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Moody Loner

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    Moody Loner got a reaction from Koshka in Quote of the Week from my gaming group...   
    Re: Quote of the Week from my gaming group...
     
    Couple of my lines from the last Champions game:
     
    (watching the CF as the group tries to stop a popcorn cart from being stolen, moments after getting my butt whomped trying to take a 1000+ point villain solo):
    "At least when I do something idiotic, it's because of my Psycological Limitations."
     
    (after tracking down who was disrupting the festival by stealing snack vendors' carts):
    "Guys, you'd better get over here. I found the culprit, I'm by myself, and I'm negotiating."
  2. Like
    Moody Loner reacted to steriaca in The New Circle   
    Re: The New Circle
     
    Warning: The Folowing Paragraph Is Writen Up Only In Bizarospeek.
     
    [bizarospeek]Me take away the not Bizaro digital not known as The Homunculus. Me know you no like it. Me know you want not the Homunculus, so me no present it.[/bizarospeek]
     
    Nope...I'm not even going to try to translate what I just wrote above into human speek. Your just going to have to figure it out for yourself.
     
    So, without futher interuptions, The Homunculus.
     
    The Homunculus
     
    Cost Chara Valus Roll Notes
    60 STR 50 21- Lift: 100tons 12d6 [6]
    23 DEX 39 14- OCV: 8 DCV: 8
    30 CON 40 15-
    10 BODY 0 11-
    8 INT -2 11- PRE Roll: 11-
    23 EGO 26 14- ECV: 8
    30 PRE 20 15- PRE Attack: 6d6
    8 COM -1 11-
     
    30 PD 0 Total PD: 30 PD (30 rPD)
    30 ED 15 Total ED: 30 ED (30 rED)
    6 SPD 27 Phases: 2,4,6,8,10,12 (Or, if you prefer a more "bizaro" Homunculuc, phases 1,3,5,7,9, and 11)
    30 REC 24
    60 END 0
    60 STUN 5
     
    Total Charatistic Cost:243
     
    Movement: Running: 6"/12"
    Leaping: 12"/24"
    Flight: 30"/60"
    Megascale Flight: 24km/48km
    Faster-Than-Light Travel: 1,000 LY A Year
    Swiming: 25"/50"
     
    Cost Powers END
    120 Me Do Anything: Variable Power Pool 90 base cost, 45 control cost, Limited Class Of Powers (Brick Tricks Only, -1/2) Var
    120 Me Crush Anyone: Variable Advantage on 60 STR (+1 worth, +2) Var
     
    38 Me Skin Hard As Steal, And Rocks, And Plastic: Damage Resistance on 30 PD, 30 ED, Harden (+1/4)
    19 Me Eyes Shine Like Glass, And Plastic: Flash Defence 15 points, sight sence group, Harden (+1/4)
    19 Me Ears...Me No Know What Thay Made Of: Flash Defence 15 points, hearing sence group, Harden (+1/4)
    19 Me Skin Is Steal, And Rocks, And Plastic: Flash Defence 15 points, touch sence group, Harden (+1/4)
    35 Me Brain Made Of Silly-Con, And Plastic, And...Stuff: Mental Defence 30 points, Harden (+1/4)
     
    60 Me Can Fly: Multipower 60 points
    6u Me Not Fall Down: Flight 30" 6
    6u Me Fly Fast: Flight 24", Megascale (1 hex=1km, +1/4) 4
    3u Me Fly In Space: Faster-Than-Light Travel 1,000 LY/year 3
    2u Me Fly In Sea: Swiming 25" 3
     
    50 Me Survive Anywhere: Life Suport (all)
     
    Cost Skill Roll
    15 Power: Brick Tricks (INT Base): 18-
     
    Total Power Cost: 512
    Total Cost: 755
     
    200+ Disavantages
    20 Distinctive Features: Alchemical Life Form Made To Look Roughtly Like Another Superbeing (Not Concelable, Always Noticed)
    20 Enraged when Confused, Flustered, and/or Bewilded (Common, 11-, 11-)
    20 Hunted by superbeing which he is an indirect copy of (As Powerful, NCI, 11-, Capture)
    20 Hunted by The New Circle (As Powerful, NCI, 11-, Capture)
    20 Hunted by The Black Tryangle (As Powerful, NCI, 14-, Watching, "Babysit")
    20 Psychological Limitation: Childlike Manor, "Much like an overgrown three year old with superpowers" (Common, Total)
    20 Psychological Limitation: Killer, Likes To Break His Toys, And His Playmates (Common, Total)
    20 Psychological Limitation: Sees The Brain and Lucifer as his parents, varie loyal to them both (Common, Total)
    15 Social Limitation: Artifical Life Form Without Any Legal Rights (Frequently, Major)
    30 Susceptibility: To Being Touch By The Pholocipal Stone (Uncommon, Segment, 3d6)
    350 Experence
     
    Background/History: "I don't quite know about this, Lucifer." The Brain looked down upon the vat of alchemical fluids in frount of him. He then tossed a few metal beams into the vat and watch as the fluids turned the metal beams into soup.
     
    "I realy don't cair what you think, Brain. We need some powerful mussel around here, and this alchemical being shall be it." Lucifer then tossed in a few plastic action figures into the mix. Not only would the figures give the alcemical being a human shape, but the plastic should help hold the metal and pieces of stone tossed into the vat together once the chanting starts.
     
    "Why not just make another contract."
     
    "If I made another contract so soon, do you think the Circle will not notice it? Besides, thay would not expect to see us dabbling into alchemisty." Lucifer then tosed into the mix a few hairs he aquiered during a small battel he had a few members of The Black Tryangle stage just to get the hairs. Then, he started to regurgtate his imps. Once the sky of the room was fild with small demonic creatures, he, The Brain, and the imps started to chant the alchemical chant of life.
     
    It took about an hour of chanting, but the materials came back together, swirled, and took a human shape. It reached up and pulled itself from the tank. "Welcome to life, my Homunclcus. You now serve The Black Tryangle till your existance ends."
     
    Quote: "Me want! Give!"
     
    Personality/Modivation: The Homunclcus is basicly an overgrown toddeler with a temper of a three year old, and the strength to destroy whatever bothers him. Beyond seeing The Brain and Lucifer as parents, and wanting to please them, that is about as deep as The Homunclcus is.
     
    Powers/Tactics: The Homunclcus has outragous strength, and the nack of how to use it. Beyond that, his artifical body provides him the ability to survive in extreen conditions, and an amazing resistance to damage. Finaly, the hairs which were tosed into the mix somehow gave him the power of flight.
     
    Beyond the verstility, The Homunclcus has no grasp of tactics. He uses his strength in ways to cause mass destruction. What he does is more instant than anything.
     
    He does have a major weakness. Because of his nature, being touched by The Pholosiper's Stone (also known as The Sorcerer's Stone and The Alchemical Stone) causes him great pain.
     
    Apperance: The Homunclcus has no real "skin" or "costume" (basicly, his skin IS his costume). His body is rather tall, made with pieces of stone and metal and plastic, bauld, and rougthly looks like another superhero (exactly who is up to the GM to decied). He can be mistaken for that hero in the shadows.
     
    Campain Notes: Note that The Homunclcus has no skills excapt one. He is still young, and his mind is basicly a clean slate. If someone can convince him that The Brain and Lucifer Morningstar are bad for him/to him, he might leave The Black Tryangle. But what are the heros going to do with what is basicly a superpowered toddler?
     
    The Homunclcus is not ment to be less powerful, nor ment to be more powerful. If you wish, you can increase or decrease his VVP and Variable Advantages on his Strength.
     
    The Homunclcus does not hunt...he has no real mind for it. Mostly, Lucifer uses him for protection.
     
    Plot Seeds
     
    Take It Outside: The superhero who The Homunclcus was made to repersent learns of it's existance, and decides to destroy the parody of himself in a drag out fight in the middle of the city. This is a bad thing, since The Homunclcus decides to use cars and buildings and people as weapions agenst the hero. Can the hero convince the Homunclcus and the hero to "take it outside"?
     
    Alchemical Stew: Black Tryangle steals some odd chemicals and materials. Once thay got the last of the materials, half the group goes on to steal a Pholosiper's Stone, while the other half mixes the material and have the Homunclcus "absorb" it into him. Will the material make him imune to his only weakness?
     
    Tantrum: Someone has told the Homunclcus that he can't have something. BIG mistake. Now the Homunclcus is haveing a tantrum, much like a three year old. But most three year olds can't rip buildings apart, toss tanker trucks into gass stations, and cause small earthquakes when pounding on the ground. Can the heros get him to stop before people die?
  3. Like
    Moody Loner reacted in The New Circle   
    Re: The New Circle
     
    Introducing the Quarter!
     
    http://www.herogames.com/forums/attachment.php?attachmentid=12194&stc=1>
     
    Goyle
    Val Char Cost Roll Notes
    55 STR 45 20- Lift 51.2tons; 11d6 [5]
    18 DEX 24 13- OCV: 6/DCV: 6
    25 CON 30 14-
    11 BODY 2 11-
    15 INT 5 12- PER Roll 12-
    15 EGO 10 12- ECV: 5
    20 PRE 10 13- PRE Attack: 4d6
    6 COM -2 10-
     
    30 PD 19 Total: 30 PD (18 rPD)
    30 ED 25 Total: 30 ED (18 rED)
    4 SPD 12 Phases: 3, 6, 9, 12
    16 REC 0
    50 END 0
    52 STUN 0 Total Characteristic Cost: 180
     
    Movement: Running: 6"/12"
    Leaping: 11"/22"
    Swimming: 2"/4"
    Tunneling: 1"/2"
     
    Cost Powers END
    18 Body of Stone: Damage Resistance (18 PD/18 ED)
    6 Body of Stone: Knockback Resistance -3"
    30 Brick Tricks: Multipower, 45-point reserve, (45 Active Points); all slots Requires A Skill Roll (-1/2)
    2u 1) Armsweep: Energy Blast 6d6, Area Of Effect (One Hex; +1/2) (45 Active Points); No Range (-1/2), Requires A Skill Roll (-1/2) 4
    3u 2) Every Wall Has A Door: Tunneling 1" through 14 DEF material (44 Active Points); Requires A Skill Roll (-1/2) 4
    1u 3) Hitting For Distance: Hand-To-Hand Attack +3d6, Double Knockback (+3/4) (26 Active Points); Hand-To-Hand Attack (-1/2), OIF (Appropriate Club Of Opportunity; -1/2), Requires A Skill Roll (-1/2) 3
    3u 4) Hyper-Breath-1: Energy Blast 5d6, Double Knockback (+3/4) (44 Active Points); Requires A Skill Roll (-1/2) 4
    1u 5) Thunderclap: Hearing Group Flash 7d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (+1/2) (42 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Requires A Skill Roll (-1/2) 4
    1u 6) Shockwave: Energy Blast 5d6, Limited Power Power loses less than a fourth of its effectiveness (Only Does Knockdown, Not Knockback; +0), Hole In The Middle (+1/4), Explosion (+1/2) (44 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Requires A Skill Roll (-1/2), Only When In Contact With The Ground (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only Effects Targets on the Ground; -1/4) 4
    1u 7) The Big Wrap Up: Entangle 4d6, 4 DEF (40 Active Points); OIF (Appropriate materials of opportunity; -1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Limited Power Power loses about a third of its effectiveness (Defense Depends Upon Materials Used; -1/2), Requires A Skill Roll (-1/2), Side Effects (may cause considerable damage to the environment; -1/4) 4
     
    Perks
    7 Fringe Benefit: Captain, Security Clearance
    5 The Quarter's Base and Vehicle Donation: Vehicles & Bases
    6 Parapsychology Community: Contact, Organization Contact (x3) (6 Active Points) 11-
    6 US Air Force and Victrix: Contact, Organization Contact (x3) (6 Active Points) 11-
    6 NASA: Contact, Organization Contact (x3) (6 Active Points) 11-
    1 Superhuman Paranormal Investigator and Hero: Reputation (A medium-sized group) 11-, +1/+1d6
     
    Skills
    15 +3 with HTH Combat
    3 Strength Tricks: Power 20-
    3 AK: Cape Canaveral 12-
    3 AK: Houston 12-
    3 AK: New Orleans 12-
    3 Combat Piloting 13-
    3 Electronics 12-
    3 Language: Creole (completely fluent)
    4 Language: French (idiomatic)
    3 Mechanics 12-
    3 Navigation (Air, Space) 12-
    3 PS: Astronaut 12-
    3 PS: Chef 12-
    3 PS: Pilot 13-
    3 Scholar
    1 1) KS: Arcane and Occult Lore (2 Active Points) 11-
    2 2) KS: Cajun Cooking (3 Active Points) 12-
    2 3) KS: Creole Cooking (3 Active Points) 12-
    1 4) KS: Cults and Secret Societies (2 Active Points) 11-
    2 5) KS: New Orleans Culture (3 Active Points) 12-
    1 6) KS: Supernatural Creatures (2 Active Points) 11-
    3 Tactics 12-
    3 Teamwork 13-
     
    Total Powers & Skill Cost: 170
    Total Cost: 350
     
    200+ Disadvantages
    25 Dependent NPC: Antoinette Ainley and the Reid children Bobbi and Darrin 11- (Normal; Group DNPC: x4 DNPCs)
    20 Distinctive Features: Body of Stone (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    15 Enraged: When friends or family are harmed (Uncommon), go 11-, recover 11-
    25 Hunted: Comte Saint-Germaine 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    15 Hunted: The Changelings 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    5 Physical Limitation: Body of Stone (weighs 800kg) (Infrequently, Slightly Impairing)
    10 Psychological Limitation: Code vs. Killing (Common, Moderate)
    5 Psychological Limitation: Cranky and Gruff (Uncommon, Moderate)
    15 Psychological Limitation: Devoted to his extended "family" (Common, Strong)
    15 Social Limitation: Public Identity (Graham Benjamin) (Frequently, Major)
     
    Total Disadvantage Points: 150
     
    Background/History: "NASA loves you, Graham... but they don't love that nut Reid," General Crowley said.
     
    "Al... Al..." Graham Benjamin replied, not really wanting to go through this yet again. "You know how crazy the world is. Dix... yeah, he's pretty strange, but we have enough genius pointed at the stars. He's looking at the shadows."
     
    "You're going to kiss your career goodbye if you leave to work with him," Crowley warned.
     
    "Then the hell with my career. Dix is my buddy, and if we have to look like idiots sometimes, then so be it," Graham growled. Crowley flinched at the big former astronaut's momentary anger. Captain Benjamin was known as being fiery, stubborn, and hell on wheels if pushed to hard. But he was also one of the best pilots in the world, a man who'd saved the Space Shuttle Enterprise from a disasterous crash into Houston, Texas only two short years before. And then there was Gulf War 1...
     
    The man was a hero through and through.
     
    "I just wish he had found another pilot crazy enough to go with him into that rip," Crowley grumbled.
     
    "And what? Listen, we have people like Victrix defending us from out there, but there's another 'out there', and the Triangle is just one of those doorways through to that place," Benjamin answered.
     
    Graham only glared. His mind was made up.
     
    #
     
    They weren't supposed to get on that airplane and delve into the Triangle, but Doctor Dixon Reid, Sarah Squall and her little brother Jimmy Squall were willing to take the risk. Dixon was one of the brightest men he ever knew, and his closest friend from high school and college, and someone had to babysit his research assistant and the kid. So Gulf War hero and Space Shuttle astronaut Captain Graham Benjamin took the controls of Dixon's instrument-laden Gulfstream jet and aimed them right into the heart of the storm.
     
    Once through the Rift, a transdimensional portal, Reid's aircraft design proved durable enough to survive the forces that bridged the multiverse... mostly. The frame of the aircraft, wired together with "ligaments" of cold iron, kept the Gulstream together, although fissures throughout the shell of the craft allowed odd energies to seep through. The windshield was incapable of holding back a storm of stony hornets, and instinctively, Graham threw himself in front of the deadly torrent. It felt as if he was on fire as the racing pellets tore through his flesh. Sarah, even as she faded behind a shimmering sheet of strange goo, screamed and tried to shield her friend Graham. A bubble of ectoplasm enveloped not only Graham, but Dixon and Jimmy, and Graham relaxed, the pain in his body fading. Strangely, though, he began to feel heavier, more numb. His mind swirled momentarily, but when the Gulfstream slammed into a small island, the crash had not harmed him, nor any of the others.
     
    He found out why, though. Graham's flesh had been replaced with the odd, rusty-colored stones. His strength was increased exponentially, with little loss of dexterity, but he was no longer physically human. He had turned into some form of monsterous gargoyle.
     
    Dixon and the others had changed as well, but the brilliant parapsychologist quickly appealed to Graham's heroism. He could use his powers to protect humanity while they searched for a means to return him to a semblance of normalcy. A relationship with deaf author, Antoinette Ainley (daughter of one of the Quarter's most persistant enemies) enabled him to adjust his self esteem, and in his new role as Goyle, he is not only still an idol of millions, he's in the fight to save those millions, time and time again.
     
    Personality/Motivation: As courageous and heroic as Graham is, he hides brooding self doubt under a veneer of grim, self-depreciating humor. After a life of military discipline as both a pilot and an astronaut, hanging around with a dysfunctional crew like the Quarter has enabled him to let his hair down, figuratively. Always his own man, and stubbornly adamant about his opinions, he is gruff and argumentative. If it hadn't been for his relationships with Antoinette and the rest of the Quarter, he could quite easily have become a bitter, destructive force after his transformation, but even now, should any of his support structures be stripped away, he has received enough nurturing to keep as a kind and helpful champion.
     
    Views of the rest of the team and other supers:
     
    Professor Tesseract - Graham loves Dixon as a brother, and swiftly got over his resentment of winning Sarah's heart. He bears no ill will towards Dixon for the effects of the Rift on him. If anything, Graham is as protective, if not moreso now that they are superpowered adventurers, because he realizes that Dixon's paranormal curiosity will drag the occult genius into situations where even his remarkable capabilities can't get him out of. Graham often jokes about Dixon's verbosity and intense curiosity, using humor to be the voice of reason for his best pal.
     
    Phantasma - There was a time when Graham was deeply in love with Sarah, and even now he cares for her, although his feelings for her have matured and tempered down to feeling as if she was a substitute for the sister he never had. Sometimes he grates against Sarah's motherly attitude, cracking wise at her admonishments, but when push comes to shove, Sarah can back him down.
     
    Feyfire - Graham grew up as an only child, so he never had to deal with a mischievous younger brother. With Jimmy, he's catching up for lost time, and when not staving off the forces of darkness, and sometimes even then, the young hothead brings out a mischievous immaturity in the big guy. While Jimmy's pranks and sharp remarks often seem to spark Graham's formidable anger, Graham has willingly given his all to protect him.
     
    The New Circle - As a team, Graham has enormous respect for them. They have protected the Earth with the same tenacity as the Quarter, and the two teams have worked together in the past as a true dream team. He works especially well with Legend, although to Legend's chagrin, Goyle jokes that he's the "prettier and more popular" of the two in their team-ups. Graham considers Night Hunter to be an annoying know-it-all, and the Athenian to be pretty, if a little off-putting. Always reminds him that there are worse things than monsterous appearance as the fate.
     
    The Champions - They're a bunch of good guys, although when their paths cross with the Quarter, they usually just end up underfoot. Witchcraft is the only one who can handle the kind of nightmares they regularly encounter, and Phantasma always has to tell Goyle to hold his tongue when referring to Ironclad.
     
    Quote: "I don't care if you're the King of the Underwear, creep. Back off, or I'm gonna throw you a homestyle beating just like my Aunt Daisy used to make, with extra chunks of my rocky foot up yer butt!"
     
    Powers/Tactics: Graham, while not exactly the strongest living man-like creature ever to walk the Earth, is still one of the heavy hitters in the Quarter when it comes to combat. Where Goyle lacks raw, untapped physical might, he makes up with it with resourcefulness, skill, and versatility. He can easily bounce high explosive shells off his rocky hide, lift over 50 tons, and while he's not as light and nimble as Feyfire, he's can be a whirling tornado of fists.
     
    Graham, while not the genius that Dixon is, possesses a canny and cunning mind. He's an accomplished astronaut and pilot, a trained leader, and is the man who organized the Quarter's combat tactics. Opponents assuming that the huge tan-colored lump of stone isn't the sharpest tool in the shed have met their come-uppance when trying to defeat Goyle's awesome might, and slam right into Graham's indominatable spirit and intelligence.
     
    Campaign Use: Goyle is a magically empowered brick with several non-combat abilities which could make him useful in combat. Also, in situations where superheroes might need an ally who is in NASA or has Air Force ties, then Goyle could be a godsend.
     
    To make Goyle more powerful, remove his Requires Skill Roll restriction, or give him a Brick VPP, increase his strength, constitution and defenses, and give him a martial art like wrestling or Brick Tricks.
     
    Plot Seed: A man resembling Graham Benjamin is spotted, engaging in demonic activities with stony creatures identical to Goyle. Have the Quarter finally located Graham's original body, and what is the monsterous force motivating his form? And what on Clancy Street are the stone monstrosities that are running around with it? Can the PC's stop an army of Goyles, literally hell bent on conquering the Earth?
     
    Plot Seed: Victrix disappears into a warp. NASA and the USAF have sent out probes, and the best space-travelling supers on Earth are coming up empty in locating her. Her friend Graham has a suspicion that she's disappeared into another universe, and wants to call in some extra help. Will they find her, or could things be even worse when they track the lost super into the realm of the Changelings.
     
    Plot Seed: Goyle and the Monster are slugging it out in downtown New Orleans. The rest of the Quarter are missing, presumed injured or worse, and Goyle is having trouble containing his traditional supernatural sparring partner. The PC's have their work cut out for them, assisting Goyle in containing the Monster's carnage and rampages, and locating the missing members of the Quarter. Could the Comte St. Germain be behind this
     
    Appearance: Goyle is a hulking six foot tall slab of tan colored stone with a single blue eye in the center of what could be called a head with a rudimentary mouth and blunt, but highly nimble fingers. The stony monstrosity is naked, but no obvious body parts are visible, although Goyle's physical needs are normal. Apparently he has limited shape shifting abilities, enough for his modesty, but to allow for his very human eating, reproductive, and waste removal processes.
     
    Graham Benjamin is a tall, handsome, athletic man with brown hair and brown eyes.
  4. Like
    Moody Loner reacted to OddHat in The New Circle   
    Re: The New CircleThe Mighty Atom! (Golden Age)
    OppenheimerAdam Oppenheimer

    Val Char Cost 25 STR 15 23 DEX 39 23 CON 26 15 BODY 10 18 INT 8 14 EGO 8 20 PRE 10 10 COM 0 11/37 PD 0 11/37 ED 0 5 SPD 17 10 REC 0 46 END 0 40 STUN 0 9" RUN 0 2" SWIM 0 7"/13" LEAP 0 Characteristics Cost: 133
    Cost Power END 6 Quick and Strong: Running +3" (9" total) 1 2 Skilled Athlete: Leaping +2" (7"/13" forward, 3 1/2"/6 1/2" upward) 1 6 You can't slip that by me.: +2 PER with all Sense Groups 0 12 Tough and Lucky: Combat Luck (6 PD/6 ED) 1 Amazing Health: Life Support (Longevity: 200 Years) 0 10 Faith and Will: +5 with Ego Rolls 89 A Lifetime Of Adventure!: Variable Power Pool, 45 base + 44 control cost, Cosmic (+2) (111 Active Points); Limited Class Of Powers Available Limited (Only Super Skills and Martial Arts; -1/2) [Notes: Keep the special effects in mind when choosing powers gained through a Lifetime of Adventure; this is not a Wuxia or Chi power pool. If it is not an ability that an action movie hero might display, or a Super Skill that you would be willing to allow in a Dark Champions campaign, it should not be allowed here. However, the range of powers that is possible within those limits remains vast. If one of the Super Skills listed would cause trouble in your campaign, don't use it.] 0 1) Serpentine!: Desolidification (affected by anything that would bypass Combat Luck) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) Real Cost: 27 [Notes: The Serpentine technique may look strange, but it will allow the user to avoid almost any attack and to escape many bonds.] 4 0 2) It's All In The Reflexes: Missile Deflection (Arrows, Slings, Etc.), Missile Reflection, Reflect At Any Target (40 Active Points) Real Cost: 40 0 0 3) Expert Timing: Hand-To-Hand Attack +9d6 (45 Active Points); Hand-To-Hand Attack (-1/2), By Default Placed Shot Against Living Target Power loses about a fourth of its effectiveness (-1/4) Real Cost: 26 [Notes: This blow represents expert timing and precise placement; it should not be used with placed shots, as it is already hitting a vital location by default. It does not add to Knockback, and should not be used against objects or individuals without Hit Locations.] 4 0 4) Amazing Throwing Skill: Killing Attack - Ranged 3d6 (45 Active Points); Range Based On Strength (-1/4), IIF (Objects of Opportuity; -1/4) Real Cost: 30 [Notes: Even seemingly harmless objects can be thrown with deadly force and accuracy using this skill.] 4 0 5) Fight Through The Pain: Force Field (18 PD/18 ED), Hardened (+1/4) (45 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Takes 1d6 KA after power is deactivated; -1/2) Real Cost: 30 [Notes: Pure willpower is the key to this trick, tensing muscles to hold bones in place and ignoring the pain even as it tries to consume you. After concentration fades, the pain returns.] 4 0 6) Shaking It Off: Healing Standard Healing 4 1/2d6 (45 Active Points); Self Only (-1/2) Real Cost: 30 [Notes: This ability to shake off the effects of many sorts of injury should not be used to repair the internal damage caused by the use of such powers as In The Zone or Fight Through The Pain.] 4 0 7) Impossible Stealth: Invisibility to Sight and Hearing Groups , Reduced Endurance (0 END; +1/2) (37 Active Points); Only When Not Attacking (-1/2) Real Cost: 25 0 0 8) Incredible Insight: Retrocognitive Clairsentience (Sight Group), +2 to PER Roll, Rapid (x10) (45 Active Points); Retrocognition Only (-1) Real Cost: 22 [Notes: This is a form of Sherlock Holmes style Super Detective Work, allowing incredible insights into what happened in a given area in the recent past. If it would interfere with a plotline, apply perception modifiers or simply allow it to fail.] 4 0 9) I've Been In This Situation Before: +7 DEX (21 Active Points); No Figured Characteristics (-1/2) Real Cost: 14 [Notes: A favorite when in combat, this ability represents years of experience against a vast range of foes.] 0 10) Amazing Acrobatic Skill I: Gliding 7", Position Shift, combat acceleration/deceleration (+1/4) (15 Active Points) Real Cost: 15 [Notes: A lifetime of experience has granted Oppenheimer enough skill to leap from an air-plane and still land safely on the ground.] 0 0 11) Amazing Acrobatic Skill II: Leaping +6" (7"/13" forward, 3 1/2"/6 1/2" upward) (Accurate), combat acceleration/deceleration (+1/4) (15 Active Points) Real Cost: 15 1 0 12) I Can Climb Anything: Clinging (normal STR) (10 Active Points) Real Cost: 10 0 0 13) Damn Lucky: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Restrainable (-1/2), Conditional Power Power does not work in Uncommon Circumstances (Must Be Aware Of Attack; -1/4), Nonpersistent (-1/4) Real Cost: 15 [Notes: This skill is often switched off with I've Been In This Situation Before, depending on what is most needed at a given time.] 0 0 14) Burst of Superhuman Strength: +45 STR (45 Active Points); No Figured Characteristics (-1/2), Instant (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Causes 1d6 KA to self; -1/2), Nonpersistent (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Real Strength; -1/4) Real Cost: 15 [Notes: Through use of leverage tricks and deep concentration, a Strongman can accomplish seemingly impossible feats of Strength. However, the price for such an effort is high, and may be paid in torn muscles and snapped tendons. This skill carries the Limit "Real Strength". Real world strong men have snapped thick chains, flipped large cars, pulled trains, and performed amazing feats that looked impossible. This skill should allow all of that, as well as allowing the breaking of holds and escape from bonds. However, it should not allow the strongman to lift aircraft carriers and perform genuinely impossible tasks.] 4 0 15) I Can Spot That Trick: Clairsentience (Sight Group And Detect Magic), Analyze, Discriminatory, Reduced Endurance (1/2 END; +1/4) (44 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to detect evidence of Magic; -1 1/2) Real Cost: 18 [Notes: Long training has allowed the user of this skill to detect evidence of Magic] 1 0 16) Amazing Ventriliquism!: Hearing Group Images 1" radius, +/-5 to PER Rolls, Invisible Power Effects, Source Only (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2) (40 Active Points) Real Cost: 40 0 0 17) In The Zone: Aid SPD 3 1/2d6 (standard effect: 10 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (44 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (1d6 KA after last of SPD fades; -1/2) Real Cost: 29 [Notes: An athlete In The Zone can briefly exceed his body's normal limits, running faster, striking more accurately, pushing harder. Afterwards, the body must pay a price for such exertion.] 0 Powers Cost: 126
    Cost Martial Arts Maneuver Boxing and Wrestling 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Manly Boxing: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike 3 3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on 4 4) Reversal: var Phase, -1 OCV, -2 DCV, 50 STR to Escape; Grab Two Limbs 4 5) Crush: 1/2 Phase, +0 OCV, +0 DCV, 11d6 Crush, Must Follow Grab 8 6) +2 HTH Damage Class(es) Martial Arts Cost: 27
    Cost Skill 3 Scholar 1 1) KS: Arcane and Occult Lore (2 Active Points) 11- 1 2) KS: Cults and Secret Societies (2 Active Points) 11- 1 3) KS: Jewish Theology and Philosophy (2 Active Points) 11- 1 4) KS: Mystic World (2 Active Points) 11- 1 5) KS: Strength Training and Nutrition (2 Active Points) 11- 1 6) KS: Superhuman World (2 Active Points) 11- 1 7) KS: Supernatural Creatures (2 Active Points) 11- 1 8) KS: Western Martial Arts (2 Active Points) 11- 12 +4 with Martial Maneuvers 20 +2 Overall 3 Oratory 13- 2 PS: Performer and Strength Coach 11- 2 PS: Small Business Man 11- 3 Linguist 0 1) Language: English (idiomatic; literate) (5 Active Points) 1 2) Language: German (completely fluent) (3 Active Points) 1 3) Language: Hebrew (fluent conversation; literate) (3 Active Points) 1 4) Language: Russian (basic conversation; literate) (2 Active Points) 1 5) Language: Yiddish (completely fluent) (3 Active Points) Skills Cost: 57
    Cost Perk 5 Money: Well Off [Notes: Income from books, infomercials and merchandise] 2 Reputation: Old-Time Hero, Fitness and Self Help Guru (A medium-sized group) 11-, +2/+2d6 Perks Cost: 7
    Val Disadvantages 10 Reputation: Strange Little Self Help Guru and Old Time Hero, 11- 15 Social Limitation: Public Identity: Adam Oppenheimer (Frequently, Major) 10 Social Limitation: Known Weirdness and Trouble Magnet (Frequently, Minor) 10 Distinctive Features: Short, Extremely Over-Muscled Old Man (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Dependent NPC: Various students and people in need of the week 8- (Normal) [Notes: Oppenheimer tends to fall naturally into the position of grandfather, and his many young students and friends often turn to him for help.] 20 Psychological Limitation: Will Not Kill Humans (Common, Total) 15 Psychological Limitation: Devout Reconstructionist Jew (Common, Strong) 15 Psychological Limitation: Protective of the Innocent, Supports hard Luck Cases so long as they seem to be trying (Very Common, Moderate) 15 Psychological Limitation: Endlessly Optimistic and Encouraging (Very Common, Moderate) 15 Hunted: Watched by the Trismegistus Council 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: The Council has called on Oppenheimer's help many times over the decades.] 15 Hunted: US Government 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: Several factions within the US Government are aware of Oppenheimer's connections to the Mystic World, and have used him as a liason to less law abiding supers.] Disadvantage Points: 150Cost Summary:Base Points:200Disadvantage Points: 150Total Experience Available: 0Total Character Cost: 350Height: 1.62 mHair: GreyWeight: 100.00 kgEyes: BlueAppearance: Oppenheimer is a short, extremely muscular man with short grey hair and a trimmed grey beard. Facially he appears to be in his early sixties, but his physique is that of an athlete in his prime. In combat, he prefers to wear a black wrestler’s singlet. Out of combat, he prefers a conservative and extremely out of style blue wool suit.Personality: Adam Oppenheimer is wise, experienced, and relentlessly optimistic. The intensity of his personality can be enormously charming or deeply disturbing. He has made and lost fortunes, learned and forgotten esoteric skills, and encountered many of the greatest heroes and villains of the age. He knows that true super-humans have an advantage when facing a merely human foe, yet he has also proven many times that experience counts.Quote:“There is nothing you can not do, so long as you have both faith and will.â€Background: The blood red creature drifted in the air, crimson crown upon its head. It grinned as the chanting of the acolytes neared a fever pitch. The sacrifice, limp upon the Alter, found her throat too raw for wailing. 
    The skylight exploded.
     
    A figure dropped amidst the acolytes. Wasting no time, the small man leaped forward, grabbing the sacrifice as he passed and landing lightly across the room. He then bounded up again and fled the way he had come, covering nearly twenty feet in a single extraordinary jump.
     
    The blood drenched thing roared its anger. It flew through the air in pursuit, the acolytes forgotten.
     
    On the roof the short, stout man put the exhausted girl down, whirling to meet his rising foe. The beast snarled as it hovered against starlight. A lance of crimson light struck from the crown towards the small man, and missed.
     
    “You!†The tone of the blood soaked thing was incredulous. “You have no power! No hint of magic! You dare to interfere?!†The beast punctuated this with another burst of blood red light. Again the small man dodged, with the slightest shifting of weight.
     
    The small man tumbled forward towards his hovering foe, stopping just before the shattered skylight and lashing out with a powerful, and accurate, uppercut. The blow landed squarely between the thighs of his target.
     
    The blood drenched creature tumbled back through the air, landing stunned on the rooftop. The small man leaped forward again and let loose a series of brutal jabs and crosses against his stunned foe. Bones hard as metal deformed, flesh hard as stone gave way. The demon that had been a man passed into unconsciousness. The small man wrenched its crown from its head, and then collapsed, shaking. A few seconds later he returned to the side of the girl, carrying the beast over his shoulder.
     
    “Can you walk?â€
     
    The girl looked up into the face of her strange rescuer. The man was old, short and ridiculously over muscled. Grey hair and beard framed a broken nose, large blue eyes, and a wide smile showing uneven yellowed teeth. He was covered in blood and bruises. To the girl, at that moment, he was beautiful.
     
    “How did you do that?â€
     
    The little man grinned widely. “There is nothing in this world you can not do, so long as you have the will.â€
     
    In 1920 Aaron Oppenheimer returned home from World War One to Chicago and to his beloved wife, Elsie. Aaron had fought bravely, but bravery was no defense against mustard gas and machine guns. Aaron would never fully recover from his injuries. His only son was born two years later. Named Adam, the boy was small and sickly, born over a month premature. Doctors told the young parents that the child would not survive. They were wrong.
     
    Adam grew slowly, and was always small. Harassed and sometimes physically attacked over his size, poverty, and ethnicity, Adam saw athletics as his path to acceptance. He boxed, wrestled, and ran. He begged for work from local Physical Culture clubs to learn how to lift weights, and begged again for work with every passing circus and fair to learn what he could from strongmen and acrobats.
     
    When the Great Depression hit the Oppenheimers lost what little they had managed to save, but by that time Adam was already well along his path towards a lifetime’s pursuit of health and fitness. He perfected his own system of weight training and callisthenic exercises, achieving astonishing increases in strength. In his teens Adam was able to make a modest living through bare-knuckles boxing and the earliest form of his Strongman act.
     
    Laughter would give way to shock in theaters and circus tents as the little man bent and unbent horse shoes in his bare hands, smashed bricks with his fists, and lifted cart horses with the use of a specially made harness. He would snatch arrows from the air, dodge bullets, and perform astounding acrobatic stunts. It was at this time that Adam made his first contact with the Mystic World.
     
    Her name was Hellene Zeidner, but her stage name was Arcana. She and her father, The Amazing Arcanum, hid their power in plain sight, performing stage magic to wow the crowds and using real magic to fight the evils that stalked the night. Adam, then 16, loved her at first sight. Her father was happy to accept Adam’s help both on stage and in his battles with the strange cults that haunted Chicago. In that time Adam began to learn methods that allowed even an ordinary man to face the supernatural and emerge triumphant. He also met and trained with several of the great Mystery Men of the time.
     
    The forties saw Adam join the Army, where he was assigned to the European theatre. Despite his great strength and athletic skill, Adam’s size and ethnicity held him back, though he still saw combat. It was a war, and Adam Oppenheimer killed the enemy. His beloved Hellene and her father traveled to Europe as well, hoping to stand against the mystic Evils controlled by the Third Reich. They did not return.
     
    Adam was assigned as an interpreter when the war criminals were tried in 1946 at Nuremberg. The men he interviewed were ordinary. They had been soldiers. One, a barber in civilian life, told Adam of rooms in Maidanek where 2000 human beings could be killed at a time. The rooms had steel doors, and peep holes so that the SS could watch as prisoners died.
     
    Adam knew that he would never willingly take a human life again.
     
    After the war, Adam returned to America and resumed his career both as a strongman and an adventurer. His skills could not match the superhuman abilities of the adventurers that had appeared during the war, but a man can accomplish anything if he has courage, faith and will. He fought mobsters and foreign agents, unrepentant Nazis and strange supernatural monsters, villains of every description. More than once he fought the minions of the Master, a Japanese villain who refused to accept that the war was over. Always, in the background, there was Demon and the Circle of the Scarlet Moon.
     
    The new costumed adventurers were all the rage, and the crowds who came to his strongman and stage magic shows began to fade. Adam did not lose hope, nor did he envy his costumed colleagues in the war against crime. Through shrewd marketing and self promotion Adam sold Oppenheimer’s Secrets of Strength and Fitness, Oppenheimer’s Liniment Rub, Oppenheimer’s Atomic Protein Power Powder, and a dozen other products. The years passed, and Adam devoted the profits from his many business ventures to helping those he could.
     
    In 1955 Adam traveled to New York in pursuit of a rumor. It was said that a sorceress was battling crime in that city, a sorceress who called herself Arcana. He did not find her. Instead, he found a trap, and a cult lead by a mage of true power. The mage struck Adam down, but Adam did not die.
     
    He was found, and healed, by an old Japanese man seeking death. The two spoke. Within a year, the First American Circle was forged.
     
    Adam adventured with that circle of young mages for just over two years, but these young men and women loved the shadows, and Adam had always craved the spotlight. His skills sharpened by his time under the Master’s tutelage, Adam returned to show business, adventuring less over the years. From time to time he would join a group of younger heroes and offer advice and training, but through the next decades Adam Oppenheimer became far better known as a strongman and strength training guru than he had ever been as a crime fighter, and that was, he thought, all to the best. Adam never married.
     
    One year ago, an old Japanese man entered a small gymnasium and health club in Chicago. He spoke with the club’s owner, an old man who had once been a hero. The two men left together.
    Powers/Tactics: Adam Oppenheimer is an absolute master of the strongman’s art, an extraordinary boxer and wrestler, a fine stage magician, and an acrobat in the great tradition of the European circus. Age has barely begun to impede his near-legendary skills. While his magical training has never allowed him to cast true spells, it has allowed him to refine his skills and abilities to a degree to which few humans can begin to aspire. It has also apparently slowed the aging process. 
    Adam will usually move into combat in defensive mode, his Lifetime of Adventure arranged to keep him Damn Lucky, support his Amazing Acrobatic Skills, and guide him with the wisdom that comes from having Been In This Situation Before. Once he is able to assess the situation, he will switch super skills fluidly, and will use Multiple Power Attacks and other tactics to put down single foes as quickly as possible. If Adam is overmatched, he is willing to flee, recover, and return; he will not fight foolishly or make beginner’s mistakes. He will only Fight Through The Pain if facing the most dangerous of foes.
    Campaign Use: Oppenheimer makes a good mentor for a team of young heroes, experienced enough to offer valuable advice and instruction, powerful enough to offer significant support, yet not so powerful as to overshadow the other players. He is also well suited to act as a bridge between the world of traditional Supers and Mystic Heroes, and can serve as a model for mystic martial artists. To make him more effective in his role, add as many skills as you feel he needs, and consider giving him some of his favorite Super-Skills outside of his VPP. To make him less powerful, drop the VPP and replace it with skills and Super Skills. He could also use some contacts and other perks. 
    Plot Seed: A beautiful young sorceress appears in the campaign city, dressed in the fashion of the classic stage magician’s assistants of the 1930s. She calls herself Arcana, and claims that her father is trapped in a hellish alternate world. She speaks of someone called Adam Oppenheimer, and seems shocked to learn that he’s still alive. What’s going on?
     
    Plot Seed: Swift flying saucer-shaped ships have been attacking Anchorage, Alaska. Anchorage’s own team of heroes has already fallen. A photograph shows that the ships are decorated with swastikas, and analysis of the wreckage of one ship shows a strange mix of alien technology and the technology of the 1940s. There is a hero from World War Two who once published a book claiming that the Nazi’s had these sorts of ships. Perhaps he could help?
    If you ever want to read an incredible true story, Google for The Mighty Atom.
  5. Like
    Moody Loner reacted to Trebuchet in Jane's Superhumans   
    Re: Jane's Superhumans
     
    Thought I'd post a couple of the Blackstone's Metahumansâ„¢ writeups we came up with for our character's.
     
    SILHOUETTE
     
    True Identity: Unknown
     
    Classification: Heavy Close Combatant
     
    Base of Operations: Unknown; widely believed to be Europe. Appears worldwide.
     
    Group Affiliation: MidGuard
     
    Threat Level: 4
     
    Offensive Rating: Very High
     
    Defensive Rating: High (Comparable to main battle tank)
     
    Identifying Characteristics: Solid black female form, white hair, glowing white eyes.
     
    Power Description: Extremely strong and durable, Silhouette also possesses the ability to fly at modest speeds of approximately 40 kph. Her form is apparently able to endure virtually any hostile environment including deep underwater and intense radiation, and she can desolidify in order to pass through solid matter. This appears to confirm previous reports that she is able to alter her physical density at will, from totally insubstantial to considerably denser than steel. Her maximum mass appears to exceed 300 metric tons. She has been reliably observed lifting weights of over 150 metric tons. Her general agility level appears to be that of a well trained human, but does not indicate superhuman capabilities. Microanalysis of debris by Dr. Kevin Green of UC Berkeley from fights where Silhouette has been present has shown mild gravitational distortion; leading to speculation her powers may be gravity-based.
     
    Physical Description: Adult female, average build, estimated height 165 cm. No apparent costume.
     
    Tactical Assessment: A formidable and highly capable combatant, Silhouette is the heavy fighter for the world's premier hero team. Her ability to pass through solid walls makes it extremely difficult to successfully deny her entry to any defended position, and she is functionally immune to small arms making it difficult for troops within a building to bring sufficient firepower to bear once she is inside. Use of heavy weaponry against Silhouette is difficult due to her ability to desolidify and proclivity for passing through walls and/or the ground, but constitutes the only realistic likelihood of stopping her.
     
    Psychological Assessment: An objective evaluation of Silhouette is difficult due to her apparent reticience to speak to the press and authorities. While she will reply to direct questions, her short answers to inquiries and general avoidance of publicity may indicate a certain level of insecurity or may simply show a dislike of the press. Considering her apparent central position within MidGuard (In a February 2005 interview, her teammate Elena Yurievna, AKA Zl’f, stated the two were close friends.), it is considered highly improbable Silhouette would go rogue.
     
    Legal Status: No current legal entanglements. MidGuard enjoys friendly relations with most democratic nations.
     
     
    Blackstone's Metahumans™ 2006©
  6. Like
    Moody Loner reacted to Lightray in The New Circle   
    Already did one member of the Trenchcoat Brigade, so here's another:
     
    Valentine
     
    Alternate IDs: Johanna Valentine
     
    Val Char Cost
    10 STR 0
    23 DEX 39
    23 CON 26
    18 BODY 16
    23 INT 13
    23 EGO 26
    30 PRE 20
    20 COM 5
     
    15 PD 4
    15 ED 1
    4 SPD 7
    10 REC 6
    46 END 0
    35 STUN 0
     
    7" RUN 2
    3" SWIM 1
    3" LEAP 1
    Characteristics Cost: 167
     
    Cost Power
    30 Lucky Bastard: Luck 6d6
    18 Hard To Kill: Combat Luck (9 PD/9 ED)
    10 Hard Headed: +10 Mental Defense (15 points total)
    10 Got Her Mojo On: Power Defense (10 points)
    22 She's Got Brass: Naked Advantage on PRE, Variable Advantage (+1/2 Advantages Limited Group of Advantages (Invisible Power Effects, Sticky, Transdimensional, Variable Special Effects; +3/4) (22 Active Points)
    8 Not A Nice Lady: Reputation (A medium-sized group; 14-) +4/+4d6
     
    20 What Did That Book Say About This?: Find Weakness 11- (All Attacks) (30 Active Points); Only Affects Mystic Defenses (-1/2)
    17 I've Got A Bad Feeling About This: Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 14-
    6 Eye For Details: Enhanced Perception (+2 to PER Rolls for All Sense Groups)
    11 What's Going On?: Elemental Control, 22-point powers
    4 1) What Is This?: Detect Magic 14-, Analyze, Discriminatory, Sense (22 Active Points); Extra Time Full Phase (-1/2), Costs Endurance (Costs END Every Phase; -1/2), Requires A Magic Skill Roll (-1/2)
    6 2) That's What I Would Have Done: Retrocognitive Clairsentience (Sight Group) (40 Active Points); Retrocognition Only (-1), No Range (-1/2), Time Modifiers (-1/2), Vague and Unclear (-1/2), Requires A Deduction Skill Roll (-1/2), Gradual Effect (1 Minute; -1/2)
    6 3) That's What I Would Do: Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1), No Range (-1/2), Time Modifiers (-1/2), Vague and Unclear (-1/2), Requires A Deduction Skill Roll (-1/2), Gradual Effect (1 Minute; -1/2)
     
    20 Tricks of the Trade: Variable Power Pool (Magic Pool), 10 base + 10 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (20 Active Points)
    0 1) That's Only An Hour From Here: Teleportation 1", Safe Blind Teleport (+1/4), Megascale (1" = 10,000 km; +1 1/4), Can Be Scaled Down: 1" = 1km (+1/4) (5 Active Points); Gradual Effect (1 Hour; -1 1/4), Must Pass Through Intervening Space (-1/4) Real Cost: 2
    0 2) That's Only 20 Minutes Away: Teleportation 2", Safe Blind Teleport (+1/4), Megascale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) (9 Active Points); Gradual Effect (20 Minutes; -1), Must Pass Through Intervening Space (-1/4) Real Cost: 4
    0 3) I Can Be There In 5: Teleportation 3", Safe Blind Teleport (+1/4), Megascale (1" = 1 km; +1/4) (9 Active Points); Gradual Effect (5 Minutes; -3/4), Must Pass Through Intervening Space (-1/4) Real Cost: 4
    0 4) I Know Just The Guy: Summon 25-point Normal, Expanded Class of Beings (Limited Group; +1/2), Amicable (Loyal; +1/2) (10 Active Points); Arrives Under Own Power (-1/2) Real Cost: 7
    0 5) Do You Smell Patchouli?: Detect A Class Of Things 14-, Discriminatory (10 Active Points); Gradual Effect (1 Turn (Post-Segment 12); -1/4) Real Cost: 8
    0 6) You Know What I Want: Mind Link (One Specific Mind), Invisible Power Effects (Fully Invisible; +1) (10 Active Points); Costs Endurance (Costs END Every Phase; -1/2) Real Cost: 7
    0 7) Not That Tied Up: Extra Limbs , Invisible Power Effects (Fully Invisible; +1) (10 Active Points); Costs Endurance (Costs END Every Phase; -1/2) Real Cost: 7
    0 8) Not That Far Away: Stretching 1", Invisible Power Effects (Fully Invisible; +1) (10 Active Points); Cannot Do Damage (-1/2) Real Cost: 7
    0 9) Smoking Has Its Uses: Sight Group Images (10 Active Points); OAF - cigarette (-1), Set Effect (cigarette smoke images; -1/2) Real Cost: 4
    0 10) I've Got Some Change: Money: Well Off (5 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 4
    0 11) I'll Hide Behind That!: Entangle 0 1/2d6, 0 DEF, Invisible Power Effects (Fully Invisible; +1) (10 Active Points); Only To Form Barriers (-1) Real Cost: 5
    0 12) Find Some Cover!: Tunneling 1" through 1 DEF material, Invisible Power Effects (Fully Invisible; +1) (10 Active Points) Real Cost: 10
     
    5 It's A Gun: Killing Attack - Ranged 1d6 (vs. PD), Required Hands (One-Handed; +0) (15 Active Points); OAF (-1), 2 Clips of 6 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4)
    5 It's A Pen: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD), Required Hands (One-Handed; +0) (10 Active Points); Increased Endurance Cost (2x END; -1/2), IIF (-1/4), Real Weapon (-1/4)
    3 Mirrorshades: Flash Defense (3 points) (Sight Group)
    4 Trenchcoat: Lack Of Weakness (-3) for Normal & Resistant Defenses (6 Active Points); OIF (-1/2)
    Powers Cost: 205
     
    Cost Martial Arts Maneuver
    Dirty Tricks
    4 1) +1 HTH Damage Class(es)
    4 2) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2 1/2d6 NND
    3 3) Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +1d6 +v/5 Strike; You Fall, Target Falls; FMove
    5 4) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +15 STR to take weapon away
    5 5) Pen Stab: 1/2 Phase, -2 OCV, +1 DCV, Weapon +5 DC Strike
    Gun Tricks
    4 1) +1 Ranged Damage Class(es)
    3 2) Defensive Gun Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike +1 DC
    5 3) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +15 STR
    4 4) Quick Gun Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +3 DC
    Martial Arts Cost: 37
     
    Cost Skill
    20 +2 Overall
    10 +2 with PRE Rolls and Skills
    10 Defense Maneuver: I-IV
    5 Cramming
    5 Magic (Power Skill) (INT-based) 15-
    3 Analyze: Magic 14-
    3 Breakfall 14-
    3 Bribery 15-
    3 Bureaucratics 15-
    3 Climbing 14-
    3 Combat Driving 14-
    3 Concealment 14-
    3 Conversation 15-
    3 Deduction 14-
    2 Forgery 14-
    2 Gambling 14-
    3 Interrogation 15-
    3 Lockpicking 14-
    3 Paramedics 14-
    3 Persuasion 15-
    3 Security Systems 14-
    3 Shadowing 14-
    3 Stealth 14-
    3 Streetwise 15-
    2 Survival (Urban) 14-
    3 Tracking 14-
    3 Trading 15-
    2 WF: Common Melee Weapons
    3 Linguist
    1 1) Language: English (imitate dialects; Native)
    1 2) Language: German (basic conversation)
    1 3) Language: Latin (fluent conversation)
    1 4) Language: Greek (fluent conversation)
    3 Scholar
    2 1) KS: The Occult (INT-based) 14-
    2 2) KS: The Occult World (INT-based) 14-
    2 3) KS: Magic (INT-based) 14-
    2 4) KS: Demonology (INT-based) 14-
    Skills Cost: 133
     
    Cost Perk
    3 Anonymity
    3 Well-Connected
    11 1) Contact: "Harmless" Demonic Pacts (Contact has been blackmailed by the character, Contact has: useful Skills or resources), Organization Contact (+2) 14-
    11 2) Contact: The Occult World (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources), Organization Contact (+2) 8-
    5 3) Contact: The Lady In Black (Contact has: very useful Skills or resources, Good relationship with Contact) 12-
    5 4) Contact: The New Circle (Contact has: useful Skills or resources), Organization Contact (+2) 8-
    3 5) Contact: The Master (Contact has: extremely useful Skills or resources) 8-
    3 6) Contact: Nyssa Tarchaniotes (Contact has: useful Skills or resources, Good relationship with Contact) 11-
    Perks Cost: 44
     
    Cost Talent
    1 Environmental Movement (no penalties on/in with keeping cigarette in mouth)
    3 Lightsleep
    5 Lightning Reflexes: +3 DEX to act first with All Actions
    5 Resistance (5 points)
    Talents Cost: 14
     
    Total Character Cost: 600
     
    Pts. Disadvantage
    15 Dependent NPC: current doomed boyfriend 8- (Normal; Unaware of character's adventuring career/Secret ID)
    10 Dependent NPC: Pet Cat 8- (Normal)
    20 Hunted: Cursed With Bad Luck 11- (Mo Pow; Harshly Punish) [Notes: Unluck for Valentine's personal life]
    5 Hunted: Results of "Harmless" Demonic Pacts 8- (Less Pow; Mildly Punish; PC has a Public ID or is otherwise very easy to find)
    10 Hunted: Circle of the Scarlet Moon 8- (As Pow; Harshly Punish)
    10 Hunted: DEMON 8- (As Pow; Harshly Punish)
    0 Hunted: Trismegistus Council 8- (As Pow; Watching)
    15 Psychological Limitation: Hunting "Bad Things" (Common; Strong)
    15 Psychological Limitation: Loyal to Friends, Merciless to Enemies (Common; Strong)
    10 Psychological Limitation: Code Vs. Killing (Common; Moderate)
    10 Psychological Limitation: No Respect For Authority (Common; Moderate)
    15 Reputation: Not A Nice Lady 14- (Known Only To A Small Group (Extreme))
    15 Social Limitation: Weirdness Magnet (Very Frequently; Minor)
     
    Disadvantage Points: 150
    Base Points: 300
    Experience Required: 150
    Total Experience Available: 150
    Experience Unspent: 0
     
    Background/History: Valentine doesn't talk about her history, much. And the ones who know her history... don't talk about it much. She lived a wastrel youth leading to a dissolute life, and had a knack for being in the wrong place at the right time. She picked up magic almost by accident -- after so many encounters with cultists, demonologists, magicians, and weirdos it was inevitable. Unfortunately, she was never very good at it.
     
    Fortunately, she was very good at making people think she was good at it. So, she has survived -- and thrived -- almost on reputation alone. Almost everyone involved in the occult knows of her, and most give her a wide berth. Although she knows the "big players" like the Master and the New Circle, she focuses her attention on the underside of the occult -- the street level forgotten by the big players.
     
    Because of this she has often run afoul of the petty schemes of up-and-coming members of the Circle of the Scarlet Moon and DEMON, or even the small daily temptations of Hell. When it all hits the fan, she's willing to call in the big players and turn the whole mess over to them -- or, sometimes, to show them they're not the only ones who can make a difference...
     
    Personality/Motivation: Bad things happen in Valentine's life on a regular basis, and she's not happy about it. Usually those bad things have their origin in some occult threat, and so she's devoted to putting an end to them. All of them. She knows how important her work is -- if the "big players" were really doing their job, they would have taken care of the occult things that keep messing up her life.
     
    Valentine has an especially bad time keeping boyfriends, not that she's stopped trying. Thankfully, she's been luckier with her cat.
     
    Quote: "Nice robes, Sparky. Does your father know you wear a dress in public?"
     
    Powers/Tactics: 2d6K Quick Gun Shot [*]
    1d6+1K Defensive Gun Shot [*]
    2½d6 NND Low Blow [1]
    3d6K Pen Stab [3]
     
    Campaign Use: Valentine is a good street-level mystic contact for more experienced mystic heroes; she is unlikely to waste her time with "newbies". She is best used as a foil for characters usually interested in more esoteric or cosmic events -- she can remind them that there are real people being affected by the things they deal with.
     
    Because of her caustic personality and focus on using her reputation and presence to get what she wants, players may start regarding Valentine as an adversary instead of a foil. Plot seeds can be used to counteract this.
     
    Plot seed: Valentine has to step in to protect someone normal who is close to the player characters, while they're dealing with bigger events. When they return, she tells them to deal with the situation ("No, no. Don't thank me."). If the characters find dealing with street-level occult more difficult than they thought, Valentine can have been keeping an eye on things, and step in to help out a little ("No, no. Don't thank me.").
     
    Plot seed: The Master still can't figure out if Valentine was one of his more successful students, or one of his more rare failures. Nonetheless, he remains fond of her, and when she needs some help he sends the player characters. While dealing with the lowlife cultists and demon stoolies, they may wonder exactly why the Master likes her.
     
    Plot seed: The pretentious occult dabbler Valentine thought was a Morbane-wannabee turns out to be a member of the Trismegistus Council, ineptly turning to the dark side. Oops. She doesn't want to deal with misled agents of the Trismegistus Council and scheming agents of DEMON at the same time -- so she drops the whole mess in the lap of the player characters.
     
    Appearance: Slight woman, usually wearing a trenchcoat, mirrorshades, and smoking a cigarette. She speaks with a British accent, although it is difficult to tell exactly from what region. Her favorite expression is a sneer, and she is impatient and insulting when annoyed. Which is often.
  7. Like
    Moody Loner got a reaction from zornwil in The New Circle   
    The BafflerAs I threatened...The BafflerPlayer: Moody Loner
    Val Char Cost 40 STR 30 15 DEX 15 25 CON 30 20 BODY 20 8 INT -2 12 EGO 4 10 PRE 0 10 COM 0 20 PD 12 16 ED 11 5 SPD 25 25 REC 24 50 END 0 53 STUN 0 18" RUN42" SWIM08" LEAP0Characteristics Cost: 173Cost Power END 55 Baffling Undetectability: Invisibility to Mystic Group, Mind Scan, Mental Awareness, Detect, Combat Sense and Danger Sense , No Fringe, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (83 Active Points); Always On (-1/2) 0 12 Baffling Resistance: Damage Resistance (15 PD/10 ED) 0 20 Baffling Speed: Running +10" (18" total) 2 Powers Cost: 87Cost Skill 20 +4 with HTH Combat 3 KS: The Underworld (INT-based) 11- 3 KS: Organized Crime (INT-based) 11- 3 KS: Extortion Rackets (INT-based) 11- 1 KS:: Riddles and Clues 8- Skills Cost: 30Val Disadvantages 15 Psych. Lim.: Believes Self Criminal Mastermind (Common, Strong) 25 Psych. Lim.: Must Send Clues to Police/Leave Clues at the Scene (Very Common, Total) 10 Soc. Lim.: Ex-Con (Frequently, Minor) 10 Unluck: 2d6 10 Hunted: Parole Officer 11- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Psychological Limitation: Greedy (Very Common, Moderate) 15 Social Limitation: Honor among Thieves (Frequently, Severe, Not Limiting In Some Cultures) Disadvantage Points: 100Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 290

    Height: 2.00 m Hair: Bald Weight: 100.00 kg Eyes: Brown Appearance: The Baffler is a bald giant of a man wearing a flight cap and goggles, orange pants, and a yellow shirt with a violet question mark in the center. Yes, apparently, he dresses himself.Personality: The Baffler is motivated by his greed, and the desire to be taken seriously as a criminal mastermind. Quote:"The bank will be robbed at four o'clock, and you can tell by my tights that I have no...hey, wait a minute! "Background: See an excellent writeup of the Baffler's history at obscure.dcuguide.com.Powers/Tactics: The Baffler generally acts as an enforcer and thug for higher-powered villains...those that don't mind having their plans leaked (incompetently) to the police, press, and any handy superheroes. Cunning villains would use the Baffler to feed misinformation, if cunning villains hired him in the first place. His immunity to magical detection would be a stunning advantage in a Mystic campaign, if he had any idea he possessed the power.Campaign Use: Generally, the Baffler is a good comedic villain for the players to mock. Go to town with him. Have a friendly six-year-old write his "clues" in crayon to hand out to the players. His immunity to mystical detection will keep him from being easily tracked by Mystic heroes...unless they follow him physically, or get a good relationship with his parole officer. 
    To increase his power, you can give him some Combat Levels, a small Brick Tricks MP, and even increase his Characteristics and defenses to real brick levels. I don't see why you'd need to make him less powerful.
  8. Like
    Moody Loner reacted to nexus in The New Circle   
    Re: The New Circle
     

     
    Thanks for the feedback. Yeah, she is a bit dark. She was supposed to be a possible questionable ally for some occult heroes.
  9. Downvote
    Moody Loner reacted in Jane's Superhumans   
    Re: Jane's Superhumans
     

     
    People with superpowers arguing about the Internet: now that would be unusual.
     
    John Jonzz: I do not understand you species' fascination for mind-destroying drugs.
    Batman: Human beings can be strong and wise, but they can also be weak and stupid. But we try to... um, John, that's not a drug, it's called The World Wide Web. It's... news... sort of.
    John Jonzz: 'Bert is evil'... 'Prison bitch name generator'.... 'Am I hot or not'... it's as if I can actually feel my mind dying.
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