced Polarized Eye Lenses: (Total: 25 Active Cost, 25 Real Cost) IR Perception (Sight Group) (Real Cost: 5) plus Sight Group Flash Defense (10 points) (Real Cost: 10) plus +5 PER with Sight Group (Real Cost: 10) 20 5) Neural Enhancers II: +2 SPD 17 6) Neural Enhancers: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) 10 7) Rebreather: LS (Self-Contained Breathing), 4 Continuing Charges lasting 1 Hour each (+0) [4 cc] 7 8) Wrist Mounted Micro Cable Launcher: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OIF (-1/2), Physical Manifestation (-1/4), no Noncombat movement (-1/4) Boxing, Modern Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 3 Clinch -1 -1 Grab Two Limbs, 25 STR for holding on 4 Cross +0 +2 5d6 Strike 5 Hook -2 +1 7d6 Strike 3 Jab +2 +1 Strike Hapkido Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 5 Breaking Throw -2 +0 HKA 1d6 +1 , Target Falls 4 Disarm -1 +1 Disarm; 25 STR to Disarm roll 4 Escape +0 +0 30 STR vs. Grabs 5 Joint Break -1 -2 Grab One Limb; HKA 1d6 +1 , Disable 3 Joint Lock +0 -1 Grab One Limb; 10 STR for holding on 5 Kick -2 +1 7d6 Strike 4 Nerve Strike -1 +1 2d6 NND 4 Punch +0 +2 5d6 Strike 3 Sweep +2 -1 4d6 Strike, Target Falls 3 Throw +0 +1 3d6 +v/5, Target Falls Perks 24 Contact: Primus (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 11- 10 Money: Wealthy 27 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, Very Good relationship with Contact), Organization Contact (x3) (27 Active Points) 11- 10 Hover Cycle: Vehicle 39 Contact: Other Members of Justice Squadron (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), Organization Contact (x3) (39 Active Points) 15- Talents 8 Combat Archery 3 Lightning Reflexes: +2 DEX to act first with All Actions Skills 10 +2 with DCV 6 +2 with Martial Maneuvers 15 +5 with Arrowhead MP 3 Acrobatics 15- 3 Breakfall 15- 3 Bugging 12- 3 Bureaucratics 12- 3 Climbing 15- 3 Combat Driving 15- 3 Criminology 12- 3 Demolitions 12- 3 Electronics 12- 3 Gambling 12- 3 Interrogation 12- 3 Linguist 0 1) Language: English (completely fluent; literate) (4 Active Points) 1 2) Language: French (completely fluent; literate) (4 Active Points) 2 3) Language: Russian (completely fluent; literate) (4 Active Points) 2 4) Language: Spanish (completely fluent; literate) (4 Active Points) 3 Mechanics 12- 3 Paramedics 12- 3 Stealth 15- 3 Streetwise 12- 3 Systems Operation 12- 3 Teamwork 15- 3 WF: Common Missile Weapons, Staffs 4 Weaponsmith (Arrows, Bolts, And Darts, Bows, Crossbows) 12- Total Powers & Skill Cost: 517 Total Cost: 641 500+ Disadvantages 15 Hunted: Justice Squadron Rogue's Gallery 11- (As Pow, Harshly Punish) 20 Normal Characteristic Maxima 15 Psychological Limitation: Overconfident (Common, Strong) 20 Psychological Limitation: Protective of Innocents (Common, Total) 15 Psychological Limitation: Reluctant to Kill (Common, Strong) 15 Psychological Limitation: Trying to Live Up to the Original G.A.'s Legacy (Common, Strong) 15 Social Limitation: Secret Identity: Oliver Barton (Frequently, Major) 26 Experience Points Total Disadvantage Points: 115 Background/History: Oliver Barton is the son of the Clint & Natasha Barton (Hawkeye & Black Widow) and the Godson of the original Green Arrow, Oliver Queen who was killed in the battle of Detroit. Appearance: Oliver uses a green & black version of his fathers Hawkeye costume.
  24. Re: Racial Package Deals Help Unfortunatly do to financial difficulties I cannot say when I will be able to purchase HD3. I know I will not be able to purchace it within the next couple of months. Instead of racial package I may just do mins & max's for stats and required disadvantages.
  25. Re: Racial Package Deals Help Up until now I have always used D&D. The thing is in addtion to the standard, elves, dwarves and halflings, I have always allowed people to play unusual races such as lizardmen, goblins, ogres...etc. I have a couple of cutsom races as well that I could use some help converting. Let me find my old notes and I will post stuff here.
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