Jump to content

Kaeto

HERO Member
  • Posts

    2,359
  • Joined

  • Last visited

Posts posted by Kaeto

  1. Personally I like the Forever Knight type of vampire. No form changeing powers but a lot of strength and can fly. As far as weaknesses go, sunlight, holy objects (although the lead character learned to withstand holding onto a cross.) .

    And they coud even drink a little wine as long as there was blood mixed in it.

  2. Thank you. I appreciate the help. Sometimes I get these character concepts. And I end up not making them true to concept, unless somebody out side of the process points out where I'm going wrong.

    :cool:

  3. Like this?

     

    Coyote

     

    Player: Jim

     

    Val Char Cost
    15 STR 5
    26 DEX 48
    20 CON 20
    18 BODY 16
    13 INT 3
    26 EGO 32
    10 PRE 0
    20 COM 5
    5/25 PD 2
    5/25 ED 1
    5 SPD 14
    10 REC 6
    43 END 2
    36 STUN 0
    6" RUN02" SWIM03" LEAP0Characteristics Cost: 154

     

    Cost Power END
    28 Mystic Armband: Force Field (20 PD / 20 ED), Invisible Power Effects (Sight Group, Normal Hearing; +3/4) (70 Active Points); IAF Expendable (Extremely Difficult to obtain new Focus; -1 1/2) (added to Secondary Value) 7
    10 Invisibility to Sight Group (20 Active Points); Only When Not Attacking (-1/2), Requires A Skill Roll (-1/2) 2
    22 Coyote Form: Shapeshift (Sight Group; Additional Sense Group: Hearing Group, Additional Sense Group: Radio Group, Additional Sense Group: Smell/Taste Group, Additional Sense Group: Touch Group) 2
    30 Shrinking (0.203 m tall, 0.102 m wide, 0.0930 kg mass, +9" KB, +6 DCV, -6 PER Rolls to perceive character) [Notes: Ht: 8" Wt: .2 lbs] 3
    5 +5 Mental Defense (10 points total)
    47 Coyote Fun: Multipower, 70-point reserve, all slots: (70 Active Points); Requires A Skill Roll (-1/2)
    4u 1) Coyote's Confusion: Transform 3d6 (Major), Variable Special Effects (Any SFX; +1/2) (67 Active Points) 7
    2u 2) Coyote's Deluisions: Mental Illusions 10d6 (50 Active Points); IAF (Peyote Dust) (-1/2), Stops Working If Mentalist Is Stunned (-1/2) 5
    3u 3) Coyote Claws: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance (0 END; +1/2) (45 Active Points)
    2u 4) Coyote paws: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2)
    4u 5) Tricks & Traps: Sight Group Images (+/-9 to PER Roll, Additional Sense Group: Hearing Group, Additional Sense Group: Smell/Taste Group, Additional Sense Group: Touch Group), x2" Radius (+1/4) (65 Active Points) 6
    5u 6) Coyote's Trickery: Mind Control 11d6, Telepathic (+1/4) (69 Active Points) 7
    5u 7) Telepathy 14d6 (70 Active Points) 7
    Powers Cost: 167

     

     

    Cost Skill
    15 Power (EGO-based) 20-
    3 Computer Programming 12-
    3 Systems Operation 12-
    3 Electronics 12-
    5 PS: Computer Technician 14-
    0 Language: Potawatomi: Idiomatic, native accent (Custom Adder) [Notes: Native Language]
    0 Acting 8-
    0 AK: Native Country 8-
    0 Climbing 8-
    0 Concealment 8-
    0 Conversation 8-
    0 Deduction 8-
    0 Language: English: Idiomatic, native accent (Custom Adder) [Notes: Native Language]
    0 Paramedics 8-
    0 Persuasion 8-
    0 PS: Play Electric Guitar 8-
    0 Shadowing 8-
    0 Stealth 8-
    Skills Cost: 29

     

     

     

     

    Total Character Cost: 350

     

    Val Disadvantages
    15 Social Limitation: Secret Identity, Frequently (11-), Major
    20 Psychological Limitation: Code Versus Killing, Common, Total
    15 Psychological Limitation: In Love With: John Reid II, Common, Strong
    15 Psychological Limitation: Prankster, Common, Strong
    15 Psychological Limitation: Liar, Common, Strong
    15 Psychological Limitation: Honorable, Common, Strong
    20 Hunted: Viper, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
    20 Hunted: Demon, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
    10 Hunted: Primus, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence
    5 Hunted: Beaureau of Indian Affairs, As Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

  4. Coyote

     

    Player: Jim

     

    Val Char Cost
    15 STR 5
    26 DEX 48
    20 CON 20
    18 BODY 16
    13 INT 3
    26 EGO 32
    10 PRE 0
    20 COM 5
    5/25 PD 2
    5/25 ED 1
    5 SPD 14
    10 REC 6
    43 END 2
    34 STUN -2
    6" RUN02" SWIM03" LEAP0Characteristics Cost: 152

     

    Cost Power END
    27 Mystic Armband: Force Field (20 PD / 20 ED) (40 Active Points); OIF (-1/2) (added to Secondary Value) 4
    10 Invisibility to Sight Group (20 Active Points); Only When Not Attacking (-1/2), Requires A Skill Roll (-1/2) 2
    22 Coyote Form: Shapeshift (Sight Group; Additional Sense Group: Hearing Group, Additional Sense Group: Radio Group, Additional Sense Group: Smell/Taste Group, Additional Sense Group: Touch Group) 2
    30 Shrinking (0.203 m tall, 0.102 m wide, 0.0930 kg mass, +9" KB, +6 DCV, -6 PER Rolls to perceive character) [Notes: Ht: 8" Wt: .2 lbs] 3
    5 +5 Mental Defense (10 points total)
    47 Coyote Fun: Multipower, 70-point reserve, all slots: (70 Active Points); Requires A Skill Roll (-1/2)
    4u 1) Coyote's Confusion: Transform 3d6 (Major), Variable Special Effects (Any SFX; +1/2) (67 Active Points) 7
    4u 2) Mystic Bolt: Energy Blast 12d6 (vs. ED) (60 Active Points) 6
    5u 3) Mind Assault: Ego Attack 7d6 (70 Active Points) 7
    4u 4) Tricks & Traps: Sight Group Images (+/-9 to PER Roll, Additional Sense Group: Hearing Group, Additional Sense Group: Smell/Taste Group, Additional Sense Group: Touch Group), x2" Radius (+1/4) (65 Active Points) 6
    5u 5) Coyote's Trickery: Mind Control 11d6, Telepathic (+1/4) (69 Active Points) 7
    5u 6) Telepathy 14d6 (70 Active Points) 7
    Powers Cost: 168

     

     

    Cost Skill
    15 Power (EGO-based) 20-
    3 Computer Programming 12-
    3 Systems Operation 12-
    3 Electronics 12-
    6 PS: Computer Technician 15-
    0 Language: Potawatomi: Idiomatic, native accent (Custom Adder) [Notes: Native Language]
    0 Acting 8-
    0 AK: Native Country 8-
    0 Climbing 8-
    0 Concealment 8-
    0 Conversation 8-
    0 Deduction 8-
    0 Language: English: Idiomatic, native accent (Custom Adder) [Notes: Native Language]
    0 Paramedics 8-
    0 Persuasion 8-
    0 PS: Play Electric Guitar 8-
    0 Shadowing 8-
    0 Stealth 8-
    Skills Cost: 30

     

     

     

     

    Total Character Cost: 350

     

    Val Disadvantages
    15 Social Limitation: Secret Identity, Frequently (11-), Major
    20 Psychological Limitation: Code Versus Killing, Common, Total
    15 Psychological Limitation: In Love With: John Reid II, Common, Strong
    15 Psychological Limitation: Prankster, Common, Strong
    15 Psychological Limitation: Wisecracker, Common, Strong
    15 Psychological Limitation: Honorable, Common, Strong
    20 Hunted: Viper, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
    20 Hunted: Demon, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
    10 Hunted: Primus, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence
    5 Hunted: Beaureau of Indian Affairs, As Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    She is the direct decendant of a Potawatomi indian who wasthe frien of a former Texas Ranger who fought evil in the old west.

    She still has a keepsake thatfrom her ancestors friend she wears as a pendant, a silver bullet.

    Her life until she found the armlet was normal for a girl on the reservation. Then while exploring a cave she found a gold and emerald armlet that she thought was pretty so she cleaned it up and put it on, and then she felt herself filled with the spirit of Coyote the Trickster. This granted her powers that she decided to use to fight evil, and have some fun while doing it.

  5. Here's another one of mine.

     

    This is Aquarius.

    She can turn into water, control it, use it to add to her size, and of course use it as a blast.

     

    One time her team was fighting beside a sewage treatment plant so using he control of water hit the villians with a 'sludge hammer'. :eek:

×
×
  • Create New...