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radioKAOS

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  1. Seconded. Been out a while but looking more at Dark Champions now. These resources sound fantastic, any chance they are still around for download?
  2. Re: Absorption of Knockback
  3. Re: Absorption of Knockback But what happens if say, a tree falls on him? It blasts the tree to pieces? That doesn't make sense with the concept. I guess an EB with "only to do KB?" I think the point is to have it push the target back rather than straight damage.
  4. Re: Absorption of Knockback I'm thinking it stops the KB given (KB Resist) and then it automatically pushes the attacker back that amount... ? I'm still kinda working the concept, but I'm sure you're picking up what I'm laying down.
  5. Re: Absorption of Knockback The problem is that he doesn't have any defensive ability when it comes to "energy attacks" just to the physicality of being knocked back. So how can I model that he takes the EB damage but not the KB and redirects the amount of KB done back on the attacker? Some use of TK?
  6. Greetings Herophiles! Been many a moon since I've posted here, and I'm amazed that my login still works! That all aside, I've finally convinced my group to start playing a supers game using the HERO system and one of them wants to make a kinetic absorption type. Any power builds related are more than welcome but he had one request that I just hadn't come across... He wants to absorb KB and be able to redirect it. Any ideas?
  7. Re: The Last Word I am wondering if there actually is a last word. I think it's a myth.
  8. Re: Power Null The Haitian can use his power selectively, it is not always on and he controls when to use it and who to use it on. Examples include when he and Eden captured Sylar (She could still use her power on Sylar but Sylar couldn't respond) and when he let Nathan fly away after he and Bennet pulled him out of Linderman's casino. Also it is not impossible to overcome, as was shown by Parkman when he was being held by them in the blue light room (he asks "Who is Claire?"). Parkman was easily aware of the 'interference' caused by the Haitian (so not always IPE?), but that also may be because of the sensory nature of Matt's powers at the time.
  9. Re: If you stare too long into the abyss... I think I like the trigger idea better, but I also want it to be pretty much an automatic hit (guess I could add combat levels...) once someone looks into his eyes. But the offensive damage shield is interesting too. Good ideas! Had a couple ideas tonight, but of course with the new laptop comes Vista (not HDv2 friendly) and I haven't grabbed HDv3 due to the "no more credit card" issue so it's not a simple cut and paste job at the moment How about something like an X-Dimensional Movement to "The Abyss" UAA? HEAVILY limited of course (and with extra time needed so as to allow a third party to stop it) but linked with Mind Control that makes the target stay and stare into his eyes until the XDM is complete? The character would have a Phys Lim (or side effect?) that would force him to complete the XDM once it was started... Maybe the SFX is that the target's atoms siphon from it's body into the character's eyes? Could be a HKA or a tranform of some kind? Think nasty death for any character who looks into his eyes. And of course he would have psych lims against using it and Code against killing... I want it to be a tragic flaw, an attack so evil and merciless that he would not dare use it.
  10. Re: If you stare too long into the abyss... The 'or dead' certainly isn't a necessary part of the build, I would think that if the hero ever died it would be more of a plot device for a villain to grab his eyes to use as weapons - but that is an interesting thought. Re-reading Independent I see that it can be used to simulate a curse... not sure if or how that applies here though. I kind of agree that an Ego or Pre drain seems more like 'the soul.' I want this to be very nasty, something he wouldn't let himself use as a weapon. Perhaps the nastiness is that once you look into his eyes, you can't look away... I am not looking for a single solution, more like I want to see how people would interpret it.
  11. Long time no post, Hero Boards. Nice to see you again. Had an idea for a character who 'looked into the abyss and the abyss looked back" - he's a blind hero who has powers based on darkness/entropy/shadows. Standard campaign limits please. Some thoughts so far: Spatial awareness (sees shadows/darkness only, interpreting 3D space from that) Teleportation through shadows/darkness Clinging to shadows Drains/Dispel by introducing entropy/absorbed by the abyss Strikes with entropic energy Finding people worldwide through viewing through shadows (megascale as naked advantage on spatial awareness? Mind Scan? Clairsentience?) Thought I'd throw it out for some interesting power builds (looking for any ideas for off the wall powers) and specific advice on one ability - his eyes. I want his eyes to be replaced by the abyss - and those that looked into his eyes would be affected by some really nasty consequence. INT drain? Transfer? HKA? He cannot turn the power off, it functions even if he's knocked out or dead. He would attempt to keep his eyes covered all the time - it is so nasty that he wouldn't want anyone to be affected by it. It requires the subject to look into his eyes of course - it would hit automatically with no action on his part (in fact I don't see him being able to use it as an attack). Wow us all with your crazy power concepts and tell me how you would build his eyes! Thanks
  12. Re: [Campaign] The NEW Champions of Vancouver TOTEM aka John "Two Feathers" Davidson Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 20 DEX 30 13- OCV: 7/DCV: 7 28 CON 36 15- 14 BODY 8 12- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 32 PD 20 Total: 32 PD (20 rPD) 25 ED 19 Total: 25 ED (16 rED) 4 SPD 10 Phases: 3, 6, 9, 12 18 REC 0 56 END 0 58 STUN 0 Total Characteristic Cost: 186 Movement: Running: 16"/32" Flight: 10"/20" Leaping: 12"/32"/24"/64" Swimming: 2"/9"/8"/36" Cost Powers END Spirit Protection 18 1) Damage Resistance (20 PD/16 ED) 10 2) Knockback Resistance -5" 5 3) Luck 1d6 5 4) Mental Defense (7 points total) 5 5) Power Defense (5 points) 27 Spirit Tomahawk: Multipower, 40-point reserve, (40 Active Points); all slots Restrainable (-1/2) 1u 1) Blunt Attack: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) 2 3u 2) Killing Blow: HKA 2 1/2d6 (5d6+1 w/STR) (40 Active Points); Restrainable (-1/2) 4 2u 3) Thrown: RKA 2 1/2d6 (40 Active Points); Restrainable (-1/2), Range Based On STR (-1/4) 4 33 Spirit Powers: Variable Power Pool, 20 base + 13 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (50 Active Points); Only gifts from one animal at a time (-1/2), Limited Class Of Powers Available Limited (Only Powers that can be explained as a gift of a totem animal; -1/2); all slots Visible (All powers show spiritual outline of summoned animal spirit; -1/4) 0 1) Eagle's Gift: +13 versus Range Modifier for Sight Group (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 0 2) Hawk's Gift: Flight 10" (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2 0 3) Falcon's Gift: Flight 5", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2 0 4) MegaSight: MegaScale (1" = 1 km; +1/4) for up to 25 Active Points of Normal Sight (6 Active Points); Only with Megamovement (-1/2), Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost:3 1 Notes: Must be used with Megascale movement powers, Gift of the Falcon and Gift of the Stag 0 5) Bat's Gift: (Total: 20 Active Cost, 16 Real Cost) Targeting with Normal Hearing (10 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 8) plus Discriminatory with Normal Hearing (5 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 4) plus +3 versus Range Modifier for Hearing Group (5 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 4) Real Cost: 16 0 6) Horse's Gift: Running +10" (16" total) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2 0 7) Stag's Gift: Running 8", (14" total), MegaScale (1" = 1 km; +1/4) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2 0 8) Cougar's Gift: Leaping +20" (12"/32" forward, 6"/16" upward) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2 0 9) Polar Bear's Gift: Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,680 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2 0 10) Wolf's Gift: (Total: 20 Active Cost, 16 Real Cost) Tracking with Normal Smell (5 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 4) plus Nightvision (5 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 4) plus Targeting with Normal Smell (10 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 8) Real Cost: 16 0 11) Salmon's Gift: (Total: 20 Active Cost, 16 Real Cost) LS (Expanded Breathing: Under Water; Safe in High Pressure; Safe in Intense Cold) (8 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 6) plus Swimming +7" (2"/9" total) (x4 Noncombat) (12 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 10) Real Cost: 16 1 0 12) Fox's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0 0 13) Raven's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0 0 14) Buffalo's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0 0 15) Moose's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0 0 16) Bear's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0 0 17) Dolphin's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0 0 18) Killer Whale's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0 0 19) Thunderbird's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0 Perks 1 Native: Fringe Benefit: Full Status Haida First Nation Membership 7 Detective: Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers, Police Detective 1 Reputation: Detective that 'gets his man' (A medium-sized group) 11-, +1/+1d6 3 Reputation: Native Super Hero (A large group) 14-, +1/+1d6 Skills 0 Acting 8- 0 Climbing 8- 1 Conversation 8- 1 Computer Programming 8- 1 Bureaucratics 8- 3 Concealment 12- 3 Criminology 12- 3 Deduction 12- 1 Forensic Medicine 8- 3 Interrogation 13- 3 AK: Vancouver 12- 0 AK: Queen Charlotte Islands [Haida Gwaii] 8- 3 Scholar 1 1) KS: Canadian Criminal Law (2 Active Points) 11- 1 2) KS: Canadian Law Procedures (2 Active Points) 11- 1 3) KS: Haida History and Mythology (2 Active Points) 11- 1 4) KS: The First Nations World (2 Active Points) 11- 0 Language: English (completely fluent; literate) (4 Active Points) 1 Language: Haida (basic conversation) 3 Paramedics 12- 3 Persuasion 13- 3 PS: Police Detective 12- 0 PS: Haida Artist 8- 3 Shadowing 12- 3 Stealth 13- 3 Streetwise 13- 1 Survival 8- 2 WF: Small Arms Total Powers & Skill Cost: 169 Total Cost: 355 200+ Disadvantages 10 Distinctive Features: First Nations (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Always a Raven somewhere near him (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Social Limitation: Secret ID: Detective John Two-Feathers Davidson (Frequently, Major) 20 Psychological Limitation: Code against Killing (Very Common, Strong) 15 Psychological Limitation: Protective of Nature and Animals (Common, Strong) 15 Psychological Limitation: Protective of Native Peoples, Especially Haida (Common, Strong) 0 Psychological Limitation: Protective of Innocents (Common, Strong, Over limit for disads, 0pts) 15 DNPC: Jim Nightengale 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) Notes: Jim is a retired detective that took John in as a teen when his parents were murdered. John still lives with Jim at his house in North Vancouver, though Jim rarely gets out of the house these days. 25 Hunted: Ravenspeaker 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Hunted: Viper 11- (Mo Pow, NCI, Watching) 10 Hunted: Vancouver Police 8- (Mo Pow, NCI, Watching) 5 Experience Points Total Disadvantage Points: 150 Background/History: On January 22nd, 1974, John 'Two Feathers' Davidson was born just outside of Queen Charlotte City in the Queen Charlotte Islands, or Haida Gwaii as the Haida call them. He was given up for adoption to the Davidson family, a prominent Haida family whose members included artists and writers who kept the Haida traditions alive. Named for his adopted father, John was also given the name 'Two Feathers' to reflect the fact that he had two lineages - that of his biological family and that of his adopted family. Though John was told he was adopted at an early age, he was never given information as to who his biological parents were. The Davidson's moved to the big city of Vancouver when John was a young boy. John Sr. wanted him to have the best education possible, to have a chance at making a difference in the world, and not be reduced to being a 'drunken indian.' Times were not easy as John Sr. had a tough time finding work due to prejudices but he did the best he could for his family. John went to school in East Vancouver, and didn't have an easy time of it. Though smart, the other kids at school did not make his life easy. Even into Highschool when John began to fill out into the large man he is today, the seedier element made his life difficult. John Sr. had instilled a sense of good in John, especially to protect nature and the native peoples of North America. Then came the day that changed John's life. He came home late to find his block was cordoned off by the Police. John could see his house and the paramedics carrying a body out on a stretcher. He fell to his knees as another stretcher followed. Detective Jim Nightingale noticed John had fallen to his knees and came over to investigate. Jim, a long time widower with no children of his own, took to John quickly and offered a place to stay for the next couple of days. Days turned into weeks and weeks turned into months as the now 18yr old John had matured, finished High School and made the move to join the police force. Being a minority, and with Jim's help, John made it onto the force relatively easily. He spent over 10 years in uniform before a position as detective opened up for him - Jim was finally retiring, and John took the newly opened position. His first case was something he'd not soon forget. The Stanley Park Slaughters were a high profile case, and John was happy to be assigned to it, hoping to be able to make a difference. Little did John know that Viper was involved and soon he was in over his head. In a showdown in Stanley park John was gunned down. Details are hazy regarding the next hour or so. Memories of a raven, and a man, animals that could talk, spirits guiding him and fantastic strength infused into his frame... He woke, alive and well, with three Viper agents unconscious at his feet. The case was closed with the three Viper agents proven to be the murderers, but John still wonders how it all happened. The next few days were like a dream as John began to realize his powers. He actually could talk to animals. Moreso than just that, he could 'borrow' their abiliies - from the hearing of the bat to the olfactory sensitivity of the wolf even to the flight of the hawk! His strength had been multiplied many times and he could withstand great punishment without feeling a thing! Through concentration and practice John learned to harness these powers and others, and took the name 'Totem' to battle crime in a new way, as a New Champion of Vancouver! Personality/Motivation: John is protective of innocents, nature and the native peoples of the area. He wishes to do good and help those in need. He also feels the need to punish the guilty. Quote: "You have angered the spirits, now you deal with me." Powers/Tactics: Totem is a straight forward fighter, using his gifts to close the gap and his Spirit Tomahawk to finish opponents fast. He can take a hit and walk away from it, allowing him to ignore lesser threats and take out the big threats. Campaign Use: Totem is the team's Brick and Detective. Appearance: A 6ft 5inch native with massive muscles and long braided hair.
  13. Re: The NEW Champions of Vancouver -- What Would You Like To See? Thanks again man, I'll check those out! I'm trying not to get too 'powery' for these things, trying to keep it within an extension of reality, so though the bear is a symbol of Wisdom, I'm not sure I would use that as a boost in Ego or skills, if you catch my meaning.
  14. Re: The NEW Champions of Vancouver -- What Would You Like To See? Sweet suggestions, thanks! And thanks for the compliment. Yeah, I'm looking mainly at the Haida spiritual process, so not everything fits, but I'll look deeper and see if I can use those ideas!
  15. Re: The NEW Champions of Vancouver -- What Would You Like To See? thanks QM!
  16. Re: Totem Revision - Thoughts? TOTEM Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 20 DEX 30 13- OCV: 7/DCV: 7 28 CON 36 15- 14 BODY 8 12- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 32 PD 20 Total: 32 PD (20 rPD) 25 ED 19 Total: 25 ED (16 rED) 4 SPD 10 Phases: 3, 6, 9, 12 18 REC 0 56 END 0 58 STUN 0 Total Characteristic Cost: 186 Movement: Running: 16"/32" Flight: 10"/20" Leaping: 12"/32"/24"/64" Swimming: 2"/7"/8"/28" Cost Powers END Spirit Protection 18 1) Damage Resistance (20 PD/16 ED) 10 2) Knockback Resistance -5" 5 3) Luck 1d6 5 4) Mental Defense (7 points total) 5 5) Power Defense (5 points) 4 6) MegaSight: MegaScale (1" = 1 km; +1/4) for up to 25 Active Points of Normal Sight (6 Active Points); Only with Megamovement (-1/2) 1 27 Spirit Tomahawk: Multipower, 40-point reserve, (40 Active Points); all slots Restrainable (-1/2) 1u 1) Blunt Attack: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) 2 3u 2) Killing Blow: HKA 2 1/2d6 (5d6+1 w/STR) (40 Active Points); Restrainable (-1/2) 4 2u 3) Thrown: RKA 2 1/2d6 (40 Active Points); Restrainable (-1/2), Range Based On STR (-1/4) 4 33 Spirit Powers: Variable Power Pool, 20 base + 13 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (50 Active Points); Only gifts from one animal at a time (-1/2), Limited Class Of Powers Available Limited (Only Powers that can be explained as a gift of a totem animal; -1/2); all slots Visible (All powers show spiritual outline of summoned animal spirit; -1/4) 0 1) Eagle's Gift: +13 versus Range Modifier for Sight Group (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 0 2) Hawk's Gift: Flight 10" (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2 0 3) Falcon's Gift: Flight 5", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2 0 4) Bat's Gift: (Total: 20 Active Cost, 16 Real Cost) Targeting with Normal Hearing (10 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 8) plus Discriminatory with Normal Hearing (5 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 4) plus +3 versus Range Modifier for Hearing Group (5 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 4) Real Cost: 16 0 5) Horse's Gift: Running +10" (16" total) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2 0 6) Stag's Gift: Running 8", (14" total), MegaScale (1" = 1 km; +1/4) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2 0 7) Cougar's Gift: Leaping +20" (12"/32" forward, 6"/16" upward) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2 0 8) Salmon's Gift: (Total: 20 Active Cost, 16 Real Cost) LS (Self-Contained Breathing) (10 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 8) plus Swimming +5" (2"/7" total) (x4 Noncombat) (10 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 8) Real Cost: 16 1 0 9) Bear's Gift: Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,680 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2 0 10) Wolf's Gift: (Total: 20 Active Cost, 16 Real Cost) Tracking with Normal Smell (5 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 4) plus Nightvision (5 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 4) plus Targeting with Normal Smell (10 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 8) Real Cost: 16 0 11) Fox's Gift: To Be Decided (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0 0 12) Raven's Gift: TBD (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0 0 13) Buffalo's Gift: TBD (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0 0 14) Moose's Gift: TBD (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0 0 15) Dolphin's Gift: TBD (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0 0 16) Polar Bear's Gift:TBD(Total: 0 Active Cost, 0 Real Cost) Real Cost:0 Perks 1 Native: Fringe Benefit: Full Status Haida First Nation Membership 7 Detective: Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers, Police Detective 1 Reputation: Detective that 'gets his man' (A medium-sized group) 11-, +1/+1d6 1 Reputation: Native Super Hero (A medium-sized group) 11-, +1/+1d6 Skills 0 Acting 8- 0 Climbing 8- 0 Conversation 8- 1 Bureaucratics 8- 3 Concealment 12- 3 Criminology 12- 3 Deduction 12- 3 Streetwise 13- 3 Interrogation 13- 3 AK: Vancouver 12- 0 AK: Queen Charlotte Islands [Haida Gwaii] 8- 3 Scholar 1 1) KS: Canadian Criminal Law (2 Active Points) 11- 1 2) KS: Canadian Law Procedures (2 Active Points) 11- 1 3) KS: Haida History and Mythology (2 Active Points) 11- 1 4) KS: The First Nations World (2 Active Points) 11- 0 Language: English (completely fluent; literate) (4 Active Points) 1 Language: Haida (basic conversation) 3 Paramedics 12- 3 Persuasion 13- 3 PS: Police Detective 12- 3 Shadowing 12- 3 Stealth 13- 2 WF: Small Arms Total Powers & Skill Cost: 167 Total Cost: 353 200+ Disadvantages 10 Distinctive Features: First Nations (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Always a Raven somewhere near him (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Social Limitation: Secret ID: Detective John Two-Feathers Davidson (Frequently, Major) 20 Psychological Limitation: Code against Killing (Very Common, Strong) 15 Psychological Limitation: Protective of Nature and Animals (Common, Strong) 15 Psychological Limitation: Protective of Native Peoples, Especially Haida (Common, Strong) 0 Psychological Limitation: Protective of Innocents (Common, Strong, Over limit for disads, 0pts) 15 DNPC: Jim Nightingale 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) Notes: Jim is a retired detective that took John in as a teen when his parents were murdered. John still lives with Jim at his house in North Vancouver, though Jim rarely gets out of the house these days. 25 Hunted: Ravenspeaker 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Hunted: Viper 11- (Mo Pow, NCI, Watching) 10 Hunted: Vancouver Police 8- (Mo Pow, NCI, Watching) 3 Experience Points Total Disadvantage Points: 150 Background/History: On January 22nd, 1974, John 'Two Feathers' Davidson was born just outside of Queen Charlotte City in the Queen Charlotte Islands, or Haida Gwaii as the Haida call them. He was given up for adoption to the Davidson family, a prominent Haida family whose members included artists and writers who kept the Haida traditions alive. Named for his adopted father, John was also given the name 'Two Feathers' to reflect the fact that he had two lineages - that of his biological family and that of his adopted family. Though John was told he was adopted at an early age, he was never given information as to who his biological parents were. The Davidson's moved to the big city of Vancouver when John was a young boy. John Sr. wanted him to have the best education possible, to have a chance at making a difference in the world, and not be reduced to being a 'drunken indian.' Times were not easy as John Sr. had a tough time finding work due to prejudices but he did the best he could for his family. John went to school in East Vancouver, and didn't have an easy time of it. Though smart, the other kids at school did not make his life easy. Even into Highschool when John began to fill out into the large man he is today, the seedier element made his life difficult. John Sr. had instilled a sense of good in John, especially to protect nature and the native peoples of North America. Then came the day that changed John's life. He came home late to find his block was cordoned off by the Police. John could see his house and the paramedics carrying a body out on a stretcher. He fell to his knees as another stretcher followed. Detective Jim Nightingale noticed John had fallen to his knees and came over to investigate. Jim, a long time widower with no children of his own, took to John quickly and offered a place to stay for the next couple of days. Days turned into weeks and weeks turned into months as the now 18yr old John had matured, finished High School and made the move to join the police force. Being a minority, and with Jim's help, John made it onto the force relatively easily. He spent over 10 years in uniform before a position as detective opened up for him - Jim was finally retiring, and John took the newly opened position. His first case was something he'd not soon forget. The Stanley Park Slaughters were a high profile case, and John was happy to be assigned to it, hoping to be able to make a difference. Little did John know that Viper was involved and soon he was in over his head. In a showdown in Stanley park John was gunned down. Details are hazy regarding the next hour or so. Memories of a raven, and a man, animals that could talk, spirits guiding him and fantastic strength infused into his frame... He woke, alive and well, with three Viper agents unconscious at his feet. The case was closed with the three Viper agents proven to be the murderers, but John still wonders how it all happened. The next few days were like a dream as John began to realize his powers. He actually could talk to animals. Moreso than just that, he could 'borrow' their abilities - from the hearing of the bat to the olfactory sensitivity of the wolf even to the flight of the hawk! His strength had been multiplied many times and he could withstand great punishment without feeling a thing! Through concentration and practice John learned to harness these powers and others, and took the name 'Totem' to battle crime in a new way, as a New Champion of Vancouver! Personality/Motivation: John is protective of innocents, nature and the native peoples of the area. He wishes to do good and help those in need. He also feels the need to punish the guilty. Quote: "You have angered the spirits, now you deal with me." Powers/Tactics: Totem is a straight forward fighter, using his gifts to close the gap and his Spirit Tomahawk to finish opponents fast. He can take a hit and walk away from it, allowing him to ignore lesser threats and take out the big threats. Campaign Use: Totem is the team's Brick and Detective. Appearance: A 6ft 5inch native with massive muscles and long braided hair.
  17. Re: The NEW Champions of Vancouver -- What Would You Like To See? Thanks for the vote of confidence! Restrainable is a great idea that totally fits that I didn't think of, thanks! So any thought on powers for other North American Animals? Moose? Dolphin? Buffalo? Fox? Raven [has to be a special one]? Don't need to have all of them to begin with, but I think the ones I have plus those I just mentioned would be just about the complete list.
  18. Re: The NEW Champions of Vancouver -- What Would You Like To See? Yeah, works as that currently, but I intend to add more powers to the mix and that would drive up the cost of the mulitpower, but not so on the VPP. Yeah, Bravestarr, thanks... lol. A bit before my time so I didn't even know the concept, but the boys at the game wouldn't let me live it down all night... Sheesh, what's a guy to do! Back to the drawing board, or keep the Bravestarr 'clone'? Reworking him shortly, long day on the set of Battlestar Galactica.
  19. Re: The NEW Champions of Vancouver -- What Would You Like To See?
  20. Re: The NEW Champions of Vancouver -- What Would You Like To See? Thanks! Unfortunately I'm going to have to lose the Beast Speech, though the GM may allow me to use it in the VPP, we'll see. The guidelines were not as I thought they were, so I need to up his defenses among other things. And yes, up his BOD stat. I'll look into the "only one gift at a time" as a limitation, I think it's valid, but probably only for -1/2. Also maybe some sort of ritual needed in order to add new powers to the VPP - hunting and killing and eating that specific animal for instance. It would be far more expensive as a multipower, and less useful/variable. I agree with the skill choices [plus Persuasion], but at the same time I've always felt that Deduction, Conversation and even Bureaucratics are skills that should be role-played, not roll played. I've always thought it kind of a 'cheat' to take them... personal preference I guess. I'll try to get some in there though, I do see your point. Being First Nations has it's ups and it's downs. I didn't take it as a disad because I think it's pretty balanced. I took it as a distinctive feature, and as a 'membership perk'. Some revisions should come tuesday night.
  21. Re: Totem first draft TOTEM Val Char Cost Roll Notes 40 STR 30 17- Lift 6400.0kg; 8d6 [4] 20 DEX 30 13- OCV: 7/DCV: 7 40 CON 60 17- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 20 PD 12 Total: 20 PD (10 rPD) 20 ED 12 Total: 20 ED (10 rED) 4 SPD 10 Phases: 3, 6, 9, 12 16 REC 0 80 END 0 50 STUN 0 Total Characteristic Cost: 167 Movement: Running: 16"/32" Flight: 10"/20" Leaping: 8"/28"/16"/56" Swimming: 2"/7"/8"/28" Cost Powers END Spirit Protection 10 1) Damage Resistance (10 PD/10 ED) 10 2) Knockback Resistance -5" 5 3) Luck 1d6 5 4) Mental Defense (7 points total) 5 5) Power Defense (5 points) 13 6) MegaSight: MegaScale (1" = 100 km; +3/4) for up to 25 Active Points of Normal Sight (19 Active Points); Only with Megamovement (-1/2) 2 30 Spirit Tomahawk: Multipower, 30-point reserve 1u 1) Blunt Attack: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2 3u 2) Killing Blow: HKA 2d6 (4d6 w/STR) (30 Active Points) 3 2u 3) Thrown: RKA 2d6 (30 Active Points); Range Based On STR (-1/4) 3 37 Spirit Powers: Variable Power Pool, 20 base + 17 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (50 Active Points); Limited Class Of Powers Available Limited (Only Powers that can be explained as a gift of a totem animal; -1/2), Visible (All powers show spiritual outline of summoned animal spirit; -1/4) 0 1) Hawk's Gift: Flight 10" (20 Active Points) Real Cost: 20 2 0 2) Eagle's Gift: +13 versus Range Modifier for Sight Group (20 Active Points) Real Cost: 19 0 3) Falcon's Gift: Flight 5", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (20 Active Points) Real Cost: 20 2 0 4) Bat's Gift: (Total: 20 Active Cost, 20 Real Cost) Targeting with Normal Hearing (Real Cost: 10) plus Discriminatory with Normal Hearing (Real Cost: 5) plus +3 versus Range Modifier for Hearing Group (Real Cost: 4) Real Cost: 19 0 5) Horse's Gift: Running +10" (16" total) (20 Active Points) Real Cost: 20 2 0 6) Gazelle's Gift: Running 8", (14" total), MegaScale (1" = 1 km; +1/4) (20 Active Points) Real Cost: 20 2 0 7) Cougar's Gift: Leaping +20" (8"/28" forward, 4"/14" upward) (20 Active Points) Real Cost: 20 2 0 8) Salmon's Gift: (Total: 20 Active Cost, 20 Real Cost) LS (Self-Contained Breathing) (Real Cost: 10) plus Swimming +5" (2"/7" total) (x4 Noncombat) (Real Cost: 10) Real Cost: 20 1 0 9) Bear's Gift: Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,680 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide) (20 Active Points) Real Cost: 20 2 0 10) Wolf's Gift: (Total: 20 Active Cost, 20 Real Cost) Tracking with Normal Smell (Real Cost: 5) plus Nightvision (Real Cost: 5) plus Targeting with Normal Smell (Real Cost: 10) Real Cost: 20 Perks 1 Native: Fringe Benefit: Full Status Haida First Nation Membership 7 Detective: Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers, Police Detective 1 Reputation: Detective that 'gets his man' (A medium-sized group) 11-, +1/+1d6 1 Reputation: Native Super Hero (A medium-sized group) 11-, +1/+1d6 Talents 15 Beast Speech Notes: Like Dr. Doolittle, the character can "talk to the animals." Skills 0 Acting 8- 0 Climbing 8- 0 Conversation 8- 0 Deduction 8- 0 Persuasion 8- 3 Concealment 12- 3 Criminology 12- 3 Streetwise 13- 3 Interrogation 13- 3 AK: Vancouver 12- 0 AK: Queen Charlotte Islands [Haida Gwaii] 8- 3 Scholar 1 1) KS: Canadian Criminal Law (2 Active Points) 11- 1 2) KS: Canadian Law Procedures (2 Active Points) 11- 1 3) KS: Haida History and Mythology (2 Active Points) 11- 1 4) KS: The First Nations World (2 Active Points) 11- 0 Language: English (completely fluent; literate) (4 Active Points) 1 Language: Haida (basic conversation) 3 Paramedics 12- 3 PS: Police Detective 12- 3 Shadowing 12- 3 Stealth 13- 2 WF: Small Arms Total Powers & Skill Cost: 183 Total Cost: 350 200+ Disadvantages 10 Distinctive Features: First Nations (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Always a Raven somewhere near him (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Social Limitation: Secret ID: Detective John Two-Feathers Davidson (Frequently, Major) 20 Psychological Limitation: Code against Killing (Very Common, Strong) 15 Psychological Limitation: Protective of Nature and Animals (Common, Strong) 15 Psychological Limitation: Protective of Native Peoples, Especially Haida (Common, Strong) 0 Psychological Limitation: Protective of Innocents (Common, Strong, Over limit for disads, 0pts) 15 DNPC: Jim Nightengale 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) Notes: Jim is a retired detective that took John in as a teen when his parents were murdered. John still lives with Jim at his house in North Vancouver, though Jim rarely gets out of the house these days. 25 Hunted: Ravenspeaker 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Hunted: Viper 11- (Mo Pow, NCI, Watching) 10 Hunted: Vancouver Police 8- (Mo Pow, NCI, Watching) Total Disadvantage Points: 150 Background/History: On January 22nd, 1974, John 'Two Feathers' Davidson was born just outside of Queen Charlotte City in the Queen Charlotte Islands, or Haida Gwaii as the Haida call them. He was given up for adoption to the Davidson family, a prominent Haida family whose members included artists and writers who kept the Haida traditions alive. Named for his adopted father, John was also given the name 'Two Feathers' to reflect the fact that he had two lineages - that of his biological family and that of his adopted family. Though John was told he was adopted at an early age, he was never given information as to who his biological parents were. The Davidson's moved to the big city of Vancouver when John was a young boy. John Sr. wanted him to have the best education possible, to have a chance at making a difference in the world, and not be reduced to being a 'drunken indian.' Times were not easy as John Sr. had a tough time finding work due to prejudices but he did the best he could for his family. John went to school in East Vancouver, and didn't have an easy time of it. Though smart, the other kids at school did not make his life easy. Even into Highschool when John began to fill out into the large man he is today, the seedier element made his life difficult. John Sr. had instilled a sense of good in John, especially to protect nature and the native peoples of North America. Then came the day that changed John's life. He came home late to find his block was cordoned off by the Police. John could see his house and the paramedics carrying a body out on a stretcher. He fell to his knees as another stretcher followed. Detective Jim Nightingale noticed John had fallen to his knees and came over to investigate. Jim, a long time widower with no children of his own, took to John quickly and offered a place to stay for the next couple of days. Days turned into weeks and weeks turned into months as the now 18yr old John had matured, finished High School and made the move to join the police force. Being a minority, and with Jim's help, John made it onto the force relatively easily. He spent over 10 years in uniform before a position as detective opened up for him - Jim was finally retiring, and John took the newly opened position. His first case was something he'd not soon forget. The Stanley Park Slaughters were a high profile case, and John was happy to be assigned to it, hoping to be able to make a difference. Little did John know that Viper was involved and soon he was in over his head. In a showdown in Stanley park John was gunned down. Details are hazy regarding the next hour or so. Memories of a raven, and a man, animals that could talk, spirits guiding him and fantastic strength infused into his frame... He woke, alive and well, with three Viper agents unconscious at his feet. The case was closed with the three Viper agents proven to be the murderers, but John still wonders how it all happened. The next few days were like a dream as John began to realize his powers. He actually could talk to animals. Moreso than just that, he could 'borrow' their abilities - from the hearing of the bat to the olfactory sensitivity of the wolf even to the flight of the hawk! His strength had been multiplied many times and he could withstand great punishment without feeling a thing! Through concentration and practice John learned to harness these powers and others, and took the name 'Totem' to battle crime in a new way, as a New Champion of Vancouver! Personality/Motivation: John is protective of innocents, nature and the native peoples of the area. He wishes to do good and help those in need. Appearance: A 6ft 5inch native with massive muscles and long braided hair.
  22. Re: The NEW Champions of Vancouver -- What Would You Like To See? I think beginning range for PD/ED is 20 with 10 Resistant.
  23. Re: The NEW Champions of Vancouver -- What Would You Like To See? Oh and guys, you are both poor? That leaves me to have money in the group? Ok, so we need a brick. And we don't really have a detective type. I think I can fix that with my new concept, Totem. Native Canadian, Brick, Police Detective, uses spirit gifts [in a 20pt VPP] to help him along the way - i.e. Wolf's Gift: (Total: 20 Active Cost, 20 Real Cost) Tracking with Normal Smell (Real Cost: 5) plus Nightvision (Real Cost: 5) plus Targeting with Normal Smell (Real Cost: 10) Will post more about him tomorrow. Tired out from today's heat working on set in commando type gear on Far Cry.
  24. Re: The NEW Champions of Vancouver -- What Would You Like To See?
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