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starblaze

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Everything posted by starblaze

  1. Sirloin steak for a $1.50?
  2. Leaping Lizard by Solarblast, on Flickr
  3. Knight Owl by Solarblast, on Flickr
  4. shadowcat by Solarblast, on Flickr
  5. Saladin the Great by Solarblast, on Flickr
  6. fletcher by Solarblast, on Flickr
  7. Especially if they are Wonder Woman
  8. Here is the last Crimebusters the leader of the group Shadowcat Jennifer Hamilton VAL CHA Cost Roll Notes 15 STR 5 12- HTH Damage 3d6 END [1] 24 DEX 28 14- 18 CON 8 13- 15 INT 5 12- PER Roll 12-/14- 23 EGO 13 14- 15 PRE 5 12- PRE Attack: 3d6 8 OCV 25 8 DCV 25 8 OMCV 15 8 DMCV 15 5 SPD 30 Phases: 3, 5, 8, 10, 12 15 PD 8 15 PD (5 rPD) 15 ED 8 15 ED (5 rED) 10 REC 6 36 END 4 11 BODY 1 30 STUN 5 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 2 8m/16m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 208 Cost Powers 22 Rapier: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1) - END=0 15 Darkness Bombs: Darkness to Sight Group 6m radius (30 Active Points); IAF (-1/2), 4 Continuing Charges lasting 1 Turn each (-1/2) - END=[4 cc] Eye Shields, all slots IIF (-1/4) - END= 3 1) +2 PER with Sight Group (4 Active Points); IIF (-1/4) - END=0 4 2) Infrared Perception (Sight Group) (5 Active Points); IIF (-1/4) - END=0 Tights, all slots OIF (-1/2) - END= 5 1) +5 PD, Resistant (+1/2) (7 Active Points); OIF (-1/2) - END= 5 2) +5 ED, Resistant (+1/2) (7 Active Points); OIF (-1/2) - END= Powers Total: 54 Cost Martial Arts Fencing and Savate 4 1) Fleche: 1/2 Phase, +2 OCV, -2 DCV, 3d6 +v/10; FMove 4 2) Lunge: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike 4 3) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 5 4) Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike 5 5) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away 5 6) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3d6 +v/10; FMove 5 7) Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike 4 8) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 9) Low Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 5 10) Side Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 4 11) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls 4 12) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm 3 13) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 4 14) Hook: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike 1 15) Weapon Element: Blades Martial Arts Total: 61 Cost Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Concealment 12- 3 Deduction 12- 3 Disguise 12- 3 Electronics 12- 3 High Society 12- 3 Inventor 12- 2 KS: Fencing 11- 2 KS: Savate 11- 3 Lockpicking 14- 3 Mechanics 12- 3 Paramedics 12- 3 Persuasion 12- 3 PS: Radar Scientist 12- 3 Riding 14- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 14- 3 Streetwise 12- 3 Systems Operation 12- 1 WF: Blades 12 +1 Overall Skills Total: 77 Value Complications 15 Psychological Complication: Protects Innocents (Common; Strong) 15 Psychological Complication: Responsibilty as Leader (Common; Strong) 15 Social Complication: Secret ID Frequently, Major 20 Hunted: Nazis Frequently (Mo Pow; Harshly Punish) 10 Hunted: Police Frequently (Mo Pow; Watching) Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400
  9. So here is our mini brick FBI agent. Kinda like this guy. I would probably make his strength higher but otherwise I see some role-playing possibilities. Leaping Lizard VAL CHA Cost Roll Notes 40 STR 30 17- HTH Damage 8d6 END [4] 17 DEX 14 12- 18 CON 8 13- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- 15 PRE 5 12- PRE Attack: 3d6 6 OCV 15 6 DCV 15 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 30 PD 28 30 PD (30 rPD) 20 ED 18 20 ED (20 rED) 20 REC 16 36 END 4 18 BODY 8 44 STUN 12 Movement Cost Meters Notes RUNNING 1 13m/26m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 54m 54m forward, 27m upward Characteristics Total: 204 Cost Powers 22 Hardened (+1/4), Resistant (+1/2) (22 Active Points) applied to PD - END= 15 Hardened (+1/4), Resistant (+1/2) (15 Active Points) applied to ED - END= 10 Clinging (normal STR) - END=0 25 Leaping +50m (54m forward, 27m upward) - END=2 Powers Total: 72 Cost Skills 2 AK: Regular Police Route 11- 3 Persuasion 12- 2 WF: Small Arms, Clubs 2 +1 with billy club 32 +4 with HTH Combat 8 +4 to offset Leaping Range Modifiers 2 CK: Campaign city 11- 3 Concealment 11- 3 Conversation 12- 1 Language: Conversational street tough (basic conversation) 2 KS: City Penal Code 11- Skills Total: 60 Cost Perks 3 Fringe Benefit: FBI Special Agent Perks Total: 3 Value Complications 15 Social Complication: Secret ID Frequently, Major 5 Vulnerability: 1 1/2 x STUN Cold attacks (Uncommon) 5 Vulnerability: 1 1/2 x BODY Cold attacks (Uncommon) 5 Hunted: Project Onomatopoeia Infrequently (Mo Pow; Watching) 10 Unluck: 2d6 5 Distinctive Features: "Sure he's a superhero, but I bet he's a cop or a fed" (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Negative Reputation: Soft on Juvenile Delinquents, Infrequently 10 Psychological Complication: Protects innocents (Common; Moderate) Complications Points: 60 Base Points: 300 Experience: 39 Experience Unspent: 0 Total Character Cost: 339
  10. Not a bad little build. Seems that some of the builds are some I would never do, but they are original and unique.
  11. Captain Future VAL CHA Cost Roll Notes 20 STR 10 13- HTH Damage 4d6 END [2] 20 DEX 20 13- 20 CON 10 13- 15 INT 5 12- PER Roll 12- 14 EGO 4 12- 15 PRE 5 12- PRE Attack: 3d6 6 OCV 15 6 DCV 15 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 5 PD 3 5/15 PD (0/10 rPD) 4 ED 2 4/14 ED (0/10 rED) 10 REC 6 36 END 4 13 BODY 3 31 STUN 6 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 44m/352m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 30m/60m Characteristics Total: 137 Cost Powers 31 Electrokinetic Pistol: Multipower, 50-point reserve, all slots 32 Charges (+1/4) (62 Active Points); all slots OAF (-1) - END= 2f 1) Electrostatic Entangle: Entangle 5d6, 5 PD/5 ED (50 Active Points); OAF (-1) - END=0 2f 2) (Total: 50 Active Cost, 24 Real Cost) Blast 9d6 (45 Active Points); OAF (-1) (Real Cost: 22) plus Sight Group Flash 1d6 (5 Active Points); OAF (-1) (Real Cost: 2) - END=0 2f 3) Barrier 4 PD/4 ED, 4 BODY (up to 8m long, 8m tall, and 1/2m thick) (33 Active Points); OAF (-1) - END=0 Armor, all slots OIF (-1/2) - END= 20 1) Armor: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2) - END=0 7 2) Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2) - END=0 8 3) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) - END=0 10 4) Radar (Radio Group) (15 Active Points); OIF (-1/2) - END=0 10 5) Active Sonar (Hearing Group) (15 Active Points); OIF (-1/2) - END=0 2 6) Detect A Single Thing Time Space Anomalies 9- (Unusual Group) (3 Active Points); OIF (-1/2) - END=0 22 Rocket Belt: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1) - END= 2f 1) Flight 30m, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1) - END=0 2f 2) Swimming +40m (44m total) (x8 Noncombat), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1) - END= Powers Total: 120 Cost Martial Arts Comic Book Martial Arts 5 1) Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls 4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Total: 20 Cost Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Computer Programming 12- 3 Electronics 12- 1 KS 8- 1 CuK: Superhero History 8- 3 Mechanics 12- 3 Security Systems 12- Skills Total: 20 Cost Perks 3 Fringe Benefit: Time Police Powers Perks Total: 3 Value Complications 20 Psychological Complication: Code vs. adversely affecting history (Common; Total) 10 Unluck: 2d6 10 Psychological Complication: Confused (Common; Moderate) 10 Hunted: Time Traveling Revisionist Historians Infrequently (As Pow; Harshly Punish) 10 Hunted: HUAC Infrequently (Less Pow; NCI; Harshly Punish) Complications Points: 60 Base Points: 300 Experience: 0 Experience Unspent: 0 Total Character Cost: 300
  12. Here is Saladin the Great. Interesting character but I thought the astral projection power build was a little over complicated. Saladin the Great VAL CHA Cost Roll Notes 15 STR 5 12- HTH Damage 3d6 END [1] 24 DEX 28 14- 18 CON 8 13- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 13 PRE 3 12- PRE Attack: 2 1/2d6 8 OCV 25 8 DCV 25 4 OMCV 3 4 DMCV 3 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 3 PD 1 3/13 PD (0/10 rPD) 4 ED 2 4/14 ED (0/10 rED) 4 REC 0 36 END 4 13 BODY 3 30 STUN 5 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 30m/60m Characteristics Total: 161 Cost Powers 63 The Shields of the Wind: Multipower, 63-point reserve - END= 4f 1) Resistant Protection (10 PD/10 ED/10 Mental Defense/5 Power Defense/5 Flash Defense: Sight Group) (60 Active Points); Costs Endurance (-1/2) - END=6 4f 2) Barrier 8 PD/8 ED/4 Mental Defense, 1 BODY (up to 4m long, 4m tall, and 1/2m thick) (40 Active Points) - END=4 6f 3) Barrier 10 PD/10 ED/6 Mental Defense, 0 BODY (up to 1m long, 1m tall, and 1/2m thick), Reduced Endurance (0 END; +1/2) (63 Active Points) - END=0 4f 4) Barrier 8 PD/8 ED, 0 BODY (up to 8m long, 8m tall, and 1/2m thick) (41 Active Points) - END=4 70 Clairsentience (Hearing, Sight And Mental Groups), x16,777,216 Range (11,744,051,200m), Persistent (+1/4), Reduced Endurance (0 END; +1/2) (280 Active Points); Astral form takes STUN and BODY from Mental or Magic attacks with the affect desolid advantage (-1), Physical body is 0 DCV and cannot move (-1), Astral body has no connection to physical body (-1) - END=0 20 Magic Sword: Multipower, 40-point reserve, (40 Active Points); all slots OAF (-1) - END= 2f 1) Blast 8d6 (40 Active Points); OAF (-1) - END=4 2f 2) Blast 4d6, Attack Versus Alternate Defense (Power Defense; +1) (40 Active Points); OAF (-1) - END=4 2f 3) Hand-To-Hand Attack +5d6+1, Reduced Endurance (0 END; +1/2) (40 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) - END=0 5 Luck 2d6 (10 Active Points); OAF (Magic Ring; -1) - END=0 25 Glowing turban gem: Telepathy 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); OAF (-1), Limited Power Only for detecting lies (-1) - END=0 16 Regeneration (2 BODY per Turn) (32 Active Points); OAF (Glowing necklace stone; -1) - END=0 22 Flight 30m, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (Magic Rug; -1) - END=0 36 Variable Power Pool (Magic Pool), 30 base + 30 control cost, (45 Active Points); all slots OAF (-1), Requires A Roll (Magic Skill roll; -1/2) - END= Powers Total: 281 Cost Skills 3 Acrobatics 14- 3 Breakfall 14- 2 KS: Djinn magic 11- 3 Sleight Of Hand 14- 3 PS: Pickpocket 14- 3 Stealth 14- 9 Power 15- Skills Total: 26 Cost Talents 7 Danger Sense (self only, in combat, Intuitional) (10 Active Points); Requires A Roll (Magic Skill roll; -1/2) 12- Talents Total: 7 Value Complications 10 Hunted: Second Hand Rose wants to steal magic gems Frequently (As Pow; Mildly Punish) 20 Hunted: Evil Magicians Frequently (As Pow; NCI; Harshly Punish) 10 Psychological Complication: Mistrusts modern technology (Common; Moderate) 15 Social Complication: Misunderstands American Culture Frequently, Major 10 Dependent NPC: Manservant Akbar Arabian immigrant and streetwise ex-barkeep Frequently (Slightly Less Powerful than the PC) 10 Social Complication: Public ID Frequently, Minor Complications Points: 75 Base Points: 400 Experience: 75 Experience Unspent: 0 Total Character Cost: 475
  13. The Crimebusters: Fletcher Saladin the Great Leaping Lizard Knight Owl Captain Future Shadowcat The Government Office of Super Heroes G.O.S.H.: Major Victory Minute Man Vanguard Vanguard Jr. American Beauty G.I.A.N.T. Independent Heroes: Madame Midnight Captain Atlas The Bogieman Villains Deutsche Uberkommando Korps: Dr. Qual Shocktrooper Doktor Teer and Professor Feder Panzer Grenadier Condor Legionaire Kriegsmariner Vampir Nsdad Unberfraun Der Helise: Germania Frau Federmaus Gertrude Konigan Von Der Dschungel Little Arson Annie That's all for now.
  14. Here's the next one. Always kind of liked the whole clockwork powered armor thing here. Knight Owl VAL CHA Cost Roll Notes 30 STR 0 15- HTH Damage 6d6 END [9] 21 DEX 4 13- 10 CON 0 11- 25 INT 15 14- PER Roll 14- 15 EGO 5 12- 20 PRE -5 13- PRE Attack: 4d6 5 OCV 10 4 DCV 5 5 OMCV 6 5 DMCV 6 4 SPD 20 Phases: 3, 6, 9, 12 7 PD 5 7/16 PD (0/9 rPD) 5 ED 3 5/11 ED (0/6 rED) 8 REC 4 24 END 1 10 BODY 0 30 STUN 5 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 36m 36m forward, 18m upward FLIGHT 78m/156m Characteristics Total: 84 Cost Powers Powered Armor, all slots OIF (-1/2) - END= 10 1) +9 DEX (18 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) - END=2 21 2) Endurance Reserve (90 END, 10 REC) (31 Active Points); OIF (-1/2) - END=0 17 3) Flight 26m (26 Active Points); OIF (-1/2) - END=3 21 4) Flight 52m (52 Active Points); Gliding (-1), OIF (-1/2) - END=0 6 5) Hand-To-Hand Attack +3d6 (15 Active Points); Increased Endurance Cost (x2 END; -1/2), OIF (-1/2), Hand-To-Hand Attack (-1/4), Requires A Roll (14- roll; -1/4) - END=2 8 6) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) - END=0 3 7) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) - END=0 11 8) Leaping +32m (36m forward, 18m upward) (16 Active Points); OIF (-1/2) - END=2 3 9) Life Support (Expanded Breathing can breathe underwater) (5 Active Points); OIF (-1/2) - END=0 15 10) +15 PRE, Only for making presence attacks (+1/2) (22 Active Points); OIF (-1/2) - END= 16 11) Resistant Protection (9 PD/6 ED) (24 Active Points); OIF (-1/2) - END=0 6 12) +20 STR (20 Active Points); Increased Endurance Cost (x4 END; -1 1/2), OIF (-1/2), Requires A Roll (14- roll; -1/4) - END=8 41 Grenades: Variable Power Pool (Gadget Pool), 30 base + 45 control cost, (53 Active Points); all slots OAF (-1) - END= 0 1) Sleep Gas: Blast 2d6, Area Of Effect (1m Radius; +1/4), Invisible Power Effects (Inobvious to sight; +1/4), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; +1) (25 Active Points); 2 Charges (-1 1/2), OAF (-1), Requires A Roll (14- roll; -1/4) Real Cost: 7 - END=[2] 0 2) Smoke Bomb: Darkness to Sight Group 6m radius (30 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Turn each (-3/4), Requires A Roll (14- roll; -1/4) Real Cost: 10 - END=[3 cc] 0 3) Glue Bomb: Entangle 2d6, 2 PD/2 ED, Area Of Effect Nonselective (1m Radius; +1/4), Sticky (+1/2) (35 Active Points); 2 Charges (-1 1/2), OAF (-1), Requires A Roll (14- roll; -1/4) Real Cost: 9 - END=[2] 0 4) Flash Bomb: Sight Group Flash 2d6, Area Of Effect (1m Radius; +1/4) (12 Active Points); 2 Charges (-1 1/2), OAF (-1), Requires A Roll (14- roll; -1/4) Real Cost: 3 - END=[2] Powers Total: 178 Cost Skills 3 Inventor 14- 3 KS: Clockwork Mechanisms 14- 3 Mechanics 14- 3 Scientist 2 1) Science Skill: Mathematics 14- (3 Active Points) 3 +1 with flight 10 +1 with All Attacks 8 +1 with HTH Combat Skills Total: 35 Cost Talents 3 Lightning Calculator Talents Total: 3 Value Complications 5 Dependent NPC: May Day Infrequently (Normal; Useful Noncombat Position or Skills) 15 Social Complication: Secret ID Frequently, Major 15 Physical Complication: Very Nearsighted can't see without his glasses (Frequently; Slightly Impairing) 20 Psychological Complication: Code Vs. Killing (Common; Total) 5 Psychological Complication: Fascinated by machinery and technology (Uncommon; Moderate) Complications Points: 60 Base Points: 300 Experience: 0 Experience Unspent: 0 Total Character Cost: 300
  15. Fletcher Douglas Milner VAL CHA Cost Roll Notes 20 STR 10 13- HTH Damage 4d6 END [2] 29 DEX 38 15- 18 CON 8 13- 13 INT 3 12- PER Roll 12- 14 EGO 4 12- 15 PRE 5 12- PRE Attack: 3d6 10 OCV 35 10 DCV 35 5 OMCV 6 5 DMCV 6 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 6 PD 4 6/12 PD (6/12 rPD) 6 ED 4 6/12 ED (6/12 rED) 10 REC 6 36 END 4 11 BODY 1 40 STUN 10 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 219 Cost Powers 34 Multipower, 95-point reserve, (95 Active Points); all slots OAF (-1), 6 Charges (-3/4) - END= 5f 1) (Total: 95 Active Cost, 47 Real Cost) Entangle 6d6, 6 PD/6 ED (60 Active Points); OAF (-1) (Real Cost: 30) plus Blast 7d6 (35 Active Points); OAF (-1) (Real Cost: 17) - END=0 5f 2) (Total: 95 Active Cost, 47 Real Cost) Entangle 4d6, 4 PD/4 ED, Sticky (+1/2) (60 Active Points); OAF (-1) (Real Cost: 22) plus Blast 7d6, STUN Only (+0) (35 Active Points); OAF (-1) (Real Cost: 17) - END=0 3f 3) (Total: 70 Active Cost, 34 Real Cost) Blast 4d6, Area Of Effect (4m Radius; +1/4), Attack Versus Alternate Defense (ED; Life Support self contained breathing; +1/2) (35 Active Points); OAF (-1) (Real Cost: 13) plus Blast 7d6, STUN Only (+0) (35 Active Points); OAF (-1) (Real Cost: 17) - END=0 4f 4) (Total: 85 Active Cost, 42 Real Cost) Darkness to Sight Group 10m radius (50 Active Points); OAF (-1) (Real Cost: 25) plus Blast 7d6, STUN Only (+0) (35 Active Points); OAF (-1) (Real Cost: 17) - END=0 4f 5) (Total: 85 Active Cost, 42 Real Cost) Blast 8d6, Area Of Effect (1m Radius Explosion; +1/4) (50 Active Points); OAF (-1) (Real Cost: 18) plus Blast 7d6, STUN Only (+0) (35 Active Points); OAF (-1) (Real Cost: 17) - END=0 3f 6) (Total: 57 Active Cost, 28 Real Cost) Sight Group Flash 3d6, Area Of Effect (6m Radius; +1/2) (22 Active Points); OAF (-1) (Real Cost: 8) plus Blast 7d6, STUN Only (+0) (35 Active Points); OAF (-1) (Real Cost: 17) - END=0 3f 7) Blast 12d6 (60 Active Points); OAF (-1) - END=0 4f 8) (Total: 85 Active Cost, 42 Real Cost) Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/4) (50 Active Points); OAF (-1) (Real Cost: 18) plus Blast 7d6, STUN Only (+0) (35 Active Points); OAF (-1) (Real Cost: 13) - END=0 5f 9) (Total: 95 Active Cost, 47 Real Cost) Killing Attack - Ranged 4d6 (60 Active Points); OAF (-1) (Real Cost: 22) plus Blast 7d6, STUN Only (+0) (35 Active Points); OAF (-1) (Real Cost: 13) - END=0 1 Resistant (+1/2) (3 Active Points); Requires A Roll (14- roll; -1/4) applied to PD - END= 1 Resistant (+1/2) (3 Active Points); Requires A Roll (14- roll; -1/4) applied to ED - END= 14 Resistant Protection (6 PD/6 ED) (18 Active Points); Requires A Roll (14- roll; -1/4) - END=0 Powers Total: 86 Cost Martial Arts 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 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 Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls Martial Arts Total: 20 Cost Skills 3 Acrobatics 15- 3 Acting 12- 3 Breakfall 15- 3 Climbing 15- 3 Concealment 12- 3 Demolitions 12- 3 Disguise 12- 3 Language: German (completely fluent) 3 Interrogation 12- 3 Language: Italian (completely fluent) 3 Lockpicking 15- 3 Security Systems 12- 3 Stealth 15- 3 Streetwise 12- 3 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12- 5 +1 with multipower Skills Total: 50 Value Complications 10 Vulnerability: 2 x STUN Hero Teammates (Uncommon) 20 Enraged: When injured by opponents (Common), go 11-, recover 11- 15 Psychological Complication: Vengeful Justice Seeker (Common; Strong) 10 Psychological Complication: Gloryhound (Common; Moderate) 15 Hunted: The Mob Infrequently (As Pow; NCI; Harshly Punish) 5 Hunted: Every last hero in town Infrequently (As Pow; NCI; Watching) Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 375 So I was looking over the 4th edition Golden Age Champions and I thought I would try to convert them. I started with the vigilante of the first team the Crimebusters. Fletcher is basically the anti hero of the group that is just about ready to go on a killing spree on the underground with every hero trying to stop him. Let me know what you think.
  16. The worse kind of player in a superhero game, or any game for that matter, is the Captain Apathy player. The guy that has powers but cannot be motivated to do anything with them.
  17. So I have been gaming since I was 14 with the red box D&D set and started playing in a superhero RPG with my first supers game Villains and Vigilantes. I then found Champions 1st Edition and started playing that. I then stopped playing anything from when I was 22 until about age 30. The thing that got me interested in rpgs again was 4th edition Champions when I discovered George Perez's awesome cover of the BBB. I then was contacted by a Champions group and started playing. That group broke up and I found myself GMing Champions since then. I have only very occasionally played in superhero game. I have always found myself running one. I have played a ton of D&D, Star Wars, L5R, and so forth. But when it has come to superhero role-play I have always been the one to run. I have asked other GMs to run a supers game but they never want to get involved in doing so. They will say things like they don't read comic books, they prefer the games they are running now, etc etc. Now I have had a lot of fun running superhero game but I would like to be on the other side of the shield and just be a hero! So has anyone else run into this problem? What kind of excuses do you get from GM's who don't want to run your favorite genre?
  18. So finally I came up with a supervillain Black Gauntlet Val Characteristic Cost 15/50 Strength 5 15/23 Dexterity 15 15/25 Constitution 10 12/17 Body 4 10 Intelligence 0 11 Ego 2 15 Presence 5 10 Comeliness 0 8 Physical Defense 5 8 Energy Defense 5 3/5 Speed 5 8 Recovery 4 30 Endurance 0 46 Stun 18 Characteristic Rolls: STR: 12/19 , DEX: 12/14 , CON: 12/14 , INT: 11 , EGO: 11 , PER: 11 Run: 6/18", Swim: 2", Jump: 10/20", Lift: 200kg/25 ton Cost Powers END/Roll 110 Battlesuit ; OIF: ½ (110) 5 +5 BODY; Doesn't Affect Figured: ½; OIF: ½ (10) 10 +10 CON; Doesn't Affect Figured: ½; OIF: ½ (20) 16 Running (+12", 18", NC: 36"); Non Combat Multiplier: ×2, +0; Non Combat (MPH): 67; OIF: ½ (24) 4 7 Superleap (+10", 20", NC: 40"); Non Combat Multiplier: ×2, +0; Non Combat (MPH): 74; OIF: ½ (10) 2 30 Armor (15 PD/15 ED); OIF: ½ (45) 12 +8 DEX; Doesn't Affect Figured: ½; OIF: ½ (24) 17 +35 STR; Doesn't Affect Figured: ½; OIF: ½ (35) 3 13 +2 SPD; OIF: ½ (20) 33 Multipower (50 pt reserve); Focus: Obvious Inaccessible, ½ (50) u 3 1½d6 Killing Attack (HTH) (Total 3d6+1); Range: 0; Armor Piercing: 1, +½; Reduced END: Half, +¼; Focus: Obvious Inaccessible, ½ (44) 2 u 2 10d6 Energy Blast; Range: 250; Versus: ED; Charges: 8, ½; Focus: Obvious Inaccessible, ½ (50) 0 u 2 5d6 Energy Blast; Range: 0; Versus: ED; No Range: ½; No Normal Defense (Insulated body): +1; Focus: Obvious Inaccessible, ½ (50) 5 Cost Skills, Talents, Perks Roll 10 +2 level w/HTH Combat 3 Combat Driving 12/14 3 Streetwise 12 3 Contact "Manager"; Usefulness: Normal, +0 12 3 Stealth 12/14 100+ Disadvantages 15 Enraged if taunted (14 , 8 ); Circumstances: Common, +10 20 Hunted by Mob (11 ); Capabilities: More Powerful, 15; Non combat Influence: None, +0; Geographical Area: Unlimited, 0; Actions: Hunting, ×1; Punishment: Harsh, 0 20 Hunted by Police (11 ); Capabilities: As Powerful, 10; Non combat Influence: Extensive, +5; Geographical Area: Unlimited, 0; Actions: Hunting, ×1; Punishment: Harsh, 0 10 Hunted by Vigilante (8 ); Capabilities: As Powerful, 10; Non combat Influence: None, +0; Geographical Area: Unlimited, 0; Actions: Hunting, ×1; Punishment: Harsh, 0 20 Bully (Very Common, Strong) 15 Greedy (Common, Strong) 15 Overconfidence (Very Common, Moderate) 10 2d6 Unluck 15 Secret Identity 10 Vulnerability to electrical attacks (1½× STUN); Attack: Common, +10 OCV: 8; DCV: 8; ECV: 4; Mental Def.: 0; Phases: 3, 5, 8, 10, 12 PD/rPD: 23/15; ED/rED: 23/15 COSTS: Char.: 78 Disadv.: 150 Powers: + 172 Base: + 100 Total: = 250 Total: = 250 Story: Willie Sykes was a bad kid from the moment he was born. Born to a poor family in the inner city he became a bully at an early age, picking on smaller kids and taking their money. Eventually he got into street gangs and stopped coming home altogether. He got into fights, won most of them, lost a few but was always small time. He was a henchman for various supervillains but always hated taking orders and getting beat up. He never got caught, but never hit the big time. Until the day that he was guarding some illegal auction for some super weapons some supplier was holding. One was a stolen suit of high tech armor and power gloves. When PRIMUS and some superheroes showed up to crash the party Willie took off with the suit by stealing the van it was being hauled in. When he got the thing home he realized that this is what he wanted, power to get rich and hit the big time. The world kicked around Willie Sykes but BLACK GAUNTLET would kick back! Sex: Male Appearance: Large heavy set man in black exoskeleton and oversized guantlets
  19. I used to have all the Digital Hero magazines until I switched computers and suffered lost them in the crash.
  20. I ran the Mob Rule adventure several times. Good solid fun.
  21. So I was away from the boards for some time and found out that there is no more Legion of Heroes and therefore none of files with adventures to run at cons like there used to be. So this means that I have to scour the internet or find someone who can help me out. I have some new Champions/Hero players who might like this system that I so love but I would like to have something to work with. Are there any beginning adventures available for new players to get their feet wet in or is it up to me?
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