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tepperly

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  1. Re: Duplication without independent free will My almost 11 year old son wants a Champion's game for his birthday later in June. It's complex because he's planning to GM the game and play this invisible RKA character. I am "helping" make the villains, so it's not my game. Of course, he may at the last minute ask me to GM the game.
  2. Re: Duplication without independent free will I am trying to make a villain who is a match for a hero who has * perfect invisibility to most senses (including some exotic ones) * find weakness * a high ranged killing attack For most villains I can think of, he simply walks up, takes aim, and blows their heads off (or hits some other vital organ)). They often don't even know he's there. My idea was to make a character with * danger sense (something the hero's invisibility doesn't block) * numerous duplicates, so the first shot only has a 1 in n chance of taking out the real guy (where n is the number of copies of him). Whatever the defense is, it needs to be something a character can do without burning lots of END.
  3. I would like to give a character the ability to duplicate himself. The intent is that the duplicates are indistinguishable from the original, but they don't have free will like the Duplication power grants. There is one with free will, and the others are essentially mindless duplicates that immitate the original. It's supposed to be like the D&D mirror image spell except that the duplicates are real and indistinguishable from the original except perhaps by mental senses. How would you build that?
  4. Re: Incinerator Incinerator - Dr. Miguel Chuquín VAL...CHA...Cost...Total...Roll......Notes 18....STR.....8...18/40......13- / 17-.......HTH Damage 3 1/2d6/8d6 END [2/4] 20....DEX.....30...20/30......13- / 15-.......OCV 7/10 DCV 7/10 20....CON.....20...20......13- 16....BODY....12...16......12- 23....INT.....16...23......14-.......PER Roll 14- 14....EGO.....8...14......12-.......ECV: 5 15....PRE.....5...15......12-.......PRE Attack: 3d6 12....COM.....1...12......11- 4....PD......0...4/23.............4/23 PD (0/15 rPD) 4....ED......0...4/22.............4/22 ED (0/18 rED) 4....SPD.....0...4/5.................Phases: 3, 6, 9, 12/3, 5, 8, 10, 12 8....REC.....0...8/14 40....END.....0...40 36....STUN....1...36/60 6....RUN......0...6"................END [1] 2....SWIM.....0...2"................END [1] 4....LEAP.....0...3 1/2"/7 1/2"................3 1/2"/7 1/2" forward, 1 1/2"/3 1 /2" upward CHA Cost: 101 Cost...POWERS 6.....Suit Up: Major Transform 1d6 (To/From Incinerator) (15 Active Points); IAF (-1/2), Extra Time (Full Phase, -1/2), Incantations (-1/4), Gestures (-1/4) - E ND=1 4.....Life Support (Safe in High Radiation; Safe in Intense Heat) [Notes: Avail able in both IDs] - END=0 2.....Infrared Perception (Sight Group) (5 Active Points); OAF (-1) - END=0 .....Armor Powers - END= 18.....1) +22 STR (22 Active Points); Only In Heroic Identity (-1/4) - END=2 8.....2) +1 SPD (10 Active Points); Only In Heroic Identity (-1/4) - END= 24.....3) +10 DEX (30 Active Points); Only In Heroic Identity (-1/4) - END= 10.....4) +13 STUN (13 Active Points); Only In Heroic Identity (-1/4) - END= 3.....5) +2 REC (4 Active Points); Only In Heroic Identity (-1/4) - END= 51.....6) Armor (15 PD/18 ED), Hardened (+1/4) (64 Active Points); Only In Hero ic Identity (-1/4) - END=0 8.....7) Sight Group Flash Defense (10 points) (10 Active Points); Only In Hero ic Identity (-1/4) - END=0 60.....Multipower, 75-point reserve, (75 Active Points); all slots Only In Hero ic Identity (-1/4) - END= 6u.....1) Fire Beam: Energy Blast 15d6 (75 Active Points); Only In Heroic Ident ity (-1/4) - END=7 6u.....2) Energy Blast 5d6, Personal Immunity (+1/4), Area Of Effect (24" Radiu s; +1 3/4) (75 Active Points); Only In Heroic Identity (-1/4) - END=7 4u.....3) Sight Group Flash 6d6, Personal Immunity (Requires glasses; +1/4), Ar ea Of Effect (8" Radius; +1 1/4) (75 Active Points); No Range (Area of effect ce ntered on Self; -1/2), Only In Heroic Identity (-1/4) - END=7 5u.....4) Phoenix Flight: Flight 34" (68 Active Points); Only In Heroic Identit y (-1/4) - END=7 POWERS Cost: 215 Cost...MARTIAL ARTS 4......Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 / 10d6 Strike 4......Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3......Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 28 STR / 50 ST R for holding on MARTIAL ARTS Cost: 11 Cost...SKILLS 6......KS 17- 3......Bureaucratics 12- 3......Combat Driving 13- (15-) 3......Contortionist 13- (15-) 3......Deduction 14- 3......High Society 12- 0......Language (idiomatic; literate) (5 Active Points) 6......Language (imitate dialects; literate) 4......Language (completely fluent; literate) 7......Research 16- 2......TF: Common Motorized Ground Vehicles 3......Tracking 14- 3......Riding 13- (15-) 3......Persuasion 12- SKILLS Cost: 49 Cost...PERKS 3......Contact (Contact has very useful Skills or resources) 8- 2......Contact (Contact has access to major institutions) 8- 5......Money: Well Off 2......Reputation (A large group) 11-, +1/+1d6 1......Fringe Benefit: International Driver's License 1......Fringe Benefit: Passport PERKS Cost: 14 Cost...TALENTS 3......Absolute Time Sense 2......Absolute Range Sense (3 Active Points); OIF (-1/2), Only In Heroic Identi ty (-1/4) 5......Rapid Healing TALENTS Cost: 10 Value..DISADVANTAGES 20.....Normal Characteristic Maxima 10.....Psychological Limitation: Absent Minded (Common; Moderate) 10.....Psychological Limitation: Calm and Philosophical (Common; Moderate) 20.....Psychological Limitation: Code vs. Killing (Common; Total) 10.....Physical Limitation: Farsighted (Infrequently; Greatly Impairing) [Notes : Requires glasses in both IDs to avoid -3.] 15.....Distinctive Features: OIHID: Red hair, red glasses, and red armor (Not C oncealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15.....Social Limitation: Secret ID (Frequently; Major) 5.....Physical Limitation: Cold (Infrequently; Slightly Impairing) [Notes: A ch aracter with this Disadvantage finds a certain specific environment physically i rritating; while in such an environment, the character cannot be at ease because of the discomfort he is feeling. The character will most likely hesitate before entering the environment, and once in it will want to leave as soon as he possi bly can. The character never actually takes damage from the environment in quest ion, but can become irritable and distracted. This causes the character to suffe r a -1 penalty to any Skill, Stat or Combat Roll he attempts while in the specif ied environment.] 10.....Vulnerability: Cold (Common) 15.....Hunted: Government 11- (Mo Pow; NCI; Watching) 20.....Dependent NPC: Graduate Students 8- (Incompetent; Unaware of character's adventuring career/Secret ID) DISADVANTAGES Points: 150 Base Pts: 250 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 400 Background/History Dr. Miguel Chuquín, an archaeologist, was exploring the ruins of a temple dedica ted to Manco Cápac, a figure from Incan mythology. Manco Cápac, in some legends, is the founder of the Incan dynasty who was revered as the god of the sun and f ire. Miguel's research suggested that this temple might in fact be the final res ting place of Cápac. He and his team worked tirelessly searching for evidence. E ventually, it came down to the last week of the expedition, and Miguel decided t o work by himself for the weekend.^^He found a hidden latch that opened a door t o a secret room, and sure enough, there were the remains of Manco wearing a gold en sun medallion. The sight was so amazing that years of archaeological training couldn't keep Miguel from touching the medallion. Suddenly, Miguel found himsel f in the room with a Manco who was still living. He said to Miguel in ancient Qu echua, "My boy, you shall inherit the power of the sun and fire. Use the power t o help the people, and when your time is done pass it on to someone worthy." He returned to the present, and the medallion was gone.^^He was pretty freaked out by the vision, but after a few minutes, he started convincing himself it was jus t a hallucination brought on by excess stress. He and his team finished the dig, and his findings startled the Incan scholars. Suddenly, he was a renowned archa eologist. He's books sold well, and he could command large speaking fees. Resear ch money flowed in, and he received an endowed chair.^^Everything seemed to be g oing perfectly until one night, his star graduate student, Emily Augustus was at tacked going to her car. She called out, and Miguel heard her calls. Anger and c oncern filled his mind, and suddenly there was a flash of light. He felt weird, but he felt great. He easily defeated the attackers, but Emily herself seemed sc ared of him.^^He looked in a nearby car mirror, and he didn't even recognize him self. He had strange armor on his body. His hair was red, and we was wearing red glasses. And thus, Incinerator was born.^^Working in private, Miguel learned to control his super powers and to control his changes. After he transformed back, the medallion returned. Without the medallion he cannot initiate the transforma tion. Personality/Motivation Dr. Miguel Chuquín is an academic first and a superhero second. He never wanted to be a superhero, but it was thrust on him. He is trying to come to terms with the responsibilities that come with his new powers. He cares about justice parti cularly for the power and down trodden, but until he became a superhero, he neve r saw himself as someone who could do something about it. Quote Powers/Tactics Incinerator's power are linked to the sun and fire. He has an supernatural sense of where the sun is at all times, and hence, he knows exactly what time it is. His primary offensive technique are energy blasts, and he tries to use area effe ct or targeted fire beams. When overwhelmed, his armor can emit a bright flash t hat stuns those around him. Campaign Use Appearance In his normal ID, he's a professor. He usually wants a sports coat, slacks, and a shirt. He's moderately fit and handsome.^^In his super hero ID, his appearance shifts dramatically. His hair and eyes turn red, and his clothes are replaced b y a red armor suit. He always wears red sun glasses.
  5. Re: Incinerator I guess you're right about the flight. I've got to rework the OIF -> OIHID issues and redo points. I'll try to add some flight.
  6. Re: Incinerator I was confused whether OIF or OIHID was appropriate. He transforms into and out of the armor, so it seems that OIHID is better. The intent is that the glasses could be stolen by someone grabbing them, TK, or whatever, so OAF is more appropriate. Regarding the flash defense, the intent was that the glasses are supernatural. The provide absolute range sense (i.e., range finder glasses) and flash defense by super fast adjusting. Sorry if I've done something cliche. I didn't add flight because I didn't really see how flight would fit into the concept. I was also trying to avoid making an iron man clone. Thanks Christopher for the advice as well.
  7. Re: Incinerator This picture is what I started with for this character.
  8. tepperly

    Willow

    Re: Willow This picture is what I imagine she looks like.
  9. tepperly

    Incinerator

    Incinerator 5th Edition Player: Tom Epperly Val Char Cost 18/40 STR 8 20/30 DEX 30 20 CON 20 16 BODY 12 23 INT 16 14 EGO 8 15 PRE 5 12 COM 1 4/28 PD 0 4/24 ED 0 3/5 SPD 0 8/14 REC 0 40 END 0 36/60 STUN 1 6" RUN 0 2" SWIM 0 3 1/2"/7 1/2" LEAP 0 Characteristics Cost: 101 Cost Power 7 Suit Up: Major Transform 1d6 (To/From Incinerator) (15 Active Points); IAF (-1/2), Incantations (-1/4), Gestures (-1/4) 4 Life Support (Safe in High Radiation; Safe in Intense Heat) [Notes: Available in both IDs] Armor Powers 15 1) +22 STR (22 Active Points); OIF (-1/2) 20 2) +10 DEX (30 Active Points); OIF (-1/2) 7 3) +1 SPD (10 Active Points); OIF (-1/2) 9 4) +13 STUN (13 Active Points); OIF (-1/2) 3 5) +2 REC (4 Active Points); OIF (-1/2) 50 6) Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); OIF (-1/2) 5 Sight Group Flash Defense (10 points) (10 Active Points); OAF (Glasses; -1) 55 Fire Power: Fire Power: Multipower, 80-point reserve, (80 Active Points); all slots OIF (-1/2) 5u 1) Fire Beam: Energy Blast 16d6 (80 Active Points); OIF (-1/2) 5u 2) Energy Blast 5d6, Personal Immunity (+1/4), Area Of Effect (24" Radius; +1 3/4) (75 Active Points); OIF (-1/2) 4u 3) Sight Group Flash 6d6, Personal Immunity (Requires glasses; +1/4), Area Of Effect (8" Radius; +1 1/4) (75 Active Points); No Range (Area of effect centered on Self; -1/2), OIF (-1/2) Powers Cost: 189 Cost Martial Arts Maneuver 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 / 10d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 28 STR / 50 STR for holding on Martial Arts Cost: 11 Cost Skill 6 KS: Archeology 17- 3 Bureaucratics 12- 3 Combat Driving 13- (15-) 3 Contortionist 13- (15-) 3 Deduction 14- 3 High Society 12- 0 Language English (idiomatic; literate) (5 Active Points) 6 Language Quechau (imitate dialects; literate) 4 Language Spanish (completely fluent; literate) 7 Research 16- 2 TF: Common Motorized Ground Vehicles 3 Tracking 14- 3 Riding 13- (15-) 3 Persuasion 12- Skills Cost: 49 Cost Perk 3 Contact (Contact has very useful Skills or resources) 8- 2 Contact (Contact has access to major institutions) 8- 5 Money: Well Off 2 Reputation (A large group) 11-, +1/+1d6 2 Fringe Benefit: International Driver's License, Passport Perks Cost: 14 Cost Talent 3 Absolute Time Sense 2 Absolute Range Sense (3 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 25 Danger Sense (immediate vicinity, out of combat) 14- 5 Rapid Healing Talents Cost: 35 Total Character Cost: 399 Pts. Disadvantage 20 Normal Characteristic Maxima 10 Psychological Limitation: Absent Minded (Common; Moderate) 10 Psychological Limitation: Calm and Philosophical (Common; Moderate) 20 Psychological Limitation: Code vs. Killing (Common; Total) 10 Physical Limitation: Farsighted (Infrequently; Greatly Impairing) [Notes: Requires glasses in both IDs to avoid -3.] 15 Distinctive Features: OIHID: Red hair, red glasses, and red armor (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Social Limitation: Secret ID (Frequently; Major) 5 Physical Limitation: Cold (Infrequently; Slightly Impairing) [Notes: A character with this Disadvantage finds a certain specific environment physically irritating; while in such an environment, the character cannot be at ease because of the discomfort he is feeling. The character will most likely hesitate before entering the environment, and once in it will want to leave as soon as he possibly can. The character never actually takes damage from the environment in question, but can become irritable and distracted. This causes the character to suffer a -1 penalty to any Skill, Stat or Combat Roll he attempts while in the specified environment.] 10 Vulnerability: Cold (Common) 15 Hunted: Government 11- (Mo Pow; NCI; Watching) 20 Dependent NPC: Graduate Students 8- (Incompetent; Unaware of character's adventuring career/Secret ID) Background/History: Dr. Miguel Chuquín, an archeologist, was exploring the ruins of a temple dedicated to Manco Cápac, a figure from Incan mythology. Manco Cápac, in some legends, is the founder of the Incan dynasty who was revered as the god of the sun and fire. Miguel's research suggested that this temple might in fact be the final resting place of Cápac. He and his team worked tirelessly searching for evidence. Eventually, it came down to the last week of the expedition, and Miguel decided to work by himself for the weekend. He found a hidden latch that opened a door to a secret room, and sure enough, there were the remains of Manco wearing a golden sun medallion. The sight was so amazing that years of archeological training couldn't keep Miguel from touching the medallion. Suddenly, Miguel found himself in the room with a Manco who was still living. He said to Miguel in ancient Quechua, "My boy, you shall inherit the power of the sun and fire. Use the power to help the people, and when your time is done pass it on to someone worthy." He returned to the present, and the medallion was gone. He was pretty freaked out by the vision, but after a few minutes, he started convincing himself it was just a hallucination brought on by excess stress. He and his team finished the dig, and his findings startled the Incan scholars. Suddenly, he was a renowned archeologist. He's books sold well, and he could command large speaking fees. Research money flowed in, and he received an endowed chair. Everything seemed to be going perfectly until one night, his star graduate student, Emily Augustus was attacked going to her car. She called out, and Miguel heard her calls. Anger and concern filled his mind, and suddenly there was a flash of light. He felt weird, but he felt great. He easily defeated the attackers, but Emily herself seemed scared of him. He looked in a nearby car mirror, and he didn't even recognize himself. He had strange armor on his body. His hair was red, and we was wearing red glasses. And thus, Incinerator was born. Working in private, Miguel learned to control his super powers and to control his changes. After he transformed back, the medallion returned. Without the medallion he cannot initiate the transformation. Personality/Motivation: Dr. Miguel Chuquín is an academic first and a superhero second. He never wanted to be a superhero, but it was thrust on him. He is trying to come to terms with the responsibilities that come with his new powers. He cares about justice particularly for the power and down trodden, but until he became a superhero, he never saw himself as someone who could do something about it. Powers/Tactics: Incinerator's power are linked to the sun and fire. He has an supernatural sense of where the sun is at all times, and hence, he knows exactly what time it is. His primary offensive technique are energy blasts, and he tries to use area effect or targeted fire beams. When overwhelmed, his armor can emit a bright flash that stuns those around him. Appearance: In his normal ID, he's a professor. He usually wants a sports coat, slacks, and a shirt. He's moderately fit and handsome. In his super hero ID, his appearance shifts dramatically. His hair and eyes turn red, and his clothes are replaced by a red armor suit. He always wears red sun glasses. Disadvantage Points: 150 Base Points: 250 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  10. tepperly

    Willow

    Re: Willow It isn't clear to me which skills would be most helpful to journalism. Streetwise? Bribery? Bureaucratics? Conversation? Criminology? Why is it that game systems always have so many different skills for communication skills?
  11. tepperly

    Willow

    Re: Willow Here is a modified version. Willow Player: Tom Epperly Val Char Cost 18 STR 8 20 DEX 30 20 CON 20 17 BODY 14 24 INT 14 23 EGO 26 20 PRE 10 26 COM 8 4/20 PD 0 4/19 ED 0 6 SPD 30 9 REC 2 70 END 15 39 STUN 3 6" RUN 0 2" SWIM 0 3 1/2" LEAP 0 Characteristics Cost: 180 Cost Power 15 TK Powers: Elemental Control, 30-point powers 15 1) TK Flight: Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points) 16 2) TK Shield: Force Field (11 PD/10 ED), Reduced Endurance (0 END; +1/2) (31 Active Points) 15 3) TK Light Bend: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points) 75 TK Attacks: Multipower, 75-point reserve 7u 1) TK Strength: Telekinesis (42 STR), Fine Manipulation (73 Active Points) 7u 2) Subtle TK: Telekinesis (32 STR), Invisible Power Effects, Source Only (Fully Invisible; +1/2) (72 Active Points) 5 Mental Defense (10 points total) 10 Body Armor: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) [Notes: Costume] 2 Life Support (Longevity: 400 Years) Powers Cost: 167 Cost Martial Arts Maneuver 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 33 STR vs. Grabs Martial Arts Cost: 16 Cost Skill 10 +2 with Ranged Combat 4 +2 with any single attack 2 +1 with any single attack 3 Security Systems 14- 3 Paramedics 14- 3 Persuasion 13- 3 Disguise 14- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 0 Shadowing 8- 0 Stealth 8- 0 Language: English (completely fluent; literate) (4 Active Points) 0 PS: Journalism 11- 0 KS: Jujitsu 8- Skills Cost: 28 Cost Perk 2 Money: Well Off 1 Fringe Benefit: Passport; Common (-1) 1 Fringe Benefit: Press Pass 13 Vehicles & Bases Perks Cost: 17 Total Character Cost: 408 Pts. Disadvantage 10 Dependent NPC: Brother 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 10 Dependent NPC: Hiro Osaka 8- (Normal) 5 Distinctive Features: Alien serial number on small of back (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Raven 11- (As Pow; Harshly Punish) 15 Hunted: Aliens 8- (Mo Pow; Harshly Punish) 10 Hunted: Government 8- (Mo Pow; NCI; Watching) 20 Psychological Limitation: Cannot lie (Common; Total) 20 Psychological Limitation: Code against killing (Common; Total) 10 Psychological Limitation: Fear of aliens (Uncommon; Strong) 15 Social Limitation: Secret ID (Frequently; Major) 15 Susceptibility: Sonic 1d6 damage per Turn (Common) [Notes: 10 drain to TK/turn in loud noise] 10 Vulnerability: 1 1/2 x STUN Sonic (Common) Disadvantage Points: 155 Base Points: 250 Experience Required: 3 Total Experience Available: 3 Experience Unspent: 0
  12. tepperly

    Willow

    Re: Willow Here is a modified version. Willow Player: Tom Epperly Val Char Cost 18 STR 8 20 DEX 30 20 CON 20 17 BODY 14 24 INT 14 23 EGO 26 20 PRE 10 26 COM 8 4/20 PD 0 4/19 ED 0 6 SPD 30 9 REC 2 70 END 15 39 STUN 3 6" RUN 0 2" SWIM 0 3 1/2" LEAP 0 Characteristics Cost: 180 Cost Power 15 TK Powers: Elemental Control, 30-point powers 15 1) TK Flight: Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points) 16 2) TK Shield: Force Field (11 PD/10 ED), Reduced Endurance (0 END; +1/2) (31 Active Points) 15 3) TK Light Bend: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points) 75 TK Attacks: Multipower, 75-point reserve 7u 1) TK Strength: Telekinesis (42 STR), Fine Manipulation (73 Active Points) 7u 2) Subtle TK: Telekinesis (32 STR), Invisible Power Effects, Source Only (Fully Invisible; +1/2) (72 Active Points) 5 Mental Defense (10 points total) 10 Body Armor: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) [Notes: Costume] 2 Life Support (Longevity: 400 Years) Powers Cost: 167 Cost Martial Arts Maneuver 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 33 STR vs. Grabs Martial Arts Cost: 16 Cost Skill 10 +2 with Ranged Combat 4 +2 with any single attack 2 +1 with any single attack 3 Security Systems 14- 3 Paramedics 14- 3 Persuasion 13- 3 Disguise 14- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 0 Shadowing 8- 0 Stealth 8- 0 Language: English (completely fluent; literate) (4 Active Points) 0 PS: Journalism 11- 0 KS: Jujitsu 8- Skills Cost: 28 Cost Perk 2 Money: Well Off 1 Fringe Benefit: Passport; Common (-1) 1 Fringe Benefit: Press Pass 13 Vehicles & Bases Perks Cost: 17 Total Character Cost: 408 Pts. Disadvantage 10 Dependent NPC: Brother 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 10 Dependent NPC: Hiro Osaka 8- (Normal) 5 Distinctive Features: Alien serial number on small of back (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Raven 11- (As Pow; Harshly Punish) 15 Hunted: Aliens 8- (Mo Pow; Harshly Punish) 10 Hunted: Government 8- (Mo Pow; NCI; Watching) 20 Psychological Limitation: Cannot lie (Common; Total) 20 Psychological Limitation: Code against killing (Common; Total) 10 Psychological Limitation: Fear of aliens (Uncommon; Strong) 15 Social Limitation: Secret ID (Frequently; Major) 15 Susceptibility: Sonic 1d6 damage per Turn (Common) [Notes: 10 drain to TK/turn in loud noise] 10 Vulnerability: 1 1/2 x STUN Sonic (Common) Disadvantage Points: 155 Base Points: 250 Experience Required: 3 Total Experience Available: 3 Experience Unspent: 0
  13. tepperly

    Willow

    Re: Willow What are you suggesting here. I was kind of confused by the combat skills levels and gettnig "Skill levels: overall". Is there a more efficient way to do what I've done?
  14. tepperly

    Willow

    Re: Willow Thanks! I am thinking of traditional aliens who do experiments on humans (e.g., big eyes, big brains, etc.). The idea is that one of the alien experimenters went off the reservation and experimented with boosting Willow & Raven. If the other aliens discover what he did to them, he would be in trouble. Hence, he's after them.
  15. tepperly

    Willow

    Re: Willow I do intend to branch out into telepathy/ego attack/mind control. The intent is that she is at the beginning of her superhero career, and she doesn't know how to access everything the aliens did to her. The idea was that she uses telekinesis to bend the light around her.
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