Jump to content

Moody Loner

HERO Member
  • Posts

    132
  • Joined

  • Last visited

Everything posted by Moody Loner

  1. Re: The New Circle My Gren Arrow homage is taking longer than I thought, sorry. Looking up Inuit mysticism, there's an idea that a talisman gains magical power the farther it's travelled that I want to run with...
  2. Re: An odd question Okay, reading this thread, I'd like to modify my answer. First, I'm going to find the secret NPC fountain of experience points and DRINK IT ALL! If anyone's gonna be 2000 points, it's gonna be me. Then, on with the power abuse!
  3. Re: The New Circle I'll get to work on a Green Arrow version; I have Gadgets and Gear and I've been meaning to do an archer. I've got a lot going on right now, so it might take me some time. Tomorrow, maybe the day after. If anyone else jumps in with one, I won't pout. Much.
  4. Re: The New Circle Good character. Hope he gets to do something besides crowd control
  5. Re: An odd question The major difference between me now and me in my late teens/early 20's is that now I know that I'd abuse the power, especially 700-800 points worth. Young me probably wouldn't see changing the world as abuse.
  6. Re: (somehow) realistic Secret IDs Cut to Superdude's secret hideout, with the TV news reporting the end of Dan Rather's career, and Kobe Bryant wiping off the white makeup and laughing...
  7. Re: Need help with time powers. Extra-Dimensional Movement, Usable As Attack.
  8. Re: Did anyone ever write-up the DC Impact comic characters? If I can find my "Bob Phantom" character sheet, I'll post him No promises though, I've so far been unable to find all my old Champions characters.
  9. Re: Classing Naming: (this) and (that) Sick & Tired
  10. Re: The New Circle Okay, updated Cold Iron and revised the .hdc.
  11. Re: i feel humiliated Particularly when the poison is found in the possession of one of the heroes. Picking the one that talked the most smack about beating Dr. Destroyer is entirely up to you. Dr. Destroyer, of course, faked his own death (with a clone and his third-best battlesuit) to get some breathing room for his next plan. Setting up a hero to go to prison for the murder of Dr. Destroyer might appeal to his sense of humour.
  12. Re: The New Circle I like to think I would have thought of that eventually. Revision time!
  13. Cold IronAs I alluded to earlier, here's Cold Iron:Cold IronPlayer: Moody Loner Val Char Cost 15/50 STR 5 15/20 DEX 15 15 CON 10 12 BODY 4 25 INT 15 20 EGO 20 15 PRE 5 10 COM 0 3/19 PD 0 3/19 ED 0 4/5 SPD 15 10 REC 8 30 END 0 30 STUN 2 6" RUN02" SWIM03"/10" LEAP0Characteristics Cost: 99Cost Power END 233 Cold Iron Structure: Suppress Magic/Mystic special effect 10d6 (standard effect: 30 points), all Magic/Mystic powers simultaneously (+2), Personal Immunity (+1/4), MegaScale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), AOE (One Hex; +1/2), Continuous (+1), Mobile (+1) (350 Active Points); OIF (-1/2) 0 32 Cold Iron Armor: Armor (16 PD/16 ED) (48 Active Points); OIF (-1/2) 0 22 Sorcerous Battery: Endurance Reserve (100 END, 15 REC) Reserve: (25 Active Points); OIF (-1/2) 0 17 Rune of Might: +35 STR (35 Active Points); OIF (-1/2), No Figured Characteristics (-1/2) (uses END Reserve) 3 8 Rune of Valor: +5 DEX (15 Active Points); OIF (-1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) 1 75 Rune Magic : Variable Power Pool (Magic Pool), 60 base + 15 control cost, (90 Active Points); Requires A Skill: Rune Magic Roll (-1/2); all slots OIF (-1/2) 0 1) Rune of Binding: Entangle 5d6, 5 DEF (50 Active Points); OIF (-1/2), Cannot Form Barriers (-1/4) (uses END Reserve) Real Cost: 28 5 0 2) Rune of the Eagle: Flight 18", x8 Noncombat, Reduced Endurance (1/2 END; +1/4) (57 Active Points); OIF (-1/2) (uses END Reserve) Real Cost: 38 2 0 3) Rune of the Angel: (Total: 53 Active Cost, 26 Real Cost) +20 PRE (20 Active Points); OIF (-1/2) (Real Cost: 13) plus Sight and Mystic Groups Images 1" radius, +/-6 to PER Rolls (33 Active Points); Only To Create Light (-1), OIF (-1/2) (uses END Reserve) (Real Cost: 13) Real Cost: 26 3 0 4) Rune of the Assassin: HKA 3d6 (4d6 / 6d6 w/STR) (vs. ED) (45 Active Points); OIF (-1/2) (uses END Reserve) Real Cost: 30 4 0 5) Rune of Darkness: CE 32" radius, -7 to Sight Group PER Rolls (48 Active Points); OIF (-1/2) (uses END Reserve) Real Cost: 32 5 0 6) Rune of Despair: Ego Attack 6d6 (60 Active Points); OIF (-1/2) (uses END Reserve) Real Cost: 40 6 0 7) Rune of the Unfettered Mind: Telepathy 12d6 (Human class of minds) (60 Active Points); OIF (-1/2) (uses END Reserve) Real Cost: 40 6 0 8) Rune of the Stag: Running 20", x4 Noncombat (45 Active Points); OIF (-1/2) (uses END Reserve) Real Cost: 30 4 0 9) Rune of the Mystic Hand: TK (30 STR), Reduced Endurance (1/2 END; +1/4) (56 Active Points); OIF (-1/2) (uses END Reserve) Real Cost: 37 2 0 10) Rune of the Mystic Eye: (Total: 34 Active Cost, 23 Real Cost) +5 PER with Sight Group (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Nightvision, Discriminatory, Analyze (15 Active Points); OIF (-1/2) (Real Cost: 10) plus +6 versus Range Modifier for Sight Group (9 Active Points); OIF (-1/2) (Real Cost: 6) Real Cost: 23 0 11 Cold Iron Combat Augmentation Gauntlets: HA +5d6+1 (27 Active Points); HA (-1/2), OIF (-1/2), Side Effects: -2 to DEX checks involving fine manipulation, Side Effect occurs automatically whenever Power is used (-1/2) (uses END Reserve) 3 7 Combat Speed Augmentation: +1 SPD (10 Active Points); OIF (-1/2) 18 Cold Iron Blade Shooter: RKA 1 1/2d6 (vs. ED), Autofire (3 shots; +1/4), 32 Charges (+1/4) (37 Active Points); OIF (-1/2), Costs END (-1/2) (uses END Reserve) 4 Powers Cost: 423Cost Skill 24 +3 with All Combat 15 +3 with Multipower 6 KS: Style Of Magic: Magic Suppression (INT-based) 17- 6 KS: Style Of Magic: Runic Magic (INT-based) 17- 4 KS: Mystic/Magic World (Enemies) (INT-based) 15- 4 SS: Weapons System Engineering (INT-based) 15- 3 SS: Battlesuit Engineering and Design (INT-based) 14- 3 Inventor 14- 3 Mechanics 14- 0 AK: Campaign City 8- 0 Acting 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 0 Native Language: English (idiomatic; Literate) (4 Active Points) 0 PS: Engineer (Everyman Skill) 11- 0 Paramedics 8- 0 Persuasion 8- 0 Shadowing 8- 0 Stealth 8- 0 TF: Small Motorized Ground Vehicles Skills Cost: 68Cost Perk 10 Money: Wealthy Perks Cost: 10Val Disadvantages 10 Physical Limitation: Cannot Leap while in Power Armor (Infrequently, Greatly Impairing) 15 Hunted: the Shogun 11- (As Pow, Harshly Punish) 5 DF: Mystic Power Sink (Concealable by taking off armor; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Physical Limitation: Alcoholic (Frequently, Slightly Impairing) 20 Physical Limitation: Emotionally Crippled (All the Time, Greatly Impairing) 15 Social Limitation: Secret Identity Frequently (11-), Major 15 Psych. Lim.: Must Protect Humanity from Mystic Threats (Common, Strong) 15 Psych. Lim.: Aggressively Fights Mystic Enemies (Common, Strong) 5 Psych. Lim.: Dislikes Mystic Races (Uncommon, Moderate) 15 Psych. Lim.: Blames Mystic Forces for Parents' Deaths (Common, Strong) 15 Enraged: When Innocents Endangered by Magical Threats (Common), go 11-, recover 14- 10 Reputation: Mystic Power Sink, 14- (Known Only To A Small Group: Mystic World) Disadvantage Points: 150Base Points: 400Experience Required: 50Total Experience Available: 50Experience Unspent: 0Total Character Cost: 600 Height: 1.81 m Hair: Red Weight: 82.00 kg Eyes: Blue Appearance: Personality: Clark is emotionally scarred from the loss of his parents, and channels his rage and grief into action. Whereas a lesser man would have turned to evil, Clark vowed that no family would suffer the loss of a loved one to the dark forces of the supernatural due to his inaction, and has made good on that vow on several occasions.Quote:"Redcaps. Heh. Don't worry, ma'am, I'll get your child back."Background: When his parents died in an automobile accident, young Clark Campbell, a promising engineer, believed that malign mystic influences were somehow involved.Perhaps he was unable to blame his father's alcoholism, as he was grappling with the same disease himself. Perhaps he found clues that the investigating officers and coroner somehow missed. Nevertheless, Campbell has devoted his life to protecting innocents from supernatural forces, that no one else may suffer as he did. He threw himself into his studies, becoming an expert in powered armor and weapons design (some of which are used by UNTIL) before turning his attention to the mystic arts. Clark Campbell may be one of the world's premier experts on antimagic and magical suppression, and is expert in using many cultures' rune and written magics as well. Using his technological expertise and magical knowledge, he discovered ways to enhance the natural magic-dampening properties of cold iron, and incorporate them into a rune magic powered battlesuit, deciding that a technological suit would be too vulnerable to magical and technological disruption. Powers/Tactics: Clark is a tenacious, aggressive fighter. He's well aware that mystic opponents will be able to detect his presence by sensing the magic suppression field of the armor, and he is not above researching tough opponents and scribing runes into the armor specifically to deal with them. Large numbers of weak opponents will get an area-effect Rune or a few sprays of cold iron blades, while tougher opponents get those attacks to soften them up before getting pummeled with cold iron gauntlets.Campaign Use: Cold Iron should be devastating against mystic opponents vulnerable to, well, cold iron. His rune magic provides some unpredictability, however, and although he hates magical threats and aggressively attacks them, his scientist's mind knows the value of research and preperation, making him a daunting opponent for a magical-based villain. Although his magical suppression field knows neither friend nor foe, he shares goals with the Circle and the Quarter, and may be consulted by them in his Secret ID as an expert on antimagic and magical runes. Additionally, his powered armor designs are in use by law enforcement, including UNTIL, and he may be a Contact for a technologically-based hero or group as well. Campaign Seed: Campbell discovers that several technological villains are using designs stolen from his work, and hunts them down one by one to reclaim his property. Villains used to fighting technological foes are in for a nasty surprise, while heroes may be wondering why Cold Iron has gone rogue or even if someone has stolen the suit. Campaign Seed: Cold Iron's nemesis, the Daimyo, has obtained a mystic artifact of great power, and Cold Iron approaches the heroes for help. Will they be able to assist him with his armor weakening their mystic powers as well as his enemy's? I didn't intend him to be this high a point level. Can't imagine why. It's not like the suppression field is, you know, expensive or anything.Once I've rested my mind a little, I'll make slots for the rune magic VPP. Generally, they're runes inscribed on the armor that draw mystic power from the suit's battery.Yeah, he's got END problems. Yeah, his armor's a little light for my taste, too, although I tend to over-defense my characters.[EDIT] Added some of Lightray's suggestions, namely improved his DEX a little and redid the Suppression field with MegaScale [EDIT AGAIN] Did up some slots in the VPP. Realized that it can take the place of all the systems a technological suit has that I didn't put in. Frightened myself. Seiously, though, I intended Cold Iron as an NPC for the higher-end Circle, but he should be able to fit anything from deus ex machina to misunderstood villain to major threat in the campaign, depending.
  14. Re: The New Circle Finally, FINALLY got Gadgets and Gear, and redid Tao with the book version shield, rather than my half-remembered version. Took the "Restrainable" suggestion. Here is the updated version. I updated the .hdc too. I'll do the high-point version later. If inspiration strikes, I might do some more background for Tao as well, but right now I'm thinking of doing something with cold iron...
  15. Re: What was you most powerful Attack vs. Supervillian???
  16. Re: The New Circle Can't add anything but agreeing with OddHat. Well done!
  17. Re: Sex and the Single Superhuman Yeah, I knew I was going to hear about that.
  18. Re: The Invisibles Writeups Please?
  19. Re: The New Circle Can't rep you for the evil lich robot right now. As far as the Aura of Evil thing, I agree that it should be re-examined. Not that babies don't cry and cats hiss at him as he goes by, but c'mon, he's a three and a half meter iron monstrosity. I'm not sure Aura of Evil is a disadvantage...what, he can't get a date? But either way is good. Very interesting villain.
  20. Re: Redid Moody Loner: Now even more abusive Might have to dig up or redo artwork for my old characters when I redo them. If I find the time. God, I thought unemployment was the very definition of free time Not that I want to get into a cheesecake competition with Chris. That I do not.
  21. Re: Sex and the Single Superhuman Actually, I was talking about my wife
  22. Re: Sex and the Single Superhuman Hahahah. What a merry jest! Wait a minute...she's been staying up all night...sleeping in...and I keep finding tights in the laundry... Naah.
  23. Re: Show me the PC Well, if I can find the time to grapple with HD, maybe I'll redo some of my old characters for 5th edition and post them. Or some of you'all out there can post yours. Your choice
  24. Re: The New Circle What he said.
×
×
  • Create New...