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Corven_Ren

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Everything posted by Corven_Ren

  1. Re: Meet The Alternates Well I actually toned down all of the SS members here are links to thier full powered versions. Yes Psycho gave Snow Blind his powers and made Mongrel. Black Diamon however was recruited after he had his powers. Links to full powered version. Mr Psycho: http://www.herogames.com/forums/showpost.php?p=517893&postcount=8 SnowBlind: http://www.herogames.com/forums/showpost.php?p=517893&postcount=8 Mongrel: http://www.herogames.com/forums/showpost.php?p=517893&postcount=8 Black Diamond: http://www.herogames.com/forums/showpost.php?p=517893&postcount=8 You can also find the Vandal, and his teammate Web-Boy, Starshine & Aquatica. (whom is mentioned in Mr. Psycho's origin) in my Heroes & Villains thread (link is in signature)
  2. Re: Meet The Alternates Speaking of Mr. Psycho here he is. I toned him down considerably from what he was. But he is slightly higher than the rest of the Squadron (after all he is the leader), but I feel a well balanced group of heroes could take him out. Mr. Psycho Val Char Cost Roll Notes 12 STR 2 11- Lift 132.0kg; 2d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 15 CON 10 12- 12 BODY 4 11- 20 INT 10 13- PER Roll 13- 23 EGO 26 14- ECV: 8 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 5/25 PD 3 Total: 5/25 PD (0/20 rPD) 5/25 ED 2 Total: 5/25 ED (0/20 rED) 5 SPD 22 Phases: 3, 5, 8, 10, 12 14 REC 18 60 END 15 50 STUN 24 Total Characteristic Cost: 170 Movement: Running: 6"/12" Flight: 25"/50" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 60 Mental Powers: Multipower, 60-point reserve 6u 1) Mind Bolt: Ego Attack 6d6 (Human class of minds) (60 Active Points) 6 6u 2) Mind Bomb: Ego Attack 3d6 (Human class of minds), Area Of Effect (3" Radius; +1) (60 Active Points) 6 6u 3) You See What I Want You To See: Mental Illusions 8d6 (Human class of minds), Reduced Endurance (0 END; +1/2) (60 Active Points) 6u 4) TK Bolt: EB 12d6 (60 Active Points) 6 25 Telekenetic: Elemental Control, 50-point powers 25 1) Telekinesis (33 STR) (50 Active Points) 5 25 2) Telekenetic Shield: FF (20 PD/20 ED), Costs END Only To Activate (+1/4) (50 Active Points) 4 25 3) Telekentic Flight: Flight 25" (50 Active Points) 5 15 Hard Nut to Crack: Mental Defense (20 points total) Talents 5 Eidetic Memory 4 Speed Reading (x10) Skills 3 Bugging 13- 3 Computer Programming 13- 5 Cramming 3 Deduction 13- 3 Demolitions 13- 3 Electronics 13- 3 Forensic Medicine 13- 3 High Society 13- 3 Inventor 13- 3 Linguist 1 1) Language: French (completely fluent; literate) (4 Active Points) 2 2) Language: Gaelic (completely fluent; literate) (4 Active Points) 2 3) Language: German (completely fluent; literate) (4 Active Points) 2 4) Language: Greek (completely fluent; literate) (4 Active Points) 2 5) Language: Hebrew (completely fluent; literate) (4 Active Points) 1 6) Language: Italian (completely fluent; literate) (4 Active Points) 2 7) Language: Japanese (completely fluent; literate) (4 Active Points) 1 8) Language: Latin (completely fluent; literate) (4 Active Points) 2 9) Language: Russian (completely fluent; literate) (4 Active Points) 3 Mechanics 13- 3 Scientist 2 1) SS: Anatomy 13- (3 Active Points) 2 2) SS: Bio Chemistry 13- (3 Active Points) 2 3) SS: Biology 13- (3 Active Points) 1 4) SS: Chemistry 11- (2 Active Points) 2 5) SS: Genetics 13- (3 Active Points) 2 6) SS: Geology 13- (3 Active Points) 2 7) SS: Mathematics 13- (3 Active Points) 2 8) SS: Micro Biology 13- (3 Active Points) 2 9) SS: Neurology 13- (3 Active Points) 2 10) SS: Organic Chemistry 13- (3 Active Points) 2 11) SS: Physics 13- (3 Active Points) 2 12) SS: Physiology 13- (3 Active Points) 3 Security Systems 13- 3 Systems Operation 13- Total Powers & Skill Cost: 290 Total Cost: 460 200+ Disadvantages 25 Enraged: if Batteling the Vandal (Uncommon), go 14-, recover 8- 25 Hunted: Super Heroes 11- (Mo Pow, NCI, Capture) 10 Hunted: Police 8- (As Pow, NCI, Limited Geographical Area, Capture) 20 Psychological Limitation: Megalomania (Common, Total) 20 Psychological Limitation: Vengeful (Common, Total) 20 Psychological Limitation: Hatred of Superheroes (Common, Total) 15 Social Limitation: Public ID (Frequently, Major) 15 Social Limitation: Certifiably Insane (Frequently, Major) 110 Experience Points Total Disadvantage Points: 150 Background/History: Jerry Buchanan was on top of the world. Beloved professor of Genetics at Columbia university. Internationally know for his research and linguistic skills, publishing his findings in multiple languages. Winner of the Nobel Peace Prize for finding a cure for muscular distrophy. Then his whole world crumbled. He was enjoying a romantic evening with his wife. They had attended the opera and were having dinner in a very popular new restaurant when a group of masked men suddenly barged in yelling at everyone to give up their wallets and jewlery. A few moments later the hero group Vigilant came in through the skylight. One of the robbers threw a concussion grenade into the center of the heroes, sending them flying. Jerry watched in horror as the hero called The Vandal, flewfirst into his wife an then into a brick wall. After a couple of seconds Vandal stood up out of the rubble covered in blood. Unforunatly fo Jerry it was his wife's. Something in his brain snapped and he ran out of the building. Over the next several months he sought for ways to give him the power to kill Vandal and rid the world of all superheroes for good. Experimenting with several chemical formulas, he finally thought he had on the would work and drank it down. The room seemed to spin and his mind lashed out at object around him. A beaker flew against the wall and shattered. A lab table suddenly flew towards him and he instinctively threw his hands up. The table bounced harmlessly to the floor off a field around Jerry's body. It only took a few hours for Jerry to measure and calculate his capabilities. Finally he had the power for his revenge. Personality/Motivation: Mr. Psycho, as his name impleies, is completely insane. His natural intelligence still remains so he is a very difficult foe to deal with. Quote: "You say I am insane, wait until I'm done with your mind" Campaign Use: Hey who doen't need another crazy villain to use/ Appearance: Jerry Buchanan is in his mid 30. When he goes out in street clothes, which is rare, he usually wears blue jeans and a button up shirt.
  3. Re: Meet The Alternates Here's the third member of the Sinister squadron for your use. Mongrel Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 24 DEX 42 14- OCV: 8/DCV: 8 25 CON 30 14- 20 BODY 20 13- 5 INT -5 10- PER Roll 10- 10 EGO 0 11- ECV: 3 25 PRE 15 14- PRE Attack: 5d6 0 COM -5 9- 20 PD 14 Total: 20 PD (20 rPD) 20 ED 15 Total: 20 ED (20 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 15 REC 8 56 END 3 50 STUN 2 Total Characteristic Cost: 175 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 60 Animal Attacks: Multipower, 60-point reserve 4u 1) Crab Choke: HA +4d6, NND (LS: Self Contained Breathing; +1), Continuous (+1) (60 Active Points); Hand-To-Hand Attack (-1/2) 6 4u 2) Crab Club: HA +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) 6u 3) Clawed Hand: HKA 2 1/2d6 (4 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (60 Active Points) 6u 4) Spider Web: Entangle 4d6, 4 DEF, Reduced Endurance (0 END; +1/2) (60 Active Points) 5u 5) Venoumous Spit: Sight Group Flash 5d6, NND (Eye coverings; +1) (50 Active Points) 5 10 Animal Instincs: Tracking with Smell/Taste Group 5 Cat's Eyes: Nightvision 13 Bestial Mind: Mental Defense (15 points total) 20 Think Hide: Damage Resistance (20 PD/20 ED) 22 Bestial Healing: Healing 3 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 20 Bat-like Wings: Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); Restrainable (-1/2) Total Powers & Skill Cost: 175 Total Cost: 350 200+ Disadvantages 25 Physical Limitation: Unable to Speak (All the Time, Fully Impairing) 15 Physical Limitation: Illiterate (Frequently, Greatly Impairing) 25 Psychological Limitation: Loyal to Mr. Psycho (Very Common, Total) 20 Psychological Limitation: Bestial (Common, Total) 25 Distinctive Features: Ugly Beast Man (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Police 8- (Mo Pow, NCI, Harshly Punish) 5 Inhuman Villain Bonus 15 Physical Limitation: Wierd Bio Chemistry, needs Special Medical Attention. (Frequently, Greatly Impairing) Total Disadvantage Points: 150 Background/History: It is unknown how Mongrel became the way he did. The only ones who know are Mr. Psycho and Mongrel himself. Psycho wont tell and Mongrel lacks the capacity. Personality/Motivation: Mongrel no longer has a human mentality. He is an animal plain and simple. Quote: GRRRRRRRR Powers/Tactics: If left to his own Mongrel acts like a animal. He can and will obey orders from Mr. Psycho and occasionally the other member of the SS. Campaign Use: A good use for Mongrel would be his escaping from Mr. Psycho. Without his master to control him he goes on a killing spree like never seen before. Appearance: Mongrel looks like something spawned for a nightmare. His skin has the appearance of rhinocerous hide. His left arm ends in a gaint crab pincer and his right in clawed digits and his right hand has a place in the middle of the palm where he can release webbing from. He has giant bat like wings sprouting from his back and his mouth drips and acidic saliva.
  4. Re: Poison's Champions Art Thread I only have one word to describe your rendition of Black Cat poison. AWESOME
  5. Re: Catalyst: A Champions campaign on Hero Central Ok here is a modified Black Arachnia with a full backstory...added a few more skills for a little flavor and some Martial Arts like you suggested. Also has modified HD file attached Black Arachnia Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 29 DEX 57 15- OCV: 10/DCV: 10 20 CON 20 13- 15 BODY 10 12- 16 INT 6 12- PER Roll 12- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 19 PD 5 Total: 19 PD (19 rPD) 19 ED 6 Total: 19 ED (19 rED) 6 SPD 21 Phases: 2, 4, 6, 8, 10, 12 12 REC 6 50 END 5 45 STUN 7 Total Characteristic Cost: 166 Movement: Running: 9"/18" Leaping: 5"/10" Swimming: 2"/4" Swinging: 15"/30" Cost Powers END 50 Web Slinging: Multipower, 50-point reserve 5u 1) Web Ball: EB 10d6 (50 Active Points) 5 5u 2) Web: Entangle 5d6, 5 DEF (50 Active Points) 5 3u 3) Web Wall: FW (10 PD/8 ED; 3" long and 1" tall) (49 Active Points); Requires Anchor Points Power does not work in Common Circumstances (-1/2) 5 3u 4) Get Over Here: Stretching 10" (50 Active Points); Conditional Power Power does not work in Common Circumstances (Only to Grab People or Objects; -1/2) 5 2u 5) Swinging Along: Swinging 15", Reduced Endurance (0 END; +1/2) (22 Active Points) 10 Tougher Than Normal: Damage Resistance (10 PD/10 ED) 10 Enhanced Agility: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Requires A PER Roll And A DEX Roll (-1/2) 10 Wall Crawling: Clinging (normal STR) 6 Good Runner: Running +3" (9" total) 1 Dirty Infighting Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Low Blow -1 +1 2 1/2d6 NND 4 Punch +0 +2 8d6 Strike 5 Two-Fisted Smash -2 +1 10d6 Strike 3 Throw +0 +1 6d6 +v/5, Target Falls 4 +1 HTH Damage Class(es) Talents 14 Hard to Hit: Combat Luck (9 PD/9 ED) (18 Active Points); Requires A DEX Roll (-1/4) Skills 3 Acrobatics 15- 3 Breakfall 15- 3 Climbing 15- 3 KS: Bible 12- 3 KS: Religions of the World 12- 2 Language: Hebrew (basic conversation; literate) 2 Language: Greek (basic conversation; literate) 3 Lipreading 12- 3 Lockpicking 15- 3 Paramedics 12- 3 Shadowing 12- 3 Sleight Of Hand 15- 3 Stealth 15- 3 Streetwise 12- 2 Survival (Urban) 12- Total Powers & Skill Cost: 184 Total Cost: 350 200+ Disadvantages 20 DNPC: Pastor Jean-Paul Wagner & Diane Wagner and their children Malachai & Esther 8- (Normal; Group DNPC: x4 DNPCs) 5 Distinctive Features: Spider Tattoo on left Shoulder (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Hunted: Unnamed Crime Family 11- (Mo Pow, NCI, Harshly Punish) 15 Hunted: Mystery 8- (As Pow, NCI, Harshly Punish) 10 Physical Limitation: Wierd Bio Chemistry Requires Special Medical Attention (Frequently, Slightly Impairing) 20 Psychological Limitation: Devout Christian (Common, Total) 15 Psychological Limitation: Feels the Need to prove herself (Common, Strong) 15 Psychological Limitation: Will Not Kill (Common, Strong) 10 Social Limitation: Legal Minor (Occasionally, Major) 15 Social Limitation: Secret Identity (Very Frequently, Minor) Total Disadvantage Points: 150 Background/History: Alexandria Drake, sat perched on the corner of a building, looking at the city below. Her mind wandered....how different her life was now than just a few years ago. She had tried to block it out, but was unable. Her father always drunk and always hitting her and her mother. Years of abuse until it came to a head shortly after she turned twelve. She remembered only flashing images. Her father yelling at her mother, her mother yelling back saying she was taking Alex and leaving. Her father grabbing a knife, a flash of light and her mother laying on the floor in blood. She remebered her father coming for her and as she held up her hands to try to defend herself a white substance shooting from them and engulfing her father. Then she ran, she ran for what seemed like hours. Finally collapsing in an alley miles from her home. She knew she could not go back, so she would do her best to sruvive on her own. Experimenting, she taught herself how to use her webbing, learned that she could cling to walls like a spider and learned that her strength had increased as well. She had been pearched on a wall in an alley,eating some fruit she had 'obtained' from a street vendor with her webbing when she noticed a guy drag an old woman into the alley. Alex decided to help her, dropping down she grabbed the man, and to her surprise, when she pulled him off he went flying into the wall on the opposite side of the alley. The woman thanked her and gave her some money. At that point, Alex decided to use her powers to help people. She used the money the woman had gave her to buy some clothes, a purple t-shirt wirh a spidre on it and a pari of black pants and made them into a make shift costume. Over the next few years she taught herself how to fight and at fifteen talked a tatoo artist into tatooing a spider on her left shoulder blade. Alex's life took nother turn just before her sixteenth birthday, she had heard that a gang was going to break in and trash a church and she decided to stop them. She caught them trying to break into the pastors office, she tried to fight them off, but their sheer number overwhelmed her. The next thing she remembered was waking up in the hosrpital to the sight of a man and his wife looking over her. He told her that he was the pastor of the church and wondered if she was all right. She told him of the break in and how she had tried to stop it. He thanked her and asked if could call her parents. Alex had explained her whole situation and the pastor asked if she would like to come live with them and their two children and she agreed. Just a few weeks after moving in Alex had her G.E.D. and few weeks after that the pastor led her to her salvation through Christ. She developed a hunger for knowledge about the bible and the pastor begand to teach her more aobut it as well as Greek and Hebrew. After praying for weeks about it, Alex approached the pastor and his wife and told them that she felt that God wanted her to continue to use her powers to help people and they agreed. The pastor's wife made her a costume and his children gave her a name. A scream rang out and brought Alex out of her thought. :"No more victims." she said and swung off towards the sound of the scream. Appearance: Alex is an attractive 16 year old girl with red hair and green eyes. Her normal street clothes are jeans and a t-shirt.
  6. Re: Catalyst: A Champions campaign on Hero Central Ok I will give her a few tweaks and repost her for you. Actually I have not read any of the Spider-Girl comics, what little I know about her is from reading the Wikipedia page on her.
  7. Re: Catalyst: A Champions campaign on Hero Central Here is her Hero Deisgner file as well
  8. Re: Catalyst: A Champions campaign on Hero Central Here another submission for you. Still working out a detailed back story. But basically she ran away from home at 13 when her powers manifested, because of her father and was eventually taken in by a Pastor and his family. Black Arachnia Alexandria 'Alex' Drake Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 30 DEX 60 15- OCV: 10/DCV: 10 20 CON 20 13- 15 BODY 10 12- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 10 PD 5 Total: 10 PD (10 rPD) 10 ED 6 Total: 10 ED (10 rED) 6 SPD 20 Phases: 2, 4, 6, 8, 10, 12 12 REC 6 52 END 6 50 STUN 12 Total Characteristic Cost: 173 Movement: Running: 9"/18" Gliding: 15"/30" Leaping: 5"/10" Swimming: 2"/4" Swinging: 15"/60" Cost Powers END 50 Web Slinging: Multipower, 50-point reserve 5u 1) Web Ball: EB 10d6 (50 Active Points) 5 5u 2) Web: Entangle 5d6, 5 DEF (50 Active Points) 5 5u 3) Web Net: Entangle 2d6, 3 DEF, Area Of Effect (6" Cone; +1) (50 Active Points) 5 2u 4) Webbed Fists: HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3 5u 5) Web In your Eyes: Sight Group Flash 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2 3u 6) Web Wall: FW (10 PD/8 ED; 3" long and 1" tall) (49 Active Points); Requires Anchor Points Power does not work in Common Circumstances (-1/2) 5 3u 7) Get Over Here: Stretching 10" (50 Active Points); Conditional Power Power does not work in Common Circumstances (Only to Grab People or Objects; -1/2) 5 24 Web Movement: Multipower, 30-point reserve, (30 Active Points); all slots Physical Manifestation (-1/4) 2u 1) Swinging Along: Swinging 15", x4 Noncombat, Reduced Endurance (0 END; +1/2) (30 Active Points); Physical Manifestation (-1/4) 1u 2) Web A Chute: Gliding 15" (15 Active Points); Physical Manifestation (-1/4) 10 Tougher Than Normal: Damage Resistance (10 PD/10 ED) 10 Enhanced Agility: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Requires A PER Roll And A DEX Roll (-1/2) 10 Wall Crawling: Clinging (normal STR) 6 Good Runner: Running +3" (9" total) 1 Talents 3 Ambidexterity (-2 Off Hand penalty) Skills 3 Acrobatics 15- 3 Breakfall 15- 3 Climbing 15- 6 KS: Bible 15- 3 Lockpicking 15- 3 Paramedics 12- 3 Shadowing 12- 3 Sleight Of Hand 15- 3 Stealth 15- 3 Streetwise 12- Total Powers & Skill Cost: 177 Total Cost: 350 200+ Disadvantages 20 DNPC: Pastor Jacob Wagner & Diane Wagner and their children Malachai & Esther 8- (Normal; Group DNPC: x4 DNPCs) 5 Distinctive Features: Spider Tattoo on left Shoulder (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Hunted: Unnamed Crime Family 11- (Mo Pow, NCI, Harshly Punish) 10 Physical Limitation: Wierd Bio Chemistry Requires Special Medical Attention (Frequently, Slightly Impairing) 20 Psychological Limitation: Devout Christian (Common, Total) 15 Psychological Limitation: Feels the Need to prove herself (Common, Strong) 20 Psychological Limitation: Will Not Kill (Common, Total) 15 Social Limitation: Legal Minor (Frequently, Major) 15 Social Limitation: Secret Identity (Very Frequently, Minor) 5 Unluck: 1d6 Total Disadvantage Points: 150 Appearance: Alex is an attractive 16 year old girl with red hair and green eyes. Her normal street clothes are jeans and a t-shirt.
  9. Re: Meet The Alternates Here is one of Snowblind's teammates in the Sinister Squadron Black Diamond Tyrone 'ty' johnson Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 15 DEX 15 12- OCV: 5/DCV: 5 30 CON 40 15- 25 BODY 30 14- 8 INT -2 11- PER Roll 11- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 24 PD 12 Total: 24 PD (20 rPD) 20 ED 14 Total: 20 ED (20 rED) 4 SPD 15 Phases: 3, 6, 9, 12 20 REC 4 59 END 0 70 STUN 0 Total Characteristic Cost: 186 Movement: Running: 14"/28" Leaping: 12"/24" Cost Powers END 25 Diamond Body: Damage Resistance (20 PD/20 ED), Hardened (+1/4) (25 Active Points) 40 Invulnerability I: LS (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; 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) 36 INvulnerability II: Healing 5 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (100 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 20 You Cant Move Me: Knockback Resistance -10" 16 Running +8" (14" total) 2 Skills 3 Streetwise 13- 2 Survival (Urban) 11- 15 +3 with HTH Combat 5 +1 with DCV 2 WF: Small Arms Total Powers & Skill Cost: 165 Total Cost: 350 200+ Disadvantages 20 Distinctive Features: Crystaline Body (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Police 8- (As Pow, NCI, Harshly Punish) 15 Physical Limitation: Sinks Like a Stone (Infrequently, Fully Impairing) 20 Physical Limitation: Wierd Bio Chemistry, requires special medical attention (All the Time, Greatly Impairing) 15 Psychological Limitation: Casual Killer (Common, Strong) 15 Psychological Limitation: Overconfident (Common, Strong) 15 Psychological Limitation: No Longer Considers Himself Human (Common, Strong) 5 Vulnerability: 1 1/2 x BODY Sonic Attacks (Uncommon) 5 Vulnerability: 1 1/2 x BODY Sonic Attacks (Uncommon) 20 Social Limitation: Permanent Identity (Very Frequently, Major) 5 Unluck: 1d6 Total Disadvantage Points: 150 Background/History: Tyrone Johnson grew up on the streets of New York. He and his mother were homless, so Ty stole what they needed. When his mother died, when he was twelve, he began pulling bigger and bolder crimes. Armed robbery, running drugs, Ty did it all. As he became more and more succesful he began to believe he was untouchable. It's was then that fate threw him a curve. Ty had been casing a small jewlery store for two weeks and he was finally going in. It was lunch time and there was only one saleswoman in the store. Ty walked in and shoved a gun in her face. "Put da gems in da bag bitch." he yelled at her. The girl began stuffing items in the bag when Ty's attention was drawn to a display of rare black diamonds. When the clerk saw he was distracted, she tripped the alarm and ran towards the back. Ty swore and shot the fleeing girl in the back. He then smashed the case containg the black diamonds, scooped them into his bag and ran towards the door. A beat cop had heard the alarm and was right at the door as Ty came barreling out. Ty plowed right over the cop and ran down the street. He knew the police would catch him if he didn't hide and then he saw it an open manhole. He jumped down without hesitation. Unforunatly for Ty it was like the old saying he had jumped out of the frying pan and into the fire as there were several men already down in the sewers. They were dressed in protective suits and were dumping a glowing yellow substance in a hole in the sewer wall. One of the man raised a gun and shot Ty in the shoulder. Ty winced in pain and dropped to his knees. "What do we do with him" one said. "Throw him in the stuff. Noone will miss him" Two of the men grabbed Ty and threw him through the hole into a large pool of the strange chemical, leaving him for dead. The toxic waste however reacted strangely with the black diamonds he had stolen. When Ty awoke several hours later, and seeing the changes in his body, knew he couldn't go back to the surface. Over the next few months Ty only left the sewer only to find food. One night while he was out he ran into Mr. Psycho and Snowblind. Psycho saw the potential in Ty and as they say, "Made him an offer he couldn't refuse" Personality/Motivation: Due to Mr. Psycho's influece, Ty has become cold, uncaring and ruthless. Quote: "You cant beat me fool" Powers/Tactics: Black Diamond is not very imaginative he usually just wades into his opponent flists flying. He has on occasion used telephone poles or other weapons at hand but he prefers to be up close and personal. Campaign Use: Appearance: Ty's skin has taken on a crystaline property. He no longer has any hair on his body and his eyes have become pure white.
  10. Re: Meet The Alternates Edited the post above and added a few more 'mobster' skills here is a pic of him.
  11. Re: Meet The Alternates I will fix it an change the post when I can. I might tone down the rest of his team and submit it here as well.
  12. Re: Meet The Alternates Here's a villain for you, I toned him down from what he was and you can alter his origin to fit your needs. Snow Blind Anthony 'Big Tony' Andrighetti Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 21 DEX 33 13- OCV: 7/DCV: 7 15 CON 10 12- 13 BODY 6 12- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 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) 4 SPD 9 Phases: 3, 6, 9, 12 10 REC 8 40 END 5 53 STUN 24 Total Characteristic Cost: 114 Movement: Running: 6"/12" Flight: 20"/40" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 60 Ice & Cold: Multipower, 60-point reserve 4u 1) Arctic Attack: EB 5d6, Hole In The Middle (+1/4), Area Of Effect (3" Radius; +1) (56 Active Points); No Range (-1/2) 6 6u 2) Ice Ball: EB 12d6 (60 Active Points) 6 6u 3) Cryo Beam: EB 6d6, NND (LS: Intense Cold; +1) (60 Active Points) 6 4u 4) Flash Frozen: Entangle 5d6, 4 DEF, Entangle And Character Both Take Damage (+1/4) (56 Active Points); Vulnerable (Common; Fire & Heat; -1/2) 6 6u 5) Ice Lance: RKA 3d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points) 2 6u 6) Icey Fog: Darkness to Sight Group 4" radius, Reduced Endurance (0 END; +1/2) (60 Active Points) 6u 7) Snowblind: Sight Group Flash 4 1/2d6, Reduced Endurance (0 END; +1/2), Area Of Effect (8" Cone; +1) (57 Active Points) 30 Ice & Cold: Elemental Control, 60-point powers 30 1) Ice Shield: FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points) 20 2) Ice Slides: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points); Physical Manifestation (-1/4), Visible (-1/4) 2 LS (Safe in Intense Cold) Perks 8 Contact: Nunzio 'Goomba' Stomboli (Contact has significant Contacts of his own, Contact has useful Skills or resources) 15- Skills 3 Combat Driving 13- 8 Gambling (Card Games, Dice Games, Sports Betting, Roulette) 11- 4 Language: Italian (completely fluent; literate) 3 Streetwise 13- 2 WF: Small Arms 3 +1 with Multi Power 5 +1 with DCV 4 Language: Italian (completely fluent; literate) 3 Shadowing 11- 8 Forgery (Documents, Money (Counterfeiting)) 13- 5 Bribery 14- Total Powers & Skill Cost: 236 Total Cost: 350 200+ Disadvantages 10 Vulnerability: 1 1/2 x BODY Fire & Heat (Common) 20 Vulnerability: 2 x STUN Fire & Heat (Common) 10 Vulnerability: 2 x Effect Fire & Heat (Uncommon) 15 Psychological Limitation: Acts Stereotypically Italian (Common, Strong) 15 Psychological Limitation: Casual Killer (Common, Strong) 15 Social Limitation: Public ID (Frequently, Major) 20 Hunted: Police 11- (As Pow, NCI, Harshly Punish) 15 Psychological Limitation: Overconfident (Common, Strong) 5 Distinctive Features: Pure White Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Physical Limitation: Wierd Bio Chemistry requires special medical attention (Frequently, Greatly Impairing) 10 Unluck: 2d6 Total Disadvantage Points: 150 Background/History: 'Big Tony' was just your every day common criminal. A few robberies, a few hustles, even the occasional hit. He was content in his life but not happy, that all changed when he met Mr. Psycho. Tony had robbed a liquor store, but was trapped in the store by the police. Then it happened , the front of the store shattered and in floated Mr. Psycho. Psycho stretchd out his arms and both Tony and the clerk began to float in the air, Tony towards Psycho but the clerk went flying into the rack of bottles behind the counter. "Are you going to kill me?" Tony asked. "No my friend, I am going to give you what you want." "H...how do you know what I want?" "What does any criminal want?. Power, power to take what they want. I am going to give you that power" "What's the catch" "That you are at my disposal when I need you. Do we have a deal?" "I'm all yours, boss" Psycho flew them back to his headquarters, where in the lab he handed Tony a vial of white liquid that was freezing cold to the touch. "Drink this and the power I promised shall be yours." Tony drank the liquid and promptl passed out. While unconcious the formula changed Tony's body. When he awoke several hours later Psycho was standing over him. "How do you feel?" Psycho asked offering a hand. "Pretty good" Tony replied taking Psycho's hand. WHen he did his powers first manifested themselves covering Psycho's hand with a thing layer of ice. "Quite chilling," Psycho said "Come my friend let us see what you are capable of." Over the next few days Tony learned to control his powers. And during one of those sessions an old Black Sabbath song was playing on the radio." "Hey Boss" he yelled. "What do you want?" "That's it" "What is?" "That's what you can call me...Snowblind" Psycho thought about it and smiled "Very well you shall be Snowblind. Come your training is complete. We have much to do and we will need more allies." Personality/Motivation: Snowblind acts like your stereotypical low level mafia peon. Quote: "Hey are yous a little cold?" Powers/Tactics: Generally uses his entangle first followed by either his eb or rka. If surrounded he will unleash his arctic attack. Campaign Use: Evil Iceman Clone Appearance: Big Tony looks like your stereotypical italian mobster. When not being Snowblind he wears expensive three piece suits, wears his hair slicked back...etc.
  13. Re: Help me get into Bricks. Or here is a Stretching Brick for example. Boa Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 24 DEX 42 14- OCV: 8/DCV: 8 30 CON 40 15- 25 BODY 30 14- 15 INT 5 12- PER Roll 12- 17 EGO 14 12- ECV: 6 25 PRE 15 14- PRE Attack: 5d6 6 COM -2 10- 20 PD 8 Total: 20 PD (15 rPD) 20 ED 14 Total: 20 ED (15 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 20 REC 4 60 END 0 75 STUN 5 Total Characteristic Cost: 241 Movement: Running: 6"/12" Leaping: 12"/24" Swimming: 2"/4" Swinging: 10"/20" Cost Powers END 33 Snake Arms: Stretching 10" (50 Active Points); Limited Body Parts (Arms Only) (-1/4), no Noncombat Stretching (-1/4) 5 15 Reptilian Skin: Damage Resistance (15 PD/15 ED) 29 Reptilian Regeneration: Healing 3 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (79 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 7 Reptilian Metabolism: LS (Extended Breathing: 1 END per 5 Minutes; Immunity: Ophidotoxins; Longevity: 200 Years) 60 Way of the Serpent: Multipower, 60-point reserve 1u 1) Bungee Arms: Leaping 10" (Accurate), Reduced Endurance (0 END; +1/2) (22 Active Points); Conditional Power Must Grab Onto Something (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) 1u 2) Swinging Along: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points) 2u 3) In My Coils: Entangle 4d6, 4 DEF, Backlash (+1/2) (60 Active Points); No Range (-1/2), Lockout (-1/2), Cannot Form Barriers (-1/4), Conditional Power Must Follow Grab (-1/4) 6 3u 4) Constriction: EB 4d6, NND (LS: Self Contained Breathing; +1), Continuous (+1) (60 Active Points); No Range (-1/2), Must Follow Grab or Entangle (-1/2) 6 Boxing, Modern Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 3 Clinch -1 -1 Grab Two Limbs, 70 STR for holding on 4 Cross +0 +2 14d6 Strike 5 Hook -2 +1 16d6 Strike 3 Jab +2 +1 Strike Skills 9 +3 with Boxing 15 +3 with DCV 3 +3 with Grabs 2 Animal Handler (Reptiles & Amphibians) 14- Everyman Skills (Cost: 0 Points) 0 1) Native: Language: Portugese (idiomatic) (4 Active Points) 0 2) AK: Rio De Janero 11- 0 3) Acting 8- 0 4) Climbing 8- 0 5) Computer Programming 8- 0 6) Concealment 8- 0 7) Conversation 8- 0 8) Deduction 8- 0 9) PS: Profession 11- 0 10) Paramedics 8- 0 11) Persuasion 8- 0 12) Shadowing 8- 0 13) Stealth 8- 0 14) TF: Custom Adder, Small Motorized Ground Vehicles 3 Hoist 12- 4 Language: English (completely fluent; literate) 8 Survival (Tropical) 15- 3 Teamwork 14- Total Powers & Skill Cost: 217 Total Cost: 458 200+ Disadvantages 5 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) 15 Distinctive Features: Reptilian Appearance (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish) 20 Hunted: Viper 8- (Mo Pow, NCI, Capture) 15 Physical Limitation: Wierd Bio Chemistry, Requires Special Medical Attention (Frequently, Greatly Impairing) 15 Psychological Limitation: Likes to Showoff (Common, Strong) 15 Psychological Limitation: Reluctant to Kill (Common, Strong) 20 Psychological Limitation: Won't Allow Bystanders to Come to Harm (Common, Total) 15 Social Limitation: Public Identity (Simon Simonson) (Frequently, Major) 20 Vulnerability: 2 x STUN Cold Based Attacks (Common) 98 Experience Points Total Disadvantage Points: 160 Background/History: Simon Simonson remebers little of his life before the Wild Bunch. He remebers the ridicule of the other children in his neigborhood. He remebers running away from home at the tender age of 11 and joining a travelling circus and side show. His snake like appearance and abiliteies earned him a place in the side show and as he grew his strength grew to such a point that he had to be careful or he could easily kill someone. When he was sixteen he met Damon Umbutu, a fellow mutant who was travelling the world determined to find acceptance among normal humans. Damon convinced Simon to join him and together they set off to find others of their kind, eventually forming the Wild Bunch. Personality/Motivation: Simon has been inspired by the Golden Lion to become more than just the freak he was in the sideshow. Since them he has becom somewhat of the gung-ho member of the team. He is one of the first into the fray if a fight breaks out, or the first to aid a bystander who might be in trouble. Quote: "Just because I might be cold blooded does not mean I am cold hearted." Powers/Tactics: Simon possess many snake like qualities as well as the ability to strech his arms amazing distances. He also possess superhuman strength and resistance to harm. He can also hold his breath for extended periods of time, heals at an extraordianry rate and has found that he is immune to the venom of all snakes. (He was once bitten by a coral snake in Florida and has since tested every poisouness snake known). However like a snake he is more vulnerable to cold. Campaign Use: Animalistic Mutant Hero Appearance: Boa is a 19 year old latino male . His skin is covered in greenish brown scales of various sizes. He wears a brown vest, loose fitting pants and sandals.
  14. Re: Help me get into Bricks. Here's an example of a Martial-Brick, he is the first character I ever played in champions. Reptyle Val Char Cost Roll Notes 50 STR 40 19- Lift 25.6tons; 10d6 [5] 30 DEX 60 15- OCV: 10/DCV: 10 30 CON 40 15- 20 BODY 20 13- 16 INT 6 12- PER Roll 12- 12 EGO 4 11- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 30 PD 20 Total: 30 PD (30 rPD) 30 ED 24 Total: 30 ED (30 rED) 6 SPD 20 Phases: 2, 4, 6, 8, 10, 12 20 REC 8 60 END 0 60 STUN 0 Total Characteristic Cost: 257 Movement: Running: 12"/24" Leaping: 10"/20" Swimming: 20"/40" Cost Powers END 12 Enhanced Running: Running +6" (12" total) 1 6 Gator Tail I: Extra Limb (1), Inherent (+1/4) (6 Active Points) 18 Gator Tail II: Swimming +18" (20" total) 2 10 Lizard-like digits: Clinging (normal STR) 16 Reptilian DNA: LS (Extended Breathing: 1 END per 20 Minutes; Immunity: Phytotoxins; Immunity: Zootoxins; Longevity: 400 Years) 25 Reptilian 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) 30 Reptilian Skin: Damage Resistance (30 PD/30 ED) Savate Maneuver OCV DCV Notes 5 Back Kick +1 +3 12d6 Strike 4 Low Kick +0 +2 14d6 Strike 5 Side Kick -2 +1 16d6 Strike 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 70 STR to Disarm Tail Maneuvers Maneuver OCV DCV Notes 3 Tail Grab -1 -1 Grab Two Limbs, 70 STR for holding on 4 Tail Squeeze +0 +0 16d6 Crush, Must Follow Grab 3 Tail Sweep +2 -1 13d6 Strike, Target Falls 8 +2 HTH Damage Class(es) Perks 1 Fringe Benefit: Passport 1 Pilots Liscence: Fringe Benefit: License to practice a profession 5 Money: Well Off 10 Contact: Former Commanding Officer in the U.S.A.F. (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) 13- Talents 3 Ambidexterity (-2 Off Hand penalty) Skills 10 +2 with DCV 6 +3 with any single attack 3 Acrobatics 15- 3 Breakfall 15- 3 Combat Piloting 15- 3 Conversation 13- Everyman Skills (Cost: 0 Points) 0 1) Native: Language: English (idiomatic) (4 Active Points) 0 2) AK: Baton Rouge, Louisiana 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: Pilot 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 13- 6 KS: Cooking 15- 6 KS: Savate 15- 1 Language: Arabic (basic conversation) 4 Language: French (completely fluent; literate) 3 Language: German (fluent conversation; literate) 1 Language: Korean (basic conversation) 3 Mechanics 12- 3 Persuasion 13- 5 Seduction 14- 3 TF: Combat Aircraft, Helicopters, Large Planes, Small Planes Total Powers & Skill Cost: 243 Total Cost: 500 350+ Disadvantages 10 Dependence: Submergence in Water Takes 3d6 Damage (Very Common, 6 Hours) 10 Distinctive Features: Green Skin & Tail (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Cajun Accent (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: if attacked with cold (Uncommon), go 14-, recover 11- 15 Hunted: Terror Inc 8- (Mo Pow, Harshly Punish) 15 Physical Limitation: Wierd Bio Chemistry, Requires Special Medical Attention (Frequently, Greatly Impairing) 10 Psychological Limitation: Shameless Flirt (Common, Moderate) 10 Psychological Limitation: Swashbuckler Attitude (Common, Moderate) 20 Psychological Limitation: Will Not Kill (Common, Total) 10 Social Limitation: Permanant Identity (Frequently, Minor) 10 Vulnerability: 2 x STUN Cold based attacks (Uncommon) 10 Vulnerability: 2 x BODY Cold based attacks (Uncommon) Total Disadvantage Points: 150 Background/History: Andre was born in the French Quarter of New Orleans. His father owned his own charter flight sevice and he taught ANdre how to fly planes. When he graduated high school his natural flying talent led ANdre to joing the U.S. Air Force. He spent 12 years in the service, retiring at the age of 30. Andre spent the next two years in Lyon, France, where he learned savate. One night however he recieved a phone call from his father informing him that his mother had died. His life went down hill from there. SIx months later his father died. Andre sold his father's business, banked the money, and went to work for another charter service in Baton Rouge. During a return flight from Florida, Andres plane developed engine troubles and crashed into the bayous of Louisiana. He survived but was knocked unconcious. When he awoke, he was strapped to a laboratory table and looking straight into the armored visage of Professor Muerte, who told Andre he had injected his body with a mutating formula containing reptile DNA. Over the next few hour the lab was filled with the cajun's screams as his body underwent it's transformation. Once the transformation was complete, Muerte leaned in close, inspecting his handywork. Thinking he was unconcious, Muerte command two agents to take his latest project to a waiting cell. Andre was playing possum and, with his newley enhanced strength and savate training, overpowered the agents and escaped the facility into the bayou. During his flight through the bayou, he quickly discovered that his new tail allowed him to swim at an extraordinary pace and that he could hold his breath for, what seemed to him, an eternity. WHen he returned to the city he quickly adapted to his new form and began to fight crime, calling himself Reptyle. He even managed to create some custom maneuvers with his tail, intergrating them in with his savate. After several adverntures in both New Orleans and Baton Rouge, he made his way to Florida, where another new hero had recently emerged. Andre found Amordillo Man in the wetland game preseve near the Kennedy Space, and they quickly became friends and partners. Not long after they were joined by Sunburn and Seminole and the Forces of Nature, as the media dubbed them, was born. Personality/Motivation: Reptyle loves being the hero. He loves the attention, especially from the ladies. Quote: To female villains: "C'mon chere, leave this criminal life so we can get to know each other better." Powers/Tactics: Reptyle is a pretty straight foreward martial-brick. He loves to taunt his opponents in battle, unless it is an atttractive female villain, in which case he will hit on them. Campaign Use: Reptyle is the 'Celebrity' member of the FoN. He is often seen at charity events and in some of Orlando's hottest night spots. He can get tickets to any concert or sporting event in the state and is regularly seen at the Sunset Strip (A nightclub owned by former Warrent lead singer Jani Lane). Appearance: Andre looks exactly as he did before his transformation, save for his skin is now green and he has a very long alligator like tail. An attractive man before his transformation, his enhancements only seem to add an exotic side to his attractiveness. He wear a black tank boots and gloves and blue pants as his costume. Also on his left wrist is a gold bandana signifying his achievent of the highest possible rank in savate.
  15. Re: Jokes PECANS IN THE CEMETERY On the outskirts of a small town, there was a big, old pecan tree just inside the cemetery fence. One day, two boys filled up a bucketful of nuts and sat down by the tree, out of sight, and began dividing the nuts. "One for you, one for me. One for you, one for me," said one boy. Several dropped and rolled down toward the fence. Another boy came riding along the road on his bicycle. As he passed, he thought he heard voices from inside the cemetery He slowed down to investigate. Sure enough, he heard, "One for you, one for me. One for you, one for me." He just knew what it was. He jumped back on his bike and rode off. Just around the bend he met an old man with a cane, hobbling along. "Come here quick," said the boy, "you won't believe what I heard! Satan and the Lord are down at the cemetery dividing up the souls." The man said, "Beat it kid, can't you see it's hard for me to walk." When the boy insisted though, the man hobbled slowly to the cemetery. Standing by the fence they heard, "One for you, one for me. One for you, one for me." The old man whispered, "Boy, you've been tellin' me the truth. Let's see if we can see the Lord." Shaking with fear, they peered through the fence, yet were still unable to see anything. The old man and the boy gripped the wrought iron bars of the fence tighter and tighter as they tried to get a glimpse of the Lord. At last they heard, "One for you, one for me. That's all. Now let's go get those nuts by the fence and we'll be done." They say the old man made it back to town a full 5 minutes ahead of the kid on the bike.
  16. Re: Corven's Heroes & Villains A little thread necromance here. I have some new artwork for Reptyle and the American Avenger via editing vidoe game sprites.
  17. Re: Poison's Champions Art Thread Your art work is awsome Poison. Feel free to use any of my villain and heroes for that matter. Just follow the link in my signature to my heroes & villains thread.
  18. Re: Need Premade Character for Beginning Player! Here is on with wind based powers. Tornado Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 23 DEX 39 14- OCV: 8/DCV: 8 15 CON 10 12- 14 BODY 8 12- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 14 COM 2 12- 3/23 PD 0 Total: 3/23 PD (0/20 rPD) 3/23 ED 0 Total: 3/23 ED (0/20 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 12 REC 12 44 END 7 50 STUN 20 Total Characteristic Cost: 135 Movement: Running: 6"/12" Flight: 15"/120" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 60 Tornado Zone: Multipower, 75-point reserve, (75 Active Points); all slots Conditional Power Power Does Not Work In Water (-1/4) 6u 1) Tornado Blast: EB 15d6 (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7 6u 2) Concentrated Tornado Blast: EB 8 1/2d6, Double Knockback (+3/4) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7 6u 3) Having Trouble Breathing?: EB 7d6, NND (Self Contained Breathing; +1) (70 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7 6u 4) Mini Tornado: EB 10d6, Area Of Effect (One Hex; +1/2) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7 6u 5) Lifting Tornado: Telekinesis (50 STR) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7 6u 6) Going For A Spin: Drain DEX 5d6, Reduced Endurance (0 END; +1/2) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 6u 7) Wind Wall: FW (10 PD/10 ED; 5" long and 2" tall), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 3 24 Wind Control: Elemental Control, 60-point powers, (30 Active Points); all slots Conditional Power Power Does Not Work In Water (-1/4) 24 1) Wind Shield: FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 24 2) Ride the Wind: Flight 15", x8 Noncombat, Reduced Endurance (0 END; +1/2) (60 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 8 Wind Shield II: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Linked (Wind Shield; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; Lesser Power can only be used when character uses greater Power at full value; -1/2), Conditional Power Power Does Not Work In Water (-1/4) Perks 10 Contact: Gary Folsworth, Reporter for the Chicago Tribune (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 14- 2 Fringe Benefit: Local Police Powers Skills 5 +1 with DCV 6 +2 with Tornado Zone MP 3 Electronics 12- Everyman Skills (Cost: 0 Points) 0 1) Native: Language: English (idiomatic) (4 Active Points) 0 2) AK: Chicago 11- 0 3) Acting 8- 0 4) Climbing 8- 0 5) Computer Programming 8- 0 6) Concealment 8- 0 7) Conversation 8- 0 8) Deduction 8- 0 9) PS: Construction Worker 11- 0 10) Paramedics 8- 0 11) Persuasion 8- 0 12) Shadowing 8- 0 13) Stealth 8- 0 14) TF: Custom Adder, Small Motorized Ground Vehicles 2 KS: Carpentry 11- 2 KS: Plumbing 11- 3 Mechanics 12- Total Powers & Skill Cost: 215 Total Cost: 350 200+ Disadvantages 20 DNPC: Jack & Harriet Carson (Parents) 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 15 Hunted: Chicago P.D. 14- (Mo Pow, NCI, Limited Geographical Area, Watching) 20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish) 15 Physical Limitation: Weird Bio Chemistry Requires Specialt Medical Attention (Frequently, Greatly Impairing) 20 Psychological Limitation: Code Vs Killing (Common, Total) 15 Psychological Limitation: Shameless Flirt (Common, Strong) 15 Psychological Limitation: Swashbuckler Attitude (Common, Strong) 15 Social Limitation: Secret Identity (Chad Carson) (Frequently, Major) 10 Social Limitation: Smoker (Frequently, Minor) 5 Unluck: 1d6 Total Disadvantage Points: 150 Background/History: Chad Carson sat on the top of the skeleton of the new hi-rise to join the Chicago sky line. His lunch box sat open next to him and he munched on a cold slice of pizza. His mind drifted back as he ate as to how much this build has changed his life. Two months ago Chad had been working on, what was at that time, the highest floor of the superstucture when a freak storm occured, he watched in horror as a tornado headed his way and he was unable to do anything but pray. The tornado had picked up a chemical truck that had been transpoting a newly created radioactive isotope.The truck slammed into the steel girders of the building, shattering the containment and bathing both the superstructure and Chad with the isotope. Chad's body began to glow as the isotope was absorbed into his skin it also seemed to absorb the very wind itself. Chad slowly rose into the air and as he opened his eyes he discovered that the tornado was gone and he was flying. Over the next few weeks he learned to use and control his power. Dubbing himself Tornado he soon beacme one of the more popular supers in the Windy city. Personality/Motivation: Quote: "Bad news Pal, you jist stirred up an ill wind." Powers/Tactics: Tornado possess the ability to create tornadoes to use in various ways, He can also manipulsate the air around him that it both protects him and allows him to fly. Appearance: Chad Carson is in his mid 20's and is excellent physical shape. He has blond hair and blue eyes. As Tornado he wears a blue and white costume.
  19. Re: Heroes from All Fifty States Edit: Oops I gues I had already posted the write up but I have altered a little since then. So here's an edited version. In my campaing world he is part of a Florida based hero team called the Froces of nature which consists of himself, Armordillo Man, Reptyle, Mosquito & Sunburn. (Writeups for which can be seen in my heroes & villains thread just follow the link in my sig) 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) 50 Energy Belt III: FF (15 PD/15 ED/10 Flash Defense: Hearing Group) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (75 Active Points); OIF (-1/2) 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: 311 Total Cost: 467 200+ 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 117 Experience Points 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. 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.
  20. Re: Serpent Themed Superhumans Just thought I would post this for the fun of it. One of my NPC's who is serpent themed. Boa Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 24 DEX 42 14- OCV: 8/DCV: 8 30 CON 40 15- 25 BODY 30 14- 15 INT 5 12- PER Roll 12- 17 EGO 14 12- ECV: 6 25 PRE 15 14- PRE Attack: 5d6 6 COM -2 10- 20 PD 8 Total: 20 PD (15 rPD) 20 ED 14 Total: 20 ED (15 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 20 REC 4 60 END 0 75 STUN 5 Total Characteristic Cost: 241 Movement: Running: 6"/12" Leaping: 12"/24" Swimming: 2"/4" Swinging: 10"/20" Cost Powers END 33 Snake Arms: Stretching 10" (50 Active Points); Limited Body Parts (Arms Only) (-1/4), no Noncombat Stretching (-1/4) 5 15 Reptilian Skin: Damage Resistance (15 PD/15 ED) 29 Reptilian Regeneration: Healing 3 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (79 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 7 Reptilian Metabolism: LS (Extended Breathing: 1 END per 5 Minutes; Immunity: Ophidotoxins; Longevity: 200 Years) 60 Way of the Serpent: Multipower, 60-point reserve 1u 1) Bungee Arms: Leaping 10" (Accurate), Reduced Endurance (0 END; +1/2) (22 Active Points); Conditional Power Must Grab Onto Something (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) 1u 2) Swinging Along: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points) 2u 3) In My Coils: Entangle 4d6, 4 DEF, Backlash (+1/2) (60 Active Points); No Range (-1/2), Lockout (-1/2), Cannot Form Barriers (-1/4), Conditional Power Must Follow Grab (-1/4) 6 3u 4) Constriction: EB 4d6, NND (LS: Self Contained Breathing; +1), Continuous (+1) (60 Active Points); No Range (-1/2), Must Follow Grab or Entangle (-1/2) 6 Boxing, Modern Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 3 Clinch -1 -1 Grab Two Limbs, 70 STR for holding on 4 Cross +0 +2 14d6 Strike 5 Hook -2 +1 16d6 Strike 3 Jab +2 +1 Strike Skills 9 +3 with Boxing 15 +3 with DCV 3 +3 with Grabs 2 Animal Handler (Reptiles & Amphibians) 14- Everyman Skills (Cost: 0 Points) 0 1) Native: Language: Portugese (idiomatic) (4 Active Points) 0 2) AK: Rio De Janero 11- 0 3) Acting 8- 0 4) Climbing 8- 0 5) Computer Programming 8- 0 6) Concealment 8- 0 7) Conversation 8- 0 8) Deduction 8- 0 9) PS: Profession 11- 0 10) Paramedics 8- 0 11) Persuasion 8- 0 12) Shadowing 8- 0 13) Stealth 8- 0 14) TF: Custom Adder, Small Motorized Ground Vehicles 3 Hoist 12- 4 Language: English (completely fluent; literate) 8 Survival (Tropical) 15- 3 Teamwork 14- Total Powers & Skill Cost: 217 Total Cost: 458 200+ Disadvantages 5 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) 15 Distinctive Features: Reptilian Appearance (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish) 20 Hunted: Viper 8- (Mo Pow, NCI, Capture) 15 Physical Limitation: Wierd Bio Chemistry, Requires Special Medical Attention (Frequently, Greatly Impairing) 15 Psychological Limitation: Likes to Showoff (Common, Strong) 15 Psychological Limitation: Reluctant to Kill (Common, Strong) 20 Psychological Limitation: Won't Allow Bystanders to Come to Harm (Common, Total) 15 Social Limitation: Public Identity (Simon Simonson) (Frequently, Major) 20 Vulnerability: 2 x STUN Cold Based Attacks (Common) 98 Experience Points Total Disadvantage Points: 160 Background/History: Simon Simonson remebers little of his life before the Wild Bunch. He remebers the ridicule of the other children in his neigborhood. He remebers running away from home at the tender age of 11 and joining a travelling circus and side show. His snake like appearance and abiliteies earned him a place in the side show and as he grew his strength grew to such a point that he had to be careful or he could easily kill someone. When he was sixteen he met Damon Umbutu, a fellow mutant who was travelling the world determined to find acceptance among normal humans. Damon convinced Simon to join him and together they set off to find others of their kind, eventually forming the Wild Bunch. Personality/Motivation: Simon has been inspired by the Golden Lion to become more than just the freak he was in the sideshow. Since them he has become somewhat of the gung-ho member of the team. He is one of the first into the fray if a fight breaks out, or the first to aid a bystander who might be in trouble. Quote: "Just because I might be cold blooded does not mean I am cold hearted." Powers/Tactics: Simon possess many snake like qualities as well as the ability to strech his arms amazing distances. He also possess superhuman strength and resistance to harm. He can also hold his breath for extended periods of time, heals at an extraordianry rate and has found that he is immune to the venom of all snakes. (He was once bitten by a coral snake in Florida and has since tested every poisouness snake known). However like a snake he is more vulnerable to cold. Campaign Use: Animalistic Mutant Hero Appearance: Boa is a 19 year old latino male . His skin is covered in greenish brown scales of various sizes. He wears a brown vest, loose fitting pants and sandals.
  21. Re: Call for Replacements First of all I want to apologize for not getting back to this sooner but real life sometimes gets in the way. I want to thank everyone who applied. However the other members of the Squadron have spoken and the following characters have be selected. Dr. Strange II by Core Brute Zecherias Jones by Drakkenkin Quantum by Short Shot. I have contacted all of these about still being interested and have heard back from Core Brute & Drakkenkin. Short Shot if you still want to play Quantum please PM me or email me @ jcmcminis@yahoo.com. Drakkenkin you still need to apply to the campaign at herocentral to so I can get you in.
  22. Re: Heroes from All Fifty States Here's the write-up I have for Seminole.You can alter the background if you wish. Seminole (Jeremiah Spottedhorse) 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. Appearance: Seminole is well muscled and lean. His hair is long and he wears a costume that looks like street clothes. He always wears his boot moccasins with the built in enhancements.
  23. Re: Call for Replacements Here is the write-up for Doc Strange II that he sent me. I accidently erased the Sanctum Snactorium file. Dr Strange II Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 18 CON 16 13- 10 BODY 0 11- 21 INT 11 13- PER Roll 13- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 14 COM 2 12- 12/26 PD 9 Total: 12/26 PD (0/14 rPD) 12/26 ED 8 Total: 12/26 ED (0/14 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 8 REC 2 40 END 2 30 STUN 3 Total Characteristic Cost: 108 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Teleportation: 30"/60" Cost Powers END 3 Mage sense: Detect Magic A Single Thing 13- (Unusual Group) 30 Shield of Khysril: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points) 6 Justice Squaderon communicator: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 12 Suit of the Journeyman: Armor (4 PD/4 ED) 16 The Eye of Agamotto: Endurance Reserve (60 END, 10 REC) (16 Active Points) 32 Cloak of Shadow Step: Teleportation 30", x2 Increased Mass (65 Active Points); OAF (-1) 6 10 Father's fortune: Luck 2d6 75 Sorcer's training: Multipower, 75-point reserve 7u 1) Bolts of Bedevilment: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3 7u 2) Hypnosis: Mind Control 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3 7u 3) Slumber: Ego Attack 6d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3 5u 4) Chains of Krakken: Entangle 3d6, 3 DEF, Takes No Damage From Physical Attacks Physical attacks (+1/4), Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), Selective (+1/4) (67 Active Points); Cannot Form Barriers (-1/4) 7 6u 5) The Sorcerer's sphere: Absorption 7d6 (energy, END), Absorption As A Defense (x2) (70 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 7u 6) The Vapours of Valtour: Sight, Hearing and Smell/Taste Groups Flash 10d6, Personal Immunity (+1/4) (75 Active Points) 7 70 Sorcerer's Spells: Variable Power Pool (Magic Pool), 50 base + 20 control cost, (75 Active Points); all slots Only Magic (-1/4) 4 Atemi strike -1 +1 2d6 NND 4 Martial Block +2 +2 Block, Abort 4 Martial Disarm -1 +1 Disarm; 25 STR to Disarm 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 3 Legsweep +2 -1 4d6 Strike, Target Falls 4 Knife hand strike -2 +0 HKA 1d6 +1 4 Punch/Snap kick +0 +2 5d6 Strike 5 Side/spin kick -2 +1 7d6 Strike 2 Weapon Element: Karate Weapons, Staffs Perks 45 Sanctum Sanctorium: Vehicles & Bases 5 Hall of Justice and Hovercraft donation: Vehicles & Bases 5 Fringe Benefit: International Police Powers 3 Member of the Justice Squaderon: Reputation (A large group) 14-, +1/+1d6 10 Money: Wealthy 20 Wong Hamir (manservent): Follower Talents 4 Speed Reading (x10) 15 Skill Master (+3 with all Skills based on INT) Skills 6 +2 with Magic 3 Paramedics 13- 3 Acrobatics 13- 3 Breakfall 13- 2 WF: Common Martial Arts Melee Weapons, Unarmed Combat 3 Stealth 13- 3 Scholar 2 1) KS Alchemy (3 Active Points) 13- 2 2) KS Arcane and Occult lore (3 Active Points) 13- 2 3) KS Atlantean Civilisation (3 Active Points) 13- 2 4) KS Celtic Civilisation (3 Active Points) 13- 2 5) KS Celtic Civilisation (3 Active Points) 13- 2 6) KS Demonology (3 Active Points) 13- 2 7) KS Herbilism (3 Active Points) 13- 2 8) KS International law (3 Active Points) 13- 1 9) KS Martial Arts (2 Active Points) 11- 2 10) KS Other Dimensions (3 Active Points) 13- 4 11) KS The Mystic World (5 Active Points) 15- 1 12) KS The Superhuman World (2 Active Points) 11- 1 13) KS Witchcraft (2 Active Points) 11- 1 TF: Grav Vehicles/Hovercraft 3 Systems Operation 13- 3 Linguist 1 1) Latin (English is native): Language (fluent conversation) (2 Active Points) 1 2) Language: Ancient Atlantean (fluent conversation) (2 Active Points) 1 3) Language: Hebrew (fluent conversation) (2 Active Points) Total Powers & Skill Cost: 492 Total Cost: 600 450+ Disadvantages 10 Distinctive Features Mystic Aura: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 15 Dependent NPC: Sara Allen (love intrest) 8- (Normal; Unaware of character's adventuring career/Secret ID) 5 Social Limitation Must follow Justice squadron's rules: (Occasionally, Minor) 20 Hunted by Dormammu: 11- (Mo Pow, Harshly Punish) 20 Psychological Limitation: Must live up to his father's reputation: (Very Common, Strong) 15 Hunted Duke Mordu: 11- (As Pow, Harshly Punish) 15 Social Limitation : Secret id: Kent Strange (Frequently, Major) 15 Hunted Dr Fate (mentor): 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 20 Psychological Limitation: Code vs Killing: (Common, Total) 15 Experience Points Total Disadvantage Points: 135
  24. Re: Call for Replacements Ok I want to thank everyone for their interest. Submissions are officially closed. My players will debate and once they have made a decision I will announce the new characters here.
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