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jackalope

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Everything posted by jackalope

  1. Re: Superhero Images Finished character drawings for two of the Jet City Champions. Rocketman II is the grandson of the original Rocketman (as in the movie King of the Rocketmen. Using a "jet pack" built around an alien interialess drive (found at the Roswell crash site), William King is now the leader (the very inexperienced leader) of the Jet City Champions. When is true love succumbed to a fatal illness, Ben Bratt searched the world for a cure. His path (or, perhaps, something else) lead him to Nepal, where an ancient sorceror told him of his strange destiny. He could choose between godlike power or the life of his true love - and he choose power. After gaining the powers of the Lord of New Creation, Bratt returned home just in time to see his true love die. Overwhelmed by grief and shame over his poor choice, Bratt lost control of his powers and became greatly weakened. Now he is determined to never make the wrong choice again, and uses what remains of his once tremendous power to fight crime as the super mage Nebula!
  2. jackalope

    The Event

    Re: The Event I have not, but because my current group (The Jet City Champions) is unofficially sponsered by UNTIL and has close ties with them, a team-up/confrontation with UNITY is inevitable.
  3. Re: Jet City Champions Campaign LogEpisode Two: Dragons Over Jet City! (September 16th, 2004)Last episode ended with the Jet City Champions forming for the first time, and now a week later the Jet City Champions have convened for their first official meeting. They convene at the base of the historic Space Needle. Badly damaged during Destroyer's rampage, the Space Needle has been rebuilt and renamed - it's now Champions Tower, headquarter's for America's Greatest Heroes.It's at this meeting, arranged by Blink Dog, that the Champions meet UNTIL's Major George Moore. Former head of UNTIL Intelligence's Eastern Europe Operations Branch, Moore is now commanding the Jet City UNTIL Base, and will be working directly with the Champions to build a world class rapid response superhuman team. Moore introduces the five heroes to their new support staff, a full compliment of administrative and security personal, as well as giving them a tour of their new base, complete with the latest force screen technologies, and a full suite of labs and repair shops. After a brief walk through of the soon to be completed rooftop hanger, the group ends their tour in their new state of the art Command Center, where they meet their benefactor, megawealthy industrialist Adam King, CEO of King Enterprises, one of the world's largest manufacturing and research consortiums, and his son William.William King, following in the footsteps of his grandfather Jeffery King, has taken up the mantle of Rocketman. The newly formed Champions also learn (somewhat to their dismay) that though William has no superhero experience, he is the only man Adam King trust to take the position of Team Leader.William promises the team that he will do his best to be a good leader, and that he wants the team to be democratic in it's decision making. No one seems to have problems with this, though experienced combat veteran Arsenal clearly bristles at the idea of following a rank amatuer into combat. As the others mull this over, the awkward silence is punctured by the ringing of alarms. A technician monitoring the television and satellite feeds switches a newsfeed to the mainscreen.There they see the towering CKK Building, headquarters of CKK - Japan's bleeding edge construction company, and the builder of 40% of the post-Destroyer construction in Jet City, owned and led by the esteemed grandfather of Kumagoro "Washi" Hongo - Takehide Hongo! Smoke and flames pour from the side of the building, while a frantic reporter describes a sudden and unexpected asault by flying supervillians. Spotting a civilian clinging desperately to the side of the building, Blink Dog instantly teleports to the scene and makes a successfull rescue attempt - caught on camera!The Champions pile into Moore's helicopter, and are wisked away to the scene, but arrive long after the villains have fled. They gather enough information to narrow down the list of suspects to the Dragon Raiders, a Tokyo based Yakuza gang that uses (possibly stolen) supertech Rocket Gliders in the commission of their crimes. Though the Dragon Raiders are not known to operate in America, a quick call to Washi's grandfather confirms that the Yakuza have been threating CKK with extortion.Working with CKK technicians, the Champions install skyward looking security cameras at all of CKK's major Jet City buildings. The gambit pays off when the Dragon Radiers attack another CKK owned building. Only Blink Dog and Rocketman are able to reach the scene fast enough to mount a response, and they work out a quick plan.Rocketman flies straight at the Dragon Raiders, catching them in the middle of the first pass at the building. He flies straight towards the Raider's leader, Dragon Raider Kaicho, hoping to distract him. DR Kaicho unleashes a massive blast from his force lance, stunning the unprepared hero. Before he can recover, DR Kaicho rams him with the fully powered lance, knocking him unconscious and dropping him from the sky. Rocketman's parachute activates himself, and he floats gently to the ground, where he recovers consciousness. His jaw hurts and his ears ring, but the worst wound is to his pride. Not exactly an ostentatious first appearance.Dragon Raider Kaicho, unprepared for sucha rapid, if ineffective, response, calls off the attack. As he banks sharply he fails to notice Blink Dog standing on the rooftop far above him. Only a few of the raiders notice when Blink Dog teleports again, catching the last raider mid-air. The two grapple for a moment before the raider attempts to sideswipe the building and knock Blink Dog off. Instead, Blink Dog teleports to the other side of the window, and waves to the startled raider as he frantically corrects to prevent his own collsion.The raiders soar off, dissappearing into what appears to be some sort of cloaked airship, making a clean escape from the Champions - or so they think! For none of them notices the small paper frog that crawls out from that last raider's armor, secretly planted by the nimble fingers of former pickpocket Blink Dog. And so, as the Raiders plot their next move, they have no idea there is a spy in their midst...Next Week: Into The Dragon's Lair!Dragon Raider KaichoPlayer: NPC Villain Val Char Cost 15 STR 5 21 DEX 33 18 CON 16 15 BODY 10 15 INT 5 18 EGO 16 25 PRE 15 16 COM 3 5/15 PD 2 5/15 ED 1 6 SPD 29 10 REC 6 50 END 7 50 STUN 18 6" RUN02" SWIM03" LEAP0Characteristics Cost: 166Cost Power END Battlesuit, all slots OIF (-1/2) 20 1) Armor (10 PD/10 ED) 0 13 2) Energy Damage Reduction, 50% 0 13 3) Physical Damage Reduction, 50% 0 4 4) Mental Defense (10 points total) 0 5 5) Knockback Resistance -4" 0 6 6) Clinging (25 STR); Only To Resist Knockback (-1/2) 0 8 7) Life Support (Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0 2 8) Parachute: Gliding 5", Trigger (If KO'd And Falling or Trigger Word; +1/4), Persistent (+1/2); 1 Continuing Charge lasting 1 Minute (-1), Only To Slow Descent (-1) [1 cc] 30 Dragon Lance: Multipower, 60-point reserve, all slots OAF (-1) 3u 1) Force Blast: Energy Blast 8d6, 16 Charges (+0), Area Of Effect (One Hex; +1/2) [16] 3u 2) Force Lance: Killing Attack - Ranged 3d6-1, 16 Charges (+0), Armor Piercing (+1/2) [16] 2u 3) Force Blade: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2) 0 25 Blaster: Energy Blast 8d6, 32 Charges (+1/4); OAF (-1) [32] 14 Grenades: Killing Attack - Ranged 2d6, Explosion (+1/2); OAF (-1), 4 Charges (-1), Range Based On Strength (-1/4) [4] Powers Cost: 148Cost Martial Arts Maneuver 4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 5d6 +v/5 Strike, FMove 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3d6 +v/5; FMove 5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 3d6 +v/5; Target Falls; FMove 4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC 5 Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls 1 Weapon Element: Lances Martial Arts Cost: 32Cost Skill 16 +2 with All Combat 3 +3 with Force Lance 9 +3 with Martial Maneuvers 3 Acrobatics 13- 3 Breakfall 13- 3 Bribery 14- 3 Combat Piloting 13- 10 Defense Maneuver I-IV 3 Demolitions 12- 2 Gambling (Go-Moku, Hasami Shogi, Mahjongg, Siang K'i, Wei-Ch'i) 12- 3 Interrogation 14- 2 KS: Criminal Behavior 11- 2 KS: The Yakuza 11- 1 Language: English (basic conversation) 3 Leadership 14- 2 PS: Crime Boss 11- 3 Security Systems 12- 3 Streetwise 14- 3 Tactics 12- Skills Cost: 77Cost Perk 5 Fringe Benefit: Yakuza Boss 10 Contact: A Great Lawyer (Contact has extremely useful Skills or resources) 16- 4 Reputation: Ruthless Bandit/Supervillain (KS: Yakuza) 14-, +4/+4d6 34 Dragon Glider (HERO System Vehicle Sourcebook, pg. 150); Perks Cost: 53Val Disadvantages 20 Hunted: Japanese Authorities 14- (As Pow, NCI, Limited Geographical Area, Capture) 15 Psychological Limitation: Resents Maintream Society (Common, Strong) 15 Psychological Limitation: Overly Cautious About Superhumans (Common, Strong) 30 Berserk: Berserk When Class Issues Are Raised (Uncommon), go 14-, recover 11- 15 Psychological Limitation: Vicious, Likes Cruelty (Common, Strong) 15 Reputation: Vicious Yakuza Killer, 11- (Extreme) 5 Social Limitation: Shameful Family (Occasionally, Major, Not Limiting In Some Cultures) 15 Social Limitation: Wanted Criminal (Frequently, Major) 20 Watched: Yakuza 14- (Mo Pow, NCI, Watching) Disadvantage Points: 150Base Points: 200Experience Required: 126Total Experience Available: 126Experience Unspent: 0Total Character Cost: 476 Height: 5' 9" Hair: Black Weight: 152 lbs Eyes: Brown Appearance: Personality: Akae Kato is fueled by intense resentment and hatred towards the Japanese upper and middle class. He enjoys nothing so much as lashing out at them and destroyingt eh thinsg they value. He is a harsh and unfair leader, prone to temper tantrums and unpredictable rages. Quote:"Dragon Raiders - ATTACK!" (In Japanese)Background: Akae Kato was born in the slums of Tokyo, his mother a prostitute and his father an unknown. Unable to earn the respect of his peers, he fell in with the yakuza. Angry over the sometimes brutal classism of Japanese society, Akae found the Yakuza gave him plenty of opportunity to vent his rage and frustration. He soon rose through the ranks on the power of his own viciousness, and foudn himself in command of a group of soldiers doing legbreaking and extortion work. Akae would have probably remained there, had he not gotten a lucky break. No one is quite sure where he got them from, but one day he showed up with a set of ten state of the art rocket gliders, and flight suits to match. He quickly put together a squad of elite riders, and they dissappeared for several months of training. When they reappeaered, they called themselves the Dragon Raiders, with Akae as their Kaicho (Chairman). They have since rose to the top of the Japan's public enemy list, and are responsible for millions of dollars of property damage. Powers/Tactics: Campaign Use: Dragon RaiderPlayer: NPC MinionVal Char Cost 13 STR 3 14 DEX 12 13 CON 6 10 BODY 0 11 INT 1 10 EGO 0 13 PRE 3 10 COM 0 4/10 PD 1 3/9 ED 0 3 SPD 6 6 REC 0 30 END 2 25 STUN 1 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 35Cost Power END 25 Blaster Rifle: Energy Blast 8d6, 32 Charges (+1/4); OAF (-1) [32] 14 Grenades: Killing Attack - Ranged 2d6, Explosion (+1/2); OAF (-1), 4 Charges (-1), Range Based On Strength (-1/4) [4] 9 Body Armor: Armor (6 PD/6 ED); Activation Roll 14- (-1/2), OIF (-1/2) 0 12 Flight Suit: Life Support (Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0 2 Parachute: Gliding 5", Trigger (If KO'd And Falling or Trigger Word; +1/4), Persistent (+1/2); Only To Slow Descent (-1), 1 Continuing Charge lasting 1 Minute (-1), OIF (-1/2) [1 cc] 5 Headset Radio: Radio Perception/Transmission (Radio Group); OIF (-1/2), Sense Affected As Hearing (-1/2) 0 14 Experienced Flyer: +12 DEX; Only To Match Glider's Dex (-1), No Figured Characteristics (-1/2) Powers Cost: 81Cost Martial Arts Maneuver 4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 2 1/2d6 +v/5; FMove 5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 2 1/2d6 +v/5; Target Falls; FMove 4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 4 1/2d6 +v/5 Strike, FMove Martial Arts Cost: 22Cost Skill 3 Concealment 11- 2 KS: Hobby 11- 1 KS: Superheroes 8- 2 PS: Yakuza Soldier 11- 3 Stealth 12- 1 TF: Rocket Glider 2 WF: Small Arms 3 Teamwork 12- 3 Combat Piloting 12- 3 Breakfall 12- 3 Power: Use Rocket Glider 12- 4 +2 with Blaster Skills Cost: 30Cost Perk 2 Fringe Benefit: Yakuza Member 25 Vehicles & Bases Perks Cost: 27Val Disadvantages 20 Hunted: Japanese Authorities 14- (As Pow, NCI, Limited Geographical Area, Capture) 15 Psychological Limitation: Loyal To Kaicho (Common, Strong) 10 Reputation: Vicious Yakuza Killers, 8- (Extreme) 15 Social Limitation: Wanted Criminal (Frequently, Major) 20 Watched: Yakuza 14- (Mo Pow, NCI, Watching) Disadvantage Points: 80Base Points: 90Experience Required: 25Total Experience Available: 0Experience Unspent: 0Total Character Cost: 195 Height: 5' 6" Hair: Black Weight: 142 lbs Eyes: Brown Appearance: The Dragon Raiders wear dark green battle armor with gold accents. Both their armor and their gliders have distinctly Asian detailing.Personality: The Dragon raiders see following Kato as a route to power, wealth and a life of easy luxury. They love the attention and respect their gliders earn them in Japan.Quote:"The Dragon Raiders are invincible!" (In Japanese)Background: The Dragon Raiders all began their lives as street toughs in youth gangs. Eventually they worked their way up into the Yakuza, and came to work as soldiers for Akae Kato. Several of them worked for Kato before he aquired the rocket gliders, many of them were brought in to replace less agile soldiers.Powers/Tactics: The Dragon Raiders use their high manuverability and super fast speeds to strike targets quickly and run away. They are not fond of sticking around for long. Each Dragon Raider is equipped with an armored flight suit, a blaster rifle, several explosive grenades, and a rocket flyer (HERO System Vehicle Sourcebook{/i}, pg. 150). Campaign Use: The Dragon Raiders are Dragon Raider Kaicho's muscle, his soldiers.
  4. Re: Good Natured Brawling Come with me for a little trip in the Way Way Back Machine, and I'll introduce you to my FAVORITE group of Super-Power Chumps, the GEODESICS. Wow, it's been so long, I might even have the name wrong. There's four of them, one of them is a blind albino black woman with frisbees, the others are somehow even lamer. Orb was one, I can't remember the other two. Lamer and Lamest? Something like that. Free rep to anyone who can recll their full names (or post their stats). They're found in Enemies. The first one. For First Edition. But hey, if you can dig up their stats (and someone really ought to revive them for 5th), they are exactly superpowered enough to convince your players that they are for real, and exactly pansy enough that only the feeblest of teams won't wipe the floor with them. The feeblest of teams will still beat them, it just will seem like a real fight. But hey, if you're group has been feelings kicked around and thinks they never win, these guys are exactly the ego boost everyone needs.
  5. Re: Jackalope's ChampionsA Mystique Clone I created for my campaign.TrasformiPlayer: NPC Spy Val Char Cost 20 STR 10 20 DEX 30 18 CON 16 15 BODY 10 18 INT 8 18 EGO 16 13 PRE 3 24 COM 7 10 PD 6 10 ED 6 5 SPD 20 10 REC 4 50 END 7 35 STUN 1 9" RUN62" SWIM04" LEAP0Characteristics Cost: 150Cost Power END 5 Combat Luck: Damage Resistance (5 PD/5 ED) 0 16 Durable: Physical Damage Reduction, 50% (20 Active Points); Mutant Power (-1/4) 0 3 Intuition: Mental Awareness; Requires An EGO Roll (-3/4) 0 3 Iron Willed: Mental Defense (10 points total) (6 Active Points); Costs Endurance (-1/2), Must Be Aware Of The Attack (-1/2) 1 3 Iron Willed: Resistance (3 points) 6 Keen Senses: +2 PER with all Sense Groups 0 27 Mimicry I: Shapeshift (Sight, Hearing and Touch Groups, limited group of shapes), Imitation, Costs END Only To Change Shape (+1/4) (47 Active Points); Concentration (1/2 DCV; -1/4), Mutant Power (-1/4), Extra Time (Delayed Phase, Only to Activate Constant or Persistent Power, Character May Take No Other Actions, -1/4) 4 17 Mimicry II: Variable Power Pool, 10 base + 7 control cost, Cosmic (+2); Limited Class Of Powers Available Limited (Physical Effects Only; -1/2), VPP Powers Can Only Be Changed By Changing Forms (-1/2), Mutant Power (-1/4) 0 1) Big Muscles: +10 STR; No Figured Characteristics (-1/2) Real Cost: 7 1 0 2) Big Nose: Tracking with Normal Smell Real Cost: 5 0 0 3) Claws: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR) Real Cost: 10 1 0 4) Extended Arms: Stretching 2" Real Cost: 10 1 0 5) Extra Arms: Extra Limbs (4) Real Cost: 5 0 0 6) Gills: Life Support (Water Breathing) Real Cost: 5 0 0 7) Gripping Claws: Clinging (normal STR) Real Cost: 10 0 0 8) Hey There Good Looking: +14 COM Real Cost: 7 0 9) Parawings: Gliding 5", Position Shift Real Cost: 10 0 0 10) Rubbery: Contortionist 16- Real Cost: 9 0 11) Scary Looking: +10 PRE; Only To Provoke Fear (-1) Real Cost: 5 0 12) Shellskin: Armor (3 PD/3 ED) Real Cost: 9 0 45 Gadget Pool: Variable Power Pool, 30 base + 15 control cost, No Skill Roll Required (+1); VPP Can Only Be Changed Between Adventures (-1/2), OIF (Minimum -1/2 Focus Lim Required; -1/2) 0 1) Automatic Pistol: Killing Attack - Ranged 1d6+1, Autofire (3 shots; +1/4); OAF (-1), 12 Charges (-1/4) Real Cost: 11 [12] 0 2) Mutant Tracking Device: Detect Mutants 15- (Unusual Group), Range, Tracking; OAF (-1), Sense Affected As Sight (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) Real Cost: 5 0 0 3) Bio-Energy Shield: Life Support (Immunity All terrestrial diseases and biowarfare agents); 1 Continuing Charge lasting 1 Minute (-1), OIF (-1/2) plus Force Field (1 PD/1 ED), Invisible Power Effects (Fully Invisible; +1); 1 Continuing Charge lasting 1 Minute (-1), OIF (-1/2) Real Cost: 6 [1 cc] 0 4) Headset Radio w/Counter Surveilance: Radio Perception/Transmission (Radio Group), Concealed (-5 with Radio Perception/Transmission PER Rolls); OIF (-1/2), Sense Affected As Hearing (-1/2) Real Cost: 7 0 Powers Cost: 125Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 4 Jab: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike 4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 Shoulder Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 4 Reversal: var Phase, -1 OCV, -2 DCV, 45 STR to Escape; Grab Two Limbs Martial Arts Cost: 30Cost Skill 3 Acrobatics 13- 3 Acting 12- 3 Bugging 13- 3 Bureaucratics 12- 2 Computer Programming (Hacking and Computer Security) 13- 3 Conversation 12- 5 Cramming 3 Deduction 13- 3 Disguise 13- 3 High Society 12- 2 KS: Current Events 11- 2 KS: The Espionage World 11- 2 KS: The Superhuman World 11- 2 KS: UNTIL 11- 2 KS: The united Nations 11- 3 Linguist 1 1) Language: Arabic (fluent conversation) 1 2) Language: English (fluent conversation) 0 3) Language: Italian (idiomatic) 1 4) Language: Korean (fluent conversation) 1 5) Language: Russian (fluent conversation) 1 6) Language: Spanish (fluent conversation) 3 Lockpicking 13- 3 Mimicry 13- 3 Security Systems 13- 3 Seduction 12- 3 Shadowing 13- 3 Stealth 13- 3 Streetwise 12- 3 Traveler 1 1) AK: Former Soviet Union 11- 1 2) AK: South America 11- 1 3) AK: Southeast Asia 11- 1 4) AK: The Middle East 11- Skills Cost: 77Cost Perk 2 Deep Cover 2 Deep Cover 1 Fringe Benefit: International Driver's License 1 Fringe Benefit: Passport 2 Reputation: Heavy Duty Operator (Espionage World) 11-, +2/+2d6 3 Well-Connected 1 1) Contact: Former Soviet Union Espionage Contact 11- 1 2) Contact: Middle Eastern Espionage Contact 11- 1 3) Contact: South American Espionage Contact 11- 1 4) Contact: Southeast Asian Espionage Contact 11- 3 Fringe Benefit: UNTIL Agent Perks Cost: 18Val Disadvantages 10 Accidental Change: When Wounded 8- (Common) 10 Distinctive Features: Inhuman Natural Form (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 25 Hunted: Former Targets 11- (Mo Pow, NCI, Harshly Punish) 15 Physical Limitation: Requires Special Medical Treatment (Frequently, Greatly Impairing) 15 Psychological Limitation: Catholic (Common, Strong) 15 Psychological Limitation: Greedy and Selfish (Common, Strong) 10 Psychological Limitation: Identity Envy (Uncommon, Strong) 10 Reputation: Dangerous and Untrustworthy, 11- (Extreme; Known Only To KS: Espionage World) 5 Social Limitation: Secret Identity (Occasionally, Minor) 10 Unluck: 2d6 15 Watched: UNTIL 11- (Mo Pow, NCI, Watching) Disadvantage Points: 150Base Points: 200Experience Required: 50Total Experience Available: 50Experience Unspent: 0Total Character Cost: 400 Height: 5' 9" Hair: Red Weight: 125 lbs Eyes: Yellow Appearance: Trasformi can appear as anyone, but in her prefferred natural state she is very attractive woman with deep red hair, piercing yellow eyes, and dark blue skin.Personality: Elisabetta is a devout Catholic, and tries very hard to do the right thing according to her beliefs. She is also, unfortunatey, a very greedy and selfish person. She also tends to be envious of others and their stable identities - she spends so much time as other people she has trouble determing who she is herself.Quote:"Non conoscete chi sono? Sono ogni donna." ("Do you not know who I am? I am every woman.")Background: Elisabetta Rossi was born in Milan in 1981. Her parents were terrified of their new baby, with her dark blue skin and piercing yellow eyes, but they were devout Catholics and considered it a test from God. They did their best to raise her well, but their religious notions left her somewhat emotionally scared - her parents were convined she was of "Diablo", the devil, and she still carries that fear that she is inherently evil. By the time Elisabetta was nine, her powers had begun to manifest. First she could change her eye color, her skin tone, her hair. Soon she was imitating the other children at her school. Her abilities brought her to the attention of the authorities, and she was recruited for espionage duties. She underwent rigorous training as a spy. She excelled in local espionage affairs, and was soon being sent all around the world. Eventually, the Italian government loaned her to UNTIL, and she continues to work for them to this day. Powers/Tactics: Trasformi is a shapeshifter, able to assume any humanoid form, including perfectly duplicating others. She can also use her shapeshifting to duplicate an amazing array of natural abilities, from claws to armor plated skin to extra bulging muscles.Campaign Use: Trasformi is an NPC Spy. She can be used whenever a party needs a bit of help with an espionage mission, or as a love interest, a hostage to be rescued, all sorts of things.
  6. Re: Jet City Champions Campaign Log I shouldn't say this, but Nick is lazy and won't rea dit, but I already have a scene in mind in which Utility tranqs him and locks him in a DOUBLE hardened room witha video monitor. Utility is like "Muwhahhah! Your powers have been nufflified Blink Dog, you'll remain in this ro...hey...HEY! WHERE DID HE GO!?!"
  7. Re: Character Posted: Flesh Gordon
  8. Re: Jet City Champions Campaign Log It would take triple hardened walls to keep him in. Arsenal and the New Rocketman wouldn't go to Stronghold, they'd go to Riker's or Sing Sing or somewhere normal. Lunchmeat Dragon would be funny, but no, that's not happening. Sandwich Wrapper Dragon might happen.
  9. Re: Character Posted: Flesh Gordon Great character...but X3 END Only to Activate? Behold, the power of cheese...
  10. Re: Jet City Champions Campaign Log Oh god. That's evil. And it would totally work.
  11. Re: Jet City Champions Campaign Log Safe Blind Teleport would ensure that BD never blinks into a wall. This ensure that not only will he not blink into a wall, but if he blinks into a room full of gunmen, he'll appear in a spot where he can't be seen or shot. It allows him to see/danger sense the area he's teleporting into and adjust his target as he's coming in. It was really important to Nick that it function this way. Also, that's how they built it in the UNTIL Super Powers Database.
  12. Re: Jet City Champions Campaign Log Episode One: The Strange Quest of the Troll! (September 9th, 2004) It started four days ago with the first siting of the Fremont Troll. Four long, tense days of wondering where it had come from and what it wanted. Finally, it moved. Late Thursday afternoon, the Troll came shambling out of his cave and begun making his way towards the nearest commercial center. It was a beautiful day, and Fremont was busy as usual, and the Troll's appearance on 34th street sent the many shoppers into a panic. A nearby KOMO 4 newschopper caught sight of the troll almost immediately, and KOMO interrupted the Jane Pauley show to bring audiences live, breaking coverage of the mysterious Troll's "rampage" through Fremont. The cameraman cleverly focused on the panicing crowds of pedestrians, and not on the slow moving Troll, who actually seemed to be...strolling? Meanwhile, across the city in Leshi, Washi is enjoying the luxuries of his estate when his manservent interupts his leisure to alert him to the breaking news. Washi responds immediately - he's been eagerly awaiting an opportunity to show off his talents in this new country. Awakening a flock of his sleeping cranes, Washi makes for Fremont carried by the flapping of dozens of tiny paper wings. Several concerned storeowners make calls to the police, calls which are intercepted by UNTIL. Major Moore, understaffed at the small substation, places a call to Blink Dog, sending him into action. Meanwhile, police dispatchers send the call out to all local units - a call that is also picked up by Arsenal's police scanner. Police quickly responded, surrounding the beast and demanding it's immediate surrender. The beast doesn't seem to recognize their guns or uniforms, and simply walks through the police, ignoring them utterly. One officer, panicked at the very thought of a confrontation with the monster, opens fire. The bullets hit the monster with a dull thwacking sound and fall harmlessly to the ground. This provokes a round of fire from the other officers and a flinch from the beast, it puts out it's hand to block the hail of fire and accidentaly drops a handful of change all over the street. It turns to retrieve when Arsenal arrives on the scene, and yells at the officers to hold their fire before they provoke it. Seeing the beast turn and fearing the worst, he quickly launches an oil slick arrow, turning the intersection into a slippery mess - and covering the Troll's only funds with black goo. Washi arrives about now, in time to see the beast turn and growl at the police while bullets bounce off it's chest. He releases his Paper Dragon, and it hurls itself towards the giant, belching forth a cloud of irridescent paper dragonflies that swarm around monster. The giant brushes them aside with hardly any effort, and Washi's Paper Dragon soon finds itself clamped in the Troll's crushing grip. Blink Dog appears next to Arsenal, asking him for an apprasial of the situation. Before the astounded archer can respond, the Dog is already on the otherside of the battlefield. Meanwhile, the mysterious Nebula appears at the end of the street. He simply stands off at a distance, searching the troll's mind for it's mission. Discovering it, he takes aim at Washi's Dragon - not that it's necessary, as the Troll has wadded it up quickly enough. Washi responds by unleashing his Paper Beetle, while Arsenal attempts to insert himself into and break up the growing battle between the overly zealous Washi and the increasingly upset Troll. He yells at Washi, demanding he call off his creations, but the Japanese hero only sneers at him. He knows what he's doing. Blink Dog continues hoping around the battlefield, not willing to get near the obviously bulletproof Troll, but not wanting to miss the fight. He teleports from hero to hero, offering up a running commentary on the fight and their progress. Nebula sends a telepathic message to Washi, assuring him that the Troll means no harm. Washi is so surprised by the communication he doesn't call his Beetle off before the mighty Troll has broken it's jaws. Nebula decides to atke a different tack, and distract the troll. Finding the Troll especially vulnerable to his beguiling abilities, Nebula creates an image of the object of the Troll's quest: a gigantic mound of cat food. The Troll, firmly convinced that cat food has simply appeared, begins moving towards it. His friends, the Cats of the Cave, need cat food, and he must get it for them. Arsenal, noticing the mysterious Nebula for the first time, calls out to him, warning him that the Troll is now moving his way. Nebula reassures him that the situation is well under control, and that the Troll simply seeks food to feed his pet cats, and is subject to an illusion at the moment, while he simulatenously sends peaceful telepathic images and feelings towards the Troll, hoping to calm it down. Hearing this, Blink Dog figures the Troll will most likely get angry when it realizes the food is fake, and teleports to the pet food department of the local Safeway. He then teleports to the front of the line at the checkout, flashing quick smile at the customers he's cut off, before teleporting out again before his cash has even hit the counter. The three heroes escort the Troll back to it's cave. Realzing the others two actually intended to follow the beast into it's dark lair, Washi leaves them with a business card and tells them to contact him shoudl they need his help. Arsenal comments that he might be a jerk, but his help could come in handy - whcih reminds Blink Dog that Major Moore had told him to keep an eye out for potential recruits. Both Nebula and Aresenal seem immediately taken with the idea, and Arsenal is quick to suggest inviting the Troll as well. Considering the power he displayed tearing apart Washi's dragon, he could be a powerful ally, and Nebula claimed he'd seen into the Troll's heart and knew him to be a gentle giant. And so, that's how today, in a dark cat-infested cave, four heroes (and one insufferable snob who wouldn't get his kimono dirty) first formed the Jet City Champions! Next Week: Dragons Over Jet City!
  13. Re: Is this sick or what? HAHAHAHAHAAHAH!!! Oh lord, that made me tear up. Baby armor. Jesus. I hope they were playing HoL or something along those lines, and it wasn't suppossed to be taken seriously. Because in most games, I'd just be like "No really, what's he got on. It's really babies? You're dumb, I'm going home."
  14. Re: Your house rules you do NOT want to see as system rules It should probably have Tracking added to it. And "Affected As Other Sense (Sight)", and maybe even Concentration (because he has to stand there and read the display), and even Gestures (to represent the constant fiddling and fine tuning the scanner requires to get a clear signal) or Requires Hands. I am presuming that someone with mental awareness can see some connection between the target and the mentalist. So, in this case, Utility would "see" a "line" (the mind link) extending from the mentalist's proxy back towars the mentalist himself. While Utility may not be able to see the mentalist, he should be able to track the power back to the source. Unless all Mental Powers are automatically Indirect, which seems unlikely since a mental power can be hindered by a Mental Def Force Wall.
  15. Re: How to kill a PC? My best character death was in a D&D game, where I played a paladin. After this long, hard campaign I finally had this big mano e mano showdown with an antipaladin who was, of course, my match in power. We duked it out for several rounds, and I almost had him down when he scored a critical hit. I looked at the GM and said "Can i get in one last dying shot? Please? I can take him out with one more hit." Dm said okay, one more. I rolled a critical hit. DM looks at my critical hit, and says "Both of your gods have been watching this fight with great interest, and seeing that a victor will son emerge, each has decided to tip his hand." and then went on to describe how my god "gave fire to the righteousness of my cause" and my character literally burst into white hot flame that didn't harm me at all, while his evil god turned his blood into "the blackest boiling poison", and between his poisonous blood pouring into my open wounds, and my righteous flames burning him away, and both of our two handed swords driven entirely through each other, we both collapse on each other, fell to our knees, and died. Just locked in this death struggle. It was freaking awesome. Course, I thought I was going to walk away from that one. But my point being, if you have a hunted, try to arrange for the mutual takeout. That's a cool way to go down.
  16. Re: Your house rules you do NOT want to see as system rules
  17. Re: Jet City Champions Campaign Log Here is Eric's Super-Archer, Arsenal. A little bit Hawkeye, a little bit Moon Knight, and a whole lot of 3d6 RKA in your eye. Arsenal Concept: Weaponmaster (Archer) Player (Creator): Eric (Eric (concept/background) and Ken (point build)) Val Char Cost 15 STR 5 23 DEX 39 18 CON 16 13 BODY 6 13 INT 3 15 EGO 10 18 PRE 8 12 COM 1 7/15 PD 4 8/16 ED 4 5 SPD 17 7 REC 0 36 END 0 30 STUN 0 6" RUN02" SWIM03" LEAP0Characteristics Cost: 113 Cost Power END 32 Bow and Arrows: Multipower, 64-point reserve, (64 Active Points); all slots OAF (-1) 2u 1) Explosive Tipped: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); Cannot Be Used With Archery (-1/2), Beam (-1/4), 12 Charges (-1/4) 2u 2) Acid Spraying Arrow: RKA 1d6, Uncontrolled (+1/2), Penetrating (+1/2), Continuous (+1), Area Of Effect (18" Line; +1); 6 Charges (-3/4), No Range (-1/2) 2u 3) Broadhead Arrow: Killing Attack - Ranged 3d6 (45 Active Points); No Knockback (-1/4), 12 Charges (-1/4) 2u 4) Gluebomb: Entangle 4d6, 4 DEF, Sticky (+1/2) (60 Active Points); Cannot Be Used With Archery (-1/2), Beam (-1/4), 12 Charges (-1/4) 1u 5) Grappling Hook: Swinging 30" (30 Active Points); 3 Recoverable Charges (-3/4) 2u 6) Hammerhead: Energy Blast 12d6, STUN Only (+0), 16 Charges (+0) (60 Active Points); Beam (-1/4), Cannot Be Used With Pin (-1/4) 2u 7) Knock-Out Gas: Energy Blast 4d6, No Normal Defense (+1), Area Of Effect (4" Radius; +1) (60 Active Points); Beam (-1/4), Cannot Be Used With Pin (-1/4), 12 Charges (-1/4) 3u 8) Oil Slick: Change Environment 4" radius, -2 : DCV, -4 DEX Roll and all Skill Rolls based on DEX, -4" of any one mode of Movement, Long-Lasting: 20 Minutes, Multiple Combat Effects (60 Active Points); 12 Charges (-1/4) 2u 9) Piercer: Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); Beam (-1/4), No Knockback (-1/4), 12 Charges (-1/4) 2u 10) Screaming Strobe: Sight and Hearing Groups Flash 5d6, Area Of Effect (12" Line; +1) (60 Active Points); Beam (-1/4), Cannot Be Used With Pin (-1/4), 12 Charges (-1/4) 2u 11) Smokescreen: Darkness to Sight Group 3" radius (6" Line; +0), 8 Continuing Charges lasting 1 Turn each (+0), Uncontrolled (+1/2) (45 Active Points); Beam (-1/4) 1u 12) Sturdy Bow: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3 Rangefinder, all slots OAF (Bow; -1) 4 1) +6 versus Range Modifier for Sight Group (9 Active Points) 1 2) Absolute Range Sense (3 Active Points) Uniform, all slots OIF (Costume; -1/2) 7 1) Anti-Flare Lenses & Sound Reducers: Sight Group Flash Defense (5 points), Hearing Group Flash Defense (5 points) (10 Active Points); OIF (-1/2) 6 2) HUD (Heads Up Display): High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight and Hearing [very common Sense] (-1/2) 16 3) Armor (8 PD/8 ED) (24 Active Points) Powers Cost: 89 Cost Martial Arts Maneuver Archery 4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 3 2) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 5 3) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment 3 4) Pin Shots: 1/2 Phase, -1 OCV, -1 DCV, Range +2, Grab One Limb, 35 STR to Grab 4 5) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR to Disarm 4 6) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls 1 7) Weapon Element: Bows Commando Training 3 1) Punch: 1/2 Phase, +1 OCV, +0 DCV, 7d6 Strike 4 2) Cross Punch: 1/2 Phase, +2 OCV, +0 DCV, 7d6 Strike 4 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 3 4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls 4 5) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 6) Reversal: var Phase, -1 OCV, -2 DCV, 40 STR to Escape; Grab Two Limbs 8 7) +2 HTH Damage Class(es) Martial Arts Cost: 54 Cost Skill 2 +1 OCV with Broadhead Arrow 6 +2 OCV with Basic Shot, Pin Shot, Ranged Disarm 5 +1 with Ranged Combat 3 Fast Draw 14- 2 KS: Miltary Training and Procedures 11- 2 KS: The Mercenary World 11- 3 Linguist 1 1) Language: Afrikaans (fluent conversation) 1 2) Language: Arabic (fluent conversation) 1 3) Language: Berber (basic conversation) 0 4) Language: Hausa (basic conversation) 0 5) Language: Hindustani (basic conversation) 1 6) Language: Sudanese (basic conversation) 1 7) Language: Swahili (fluent conversation) 2 Navigation 12- 3 Paramedics 12- 3 Penalty Skill Levels: +2 vs. Hit Location modifiers with Bows 4 Penalty Skill Levels: +2 vs. Range Modifier with Bows 2 PS: Soldier of Fortune 11- 5 Rapid Attack (Ranged) 8 Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 12- 3 Tactics 12- 3 Teamwork 14- 3 Traveler 1 1) AK: Eastern Africa 11- 1 2) AK: Montanna 11- 1 3) AK: Northern Africa 11- 1 4) AK: Southern Africa 11- 1 5) AK: The Middle East 11- 1 6) AK: Western Africa 11- 2 Weaponsmith 12- Skills Cost: 72 Cost Perk 2 Reputation: Big League Player (Mercenaries) 11-, +2/+2d6 3 Well-Connected 1 1) Contact: Mercenary Contact I 11- 1 2) Contact: Mercenary Contact II 11- 1 3) Contact: Mercenary Contact III 11- 1 4) Contact: Mercenary Contact IV 11- 1 5) Contact: Mercenary Contact V 11- 1 6) Favors (Unspecified Former Clientelle); Activation Roll 11- (-1), Side Effects (Triggers Hunted; -1/2) 3 Fringe Benefit: International Driver's License, Passport, Weapon Permit (where appropriate) Perks Cost: 14 Cost Talent 8 Combat Archery Talents Cost: 8 Total Character Cost: 350 Val Disadvantages 10 Distinctive Features: Military Bearing and Demeanor (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Mechassassin 8- (Mo Pow, Harshly Punish) 15 Hunted: Shadow Company 8- (Mo Pow, Harshly Punish) 15 Psychological Limitation: Always Questions The Morality Of His Own Actions (Common, Strong) 20 Psychological Limitation: Code vs Killing (Common, Total) 10 Psychological Limitation: Private/Hates Public Exposure (Common, Moderate) 15 Psychological Limitation: Seeking Redemption Through Heroic Acts (Common, Strong) 10 Social Limitation: Culturally Unsophsiticated (Frequently, Minor) 15 Social Limitation: Dangerous Secrets (Occasionally, Severe) 20 Social Limitation: Secret Identity (Frequently, Severe) 5 Unluck: 1d6 Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 BACKGROUND: Kyle Renzer grew up in the backwoods of Montana, the child of an ardent survivalist couple. His father insisted that Kyle learn to hunt with the bow and arrow and be able to survive in almost any situation with minimal preparation. From an early age Kyle showed uncanny skill with the bow, and by the time he was in high school he was competing on the national level. His parents had hopes that he might take his talent international and perhaps one day compete in the Olympics. Kyle had other ideas. Though not bad people, his parents were intense, and they drove Kyle toward their goal without considering his wishes. A rebellious streak sparked in Kyle and the day he turned 18 he enlisted in the army hoping to get out from under his parents and also satisfy his wanderlust to see the world. Unfortunately the strict discipline of military life was not what Kyle needed, and though he did get to travel, it was only to certain hotspots in Africa where he saw combat. Being an accomplished hunter, Kyle was often at odds with the tactics of his commanding officers and when a raid on a terrorist camp went wrong due to poor planning by his CO he ditched his unit and went AWOL. Life is not easy for a soldier on the run, and though he could survive in the wilds, Kyle craved the amenities of modern day living and needed money to stay AWOL in comfort. This was when he fell in with a less-than reputable but highly-trained mercenary group operating out of South Africa called Shadow Company. During his five years with Shadow Company, Kyle learned much and encountered many incredible things, including metahuman activity, both within Shadow Company and against their long list of opponents. But through SC he also engaged in some very questionable activities including; the destabilization of small governments, seek and destroy raids on undeserving targets at the behest of nasty but rich clients, political assassinations, and worse. Kyle?s conscious could no longer bear this vocation, but one does not simply quit Shadow Company, so once again, Kyle ditched his employer during a mission, faking his own death during a demolitions mission. Not knowing what else to do with his knowledge and skills, but hoping atone for his past behavior and undo some of the things he had helped set in motion, Kyle once again took up the bow and arrow, this time to fight injustice and save lives. Arsenal was unleashed! PERSONALITY: Arsenal is an odd combination of tactician and hunter. He enjoys combat for the strategy involved but has killed enough living things in his lifetime to where he detests the use of lethal means. He would only resort to lethal tactics as a last resort, and then only to save the life of himself or another. To this end, he sometimes over-plans when often simple and quick action would suffice. He has an affinity for animals and never hunts anymore, unless of course survival required it. He is plagued by guilt for some of the actions of his past and often has nightmares about dead comrades and innocent blood spilt in the sand. He is also very secretive about his identity, bordering on paranoia, due to his status as a still-AWOL soldier, and an ex-member of Shadow Company. QUOTE: "Come on people, get it together! Let's try to act like a team for a change!" POWERS/TACTICS: Arsenal is a weaponmaster with a super bow. He has extensive military training, and his tactics are just that - real, military precise tactical combat strategies. APPEARANCE Hair Color: Brown Eye Color: Blue Height: 6' 1" Weight: 183 lbs Description: Arsenal is slightly over six feet tall and has brown hair and blue eyes. He is muscualr but not overly so, and can pass off his physique as quite normal in regularclothing. His costume consists of a helmet with a broad silver-mirrored goggles, a black and red skein suite, and a maroon cape that swirls about his person.
  18. Re: Help me build the Civic Guard This is an AWESOME idea. Once you get it together, you should make a website. I have two for Seattle. Both are a bit toungue in cheek, but this is a very odd town and it should have appropriately odd heroes. The first is the Fremont Troll, a obscure local landmark brought mysteriously to life. Fremont is one of the artier districts in Seattle, and is know as something of a hippie haven. Also home to the largest Lenin statue in the US. The Fremont Troll Val Char Cost 60 STR 50 17 DEX 21 30 CON 40 30 BODY 40 8 INT -2 10 EGO 0 10 PRE 0 4 COM -3 20 PD 8 10 ED 4 5 SPD 23 20 REC 4 60 END 0 75 STUN 0 16" RUN03" SWIM112" LEAP0Characteristics Cost: 186 Cost Power END 10 Troll: Elemental Control, 20-point powers [Notes: GM Stamp of Approval] 10 1) Armsweep: Naked Modifier on STR, Area Of Effect Nonselective (up to One Hex; +1/4); Can Be Blocked (-1/4) plus Naked Modifier on STR Advantage, Reduced Endurance (0 END; +1/2) 10 2) Nothing That Big Should Move That Fast: Running +10" (16" total) 2 7 3) Big, Scary, And He Knows it: +20 PRE; Only To Make/Resist Fear/Intimidation Presence Attacks (-1/2) 7 4) Long Arms: Stretching 2", Reduced Endurance (0 END; +1/2); Limited Body Parts (Arms; -1/4), No Velocity Damage (-1/4) 11 5) Regeneration: Healing - Regeneration 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 10 6) Rubbery Skin: Physical Damage Reduction, 50% (20 Active Points) 10 7) Tough Skin: Damage Resistance (20 PD/10 ED) (15 Active Points) -15 Like Hitting The Broadside of a Barn: Negative Combat Levels (-3 DCV) -6 Weak Eyes: Negative Skill Levels (-4 PER with Sight Group) ; Conditional Power Power Only Works In Daylight (-1/4) 5 Cave Attuned Senses: Nightvision 5 Big Nose: Tracking with Normal Smell 5 Big Nose: Discriminatory with Normal Smell Powers Cost: 69 Cost Martial Arts Maneuver 3 Smush: 1/2 Phase, +1 OCV, +1 DCV, 12d6 Strike; Target Falls 5 Hammering Blow: 1/2 Phase, +1 OCV, -2 DCV, 16d6 Strike 3 Trollish Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on 5 Legbreaker: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable 3 Steamroller: 1/2 Phase, +0 OCV, -1 DCV, 12d6 +v/5 Strike; You Fall, Target Falls; FMove 5 Chuck Stuff: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike 4 ..and SQUEEZE 'em!: 1/2 Phase, +0 OCV, +0 DCV, 16d6 Crush, Must Follow Grab Martial Arts Cost: 28 Cost Skill 30 +6 with HTH Combat 3 Climbing 12- 3 Stealth 12- 5 Rapid Attack (HTH) Skills Cost: 41 Cost Perk 2 Base 2 Reputation: Famous Landmark (Seattle Residents) 11-, +2/+2d6 Perks Cost: 4 Cost Talent 20 Animal Friendship 2 Trackless Stride Talents Cost: 22 Total Character Cost: 350 Val Disadvantages 15 DNPC: Pet Cats 8- (Incompetent) 15 Distinctive Features: Big and Ugly (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Enraged: When Friends Are Seriously Harmed (Uncommon), go 14-, recover 14- 20 Enraged: When someone harms any cute, fluffy animal - Will attack that person (Uncommon), go 14-, recover 11- 10 Money: Destitute 10 Physical Limitation: Large, Heavy, and Clumsy (Frequently, Slightly Impairing) 20 Psychological Limitation: Loyal To Friends (Very Common, Strong) 10 Psychological Limitation: Obsessed with Cute, Furry Creatures (Common, Moderate) 15 Psychological Limitation: Overly Sensitive - Takes Criticism To Heart (Common, Strong) 10 Social Limitation: Shy (Frequently, Minor) 10 Vulnerability: 2 x Effect Mental Illusions (Uncommon) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Next is King Salmon, a local crimefighter who fighst alongside the waterfont. In addition to having the proportional strength, speed, swimming ability and leap of a salmon (shut up, salmon are cool!), he can turn into a large specimen of the fish and even a GIANT 24 METER LONG SALMON!!!! In his GIANT SALMON form, he can leap from Seattle's waterfront, across the city, and land on the far side in human form. King Salmon Player: NPC Val Char Cost 30/60 STR 20 18 DEX 24 15 CON 10 13/19 BODY 6 11 INT 1 14 EGO 8 18 PRE 8 14 COM 2 7/25 PD 1 4/10 ED 1 4 SPD 12 9 REC 0 60 END 15 40/46 STUN 4 6" RUN010"/20" SWIM-210"/26" LEAP-6Characteristics Cost: 104 Cost Power END 21 Salmon Toughness: Armor (8 PD/6 ED) 8 Salmon Stanima: Life Support (Eating: Character only has to eat once per week; Expanded Breathing; Safe in High Pressure; Sleeping: Character only has to sleep 8 hours per week) 5 Salmon Powers: Elemental Control, 10-point powers 5 1) Swimming +10" (10"/20" total) (10 Active Points) 1 5 2) Leaping +10" (16"/32" forward, 8"/16" upward) (10 Active Points) 1 24 Salmon Form: Shape Shift (Sight , Hearing , Smell/Taste and Touch Groups), Costs END Only To Change Shape (+1/4) (24 Active Points) 2 Salmon Form, all slots Only in Salmon Form (-1/2) 17 1) Salmon Form: Swimming +10" (10"/20" total) (x16 Noncombat) (25 Active Points) 2 17 2) Salmon Form: Leaping +10" (16"/32" forward, 8"/16" upward) (x16 Noncombat) (25 Active Points) 2 30 3) Salmon Form - SNAP!: Killing Attack - Hand-To-Hand 3d6 (5d6 / 6d6 w/STR) (45 Active Points) 4 20 Giant Salmon Form: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 6,387 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide) (30 Active Points); Only in Salmon Form (-1/2) 3 Giant Salmon Form, all slots Only In Giant Salmon Form (-1/2) 10 1) Impenetrable Scales: Armor (10 PD/0 ED) (15 Active Points) 6 2) Megascale Leaping, MegaScale (1" = 1 km; +1/4) (9 Active Points); Only From Out Of Water (-1/2) 3 3) Accurate Leaps: Leaping 0" (16"/32" forward, 8"/16" upward) (Accurate) (5 Active Points); Only From Out Of Water (-1/2) 1 6 4) Megascale Swimming, MegaScale (1" = 1 km; +1/4) (9 Active Points) 15 5) SNAP!: HTH Killing Attack, Area Of Effect (up to One Hex; +1/2) (22 Active Points) Powers Cost: 192 Cost Martial Arts Maneuver 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR / 80 STR for holding on 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 10d6 / 16d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 / 14d6 +v/5, Target Falls 8 +2 HTH Damage Class(es) Martial Arts Cost: 26 Cost Skill 1 Criminology 8- 1 Interrogation 8- 3 Inventor 11- 1 Lipreading 8- 1 Lockpicking 8- 3 Mechanics 11- 3 Shadowing 11- 1 Streetwise 8- 2 Language: Native Language (fluent conversation) 2 CuK: Northwest Native Societies 11- 2 KS: Nooksack Indians 11- 2 SS: Ichthyology (Salmons) 11- 1 TF: Large Motorized Boats 2 PS: Salmon Researcher 11- Skills Cost: 25 Cost Talent 3 Bump Of Direction Talents Cost: 3 Total Character Cost: 350 Val Disadvantages 10 Accidental Change: When Entering Water 8- (Common) 20 Atavism: Assuming Giant Salmon Form (Common), go 11-, recover 11- 20 Dependent NPC: Barbara, wife 8- (Incompetent; Unaware of character's adventuring career/Secret ID) 10 Distinctive Features: Smells Fishy (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Chiawapa the Hunter 8- (Mo Pow, Harshly Punish) 20 Physical Limitation: Fish Form Has No Limbs (Frequently, Fully Impairing) 20 Psychological Limitation: Code of the Hero (Common, Total) 10 Psychological Limitation: Talks About Fish. A Lot. (Common, Moderate) 15 Social Limitation: Secret ID (Frequently, Major) 10 Vulnerability: 2 x STUN Electrical (Uncommon) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  19. Re: Jet City Champions Campaign Log Also, keep this in mind: Original Avengers roster, circa Lee & Kirby: Thor - self-aggrandizing ubermunchkin who flies into multiple rages attacking his own teammates in the first few issues alone. Hank Pym (Ant-Man/Giant-Man): Abusive and condescending towards his girlfriend (Wasp). Iron Man - Portrayed as a coward, constantly conflcited by doubts about his ability to survive (due to heart condition). Wasp - Incompetant bubble head who thinks constantly about cheating on her lover, Hank Pym. Captain America - frequently paralyzed by feelings of inadequacy and failure over his inability to prevent Bucky's death (which, from his POV, happen mere hours before the Avengers found him frozen in ice). Hulk - at the time, a wanted criminal, who betrayed the team within three issues. The second roster, that Cap formed after the original four (thor, Iron Man, Hank Pym, Wasp) quit (aroudn issue 30 I think): Hawkeye - Former criminal and associate of Russian spy Black Widow (it's worth noting that BW had NOT reformed by this point, and Hawkeye NEVER repudiated her). Scarlet Witch - former mutant terrorist associate of master villain Magneto. Quicksilver - former mutant terrorist associate of master villain Magneto. Blink Dog is, as you noted, not very heroic. He had an incredibly hard life, and it left him witha very cynical worldview. Maybe a few years of playing hero will teach him what being a REAL hero is all about? Washi is an elitist and insufferably arrogant prig - how will his worldview change when he has to learn to rely on "lower class" heros like Arsenal (son of backwoods fundamentalists) and Blink Dog (raised in an orphange and on the streets)? Where a character starts from is not anywhere near as important as where you take the character. Nick and I have discussed Blink Dog, not only what powers he wants to gain (aportation, of course), but where the character will go. Nick wants him to find something to believe in, and to become a real boy. I mean a real hero. That's drama! That's what great stories are made of. Just like the New Rocketman (what is his name exactly?) has his drama. Can he ever escape the shadow of his grandfather? Will his straightforward idealistic vision of heroism lead him to greatness, or is it just foolish naivety that will lead him to his destruction?
  20. Re: Jet City Champions Campaign Log He's a big softy at heart, and I trust that other players will be able to keep in line by being really nice and playing on his naivety. I don't want to spoil anything, but the first adventure is definetely going to resemble the first issue of Avengers, where the Hulk joins (after everyone else fights him!). Cuz you know, that's CLASSIC. 14d6/70 Active Points Wtf is that? A gun that only inflcits flesh wounds? Sounds like cheese to me! But I dunno, what's the SFX? I could maybe see a tranq dart (that punctures the skin and injects tranqs) working that way, though I'd think EB NND (Resistant DEF) would work better. Not that that is what you're trying to build. If you want help with the Rocketeer, you can send him to me and I can take a look and see if I can add any spit and polish. I'm pretty handy at making the rules my bitch, and as an added bonus you know anything I do to your character is going to be legal, even if it breaks my own rules.
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