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animemun001

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Everything posted by animemun001

  1. Re: Adopt A Character Velocity Player: Val Char Cost 10 STR 0 30 DEX 60 15 CON 10 15 BODY 10 10 INT 0 10 EGO 0 18 PRE 8 14 COM 2 2 PD 0 3 ED 0 4/6 SPD 0 10 REC 10 30 END 0 28 STUN 0 6"/20" RUN 0 2" SWIM 0 2" LEAP 0 Characteristics Cost: 100 Cost Power END 10 Velocity Powers: Elemental Control, 20-point powers 7 1) Speed Boost: +2 SPD (20 Active Points); Costs Endurance (-1/2) 2 7 2) Speed Boost: +4 with Dex-Based Skills (20 Active Points); Costs Endurance (-1/2) 2 10 3) Sonic Punch: Killing Attack - Hand-To-Hand 2d6-1 (2d6+1 w/STR) (25 Active Points); Increased Endurance Cost (x2 END; -1/2) 4 15 4) Super-Speed: Running +14" (6"/20" total), x4 Noncombat (33 Active Points); Activation Roll 14- (-1/2) 3 1 Strong Willed: Mental Defense (4 points total) (2 Active Points); Activation Roll 14- (-1/2), Costs Endurance (-1/2) 1 Powers Cost: 50 Cost Skill 30 +6 with HTH Combat 3 Acrobatics 15- 3 Breakfall 15- 3 Contortionist 15- 3 Sleight Of Hand 15- 3 Stealth 15- Skills Cost: 45 Cost Perk 5 Money: Well Off Perks Cost: 5 Total Character Cost: 200 Val Disadvantages 30 Dependent NPC: Aunt Hilda 14- (Incompetent; Unaware of character's adventuring career/Secret ID) 10 Distinctive Features: Blond Bombshell (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 20 Psychological Limitation: Code Against Killing (Common, Total) 15 Psychological Limitation: Glory Hound (Common, Strong) 10 Psychological Limitation: Lecherous (Common, Moderate) 15 Social Limitation: Secret Identity (Frequently, Major) Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  2. Re: Adopt A Character Stone Player: Val Char Cost 10/50 STR 0 18 DEX 24 18 CON 16 13 BODY 6 14 INT 4 20 EGO 20 20 PRE 10 18 COM 4 4/6 PD 2 4/6 ED 0 3 SPD 2 6 REC 0 38 END 1 27 STUN 0 6" RUN 0 2" SWIM 0 2"/10" LEAP 0 Characteristics Cost: 89 Cost Power END 9 Stone Body form: Density Increase (400 kg mass, +10 STR, +2 PD/ED, -2" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Full Phase, -1/2), Activation Roll 14- (-1/2), Visible (-1/4) 4 Stone Body II: Damage Resistance (6 PD/6 ED) (6 Active Points); Linked (Stone Body form; -1/2) 21 Strength of Stone: +30 STR, Reduced Endurance (1/2 END; +1/4) (37 Active Points); No Figured Characteristics (-1/2), Linked (Stone Body form; -1/4) 1 17 Hands Of Granite: Hand-To-Hand Attack +3d6, Double Knockback (+3/4) (26 Active Points); Hand-To-Hand Attack (-1/2) 3 Powers Cost: 51 Cost Skill 30 +6 with HTH Combat 0 Language: Spanish (fluent conversation; literate) (3 Active Points) 3 Language: English (fluent conversation; literate) 3 Streetwise 13- 3 WF: Common Melee Weapons, Handguns 1 Seduction 8- Skills Cost: 40 Cost Perk 10 Base Of Operations 50pt's 10 Money: Wealthy Perks Cost: 20 Total Character Cost: 200 Val Disadvantages 15 Accidental Change: High Stress 14- (Uncommon) 10 Distinctive Features: Mutant Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 5 Hunted: Normal Police 8- (Mo Pow, NCI, Limited Geographical Area, Watching) 20 Psychological Limitation: Code Against Killing (Common, Total) 20 Psychological Limitation: Code Of The Hero (Very Common, Strong) 15 Social Limitation: Secret Identity (Frequently, Major) 5 Social Limitation: Teenager (Frequently, Minor, Not Limiting In Some Cultures) 10 Unluck: 2d6 Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  3. Re: Adopt A Character Sci-Fi Player: Val Char Cost 10 STR 0 12/22 DEX 6 14 CON 8 12 BODY 4 20 INT 10 18 EGO 16 15 PRE 5 10 COM 0 3/18 PD 1 3/10 ED 0 2/3 SPD 0 5 REC 0 28 END 0 24 STUN 0 6" RUN 0 2" SWIM 0 2" LEAP 0 Characteristics Cost: 50 Cost Power END 15 Power Armor: Armor (15 PD/7 ED) (33 Active Points); OIF Durable Expendable (Difficult to obtain new Focus; Power Armor; -3/4), Ablative BODY Only (-1/2) 20 Power Armor Battery: Endurance Reserve (100 END, 10 REC) (20 Active Points) 13 Power Armor Enhancement: +10 DEX (30 Active Points); OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Costs Endurance (-1/2) 3 12 Well Made Power Armor: Lack Of Weakness (-22) for Resistant Defenses (22 Active Points); OIF Durable Expendable (Difficult to obtain new Focus; -3/4) 20 Flight Wings: Flight 10", Position Shift, x4 Noncombat (30 Active Points); OIF (Armor; -1/2) 3 15 Modulating Plasma Blasts: Multipower, 30-point reserve, (30 Active Points); all slots OIF (Armor; -1/2), Activation Roll 14- (-1/2) 1u 1) Standard: Energy Blast 6d6 (30 Active Points); OIF (Armor; -1/2), Activation Roll 14- (-1/2) 3 1u 2) AP Blast: Energy Blast 4d6, Armor Piercing (+1/2) (30 Active Points); OIF (Armor; -1/2), Activation Roll 14- (-1/2) 3 1u 3) Explosive Blast: Energy Blast 4d6, Explosion (-1 DC/2"; +3/4), Nonselective Target (-1/4) (30 Active Points); OIF (Armor; -1/2), Activation Roll 14- (-1/2) 3 1u 4) Focused Blast: Energy Blast 4d6, Penetrating (+1/2) (30 Active Points); OIF (Armor; -1/2), Activation Roll 14- (-1/2) 3 1u 5) Deadly Blast: Killing Attack - Ranged 2d6 (30 Active Points); OIF (Armor; -1/2), Activation Roll 14- (-1/2) 3 Powers Cost: 100 Cost Skill 3 Electronics 13- 3 Mechanics 13- 3 Inventor 13- 3 SS: Chemistry 13- 3 SS: Physics 13- 15 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 16- 20 WF: Beam Weapons, Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Emplaced Weapons, Energy Weapons, Small Arms, Energy Blades, Flamethrowers, Grenade Launchers, Staffs Skills Cost: 50 Total Character Cost: 200 Val Disadvantages 20 Hunted: U.S. Government 14- (Mo Pow, NCI, Watching) 20 Psychological Limitation: Code Against Killing (Common, Total) 15 Psychological Limitation: Glory Hound (Common, Strong) 15 Psychological Limitation: Super-Patriot (Common, Strong) 5 Reputation: School Nerd, 11- (Known Only To A Small Group) 15 Social Limitation: Secret Identity (Frequently, Major) 10 Unluck: 2d6 Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  4. Re: Adopt A Character Mei Ling Player: Val Char Cost 30 STR 0 18 DEX 24 15 CON 10 15 BODY 10 10 INT 0 10 EGO 0 20 PRE 10 24 COM 7 6 PD 0 7 ED 4 4 SPD 12 10 REC 2 30 END 0 40 STUN 2 6" RUN 0 2" SWIM 0 6" LEAP 0 Characteristics Cost: 81 Cost Power END 27 Dragon Strength: +20 STR, Reduced Endurance (1/2 END; +1/4) (27 Active Points) (Modifiers affect Base Characteristic) 1 6 Dragon Toughness: Damage Resistance (6 PD/6 ED) 25 Dragon Blast: Energy Blast 8d6, Explosion (+1/2), Nonselective Target (-1/4) (50 Active Points); Activation Roll 12- (-3/4), 12 Charges (-1/4) 12 Dragon Flight: Flight 6", Position Shift, x4 Noncombat (22 Active Points); Activation Roll 13- (-3/4) 2 Powers Cost: 70 Cost Martial Arts Maneuver Dragon Fist 5 1) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5 2) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike 4 3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 5 4) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike Martial Arts Cost: 19 Cost Skill 10 KS: Martial Art Forms 18- 18 +6 with Martial arts 1 Persuasion 8- 1 Seduction 8- Skills Cost: 30 Total Character Cost: 200 Val Disadvantages 10 Distinctive Features: Beautiful Asian Girl (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 10 Distinctive Features: Mutant Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Mutant Detection) 20 Hunted: Older Brother 11- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) 20 Psychological Limitation: Casual Killer (Very Common, Strong) 20 Psychological Limitation: Overconfidence (Common, Total) 15 Social Limitation: Secret Identity (Frequently, Major) 5 Social Limitation: Youth (Frequently, Minor, Not Limiting In Some Cultures) Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  5. Re: Adopt A Character Brittany McDonald (Fae) Player: Val Char Cost 12 STR 2 12 DEX 6 10 CON 0 10 BODY 0 10 INT 0 10 EGO 0 30 PRE 20 24 COM 7 3 PD 1 3 ED 1 3 SPD 8 4 REC 0 20 END 0 26 STUN 5 6" RUN 0 2" SWIM 0 2" LEAP 0 Characteristics Cost: 50 Cost Power END 15 Noble Protection: Change Environment 2" radius, -4 : OCV, Long-Lasting: 20 Minutes, Costs END Only To Activate (+1/4) (37 Active Points); Activation Roll 13- (-3/4), No Range (-1/2), Nonselective Target (-1/4) 3 20 Unearthly Beauty: Mind Control 8d6 ( Human class of minds), Telepathic (+1/4) (50 Active Points); Set Effect (Cause Target to fall in love with Brittany; -1), Limited Class Of Minds [straight Men/Gay Women] (-1/2) 5 12 Create Faerie Ring: Extra-Dimensional Movement (Fae Dimension), Usable By Others (+1/4), Area Of Effect (One Hex; +1/2), Persistent (+1/2) (45 Active Points); 2 Continuing Charges lasting 1 Turn each which Recover every 1 Month (-2), Activation Roll 12- (-3/4) 8 Life Support (Immunity: All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal) (25 Active Points); Limited Power Only works in the Fae Dimension (-2) 21 Fae Transmutation: Major Transform 2d6-1 (Human Into Fae Race, Body), Partial Transform (+1/2) (37 Active Points); Activation Roll 12- (-3/4) 4 10 Summon Fae: Multipower, 40-point reserve, (40 Active Points); all slots Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Gestures (Requires both hands; -1/2), Incantations (Complex; -1/2), Activation Roll 14- (-1/2) 1u 1) Summon 200-point Sidhe (Fae Noble) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Gestures (Requires both hands; -1/2), Incantations (Complex; -1/2), Activation Roll 14- (-1/2) 4 1u 2) Summon 2 175-point Troll (40 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Gestures (Requires both hands; -1/2), Incantations (Complex; -1/2), Activation Roll 14- (-1/2) 4 1u 3) Summon 4 150-point Pooka (40 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Gestures (Requires both hands; -1/2), Incantations (Complex; -1/2), Activation Roll 14- (-1/2) 4 1u 4) Summon 8 125-point Knockers (40 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Gestures (Requires both hands; -1/2), Incantations (Complex; -1/2), Activation Roll 14- (-1/2) 4 1u 5) Summon 16 100-point Satyrs (40 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Gestures (Requires both hands; -1/2), Incantations (Complex; -1/2), Activation Roll 14- (-1/2) 4 1u 6) Summon 32 75-point Redcaps (40 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Gestures (Requires both hands; -1/2), Incantations (Complex; -1/2), Activation Roll 14- (-1/2) 4 1u 7) Summon 64 50-point Pixies (40 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Gestures (Requires both hands; -1/2), Incantations (Complex; -1/2), Activation Roll 14- (-1/2) 4 7 Faerie Ring Power: Endurance Reserve (40 END, 5 REC) Reserve: (9 Active Points); Limited Power Only works in Faerie Rings (-1) Powers Cost: 100 Cost Skill 30 +6 with DCV 1 Conversation 8- 10 KS: Faerie Legends 18- 1 Oratory 8- 1 Persuasion 8- 5 Seduction 16- 1 Tactics 8- 1 Teamwork 8- Skills Cost: 50 Total Character Cost: 200 Val Disadvantages 20 Dependent NPC: Grandparents 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 10 Distinctive Features: Mutant Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Mutant Detection) 20 Distinctive Features: Unearthly Beauty (Concealable; Extreme Reaction (lust); Detectable By Commonly-Used Senses) 15 Psychological Limitation: Believes all Fae Mythology (Uncommon, Total) 15 Psychological Limitation: Curse Of Fiona (Hopeless Romantic) (Common, Strong) 15 Social Limitation: Secret Identity (Frequently, Major) 5 Social Limitation: Youth (Frequently, Minor, Not Limiting In Some Cultures) Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  6. Re: Adopt A Character Aqua Queen Player: Val Char Cost 15 STR 5 15 DEX 15 15 CON 10 15 BODY 10 11 INT 1 10 EGO 0 20 PRE 10 20 COM 5 8 PD 5 8 ED 5 6 SPD 35 6 REC 0 30 END 0 30 STUN -1 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 100 Cost Power END 10 Water Control Powers: Elemental Control, 20-point powers 13 1) HydroBlast: Energy Blast 6d6 (30 Active Points); Activation Roll 14- (-1/2) 3 13 2) Water Spray: Sight Group Flash 6d6 (30 Active Points); Activation Roll 14- (-1/2) 3 11 3) Water Body: Desolidification (affected by Sonic Attacks) (40 Active Points); Activation Roll 13- (-3/4), Extra Time (Full Phase, -1/2), Cannot Pass Through Solid Objects (-1/2) 4 3 Watery Toughness: Damage Resistance (3 PD/3 ED) Powers Cost: 50 Cost Skill 10 +2 with HTH Combat 5 High Society 14- Skills Cost: 15 Cost Perk 15 Money: Filthy Rich 20 100pt Base (+100pt Disadvantages) Perks Cost: 35 Total Character Cost: 200 Val Disadvantages 10 Distinctive Features: Mutant Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 5 Hunted: F.B.I 8- (As Pow, NCI, Watching) 5 Hunted: Normal Police 11- (Less Pow, NCI, Watching) 20 Psychological Limitation: Code against killing (Common, Total) 20 Psychological Limitation: Honorable (Common, Total) 10 Psychological Limitation: Vengeful (Common, Moderate) 15 Social Limitation: Secret Identity (Frequently, Major) 5 Social Limitation: Teenager (Frequently, Minor, Not Limiting In Some Cultures) 10 Vulnerability: 2 x STUN Sonic Attacks (Uncommon) Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  7. Bare bones of characters. Feel free to use or add to more characters, But I'd to see others create histories for the characters they adopt.
  8. Re: Drugs YAY Drugs 15d6 Transformation (Human Into SuperHuman) [1 charge not recoverable -2 1/2, Side Effect: Enraged 14/8-, Phy Lim: Mentally Unstable; -1/4, Addictive -1/4, IIF(Fragile) -1/2] Addictive is an old Disadvantages found in the 3rd CyberPunk Book Active Cost: 150 , Real Cost: 33 I believe also the cost to buy based on the RC is 1,650 Euro Body heals against the drug however so long as the drug is in there system they suffer from being unable to understand whats around them and become angery at the drop of a hat.
  9. Re: Props and your PCs Dark moody Game, I play Dark moody Music in the back ground It's mostly my way of letting the players know that the game is going to be a of a serious bent. for instance the campaign(it's Fantasy with supers) I'm running now has the usual dark overlord and his evil army sweeping through taking over the world bit by bit and the heroes need to defeat him before they can get home. Oddly enough this overlord they found out has his own set of super powers and when they arrived for the first encounter had there butts handed too them thinking he was just going to be only a slightly bigger problem than his army (which for them wasn't much)
  10. Re: Sex and the Single Superhuman Herozine Qaurterly Latest scenes of the Locust sittings have become more pronounced in [Campaign setting] Could she be trying to hide from our great heroes? Although We have had strange interviews where the Villian in question had arrived at a convience store and took a gallon of Ice Cream and 2 dozen Pickles. So we have to ask our selves, Is the locust about to give the heroes more than can chew with children? I kinda doubt this will happen but I can almost see it as a short little piece in there herozine magazine if she starts showing and people jump on the interview for money bandwagon.
  11. Re: version of Eric Now that was kinda of annoying
  12. Re: Needs Input Actually the draining Emotion is an interesting thought, although I don't see Eric using it on Criminals much considering he is one.
  13. Re: Needs Input *shrug* well it happens and they did have a good reason, they felt it might have caused problems for the game. I can respect that, so I'll just have to decide on a different way for Eric to progress
  14. Re: Needs Input Oh well GM didn't think was a good idea for the game So I won't be using this I guess. So if anyone else likes these concepts please feel free to use them
  15. Eric's Love Form Eric Drake Player: Michael Talley Val Char Cost 10 STR 0 16 DEX 18 12 CON 4 10 BODY 0 18 INT 8 18 EGO 16 20/40 PRE 10 40 COM 5 3/7 PD 1 3/5 ED 1 4 SPD 14 4 REC 0 40 END 8 23 STUN 2 6" RUN 0 3" SWIM 1 2" LEAP 0 Characteristics Cost: 88 Cost Power END 12 Lovers Appearance: Shape Shift (Sight , Hearing , Touch and Smell/Taste Groups, Any Humanoid), Imitation, Costs END Only To Change Shape (+1/4) (49 Active Points); Limited Power Can Only assume the desired form from detection (-1), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2), Linked (Love's Sight; -1/4) 8 10 Love's Sight: Detect Dream Lover 13- (Mental Group), Discriminatory, Analyze (13 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1 11 Pleasure Touch: Major Transform 1d6 (Psychological Lim: In Love With Eric Drake, Mental Healing), Partial Transform (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (37 Active Points); Limited Power Can affect those of the correct Sexual Orientation (-1), Activation Roll 13- (-3/4), No Range (-1/2) 4 18 Love Power: Mind Control 8d6 ( Human class of minds), Telepathic (+1/4) (50 Active Points); Limited Power Only alter/Inflict the emotion of love (-1), Requires An EGO Roll (-3/4) 5 10 Seductive Presence: +20 PRE (20 Active Points); Limited Power Only to perform seductive/friendly presence attacks (-1/2), Limited Power Only affects those of appriate sexual orientation (-1/2) 10 Seductive Appearance: +20 COM 4 Costume: Armor (4 PD/2 ED) (9 Active Points); Activation Roll 14- (-1/2), OIF (-1/2), Real Armor (-1/4) 10 Costumes Utility Belt: Multipower, 15-point reserve, (15 Active Points); all slots OIF (-1/2) 1u 1) Instant Staff: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1 1u 2) weak Grenades: Energy Blast 2d6, 12 Boostable Charges (+0), Explosion (+1/2), Nonselective Target (-1/4) (12 Active Points); OIF (-1/2) 1u 3) Respirator: Life Support (Immunity: Nerve Gases; Self-Contained Breathing) (13 Active Points); OIF (-1/2) 1u 4) Swing Line: Swinging 10", x4 Noncombat (15 Active Points); OIF (-1/2) 1 Powers Cost: 89 Cost Martial Arts Maneuver Art Of The Staff 1 1) Weapon Element: Staffs 5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm roll 5 4) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike Martial Arts Cost: 15 Cost Skill 5 Acrobatics 13- 3 Criminology 13- 6 +3 with staff weapons 3 Deduction 13- 3 Disguise 13- 3 Electronics 13- 3 Inventor 13- 3 Mechanics 13- 1 SS: Chemistry 8- 1 SS: Genetics 8- 1 SS: Biology 8- 1 SS: Geology 8- 1 SS: Botany 8- 3 Tactics 13- 2 WF: Staffs, Thrown Grenades 3 Weaponsmith (Incendiary Weapons, Muscle-Powered HTH) 13- Skills Cost: 42 Cost Perk 8 Contact: Amanda Cross (Contact has: CEO of Nu-Tech, Contact is slavishly loyal to character) 13- 5 Money: Well Off Perks Cost: 13 Cost Talent 3 Resistance to seduction (3point) Talents Cost: 3 Total Character Cost: 250 Val Disadvantages 10 Distinctive Features: Constant Psychic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Mental Awareness) 10 Distinctive Features: Extremely handsome (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutant Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Hunted: Alcoholic Father 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 5 Physical Limitation: +4 to hit with Mind Scan (Infrequently, Slightly Impairing) 20 Psychological Limitation: Dislikes Authority Figures (Very Common, Strong) 15 Psychological Limitation: Personal code of Honor (Common, Strong) 5 Social Limitation: Youth (Frequently, Minor, Not Limiting In Some Cultures) 5 Unluck: 1d6 10 Vulnerability: 2 x Effect Telepath (Uncommon) Disadvantage Points: 100 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  16. Erics Hatred Form Eric Drake Player: Michael Talley Val Char Cost 30 STR 0 16 DEX 18 19 CON 4 10 BODY 0 18 INT 8 18 EGO 16 20 PRE 10 20 COM 5 7/11 PD 1 4/6 ED 1 4 SPD 14 9 REC 0 54 END 8 37 STUN 2 6" RUN 0 3" SWIM 1 6" LEAP 0 Characteristics Cost: 88 Cost Power END 11 Aura Of Anger: Change Environment 2" radius, -4 : DCV, Personal Immunity (+1/4) (31 Active Points); Activation Roll 13- (-3/4), No Range (-1/2), Extra Time (Full Phase, -1/2) 3 14 Increased Physical Endurance: +7 CON 13 Can Take A Punch: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll (-3/4), Limited Power Must be aware of attack (-1/2) 6 Ares Protection: Damage Resistance (7 PD/5 ED) 27 Super-Strength: +20 STR, Reduced Endurance (1/2 END; +1/4) (27 Active Points) (Modifiers affect Base Characteristic) 1 4 Costume: Armor (4 PD/2 ED) (9 Active Points); Activation Roll 14- (-1/2), OIF (-1/2), Real Armor (-1/4) 10 Costumes Utility Belt: Multipower, 15-point reserve, (15 Active Points); all slots OIF (-1/2) 1u 1) Instant Staff: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1 1u 2) weak Grenades: Energy Blast 2d6, 12 Boostable Charges (+0), Explosion (+1/2), Nonselective Target (-1/4) (12 Active Points); OIF (-1/2) 1u 3) Respirator: Life Support (Immunity: Nerve Gases; Self-Contained Breathing) (13 Active Points); OIF (-1/2) 1u 4) Swing Line: Swinging 10", x4 Noncombat (15 Active Points); OIF (-1/2) 1 Powers Cost: 89 Cost Martial Arts Maneuver Art Of The Staff 1 1) Weapon Element: Staffs 5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 5 4) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike Martial Arts Cost: 15 Cost Skill 5 Acrobatics 13- 3 Criminology 13- 6 +3 with staff weapons 3 Deduction 13- 3 Disguise 13- 3 Electronics 13- 3 Inventor 13- 3 Mechanics 13- 1 SS: Chemistry 8- 1 SS: Genetics 8- 1 SS: Biology 8- 1 SS: Geology 8- 1 SS: Botany 8- 3 Tactics 13- 2 WF: Staffs, Thrown Grenades 3 Weaponsmith (Incendiary Weapons, Muscle-Powered HTH) 13- Skills Cost: 42 Cost Perk 8 Contact: Amanda Cross (Contact has: CEO of Nu-Tech, Contact is slavishly loyal to character) 13- 5 Money: Well Off Perks Cost: 13 Cost Talent 3 Resistance to seduction (3point) Talents Cost: 3 Total Character Cost: 250 Val Disadvantages 10 Distinctive Features: Constant Psychic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Mental Awareness) 10 Distinctive Features: Extremely handsome (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutant Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Hunted: Alcoholic Father 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 5 Physical Limitation: +4 to hit with Mind Scan (Infrequently, Slightly Impairing) 20 Psychological Limitation: Dislikes Authority Figures (Very Common, Strong) 15 Psychological Limitation: Personal code of Honor (Common, Strong) 5 Social Limitation: Youth (Frequently, Minor, Not Limiting In Some Cultures) 5 Unluck: 1d6 10 Vulnerability: 2 x Effect Telepathy (Uncommon) Disadvantage Points: 100 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  17. Erics Fear Form Eric Drake Player: Michael Talley Val Char Cost 10 STR 0 16 DEX 18 12 CON 4 10 BODY 0 18 INT 8 18 EGO 16 40 PRE 10 20 COM 5 3/7 PD 1 3/5 ED 1 4 SPD 14 4 REC 0 40 END 8 23 STUN 2 6" RUN 0 3" SWIM 1 2" LEAP 0 Characteristics Cost: 88 Cost Power END 20 Deadly Fear: Ego Attack 2d6 ( Human class of minds), Does BODY (+1) (40 Active Points); Activation Roll 13- (-3/4), Reduced By Range (-1/4) 4 23 Inspire Fear: Drain PRE 2d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (40 Active Points); Activation Roll 13- (-3/4) 4 10 Intimidating Presence: +20 PRE (20 Active Points); Limited Power Offensive Only (-1) 18 Shadow Port: Teleportation 6", Position Shift, x4 Increased Mass, MegaScale (1" = 1 km; +1/4), Can Be Scaled Down: 1" = 1km (+1/4) (40 Active Points); Activation Roll 13- (-3/4), Limited Power Only works at night (-1/2) 4 4 Costume: Armor (4 PD/2 ED) (9 Active Points); Activation Roll 14- (-1/2), OIF (-1/2), Real Armor (-1/4) 10 Costumes Utility Belt: Multipower, 15-point reserve, (15 Active Points); all slots OIF (-1/2) 1u 1) Instant Staff: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1 1u 2) weak Grenades: Energy Blast 2d6, 12 Boostable Charges (+0), Explosion (+1/2), Nonselective Target (-1/4) (12 Active Points); OIF (-1/2) 1u 3) Respirator: Life Support (Immunity: Nerve Gases; Self-Contained Breathing) (13 Active Points); OIF (-1/2) 1u 4) Swing Line: Swinging 10", x4 Noncombat (15 Active Points); OIF (-1/2) 1 Powers Cost: 89 Cost Martial Arts Maneuver Art Of The Staff 1 1) Weapon Element: Staffs 5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm roll 5 4) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike Martial Arts Cost: 15 Cost Skill 5 Acrobatics 13- 3 Criminology 13- 6 +3 with staff weapons 3 Deduction 13- 3 Disguise 13- 3 Electronics 13- 3 Inventor 13- 3 Mechanics 13- 1 SS: Chemistry 8- 1 SS: Genetics 8- 1 SS: Biology 8- 1 SS: Geology 8- 1 SS: Botany 8- 3 Tactics 13- 2 WF: Staffs, Thrown Grenades 3 Weaponsmith (Incendiary Weapons, Muscle-Powered HTH) 13- Skills Cost: 42 Cost Perk 8 Contact: Amanda Cross (Contact has: CEO of Nu-Tech, Contact is slavishly loyal to character) 13- 5 Money: Well Off Perks Cost: 13 Cost Talent 3 Resistance to seduction (3point) Talents Cost: 3 Total Character Cost: 250 Val Disadvantages 10 Distinctive Features: Constant Psychic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Mental Awareness) 10 Distinctive Features: Creepy Aura (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutant Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Hunted: Alcoholic Father 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 5 Physical Limitation: +4 to hit with Mind Scan (Infrequently, Slightly Impairing) 20 Psychological Limitation: Dislikes Authority Figures (Very Common, Strong) 15 Psychological Limitation: Personal code of Honor (Common, Strong) 5 Social Limitation: Youth (Frequently, Minor, Not Limiting In Some Cultures) 5 Unluck: 1d6 10 Vulnerability: 2 x Effect Telepathic Powers (Uncommon) Disadvantage Points: 100 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  18. Erics Bliss Form Eric Drake Player: Michael Talley Val Char Cost 10 STR 0 16 DEX 18 12 CON 4 10 BODY 0 36 INT 8 18 EGO 16 20 PRE 10 20 COM 5 3/7 PD 1 3/5 ED 1 4 SPD 14 4 REC 0 40 END 8 23 STUN 2 6" RUN 0 3" SWIM 1 2" LEAP 0 Characteristics Cost: 88 Cost Power END 12 Healing Touch: Healing BODY 3d6 (30 Active Points); Activation Roll 13- (-3/4), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4) 3 16 Aura Of Non-Hostility: Change Environment 2" radius, -4 : OCV, Costs END Only To Activate (+1/4), Personal Immunity (+1/4) (37 Active Points); Activation Roll 13- (-3/4), No Range (-1/2) 3 25 Greater Intelligence: +5 with Int-based Skills 18 Greater Intelligence: +18 INT 4 Costume: Armor (4 PD/2 ED) (9 Active Points); Activation Roll 14- (-1/2), OIF (-1/2), Real Armor (-1/4) 10 Costumes Utility Belt: Multipower, 15-point reserve, (15 Active Points); all slots OIF (-1/2) 1u 1) Instant Staff: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1 1u 2) weak Grenades: Energy Blast 2d6, 12 Boostable Charges (+0), Explosion (+1/2), Nonselective Target (-1/4) (12 Active Points); OIF (-1/2) 1u 3) Respirator: Life Support (Immunity: Nerve Gases; Self-Contained Breathing) (13 Active Points); OIF (-1/2) 1u 4) Swing Line: Swinging 10", x4 Noncombat (15 Active Points); OIF (-1/2) 1 Powers Cost: 89 Cost Martial Arts Maneuver Art Of The Staff 1 1) Weapon Element: Staffs 5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm roll 5 4) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike Martial Arts Cost: 15 Cost Skill 5 Acrobatics 13- 3 Criminology 16- 6 +3 with staff weapons 3 Deduction 16- 3 Disguise 16- 3 Electronics 16- 3 Inventor 16- 3 Mechanics 16- 1 SS: Chemistry 8- 1 SS: Genetics 8- 1 SS: Biology 8- 1 SS: Geology 8- 1 SS: Botany 8- 3 Tactics 16- 2 WF: Staffs, Thrown Grenades 3 Weaponsmith (Incendiary Weapons, Muscle-Powered HTH) 16- Skills Cost: 42 Cost Perk 8 Contact: Amanda Cross (Contact has: CEO of Nu-Tech, Contact is slavishly loyal to character) 13- 5 Money: Well Off Perks Cost: 13 Cost Talent 3 Resistance to seduction (3point) Talents Cost: 3 Total Character Cost: 250 Val Disadvantages 10 Distinctive Features: Constant Psychic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By mental awareness) 10 Distinctive Features: Extremely handsome (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutant Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Hunted: Alcoholic Father 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 5 Physical Limitation: +4 to hit with Mind Scan (Infrequently, Slightly Impairing) 15 Psychological Limitation: Code of Honor (Common, Strong) 20 Psychological Limitation: Dislikes Authority Figures (Very Common, Strong) 5 Social Limitation: Youth (Frequently, Minor, Not Limiting In Some Cultures) 5 Unluck: 1d6 10 Vulnerability: 2 x Effect Telepath Powers (Uncommon) Disadvantage Points: 100 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  19. Erics Main Form Eric Drake Player: Michael Talley Val Char Cost 10 STR 0 16 DEX 18 12 CON 4 10 BODY 0 18 INT 8 18 EGO 16 20 PRE 10 20 COM 5 3/7 PD 1 3/5 ED 1 4 SPD 14 4 REC 0 40 END 8 23 STUN 2 6" RUN 0 3" SWIM 1 2" LEAP 0 Characteristics Cost: 88 Cost Power END 11 Emotion Based Forms: Multiform (150 Character Points in the most expensive form) (x4 Number Of Forms) (40 Active Points); Requires An EGO Roll (-3/4), Extra Time (Full Phase, -1/2), Costs Endurance (Only To Change; -1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4) 8 9 Power cannot Be Stollen: Power Defense (27 points) (27 Active Points); Limited Power Only Protects against attacks that affect Multiform (-2) 5 Emotion Invulnerability: Mental Defense (14 points total) (10 Active Points); Limited Power Only against Emotion Based Attacks (-1) 7 Emotion Invulnerability: Mental Damage Reduction, 25% (15 Active Points); Limited Power Only against Emotion Based Attacks (-1) 4 Costume: Armor (4 PD/2 ED) (9 Active Points); Activation Roll 14- (-1/2), OIF (-1/2), Real Armor (-1/4) 10 Costumes Utility Belt: Multipower, 15-point reserve, (15 Active Points); all slots OIF (-1/2) 1u 1) Instant Staff: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1 1u 2) weak Grenades: Energy Blast 2d6, 12 Boostable Charges (+0), Explosion (+1/2), Nonselective Target (-1/4) (12 Active Points); OIF (-1/2) 1u 3) Respirator: Life Support (Immunity: Nerve Gases; Self-Contained Breathing) (13 Active Points); OIF (-1/2) 1u 4) Swing Line: Swinging 10", x4 Noncombat (15 Active Points); OIF (-1/2) 1 Powers Cost: 50 Cost Martial Arts Maneuver Art Of The Staff 1 1) Weapon Element: Staffs 5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm roll 5 4) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike Martial Arts Cost: 15 Cost Skill 5 Acrobatics 13- 3 Criminology 13- 6 +3 with staff weapons 3 Deduction 13- 3 Disguise 13- 3 Electronics 13- 3 Inventor 13- 3 Mechanics 13- 1 SS: Chemistry 8- 1 SS: Genetics 8- 1 SS: Biology 8- 1 SS: Geology 8- 1 SS: Botany 8- 3 Tactics 13- 2 WF: Staffs, Thrown Grenades 3 Weaponsmith (Incendiary Weapons, Muscle-Powered HTH) 13- Skills Cost: 42 Cost Perk 8 Contact: Amanda Cross (Contact has: CEO of Nu-Tech, Contact is slavishly loyal to character) 13- 5 Money: Well Off Perks Cost: 13 Cost Talent 3 Resistance to seduction (3point) Talents Cost: 3 Total Character Cost: 211 Val Disadvantages 10 Distinctive Features: Extremely handsome (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutant Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Hunted: Alcoholic Father 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 10 Hunted: Metranon his mentor 11- (Mo Pow, Watching) 15 Psychological Limitation: Personal code of Honor (Common, Strong) 20 Psychological Limitation: Dislikes Authority Figures (Very Common, Strong) 5 Social Limitation: Youth (Frequently, Minor, Not Limiting In Some Cultures) 15 Social Limitation: Secret Identity (Frequently, Major) 5 Unluck: 1d6 Disadvantage Points: 100 Base Points: 100 Experience Required: 11 Total Experience Available: 11 Experience Unspent: 0
  20. Re: Needs Input Fear has the ability to Invoke Fear and takes some enjoyment in doing so
  21. Re: Needs Input these are great suggestions. Although Bliss was originally my idea for the enhanced Intelligence because I thought it'd be easier for him to think in that form. Hatred seemed perfect for a combat type personality as it would enjoy hitting people (not to mention most opponents) Mostly each form would give him Psychic Special effects based on the powers. So hatred would enjoy combat, Fear enjoys Scaring people, Love...lecherous, bliss just having fun. Because each form -IS- the power he has disadvantages in each form that are the following DF: Constant Psyhic Aura (detectable by Mental Awareness only) +4 to hit with Mind Scan x2 Telepathic Scans Although...switching Bliss and Hatred do sound interesting
  22. Re: Need some "Smart" powers Perhaps a mixture of the powers and choices listed here. 13pt + 6 VPP for skills works every well. No Skill roll +1, Only to change to skills -1/2, Can only change to skills with access to library -1/2 Add Speed Reading This gives them a very powerful version of Cramming by 5Ed standards Int based Skill Levels with extra time with a slow progression effect (the longer there at the project the better they get at it) and of course a 15 Point Multipower with the three basics Electronics, Mechanics, and Inventing. The special effect is called Natural Talent. The Danger Sense only works in my opinion with Enhanced Perceptions with Enhanced Intelligence I would go with +4 DCV as a way of Heightened Awareness, Mix this and any combat skills that might be there and the character can start seeing holes in that 'perfect offense' made by martial artists. Then just by him or her a few gadgets that they use in combat. If there a curious type of person they might create gadgets that trap and or ensnare so they can study. If there just intellectual jackasses that want to show there superiority they'll create items that just knock characters around casually and only enter killing combat when there sure they are about to lose. (Ie/ Death Trap type)
  23. Re: Sex and the Single Superhuman Sex and Superhuman Roleplaying Sex and role playing on the net go hand in hand. If your having cyber sex with someone then your role playing the act with them. To bring it into a game online is just adding another dimension to a character and game that could have been explored at any time by the players in the game. Now if the players believe that two characters would have sex and feel they wish to role play out the scene thats fine, as long as the rest of the group and GM have there wishes remain clear. Now personally I'm all for sex in an online PBEM game as long as the characters are 1) staying in character and 2) staying within the plot. I mean I've had a few rp's end up pretty poorily with 90% of the game being sex 8% being character talking and 2% Plot. The Rp was called House Drake and I was kicked out for having a plot driving character. *shrug* go figure. Now so far in the Redraptors and Canterville games as Eric Drake, and sex is allowed and so far no characters have pushed the envelope. They have all (as far as I know) stayed decently in character enough that the plot is still as solid as a rock. Which is great, Teen Romances are developing and not just going to mad orgies. So I guess the point I'm making is "Role playing sex is ok as long as it works with the game instead of against it" Besides it'd be boring if all super heroes had no sex lives..how would they create the next generation of heroes without procreation. Now if it's tabletop.... yes if the group is comfortable with it, generally in mine I only have one player comfortable with it and the rest are not so I leave it at just 'is your character having sex with there partner? yes . no. Next day' and leave it at that.
  24. Re: Needs Input thats certainly an interesting idea
  25. Teen Mutant with Unstable Emotion Manipulator powers with shape shifting powers. I was thinking of having his powers develop and stablize into a Multiform with each form having unique Psychic Emotion Based Powers with Empathic Invulnerability for his main form. Hate- Brick style Powers Fear- Intimidation & Teleporting Powers Love- Extreme Attractivenss & Charm Based Powers Bliss- Enhanced Intelligence & Healing powers Now Originally The Unstable character had love and charm powers with shape shifting powers. I'd Like to know if anyone has another view on the Multiform Stablization.
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