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Corven_Ren

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Everything posted by Corven_Ren

  1. I have never run a fantasy campaing using Hero before but I am in the process od conveting my fantasy campaign world to Hero. I do not own any books beyond 5th revised and have no way to purchase any new books anytime soon. Can anyone give me an example of how to build a racial package.
  2. Re: Champions or Hero System v5 ??? Yes welcome back to champions Glenn..as Oddhat said many people post ther characters here and a few of us have our own threads for characters. I am one of them follow the link in my signature and browse...steal anything you want for you own campaign.
  3. Re: Corven's Heroes & Villains Glad you like all of my write ups of established heroes, Vanguard...I am working on others as well, my universe's timeline is a little Marvel, a little DC, a little Champions and little cutsom. Between physical therapy, my pbem and being a dad I plan on writing up some more as I can and they will be posted here.
  4. Re: Your occupation, please. Lets See Current and Fomer PC's and a select few NPC's Current Pinky- College Student Little Rock- Circus Perormer Rage- Pro Wrestler Former PC's/NPC Vandal- Archaeologist/Professor Reptyle- Pilot American Avenger- Lawyer Totem- Vetrenarian Sunburn- Sales Clerk in a Surf Shop
  5. Re: Ideas for Dino Character I have built a Dino character he however he is a brick...here he is take a look. Triceriton Val Char Cost Roll Notes 100 STR 90 29- Lift 26.2ktons; 20d6 [10] 20 DEX 30 13- OCV: 7/DCV: 7 60 CON 100 21- 45 BODY 70 18- 8 INT -2 11- PER Roll 11- 10 EGO 0 11- ECV: 3 30 PRE 20 15- PRE Attack: 6d6 4 COM -3 10- 37 PD 17 Total: 37 PD (30 rPD) 32 ED 20 Total: 32 ED (25 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 32 REC 0 120 END 0 127 STUN 2 Total Characteristic Cost: 364 Movement: Running: 16"/32" Leaping: 20"/40" Swimming: 2"/4" Cost Powers END 67 Brick Tricks: Multipower, 100-point reserve, (100 Active Points); all slots Requires A Brick Tricks Roll (-1/2) 3u 1) Shockwave: Explosion on up to 100 STR, Hole In The Middle (75 Active Points); Extra Time (Full Phase, -1/2), Requires A Brick Tricks Roll (-1/2), Only affects Targets On The Ground (-1/4) 7 3u 2) Tailsweep: Area Of Effect (up to One Hex; +1/2) for up to 100 Active Points of Strength (50 Active Points); Requires A Brick Tricks Roll (-1/2) 5 2u 3) Tough Wrap-Up: Entangle 8d6, 8 DEF, Side Effects (Side Effect only affects the environment near the character; +0) (80 Active Points); OIF (material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2), Requires A Brick Tricks Roll (-1/2) 8 3u 4) Thunderclap: Hearing Group Flash 13d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +3/4) (88 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Requires A Brick Tricks Roll (-1/2) 9 15 Dinosaur DNA: Elemental Control, 30-point powers 15 1) Horn Gore: HKA 2d6 (4d6 w/STR) (30 Active Points) 3 23 2) 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) 15 3) Powerful Legs: Running +10" (16" total), Reduced Endurance (0 END; +1/2) (30 Active Points) 5 Horns (3) & Tail: Extra Limbs (4) 25 Reptilian Life: LS (Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 200 Years) 34 Dense Reptilian Flesh: Damage Resistance (30 PD/25 ED), Hardened (+1/4) (34 Active Points) 40 One Tough Lizard: (Total: 40 Active Cost, 40 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) plus Lack Of Weakness (-10) for Power Defense (Real Cost: 10) plus Power Defense (10 points) (Real Cost: 10) Skills 16 +2 with All Combat 15 +3 with DCV 15 +3 with HTH Combat 13 Brick Tricks: Power 18- Everyman Skills (Cost: 0 Points) 0 1) Tribal: Language (idiomatic) (4 Active Points) 0 2) AK: Savage Land 11- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) Conversation 8- 0 6) Deduction 8- 0 7) PS: Hunter/ Gatherer 11- 0 8) Persuasion 8- 0 9) Shadowing 8- 0 10) Stealth 8- 2 Language: English (fluent conversation) 3 Tracking 11- Total Powers & Skill Cost: 314 Total Cost: 678 200+ Disadvantages 20 Distinctive Features: Large Mutant Dinosaur Man (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 25 Enraged: If attacked by Genocide (Uncommon), go 14-, recover 8- 20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish) 10 Physical Limitation: Crushing Grip (Infrequently, Greatly Impairing) 15 Physical Limitation: Wierd Bio Chemistry Requires Special Medical Attention (Frequently, Greatly Impairing) 20 Psychological Limitation: Completely Devoted to Wild Bunch (Common, Total) 15 Psychological Limitation: Reluctant to Kill (Common, Strong) 15 Social Limitation: Permanent ID (Triceriton) (Frequently, Major) 20 Vulnerability: 2 x STUN Cold Based Attacks (Common) 318 Experience Points Total Disadvantage Points: 160 Background/History: Triceriton is from the unique region known as the Savage Land. A tropical paradise beneath the Antartic tundra where dinosaurs still roam the earth and several tribes of humans live. Triceriton was his tribes best hunter and protector, his immesnse strength allowed him to fend of many predators who thought that the villagers would be an easy meal. He has even aided several groups of heroes who, on numerous occasions, had come to the Savage Land for various reasons. One day however a group of minute man robots found their way into this little paradise and after a fierce battle the managed to capture the mighty mutant. When he awoke he found himself in a cell. He pounded on the walls and even his great strength did not make a dent in them. Suddenly a bright light came on in the cell and through one of the walls he saw several men staring at him. He heard their voices as they talked and heard words that he did not fully understand. Words like mutant and test subject. Unfortunatly he soon found out what being a test subjet meant. Over the next few weeks he was subjected to many of the mens test. They poked him, shocked him, tried to set him on fire, subjected him to smokes that smelled funny but otherwise had no effect, they even cut off his tail, which eventually grew back. Triceriton had begun to despair that he would never be free. Then one day the light came on and he thought the men had come, but instead the light did not come through the clear wall, it came through a door that lead to some sort of passage. Triceriton stepped out and standing over the men who had hurt him were several beings. They called themselves the Wild Bunch and told him that he was now free. Triceriton felt that he now owed these people a life debt and swore then and there to fight along side them and protect them. Powers/Tactics: Triceriton is a walking tank. He possess superhuman strenght, toughness, and resistance to harm. He also possess an improved healing rate and the ability to even regrow limbs. Appearance: Triceriton is a large humanoid triceritops with a thick brown reptilian hide.
  6. Re: Corven's Heroes & Villains Hulk Val Char Cost Roll Notes 125 STR 115 34- Lift 838.9ktons; 25d6 24 DEX 42 14- OCV: 8/DCV: 8 80 CON 140 25- 50 BODY 80 19- 30 INT 20 15- PER Roll 15- 20 EGO 20 13- ECV: 7 30 PRE 20 15- PRE Attack: 6d6 14 COM 2 12- 40 PD 15 Total: 40 PD (40 rPD) 30 ED 14 Total: 30 ED (30 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 50 REC 18 160 END 0 153 STUN 0 Total Characteristic Cost: 502 Movement: Running: 30"/60" Leaping: 80"/160" Swimming: 16"/32" Cost Powers END 76 Enhanced Metabolism: Healing 10 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (210 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 36 Altered Genetics: LS (Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 400 Years; 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) 20 Astral Sight: Perceive beings in Astral Form with Sight Group and Hearing Group 15 Tough Mind: Mental Defense (19 points total) Strength Tricks 44 1) The Finger: Energy Blast 8d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Lack Of Weakness on Defenses covering head, or any innate rPD protecting the head; +1) (100 Active Points); No Range (-1/2), Requires A Strength Skill Roll (-1/2), Side Effects (-1/4) 40 2) Tough Wrap-Up: Entangle 8d6, 8 DEF, Side Effects (Side Effect only affects the environment near the character; +0), Reduced Endurance (0 END; +1/2) (120 Active Points); OIF (material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2) 40 3) Louder Thunderclap: Hearing Group Flash 12d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Reduced Endurance (0 END; +1/2), Explosion (-1 DC/2"; +3/4) (99 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 54 4) Hulk Smash: No Knockback, Only Knockdown (+0), Hole In The Middle (+1/4), Explosion (+1/2); Extra Time (Extra Segment, -1/2), Conditional Power Only Affects Targets On The Ground (-1/4) for up to 125 Active Points of Strength (54 Active Points) 5 30 Immovable Force: Knockback Resistance -15" 62 Tireless: Reduced Endurance (0 END; +1/2) (62 Active Points) applied to STR 80 Powerful Limbs: Multipower, 80-point reserve 8u 1) Running: Running +24" (30" total), Reduced Endurance (0 END; +1/2) (78 Active Points) 6u 2) Basic Leaping: Leaping +37" (80" forward, 40" upward) (Accurate), Reduced Endurance (0 END; +1/2) (63 Active Points) 6u 3) MegaLeaping: Leaping +18" (80" forward, 40" upward) (Accurate), Megascale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) (59 Active Points) 2u 4) Powerful Swimmer: Swimming +14" (16" total), Reduced Endurance (0 END; +1/2) (22 Active Points) 35 Tough Skin: Damage Resistance (40 PD/30 ED) 90 Toughness: (Total: 90 Active Cost, 90 Real Cost) Lack Of Weakness (-20) for Resistant Defenses (Real Cost: 20) plus Lack Of Weakness (-20) for Power Defense (Real Cost: 20) plus Lack Of Weakness (-20) for Normal Defense (Real Cost: 20) plus Lack Of Weakness (-10) for Mental Defense (Real Cost: 10) plus Power Defense (20 points) (Real Cost: 20) 34 Bigger Quake: Explosion (-1/2") on up to 60 STR, Hole In The Middle, Only Does Knockdown, Not Knockback (+0) (60 Active Points); Extra Time (Full Phase, -1/2), Only affects Targets On The Ground (-1/4) 6 Perks 5 Money: Well Off 8 Contact: Ben Grimm (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) 11- 8 Contact: Dr. Leonard Sampson (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 11- Skills 3 Bureaucratics 15- 3 Climbing 14- 3 Computer Programming 15- 5 Cramming 3 Cryptography 15- 3 Deduction 15- 3 Electronics 15- 3 Forensic Medicine 15- 3 Hoist 15- 3 Inventor 15- 3 Mechanics 15- 3 Paramedics 15- 3 Scientist 2 1) SS: Anatomy 15- (3 Active Points) 2 2) SS: Biology 15- (3 Active Points) 2 3) SS: Chemistry 15- (3 Active Points) 2 4) SS: Genetics 15- (3 Active Points) 2 5) SS: Nuclear Physics 15- (3 Active Points) 2 6) SS: Physics 15- (3 Active Points) 2 7) SS: Physiology 15- (3 Active Points) 3 Security Systems 15- 23 Strength Tricks 25- 3 Systems Operation 15- 3 Tactics 15- 3 Teamwork 14- Total Powers & Skill Cost: 789 Total Cost: 1291 1000+ Disadvantages 10 Distinctive Features: Hey It's The Hulk (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Hunted: Hulk's Rogues Gallery 8- (As Pow, Harshly Punish) 5 Hunted: Primus 8- (As Pow, NCI, Watching) 15 Physical Limitation: 7' Tall (Frequently, Greatly Impairing) 15 Physical Limitation: Extremely Heavy (Frequently, Greatly Impairing) 10 Social Limitation: Public ID-Bruce Banner is the Hulk (Frequently, Minor) 15 Psychological Limitation: Reluctant To Kill (Common, Strong) 10 DNPC: Betty Ross Banner 8- (Normal) 15 DNPC: Rick & Marlo Jones 8- (Normal; Group DNPC: x2 DNPCs) 15 Psychological Limitation: Protective of Innocents (Common, Strong) 171 Experience Points Total Disadvantage Points: 120 Quote: To the Punisher "Well Frank if I had hit you with two fingers, you would still be unconcious."
  7. Just a note before you read. This is the Merged version of the Hulk, Onslaught never happened in my universe. Let me know what you think Hulk Val Char Cost Roll Notes 125 STR 115 34- Lift 838.9ktons; 25d6 24 DEX 42 14- OCV: 8/DCV: 8 80 CON 140 25- 50 BODY 80 19- 30 INT 20 15- PER Roll 15- 20 EGO 20 13- ECV: 7 30 PRE 20 15- PRE Attack: 6d6 14 COM 2 12- 40 PD 15 Total: 40 PD (40 rPD) 30 ED 14 Total: 30 ED (30 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 50 REC 18 160 END 0 153 STUN 0 Total Characteristic Cost: 502 Movement: Running: 30"/60" Leaping: 80"/160" Swimming: 16"/32" Cost Powers END 76 Enhanced Metabolism: Healing 10 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (210 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 36 Altered Genetics: LS (Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 400 Years; 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) 20 Astral Sight: Perceive beings in Astral Form with Sight Group and Hearing Group 15 Tough Mind: Mental Defense (19 points total) Strength Tricks 44 1) The Finger: Energy Blast 8d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Lack Of Weakness on Defenses covering head, or any innate rPD protecting the head; +1) (100 Active Points); No Range (-1/2), Requires A Strength Skill Roll (-1/2), Side Effects (-1/4) 40 2) Tough Wrap-Up: Entangle 8d6, 8 DEF, Side Effects (Side Effect only affects the environment near the character; +0), Reduced Endurance (0 END; +1/2) (120 Active Points); OIF (material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2) 40 3) Louder Thunderclap: Hearing Group Flash 12d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Reduced Endurance (0 END; +1/2), Explosion (-1 DC/2"; +3/4) (99 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 54 4) Hulk Smash: No Knockback, Only Knockdown (+0), Hole In The Middle (+1/4), Explosion (+1/2); Extra Time (Extra Segment, -1/2), Conditional Power Only Affects Targets On The Ground (-1/4) for up to 125 Active Points of Strength (54 Active Points) 5 30 Immovable Force: Knockback Resistance -15" 62 Tireless: Reduced Endurance (0 END; +1/2) (62 Active Points) applied to STR 80 Powerful Limbs: Multipower, 80-point reserve 8u 1) Running: Running +24" (30" total), Reduced Endurance (0 END; +1/2) (78 Active Points) 6u 2) Basic Leaping: Leaping +37" (80" forward, 40" upward) (Accurate), Reduced Endurance (0 END; +1/2) (63 Active Points) 6u 3) MegaLeaping: Leaping +18" (80" forward, 40" upward) (Accurate), Megascale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) (59 Active Points) 2u 4) Powerful Swimmer: Swimming +14" (16" total), Reduced Endurance (0 END; +1/2) (22 Active Points) 35 Tough Skin: Damage Resistance (40 PD/30 ED) 90 Toughness: (Total: 90 Active Cost, 90 Real Cost) Lack Of Weakness (-20) for Resistant Defenses (Real Cost: 20) plus Lack Of Weakness (-20) for Power Defense (Real Cost: 20) plus Lack Of Weakness (-20) for Normal Defense (Real Cost: 20) plus Lack Of Weakness (-10) for Mental Defense (Real Cost: 10) plus Power Defense (20 points) (Real Cost: 20) 34 Bigger Quake: Explosion (-1/2") on up to 60 STR, Hole In The Middle, Only Does Knockdown, Not Knockback (+0) (60 Active Points); Extra Time (Full Phase, -1/2), Only affects Targets On The Ground (-1/4) 6 Perks 5 Money: Well Off 8 Contact: Ben Grimm (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) 11- 8 Contact: Dr. Leonard Sampson (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 11- Skills 3 Bureaucratics 15- 3 Climbing 14- 3 Computer Programming 15- 5 Cramming 3 Cryptography 15- 3 Deduction 15- 3 Electronics 15- 3 Forensic Medicine 15- 3 Hoist 15- 3 Inventor 15- 3 Mechanics 15- 3 Paramedics 15- 3 Scientist 2 1) SS: Anatomy 15- (3 Active Points) 2 2) SS: Biology 15- (3 Active Points) 2 3) SS: Chemistry 15- (3 Active Points) 2 4) SS: Genetics 15- (3 Active Points) 2 5) SS: Nuclear Physics 15- (3 Active Points) 2 6) SS: Physics 15- (3 Active Points) 2 7) SS: Physiology 15- (3 Active Points) 3 Security Systems 15- 23 Strength Tricks 25- 3 Systems Operation 15- 3 Tactics 15- 3 Teamwork 14- Total Powers & Skill Cost: 789 Total Cost: 1291 1000+ Disadvantages 10 Distinctive Features: Hey It's The Hulk (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Hunted: Hulk's Rogues Gallery 8- (As Pow, Harshly Punish) 5 Hunted: Primus 8- (As Pow, NCI, Watching) 15 Physical Limitation: 7' Tall (Frequently, Greatly Impairing) 15 Physical Limitation: Extremely Heavy (Frequently, Greatly Impairing) 10 Social Limitation: Public ID-Bruce Banner is the Hulk (Frequently, Minor) 15 Psychological Limitation: Reluctant To Kill (Common, Strong) 10 DNPC: Betty Ross Banner 8- (Normal) 15 DNPC: Rick & Marlo Jones 8- (Normal; Group DNPC: x2 DNPCs) 15 Psychological Limitation: Protective of Innocents (Common, Strong) 171 Experience Points Total Disadvantage Points: 120 Quote: To the Punisher "Well Frank if I had hit you with two fingers, you would still be unconcious."
  8. Re: [Char] My Universe's Green Arrow
  9. Re: [Char] My Universe's Green Arrow There are a few mistakes..I built him while I was only capable of using one arm..I have corrected the mistakes. The martial arts stuff I just bought the Boxing and Hapkido prefabs from the uspd. I don't see why physical manifestation would not be legal..I mean if he is swinging along and someone attacked the swingline..
  10. Re: [Char] My Universe's Green Arrow You are correct and thanks.
  11. Re: My Champions Universe Timeline. I have made some changes to my timeline as I have now decided to use aliens and some extra-dimensional beings. However ther are still no mythylogical gods.
  12. Having not much to do while laid up from surgery..I am doing more of my Universes Heroes. 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 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: 478 Total Cost: 602 500+ 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) 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.
  13. Re: Corven's Heroes & Villains 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 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: 478 Total Cost: 602 500+ 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) 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.
  14. Re: Corven's Heroes & Villains Thanks I will add that in Cant believe I forgot that.
  15. Re: Corven's Heroes & Villains Glad you like Kirby, I know you are big on DC...I am currently working on my version of Wonder Woman and the I am going to do Green Lantern and then do up the Human Torch.
  16. Re: Corven's Heroes & Villains Ok next up my write up of Ben Grimm..as hr exists in my universe. Link to my universes time line is in my signature. Thing Val Char Cost Roll Notes 75 STR 65 24- Lift 819.2tons; 15d6 [7] 22 DEX 36 13- OCV: 7/DCV: 7 45 CON 70 18- 35 BODY 50 16- 15 INT 5 12- PER Roll 12- 17 EGO 14 12- ECV: 6 30 PRE 20 15- PRE Attack: 6d6 5 COM -2 10- 40 PD 25 Total: 40 PD (40 rPD) 40 ED 31 Total: 40 ED (40 rED) 5 SPD 18 Phases: 3, 5, 8, 10, 12 24 REC 0 90 END 0 96 STUN 0 Total Characteristic Cost: 332 Movement: Running: 6"/12" Leaping: 15"/30" Swimming: 2"/4" Cost Powers END 60 Rocky Skin: Damage Resistance (40 PD/40 ED), Hardened (+1/4), Inherent (+1/4) (60 Active Points) 30 A Tough Rock: Knockback Resistance -15" 8 Tough Rock II: LS (Extended Breathing: 1 END per 20 Minutes; Safe in Intense Cold; Safe in Intense Heat) 10 Rocky Ears: Hearing Group Flash Defense (10 points) Boxing, Modern Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 3 Clinch -1 -1 Grab Two Limbs, 85 STR for holding on 4 Cross +0 +2 17d6 Strike 5 Hook -2 +1 19d6 Strike 3 Jab +2 +1 Strike Wrestling, Professional Maneuver OCV DCV Notes 4 Crush +0 +0 19d6 Crush, Must Follow Grab 4 Duck -- +5 Dodge, Affects All Attacks, Abort 4 Fist/Forearm Smash +2 +0 17d6 Strike 3 Grab -1 -1 Grab Two Limbs, 85 STR for holding on 4 Head-Bash +2 +0 17d6 Strike 5 Stomp -2 +1 19d6 Strike 3 Suplex +2 +1 15d6 Strike; You Fall, Target Falls 1 Weapon Element: Clubs (Fist/Forearm Smash only) Perks 24 Justice Squadron: Contact (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) (24 Active Points) 8- 21 Contact: Primus (Contact has access to major institutions, Contact has very useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11- 4 Contact: UCWF Owners (Very Good relationship with Contact) 11- 8 Contact: Victor Von Doom (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 11- 1 Fringe Benefit: Passport 6 Money: Wealthy 18 Reputation: Ever Lovin' Blue Eyed Thing (A large group) 14-, +6/+6d6 Skills 10 +2 with DCV 3 Climbing 13- 30 +6 with HTH Combat 13 Combat Piloting 18- 3 Hoist 12- 3 Mechanics 12- 3 Streetwise 15- 5 TF: Combat Aircraft, Early Spacecraft, Grav Vehicles/Hovercraft, Helicopters, Large Planes, Personal Use Spacecraft, Small Planes, Spaceplanes 3 Teamwork 13- Total Powers & Skill Cost: 311 Total Cost: 642 500+ Disadvantages 10 Hunted: FF Rogue's Gallery 8- (As Pow, Harshly Punish) 10 Distinctive Features: Big Orange Rock Skinned Guy (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Social Limitation: Permanent Identity (Frequently, Major) 15 Psychological Limitation: Overconfident (Common, Strong) 20 Psychological Limitation: Will Not Kill (Common, Total) 15 Physical Limitation: Sinks Like A Stone (Frequently, Greatly Impairing) 15 Physical Limitation: Wierd Bio-Chemistry, Requires Special Medical Attention (Frequently, Greatly Impairing) 15 Psychological Limitation: Haunted by the death of Reed & Sue (Common, Strong) 15 DNPC: Franklin &Valeria Richards 8- (Normal; Group DNPC: x2 DNPCs) 12 Experience Points Total Disadvantage Points: 130
  17. Re: Corven's Heroes & Villains Next up is not a Superhero but a 150 pt normal I am submiting to a PBEM where the GM is assigning powersets and additional disads to the characters. Aeryk "Rage" O'Neil Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 15 DEX 15 12- OCV: 5/DCV: 5 17 CON 14 12- 15 BODY 10 12- 12 INT 2 11- PER Roll 11- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 12 COM 1 11- 8 PD 4 Total: 8 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 3 SPD 5 Phases: 4, 8, 12 7 REC 0 34 END 0 36 STUN 2 Total Characteristic Cost: 68 Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END Professional Wrestling Maneuver OCV DCV Notes 4 Bear Hug (Crush) +0 +0 8d6 Crush, Must Follow Grab 5 Chop (Defensive Strike) +1 +3 4d6 Strike 5 Clothesline (Passing Strike) +1 +0 4d6 +v/5; FMove 4 Dodge (Martial Dodge) -- +5 Dodge, Affects All Attacks, Abort 5 Hammer Blow (offensive Strike) -2 +1 8d6 Strike 3 Power Bomb (Grappling Throw) +0 +2 6d6 Strike; Target Falls; Must Follow Grab 4 Power Out (Martial Escape) +0 +0 35 STR vs. Grabs 3 Suplex (Sacrafice Throw) +2 +1 4d6 Strike; You Fall, Target Falls 3 Tie Up (Martial Grab) -1 -1 Grab Two Limbs, 30 STR for holding on Perks 4 Reputation: Professional Wrestler (A large group) 11-, +2/+2d6 5 Money: Well Off 1 Former Northern Impact Wrestling Tag Team Champion: Custom Perk 7 Contact: WWE Booking Coordinator (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 12- Notes: This is the man that helps Aeryk schedule both his wrestling and charity appearances. As well as hiring someone to to maintain Aeryk's condo while he is away. Skills 6 +2 with Profesional Wrestling 3 Acting 12- 3 Breakfall 12- 2 KS: Bible 11- 2 KS: Body Building 11- 3 KS: Pro Wrestling History 12- 3 Oratory 12- 3 Streetwise 12- 1 TF: Two-Wheeled Motorized Ground Vehicles 3 Teamwork 12- Total Powers & Skill Cost: 82 Total Cost: 150 100+ Disadvantages 15 DNPC: Isaiah and Ruth O'Neil (Parents 8- (Normal; Group DNPC: x2 DNPCs) 5 Distinctive Features: Memorial Tattoo on Left Bicep (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Psychological Limitation: Charitable (Common, Moderate) 15 Psychological Limitation: Devout Christian (Common, Strong) Notes: Aeryk is devout in his beliefs of Christ and Salvation, but does things that are not typically 'Christian' such as listen to all kinds of music, watches R rated movies etc.. 5 Rivalry: Professional, Other Wrestlers, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry Total Disadvantage Points: 50 Background/History: The crowd roared in the Appletree Center. The citizens of Nietzche Heights had paid a fair price to see the WWE wrestling event and they were getting their moneys worth. Back in one of the locker rooms Aeryk O'Neil, the man the crowd knew as Rage, prepared for his first match in his home town. As he taped his wrists his mind drifted, he thought of his childhood growing up on the streets. Running with his best friend Michael, who was more like a brother. How despite Michael being a Christian and him being not sure what was out there getting along so well. How they grew up watching wrestling, idolizing such stars as Hulk Hogan, Rick Flair & Bret Hart. They had promised each other that they would be wrestling stars themselves and they had sealed it by putting a small cut in their hands, spitting in the blood and then shaking hands. There was a knock at his dressing room door. "Seven minutes Rage." a voice came from the other side. "I'll be ready" he replied, as he put the finishing touches on the tape job. Then he walked into the bathroom and wet his long black hair his eyes catching the tattoo on his left shoulder and his thought drifted once more to Michael. They had fufilled their promise going through a wrestling acadamy and then had begun working for Northern Impact Wrestling as a tag team. Michael was smaller than Aeryk, agile, light on his feet a perfect 'high flyer' wrestler. He was the bigger more powerful one. At first they were just jobbers, the no name people who took falls to the stars of the federation. After a year of this they were pushed into the spotlight by the promoters. They grew their hair long and painted their faces. The promoters decided to make them heel, or the bad guys, and they gave them new names Michael's ringname was now Chaos and his was Rage. The duo quickly rose through the ranks and captured NIW Tag Team Championships. They retained the titles for a year until they dropped them to a babyface,or good guy, tag team. He remembered how Michael had constantly asked him to find God during their run as champions, after all they were in a dangerous business where anything could happen, and he remebered how he had just blown Michael off. Another knock at the door brought him back to the present. He knew it was time, his opponents music was playing and the crowd was booing. He stepped outside the locker room and began the walk to the staging area. 'God' he thought 'I wish Michael was here to see this and as he walked his mind wandered once again. He remebered the day he had gotten the phone call...the call from Vince McMahon himself. He wanted Rage and Chaos in the WWE...and he wanted them to be baby faces. He and Michael met with Mr. McMahon in Nietzche Heights the very next day and signed the contracts. Aeryk wanted to go out drinking, but Michael would not saying he was going home to pray a prayer of thanks. They next day with a horrible hangover, Aeryk got the news. Michael had been killed by a drunk driver. Aeryk was devestated and spent the next several days cooped up in his parents basement. He did not sleep, barely ate those days, and cursed God alot. Then he found one of his parents old bibles in a box, and began reading it. After reading the four gospels he knelt in the dark basement and accepted the salvation of Jesus Christ, and knew he would see Michael again. When he emerged from the basement he was shocked to find Mr. McMahon, himself standing in his parents living room. He told Aeryk that he was deeply sorry about what had happened to Michael, but if he wanted Aeryk could still come to the WWE as a singles wrestler. A tap on his shoulder bought him to the present once again. He looked around, he had made it to the main event on Monday Night Raw. He knew that both his and Michale's parents were in the crowd and he would have lunch with them the next day. As his music began to play and he knelt briefly in a quick prayer, thanking the savior, Michael had loved so much for this. Then with a tear in his eye he looked up, tapped the cross tattooed on his left arm and said "Michael this ones for you." Then as he burst through the curtain, the crowd erupted. Personality/Motivation: Aeryk has always been a very outgoing person, but since his coming into faith and motivated by the memory of Michael he has started devoting some of his off time to helping people. He makes public appearance as charity events, helps a soup kitches, helps habitat for humanity, or lectures street kids on tryig to better themselves. Quote: "Do you feel the Rage? Cause I sure do" Powers/Tactics: Campaign Use: Appearance: Aeryk is an extremely tall man with long straight black hair and bright green eyes. He is well muscled and has one tattoos. On his left bicep is a is a memorial tattoo (which was done by Ami James of Miami Ink while he was in town for a show) to his deceased partner and best friend Michael 'Chaos' Sullivan it is cross done in traditional black and grey with a banner across it with the word Chaos in the banner. Age: 23 Birthdate: May 17, 1984 Height: 1.99m(6'6") Weight: 107kg (235.89 lbs)
  18. Re: A question about Iceman Thanks heres another question. Iceman's icey coating..would you build that as a force field or armor?
  19. A long while back...when Iceman was still in X-Factor and then I also believe it carried over to Uncanny X-Men. Bobby was dating an Oriental woman named Opal I believe...what ever happened to her?
  20. Besides Elektra and the Ninja version of Psylocke are their any premire female m-a in the Marvel Universe
  21. Re: [Third times a charm...] Any interest in a Defenders PbP game? Sounds cool...I already have a 750 pt character...I have made up I could pump him up to 1000
  22. Re: List of Forum Members - Super Teams & Members Forces of Nature (Heroes), Cape Canaveral Reptyle Armordillo Man Seminole Sunburn Mosquito Vigilant (Heroes), New York City Vandal Starshine Web Boy Aquatica Sinister Squadron, Various Locations Mr. Psycho Snow Blind Black Diamond Mongrel
  23. Re: New Campaing at Hero Central I have made some alterations to the campaign history and guidlines so I edited the previous post.
  24. Looking for players for my Knights of New L.A. game. Here a campaign description and character guideline. Campaign History (Notation this campaign world will feature heroes from both Marvel & D.C.) September, 1993. The loss during operation Desert Storm had left a bitter taste in Saddam Husein's mouth, finally going mad with his hatred for the rest of the world he launches nuclear armed war heads at key cities around the world. Hearing about the impending strike several of the world's heroes enter voluntary suspended animation at various locations throughout the world, hoping to help rebuild once awakened. The United States and Russia retaliate with nuclear strike of their own, What follows is the greatest destruction in the history of the world. Moscow, London, Paris, Berlin, New York, Los Angeles, Chicago, Denver, Washington D.C., Gotham City, Mexico City, Toronto, Quebec, and Ontario are all struck. Two warheads strike Orlando and Cape Canaveral, Florida at the same time the unique blast sinks half of the state. Iraq is completely obliterated by the counter strikes. What happens next would change the free world forever. The remnants of the U.S. military seize control of the government and begin building weapons. Striking quickly before they could muster any strength, the U.S. Military invades Canada and after five years have complete control of that country. After a mere three more years the U.S. military are in control of a land mass spanning from the northern most reaches of Canada all the way down to Panama. The new regime names its territory, The United North American Provinces and over the next 350 years, while rebuilding the destruction, tighten their grip on the citizens. Then in their arrogance, thinking that they were acting as the great hero would, build a statue of Captain America to replace the destroyed Statue of Liberty. The police of this new society are all cyborgs and very few are actually volunteers. Killing an officer is an automatic death sentence and merely striking one will get you locked up and tortured. All attempts to overthrow the government have been completely quashed. The UNAP is involved in no international trading. Most of Europe and Asia has reverted to feudalism. The Middle East is a radioactive wasteland. Australia, Africa and South America while suffering little or no damage have severed all contact with the rest of the world and are way behind technologically. The year is 2355. The characters will be the first in a new line of heroes who now oppose the government and are attempting to restore democracy to the country. Also as the game progresses several of the sleeping heroes of the past will awaken and find the world they knew gone. Not only will they be fighting against the government they will also have to deal with normal and super criminals. Atlantis and Themyscira exist in my campaign world and suffered no nuclear strikes..however contact with these 'nations' has always been erratic. Character Info Points 250 + 150 Disadvantages Maximum Active Points 90 Max SPD: 8 Max CV: 10 Strongly Recommended resistant defenses 20 PD & 20 ED. Everyman skill are same as modern + TF: Personal hovercraft..and your Area Knowledge will be New L.A. Character should not have a Public Identity All Character must take the following 3 Language skill: Gutterspeak 20 Disadvantage: Hunted by Enforcers 8-, More Powerful, Extensive NCI, Harshly Punish If you are interested in playing an Amazon or Atlantean who has managed to get to the UNAP that is a possibility pm or email me with a good explanation and I may allow it and give you details on their genetic structure in my world so you can choose appropriate Life Supports....etc ALSO: NO ALIENS, EXTRA DIMENSION BEINGS OR MYTHICAL DEITIES Feel free to email me or PM me with questions. I only have Hero Designer 2 (which you can send to me via email at jcmcminis@yahoo.com)so you will either need to submit your characters either in that form or in a text format that can be read by wordpad.
  25. Re: Sonof Secret Origins! When did you start reading superhero comics? I was much older when I actually started readin comics....as a kid though I remeber always watching Spider Man and Friends, Superfriends and the old Adam West Batman show so thats what really got me started on superheroes. First two comic books I actually owned was the last X-Factor and Uncanny X-Men in the Inferno crossover.
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