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Corven_Ren

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Everything posted by Corven_Ren

  1. Re: Corven's Heroes & Villains 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] 2u 5) Concussion Arrow: EB 6 1/2d6, Explosion (+1/2), Double Knockback (+3/4) (74 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2] 3u 6) Bola Arrows: Entangle 5d6, 5 DEF, Backlash (+1/2) (75 Active Points); 4 Charges (-1), OIF (-1/2) [4] 2u 7) 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 8) Titanium Razor Arrows: RKA 3d6, Armor Piercing (+1/2) (67 Active Points); 4 Recoverable Charges (-1/2), OIF (-1/2) [4 rc] 2u 9) Extunguisher Arrows: Suppress Fire 15d6 (75 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2] 1u 10) Grapnel Arrow: Swinging 15" (15 Active Points); 1 Recoverable Charge (-1 1/4), OIF (-1/2) [1 rc] 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) 3 Domino Mask II: +5 versus Range Modifier for Sight Group (5 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: 292 Total Cost: 448 200+ 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 98 Experience Points (2 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. Quote: Powers/Tactics: Seminole generally keeps his distance in battle, but if drawin in to H-H combat he will use his bow like a staff. Campaign Use: 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.
  2. Re: Spider-Man Death Toll : The Bronze Age started with a Vengeance One of the most bizzare deaths in comics I think happened after the introduction of new X-Men, Thunderbird got killed like two issues after his first appearance
  3. Re: Corven's Heroes & Villains Sunburn Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 24 DEX 42 14- OCV: 8/DCV: 8 20 CON 20 13- 15 BODY 10 12- 12 INT 2 11- PER Roll 11- 14 EGO 8 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 18 COM 4 13- 5/35 PD 2 Total: 5/35 PD (0/30 rPD) 5/35 ED 1 Total: 5/35 ED (0/30 rED) 6 SPD 26 Phases: 2, 4, 6, 8, 10, 12 15 REC 16 50 END 5 50 STUN 17 Total Characteristic Cost: 168 Movement: Running: 6"/12" Flight: 30"/60" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 60 Fire & Heat: Multipower, 60-point reserve 6u 1) Dehydration: Drain DEX 6d6 (60 Active Points) 6 6u 2) Firebolt: EB 12d6 (60 Active Points) 6 6u 3) Inferno Blast: EB 6d6, NND (LS: Intesnse Heat; +1) (60 Active Points) 6 4u 4) Flare: Hearing Group Flash 6d6, Area Of Effect (5" Cone; +1) (36 Active Points) 4 6u 5) Melting Blast: RKA 4d6 (60 Active Points) 6 6u 6) Pyrokenesis I: Suppress Fire 12d6 (60 Active Points) 6 4u 7) Pyrokenesis II: Telekinesis (30 STR), Fine Manipulation (55 Active Points); Only Works On Limited Types Of Objects Fire (-1/2) 5 45 Fire & Heat: Elemental Control, 90-point powers 45 1) Heat Shield I: FF (30 PD/30 ED), Reduced Endurance (0 END; +1/2) (90 Active Points) 45 2) Heat Shield II: EB 4d6, Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), NND (LS: Intense Heat; +1), Continuous (+1) (85 Active Points) 45 3) Flight 30", Reduced Endurance (0 END; +1/2) (90 Active Points) 2 LS (Safe in Intense Heat) Skills 3 +3 with Grabs 20 +4 with DCV 12 +4 with Fire Multi Power 5 KS: Retail Sales 14- 4 Language: Spanish (completely fluent; literate) 3 Mechanics 11- 4 TF: Jetskis, Skateboarding, Surfing, Two-Wheeled Motorized Ground Vehicles Total Powers & Skill Cost: 331 Total Cost: 499 200+ Disadvantages 10 Beach Bum Bonus 10 DNPC: Girlfriend of the Month 8- (Normal) 5 Distinctive Features: Red Irises (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Hunted: Genocide 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 15 Physical Limitation: Wierd Bio Chemistry, Requires Special Medical Attention (Frequently, Greatly Impairing) 15 Psychological Limitation: Overconfident (Common, Strong) 15 Psychological Limitation: Thrill Seeker (Common, Strong) 20 Psychological Limitation: Will Not Kill (Common, Total) 15 Social Limitation: Public ID (Frequently, Major) 10 Vulnerability: 2 x BODY Cold Based Attacks (Uncommon) 10 Vulnerability: 2 x STUN Cold Based Attacks (Uncommon) 149 Experience Points Total Disadvantage Points: 150 Background/History: Donny grew up in Daytona Beach, where his parents owned one of the many surf and beach rental shops. At 16 he took his G.E.D. test and went to work at his parents surf shop. One day when he arrived at work he found a rober with a gun to his mothers head and yelling at his father to empty the register. Donny leapt and the gun man and they struggled across the surfshop floor. The gun went off and Donny felt the burning sensation as the bullet went into his shoulder. The burning sensation spread through his entire body as his mutant powers kicked in. Both Donny and the robber were sudenly engulfed in fire. The robber screamed in pain and Donny quickly let go and stood up. Seeing the gun on the floor he pointed at it and a bolt of searing flame lept from his hand melting it. The media quickly labeled Donny a hero. The burgler, though severly burned, would live. Donny quickly designed a costume and began fighting crime. He eventually hooked up with Reptyle and Armordillo Man. It was after Donny joined that they were labeled the Forces of Nature. Personality/Motivation: Donny is a hero because he enjoys the thrill of it. He is generally laid back when not seeking a new thrill. Quote: "Dude, I hope you wore your sunscreen." Powers/Tactics: Sunburn enjoys his powers and using them in combat. He tries to show off. One of his favorite tactics is to grab other flying characters so they are damaged by his heat shield. Campaign Use: Appearance: Out of costume, Donny looks like your typical surfer, blonde hair, well muscled and tanned, usually wearing shorts and a tank top or t-shirt.
  4. Re: Knights of New L.A. PBEM Players Needed Still working out a few details as far as number of characters goes. at least 5 though
  5. Re: A ? About the Images Power K thanks guys
  6. I am in the process of creating a fire & heat based character and was wondering if it was a plausable idea for him to basically cause people to see mirages. What do you think?
  7. Re: Good "Four of a Kind"'s... How about 4 animal based heroes..a mammal, reptile, bird & insect
  8. Re: Knights of New L.A. PBEM Players Needed Submission Update Ghost- An Albino Telekenetic Shifter-A Martial Artist with the ability to Aid characters stats Shaft- An Archer who was inspired to fight by illegal history books Reticle- A Cyclops Homage...former Enforcer The Nine- A Speedster brick duplicator Headstrong- Mentalist John Doe-A brick, Hero from the past but woke up with amnesia due to a cryo chamber malfunction
  9. Re: Corven's Heroes & Villains 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.
  10. Re: Corven's Heroes & Villains Mosquito Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 30 DEX 30 15- OCV: 10/DCV: 10 15 CON 10 12- 15 BODY 10 12- 20 INT 10 13- PER Roll 13- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 3/18 PD 0 Total: 3/18 PD (0/15 rPD) 3/18 ED 0 Total: 3/18 ED (0/15 rED) 7 SPD 10 Phases: 2, 4, 6, 7, 9, 11, 12 6 REC 0 40 END 5 40 STUN 9 Total Characteristic Cost: 89 Movement: Running: 6"/12" Flight: 20"/40" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END Mosquito Battle Suit, all slots OIF (-1/2) 8 1) Built in Antena I: HRRP (Radio Group) (12 Active Points); OIF (-1/2) 2 2) Built in Antena II: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 40 3) Buzzing Around: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points); OIF (-1/2) 75 4) Mosquito Bite: EB 15d6, Reduced Endurance (0 END; +1/2) (112 Active Points); OIF (-1/2) 3 5) Mosquito Goggles I: Nightvision (5 Active Points); OIF (-1/2) 10 6) Mosquito Goggles II: Sight Group Flash Defense (15 points) (15 Active Points); OIF (-1/2) 30 7) Mosquito Sized: Shrinking (0.2262 m tall, 0.1523 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Reduced Endurance (0 END; +1/2) (45 Active Points); OIF (-1/2) 15 8) Neural Speed Enhancers I: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 20 9) Neural Speed Enhancers II: +3 SPD (30 Active Points); OIF (-1/2) 10 10) Sound Dampers: Hearing Group Flash Defense (15 points) (15 Active Points); OIF (-1/2) 30 11) Titanium Mesh Suit: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) Skills 6 +6 with Mosquito Bite 9 Criminology 16- 9 Deduction 16- 9 Electronics 16- 3 Forensic Medicine 13- 6 SS: Bio Chemistry 16- Total Powers & Skill Cost: 285 Total Cost: 374 200+ Disadvantages 15 Hunted: Sinister Squadron 8- (Mo Pow, Harshly Punish) 15 Hunted: Police 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Psychological Limitation: Overconfident (Common, Strong) 20 Psychological Limitation: Will Not Kill (Common, Total) 15 Social Limitation: Public ID (Frequently, Major) 15 Social Limitation: Supervillain (Frequently, Major) 5 Social Limitation: Parole Requirements (Occasionally, Minor) 5 Unluck: 1d6 20 Enraged: vs Sinister Squadron (Uncommon), go 14-, recover 11- 10 Vulnerability: 2 x STUN Gravity Based Attacks (Uncommon) 15 Villain Turned Hero Bonus 24 Experience Points (15 points unspent) Total Disadvantage Points: 150 Background/History: Jack Thompson lay on the couch in the psychiatrists office, wearing his mosquito suit, and waiting on the doctor. Part of his parole was that he visit a shrink once a week. The doctor walked in, grabbed a yellow office pad and sat down "Ok, Mr. Thompson, lets start at the begining, snd I don't mean your childhood. Let's here about how you became the Mosquito." "Well doc, thats a complicated story. Before I was a criminal, I actually worked for the police." "What!?!" the doctor exclaimed, apparent shock in his voice. "Yeah, I actually worked in the Orlando police department crime lab for three years." "So what happened Jack? Why turn to crime?" "I was ticked at the system. Three years no promotions. I started with just small break-ins. Kind of a unique experience catching crooks by day and doing things that would get me locked up at night." "So when did the whole supervillain thing begin." "Quite by accident. I broke into a warehouse, where I heard some hot electronics goods were stored. I unfortunatly walked right into Snowblind. I tried to run, but he froze my legs together. He dragged me further into the warehouse and is was there I came face to face with Psycho." "Mr. Psycho, he's the leader of the Sinister Squadron?" "Yeah, he said I had guts for breaking into his hideout. He asked why I was there and I told him. He asked if I wanted part of a bigger haul. What could I say? I accepted and he gave me the mosquito suit. It took a while to get used to being so small. But it was great for breakins" "How long were you a member of the Squadron?" "Two years" "And did you kill anyone during that time." "No, Psycho did, but I tried my best not to seriously injure anyone." "So what made you turn against them." "We had broken into the O-Rena and were stealing the money from the box office when we were confronted by a security guard. I knocked him out with my mosquito bite. Psycho told me to kill him, I refused and Psycho attacked me. I managed to shrink myself and escape. I sent a distress call out over the built in radio in the mosquito suit and the Forces of Nature answered the call. When they arrived I fought beside them. We capture them and after the battle I turned myself in. "It was then the D.A. made you a deal." "Yeah in exchange for testifying against them, I was given parole and a new lease on life. I sought out the Forces of Nature and asked to join them. They agreed to give me a chance, so here I sit villain turned hero." "Well, the media doesn't seem to think you can change. But I wish you luck" "Thanks Doc." Jack's helmet radio beeped. He put his helmet on. "Mosquito here. Yeah. I'm on the way, Seminole." "Sorry doc, gotta go." "Go get 'em Jack" the doctor replied and he watched as Jack shrank and flew out his window. Personality/Motivation: Mosquito is attempting to redeem himself for past misdeeds. Quote: Powers/Tactics: Jack usually stays shrunk in battle, aiding the other members of FoN as needed. Campaign Use: Appearance: The mosquito suit is swamp water brown with black trim. Jack is in his mid thirties.
  11. Re: Knights of New L.A. PBEM Players Needed No problem nexus
  12. Yet another thread inspire by enforcer's hero a day thread. I decided to post my heroes & villains here for everyones critique and give everyone free reign to use them. 1st up the members of my Florida based Hero team : The Forces of Nature Armordillo Man Val Char Cost Roll Notes 80 STR 70 25- Lift 1.6ktons; 16d6 [8] 18 DEX 24 13- OCV: 6/DCV: 6 45 CON 70 18- 30 BODY 40 15- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 30 PRE 20 15- PRE Attack: 6d6 0 COM -5 9- 35 PD 19 Total: 35 PD (35 rPD) 25 ED 16 Total: 25 ED (25 rED) 5 SPD 22 Phases: 3, 5, 8, 10, 12 33 REC 16 90 END 0 95 STUN 2 Total Characteristic Cost: 297 Movement: Running: 6"/12" Leaping: 16"/32" Tunneling: 12"/24" Cost Powers END 60 Armadillo Claws I: HKA 4d6 (8d6 w/STR) 6 60 Armadillo Claws II: Tunneling 12" through 12 DEF material 6 30 One Tough Critter: (Total: 30 Active Cost, 30 Real Cost) Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) plus Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Power Defense (Real Cost: 10) 20 One Big Armadillo: Knockback Resistance -10" 30 Armadillo Hide: Damage Resistance (35 PD/25 ED) 20 Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees) 4 Massive Lungs: LS (Extended Breathing: 1 END per 20 Minutes) Skills 5 +5 with Claws 12 +4 with Punch, Grab, & Throw 20 +4 with DCV 3 Criminology 12- 3 Deduction 12- 3 Interrogation 15- 20 +2 Overall 2 Survival (Tropical) 12- 3 Tracking 12- Total Powers & Skill Cost: 295 Total Cost: 592 200+ Disadvantages 5 DNPC: Mike Nantz 8- (Normal; Useful Noncombat Position or Skills) 25 Distinctive Features: 7'6" Humanoid Armadillo (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 25 Enraged: vs. Genocide (Uncommon), go 14-, recover 8- 20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish) 10 Physical Limitation: Extremely Heavy (Frequently, Slightly Impairing) 10 Physical Limitation: Sinks Like A Stone (Frequently, Slightly Impairing) 15 Physical Limitation: Wierd Bio-Chemistry, Requires special medical attention (All the Time, Slightly Impairing) 15 Psychological Limitation: Overconfident (Common, Strong) 15 Psychological Limitation: Fear of Heights (Common, Strong) 20 Psychological Limitation: Will Not Surrender (Common, Total) 20 Social Limitation: Permanent ID (Very Frequently, Major) 212 Experience Points Total Disadvantage Points: 180 Background/History: He was abandoned as a baby. Rescued raised and educated by a park ranger. Personality/Motivation: Armordillo Man fights crime in an attempt to gain social acceptance. He is very much the misunderstood monster type of hero. Quote: "You Bore Me Man" Powers/Tactics: Armordillo Man is a brick plain and simple. His one unique Tactic is to tunnel under his opponents and drag them down into the tunnels with him. Campaign Use: Appearance: Like A Humanoid Armadillo
  13. Re: Knights of New L.A. PBEM Players Needed Submission Update Ghost- An Albino Telekenetic Shifter-A Martial Artist with the ability to Aid characters stats Shaft- An Archer who was inspired to fight by illegal history books Reticle- A Cyclops Homage...former Enforcer The Nine- A Speedster brick duplicator Headstrong- Mentalist
  14. Re: Knights of New L.A. PBEM Players Needed I gave myself a headache trying to figure him out
  15. Re: Knights of New L.A. PBEM Players Needed
  16. Re: Knights of New L.A. PBEM Players Needed Submission Update Ghost- An Albino Telekenetic Shifter-A Martial Artist with the ability to Aid characters stats Shaft- An Archer who was inspired to fight by illegal history books Reticle- A Cyclops Homage...former Enforcer The Nine- A Speedster brick duplicator
  17. Re: Knights of New L.A. PBEM Players Needed
  18. Re: Answers & Questions Q: Thanks for meeting me here at the con in Mexico City...um where your greenman book? A: Im sorry your death cannot be completed as dialed please hang up and die again.
  19. Re: Knights of New L.A. PBEM Players Needed The typical grunt enforcer has an ocv/dcv of 8 when you get higher ranking officers these will be higher
  20. Re: Knights of New L.A. PBEM Players Needed My apologied Whamme
  21. Re: "Essential" Graphic Novels / Trade Paperbacks Spider Man: Kraven's Last Hunt
  22. Re: Knights of New L.A. PBEM Players Needed
  23. Re: Knights of New L.A. PBEM Players Needed Probably should...I don't want anyone dying because of not enough defenses
  24. Re: Knights of New L.A. PBEM Players Needed I would like to see more people submit as well, ideally I would between 5 to 10 characters. If I do not get as many as I would like. I will start the game and leave submissions open for more entries. No one has submitted a brick yet. I know Fireg0lem is going to submita character as is The Maxx but beyond that I do not know. Also one other note 400 points people 250 + 150 Disadvantages. I know it says it in the original post but xHazard sent me a 350 point character...and I have informed him he still has 50 pts to spend. Also one other reccomendation I do not thin I have mentioned before you want at least 20 resistant PD & ED or you will quickly end up on the scrape them off the side of the building list.
  25. Re: Knights of New L.A. PBEM Players Needed Any time Thursday actually lets bump up submission time to 4.pm. eastern time Friday afternoon. That is when I will be logging on that day and deciding on a lineup.
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