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Killer Shrike

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Everything posted by Killer Shrike

  1. Hmm. I dunno, Robots and Magic just dont seem to go together in my mind.....I would think that a person would need a 'soul' to perform magic. Just a prebias I suppose. I like to stat things, thats probably about 75% of the fun for me The rest is just clockwork.
  2. Ya, thats what I was thinking. By the bye, I think Im going to bump him up to a cool 1000 points to put him in the 'big leagues'. Takofanes is still a problem, but he can square off against Gravitar on even terms. Will post when ready.....
  3. Thats unfortunate. I highly recommend HD by the way; its not as customizable as I wish it would be (Hero Creator spoiled me in that regard), but its a solid app and the character sheets are gorgeous.
  4. Im hammering out a similar VPP Magic Pool as we speak. Ill post it as soon as I get the creases out. The only real difficulty Im having now is getting the total cost of ownership in line with the character points available at certain points in a characters career. Ie, its well and good to have a working system, but if a character cant actually afford it when it is appropriate for them to have access to more powerful spells in-game its not a working model. Will post more soon......
  5. Speaking of Cateran, doesnt she just scream 'somebody likes Highlander way too much'?
  6. Re: Mr. Infamy (Coversion from M&M) Um....wheres the beef?
  7. Sound cool. Could you post the character write up? If it comes with a HD file attached Ill be even happier
  8. Alternately I think you could probably design the Island as a giant vehicle or base with 1" of swimming bought thru a Durable Focus (the fish).
  9. Hey, I hope this isnt over the line, but I wasnt too happy w/ the write up on GROND in CKC. I prefer him as more of a HULK level monstrosity that takes the whole group to stop, and maybe then some. So I took the liberty of altering him and here is the result: Grond Player: Val Char Cost 100/175 STR 90 18 DEX 24 50 CON 80 30 BODY 40 5 INT -5 10 EGO 0 30 PRE 20 6 COM -2 42 PD 22 30 ED 20 4 SPD 12 30 REC 0 100 END 0 105 STUN 0 6" RUN012" SWIM030"/45" LEAP0Characteristics Cost: 301 Cost Power END 22 Horns: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), Armor Piercing (+1/2) (22 Active Points) 2 35 Super-Tough Skin: Damage Resistance (40 PD/30 ED) 10 Super-Tough Skin: Lack Of Weakness (-10) for Normal Defense 4 Super-Strong Lungs: Life Support (Extended Breathing (1 END per 20 minutes)) 10 Super-Strong Legs: Leaping +10" (30"/45" forward, 15"/22 1/2" upward) 1 10 Super-Strong Swimmer: Swimming +10" (12" total) 1 6 Four Arms: Extra Limbs , Inherent (+1/4) (6 Active Points) 20 Punching: Naked Modifier, Autofire (3 shots; +1/4) (20 Active Points) {Usable with up to 55 STR} 2 37 Strongest One there IS!: +50 STR, Reduced Endurance (0 END; +1/2) (75 Active Points); No Figured Characteristics (-1/2), Only When Enraged (Power loses about a third of its effectiveness; -1/2) 10 Grond-power: +25 STR (25 Active Points); Increased Endurance Cost (3x END; -1), No Figured Characteristics (-1/2) 6 50 +0 STR, Reduced Endurance (0 END; +1/2) (50 Active Points) (Modifiers affect Base Characteristic) Powers Cost: 214 Cost Skill 25 +5 with HTH Combat 10 +3 with HTH Combat (15 Active Points); Only When Enraged (Power loses about a third of its effectiveness; -1/2) Skills Cost: 35 Total Character Cost: 550 Val Disadvantages 25 Distinctive Features: big, ugly, mutated green body Not Concealable, Extreme Reaction, Detectable By Commonly-Used Senses 35 Enraged: when realizes he's been tricked, or thinks he's been tricked Common, go 11-, recover 8-, Berserk 25 Enraged: when thwarted (Uncommon), go 8-, recover 8-, Berserk 20 Hunted: Champions 8- (Occasionally), As Powerful, Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 20 Hunted: UNTIL 8- (Occasionally), As Powerful, Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 5 Physical Limitation: Big and Heavy (-2 DCV, +2 PER Rolls against) Infrequently, Slightly Impairing 25 Psychological Limitation: Childishly Naive And Prone To Tantrums Very Common, Total 15 Psychological Limitation: Hatred Of Fire Common, Strong 20 Reputation: dangerous and destructive out of control monster Almost Always (14-), Extreme 5 Social Limitation: Public Id (Sidney Potter) Occasionally (8-), Minor 10 Unluck: +2d6 20 Vulnerability: 2x STUN Ego Attacks Common 20 Vulnerability: 2x STUN Fire Attacks Common Disadvantage Points: 245 Base Points: 200 Experience Required: 105 Total Experience Available: 130 Experience Unspent: 25
  10. Thanx for the input. Yes, he is very Fantasy Magish for 2 reasons. The 1st reason is he is a new treatment of an old Fantasy character. The 2nd reason is I am secretly trying to test drive a new Magic Framework before I have to commit to something in preperation for a Fantasy Campaign. Good idea for the armor spell; will eyeball that closer. His def is from Combat Luck. The HD export template rolls it all into PD/ED.
  11. BTW, here is the relevant quote from the FAQ on powers that are not in an EC but are affected as if they were: http://www.herogames.com/SupportFAQs/rules/POWER%20FRAMEWORKS.htm
  12. As a side note, people with Dmg Resistance tend to be good at bouncing Killing damage and not so good at bouncing normal damage. compared to people who have an equivalent character points worth of Armor. For example if I have a 10 PD and a 10 ED and make them Resistant for 10 points I can bounce 10 killing or normal damage so 2d6 KAs are likely to get shrugged, but 6d6 EBs will get 8 to 10 thru on average. If the same character spent 9 points on Armor, he would get 3/3 and thus would bounce slightly more normal damage but much less killing. In general its more efficient to make your base PD/ED resistant than to buy Armor. In 5th many of the villains seem to favor a high PD/ED with Damage Resistance. Armor seems to be reserved for characters that actually have quote unquote Armor of some sort.
  13. Hey all. Im thinking about using the below character as the "Sorceror Supreme" equivalent in my Campaign world; i.e. sort of an analog to Dr Strange. I built him more or less as a Fantasy Wizard as it will also allow me to field test a Magic System that Im chiseling out for my next Fantasy HERO campaign (waste not want not ) Obviously the character has a much broader list of spells available to him for his VPP. Theoretically, given time, he could probably dig up a suitable spell for just about anything as is fitting for his Sorceror Supreme level status. I seriously thought about buying up perks to represent his pull with other mystic organizations, but AFAIK Dr Strange pretty much worked alone; he was above all the lesser spell casters; so I begged that off. http://www.killershrike.com/MillennialMen/CharacterFiles/NPCs/Lord%20Arcane,%20Magus%20Maximus.HTML
  14. Option 2 sounds the most interesting, but Option 3 might be useful if your PC group includes a mystic. Lots of potential story hooks and interesting character-definition all rolled into 1.
  15. I would strongly recommend trying the new Champions Universe -- its much much much (did I mention much) better than the old one (IMHO of course). If youve been away from supers for 5 years, Champions (the Genre book) may serve as a timely refresher for you -- I know it did for me once I gave it a chance; Im running my 1st supers game in about 5 years as we speak after a long foray into other favored genre's. Baring that, Im particularly fond of the UMA, but in truth your old "venerable master" copy of Ninja HERO has maybe 85% of the material in the new UMA and you can easily extrapolate the rest. Id have to say, if you are dead set on running your own campaign setting, get Conquerors Killers and Crooks and file the serial #s off. It will save you a lot of time populating your upgraded setting with villains.
  16. Re: Re: Re: Whoa! Um....it is 0 END and therefore cant be put in a Framework. I can see where it might be confusing however as it is currently written. So, here is a 'like in the book' write up: Invulnerability {Yield Symbol} Standard Power/Defense Power Persistent Self Only Invulnerability provides a character with total immunity to any direct effects of a specific tight Special Effect, whether that effect would be beneficial or not. This includes any of the characters own powers which are not Self Only or Sensory in nature; thus Instant powers such as Aid and Healing cannot be used on oneself unless specifically limited to Self Only if they are of a SFX covered by the Invulnerability. A tight Special Effect is any effect that approximately 10 to 15% of opponents might be expected to possess within the confines of a particular setting. More expansive SFX can be taken but require the application of an advantage called Scope (see below). Immunity in this context means that any Power or outcome of a specific Special Effect has absolutely no effect upon the character whatsoever, regardless of circumstance. This Power can be circumvented by the use of Variable Special Effects in some circumstances if the Invulnerability is narrow enough. Example: Arkelos the Wizard targets a Fire Dragon which has Invulnerability to Fire with his Mystic Bolt of Mutilation with Variable SFX (Fire, Ice, Electric, Acid). If Arkelos choose the Fire SFX the Dragon will take absolutely no damage from the spell, but the other SFX will affect the Dragon normally. However, if Arkelos used the same spell against a Celestial Dragon with Invulnerability to Magic (a +1 1/2 Advantage in most Fantasy campaigns) the spell will not work regardless of whether Arkelos chooses Acid, Fire, Electric, or Cold because the Spell also has SFX: Magic. Arkelos might want to consider diplomacy! This Power is inappropriate in many campaigns, particularly Invulnerabilities to broad categories of Special Effects, and should be approved by the GM prior to use. Also in any case where the broadness of a Special Effect is in doubt, the GM has final authority as always. Invulnerability Cost: 60 points for Invulnerability to a single tightly defined Special Effect.
  17. As a complete aside, you may also consider letting a character with flight take the Sideways Manueverability advantage on Page 15 of the Ultimate Vehicle. Combined with hovering it could be very useful for a Flyer, allowing strafing.
  18. See above post for Extra Limbs lim. As far as the Leaping, heres how that works. We cant figure out a way to get HERO Designer to represent this, but its intended for that STR to not give inches of Leaping as part of the Only with Extra Limbs limitation (you dont leap with your Arms after all, and the Extra Limbs essentially behave most like arms), so we just ignore the +8" of leap in the output as a 'glitch'; by concept the character does not have that Leaping. The seperate Leaping power is also a tad unusual. The 'Forward Movement Only' limitation is interpreted as giving absolutely 0" vertical movement. It is similar to "Flight only in contact with a surface" except that it can traverse gaps. The idea is that the character creates frictionless planes of pure force that he then slides along on. He can go forward on a level surface or in midair with an incline no greater than 5 degrees, and he can go down, but never up. Thus if he climbed to the top of a 10 story building for example, he could then slide across open air to another rooftop so long as it is 10 storys tall or less or down to the ground, but not up to an 11 storys tall rooftop. Since its leaping he can only move in straight lines, and must start and end on a flat surface; he cant hover (although a non-combat leap might keep him in the air an extra Phase due to the Noncombat Multiples rules for Leaping. This is where his nom de guerre comes from; he moves in perfectly straight lines at high speed. The SFX is he himself doesnt have to leap or move, he just slides around while standing still (ususally with his real hands in his pockets), like a chess piece. Same thing with the Clinging; his invisible extra limbs do all the work of pulling him up. To the naked eye he just rises upwards parallel to the surface he is climbing. The PC is very nondescript, average in height in build, and doesnt wear a costume, using a ski mask to hide his features. The schtick is he basically just stands still, arms akimbo or in his pockets while sliding around the battle field grabbing and hitting things at up to 6" away. He is commonly believed to be a short-ranged Telekinetic and he more or less plays out as a Light Brick with an unusual SFX. His primary claim to fame is that he more or less has a defense against most attack forms, which makes him durable and a mainstay of any group, but his low CVs also make him the least skilled combatant in the current party and he often has trouble connecting, forcing him to have to grab a large object and start bashing things with it. A running gag was in his Secret ID he wanted to get a job in appliance section of Sears, so there would be plenty of Refridgerators around if anyone ever discovered his ID and attacked him at his work place. This character was brought forward from another campaign that started at 250 and ran to about 285-290 pts in an "alternate dimension". When CU came out we decided to run a game based in the Champions Universe and mothballed that campaign. Everyone else made new characters, but the player of this character really liked this character and did not want to stop the previous campaign so that he could continue playing him. So, I took a page out of the old 'comic book alternate dimension' schtick and let him play the version of the character from the Champions Universe. He was updated to 375 for the new campaign by tacking on around 100 points, 25 of which went to buy off disadvantages which were specific to the original campaign, and viola.
  19. Wulfen Here is Wulfen, the villain mentioned previously as an FYI Wulfen Player: Val Char Cost 30 STR 20 26 DEX 48 25 CON 30 25 BODY 30 13 INT 3 12 EGO 4 20 PRE 10 10 COM 0 25 PD 4 25 ED 5 6 SPD 24 10 REC -2 60 END 5 60 STUN 7 12" RUN02" SWIM015" LEAP0Characteristics Cost: 188 Cost Power END 60 Claws: Killing Attack - Hand-To-Hand 3d6 (plus STR) (vs. PD), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (90 Active Points); OIF (-1/2) 10 Fangs: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD) (15 Active Points); No Knockback (-1/4), Extra Time (Delayed Phase; -1/4) 1 76 Rapid Healing: Healing (Regeneration) 10 BODY (Can Heal Limbs), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (210 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) 10 Hard to Kill: +15 BODY (30 Active Points); Limited Power (Power loses about two-thirds of its effectiveness; -1 1/2), No Figured Characteristics (-1/2) [Notes: Only to resist Death. Counts as BODY for purposes of determining the negative amount necessary to kill him.] 12 Wulfen Muscles: Running +6" (12" total) 1 19 Wulfen Muscles: Leaping +9" (15" forward, 7 1/2" upward) (Accurate, Position Shift) 2 9 Heightened Senses: Enhanced Perception (+3 to PER Rolls for All Sense Groups) 5 Nightsight: Nightvision 20 Tracking (Smell/Taste Group; Additional Sense Group: Hearing Group) 10 Lycanthropic Curse: Transform 1d6: Person into a Wulfen (Major), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Activation Roll 8-, Jammed (-2 1/2), No Conscious Control (-2), Linked to Fangs (-1/4) Powers Cost: 231 Cost Skill 18 +9 with Claws 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Stealth 14- 2 Survival (Temperate/Subtropical) 12- Skills Cost: 32 Cost Talent 30 Combat Luck: 15 PD/15 ED 15 Combat Sense 12- 4 Lightning Reflexes: +4 DEX to act first with Claws Talents Cost: 49 Total Character Cost: 500 Val Disadvantages 20 Enraged: of takes BODY damage Common, go 11-, recover 11- 20 Hunted: PRIMUS 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence 20 Psychological Limitation: Casual Killer Very Common, Strong 15 Psychological Limitation: Wolf Nature Common, Strong 15 Social Limitation: Secret Identity Frequently (11-), Major 20 Susceptibility: Silver 3d6 damage, Instant, Common 20 Vulnerability: 2x BODY Silver Common Disadvantage Points: 130 Base Points: 200 Experience Required: 170 Total Experience Available: 170 Experience Unspent: 0 By the way, the Jam on the Lycanthropic curse works like this: In my campaign, a Wulfen is basically a variant Werewolf which is stuck in thier Hybrid Man-Wolf form all the time. Transforming into a Wulfen will apply a Package Deal to a Character. Lycanthropy can be cured by some Mages (using an appropriate Transform spell). The 1st time Wulfen bites someone in an encounter, there is a 8- chance that they will be infected with the curse. If that roll is failed, there is no chance at all that they will be infected in that encounter. The Jam is person+encounter specific basically. If they are infected, each additional time Wulfen bites that person in the same encounter the same 8- chance exists to infect them a second time, which basically will just hasten the process of changing them; if the roll is failed, the infected target is still infected by previous bites but it cant get any worse than that in the same encounter. Each bite will continue to work for 2 Turns of effect (12 applications normally) unless Wulfen is killed, in which case it stops immediately. If the Transform works, there is no visible change to the victim, but the next Full Moon will see them transform into the Wulfen form and they will thereafter be stuck in it baring intervention by a Mage with an appropriate spell. Before this initial transformation, there are a number of mystical or religious rituals/treatments that will prevent the change from happening (GM discretion for story hooks basically) I didnt bother applying 'Extra Time' to the Power because its too variable; the full moon could be the same day or up to 27 days away or anything in between. If fighting a Wulfen at night with a full moon its immediate as soon as the Transform takes hold. Therefore I decided to just handle it as part of the SFX and the NCC.
  20. Hmm. Thats a head scratcher for me. To my mind, STR itself is not visible, the effects of it are. Similarly, Stretching is the ability to stretch ones limbs and also is not directly visible, its effects are in as much as the limb that is being stretched is visible as normal and is visibly elongating. To my mind a Visible Stretch would be a character whose limbs were always elongated, like some kind of a squid or were visibly Telescoped like a mechanical lifting crane. Thus, I dont see the need to apply IPE to Strength or Stretching if they are applied to limbs which are bought Invisible. So for example, if a player had a character which had a 55 STR normally and Stretching and the Invisibility Power, I wouldnt make them buy IPE on the STR or Stretching if they wanted to use them while using Invisibility, or rule that the limbs became visible once extended, or anything of that sort. The fact that the limbs being stretched are themselves invisible is good enough for me. Its actually a listed Limitation for Strength bought as Power in Hero Designer at that value. So we went 'kewl-a no brainer' and clicked the box. Im not sure where the Limitation was derived from, but its in the app, the app is pretty accurate, and thats good enough for me. The character is also maintaining a secret ID, and I have ruled that there is no way for him to 'fake it', to look like he is lifting something heavy using his own arms while really using the invisible limbs without it being obvious that something unusual is happening. The special effect of the power is that it is all Force Field based; when he lifts/grabs things using his power he is actually wrapping them in force effects (thus the Sacrifice Grab Immobilizing 5 Limbs, and the Force Field protects carried option--he is fully englobbing objects and people; this has been an inconvenience several times when team mates have attempted cheap shots on grabbed opponents). I assume you mean go for the step increments? For this character characteristics were secondary; they were filled in with points left over from building the power construct. IIRC the character originally only had around 80 pts in stats. The player has been building DEX with XP; it was originally a 10. Actually? Several times, approximately at least once per super fight he has been staggered or knocked out once. He just managed to buy the 75% Reduction on the Physical, previously it was 50% so we will see if that new addition will minimize this. However, his real weakness is to Energy attacks. He only has 16 def vs Normal Energy and 12 vs Killing Energy with 50% reduction. Impressive, but not really Brick-level in a 350 to 400 point game. Since he has a low DCV, is basically landbound, and is essentially a Speedster/Brick with an odd SFX, the character is a blaster magnet. Yeah, its a stretch, but heavily limited. It only works vs Piercing & Slashing damage, and is 1/5 minutes so its not a combat enhancer, it basically just keeps the character healthy between fights. The player cited an issue of the Fantastic Four where Sue Richards did something similar, using her Force Fields to hold someones wounds closed. The idea is at the subconscious level the character pushes the flesh back together and basically holds the wound perfectly closed with miniature force fields. Its come up so rarely its mostly just a flavor thing. Its a rare piercing or slashing attack that can get thru his physical defense anyway. At one point he fought 'Wulfen', a very dangerous werewolf type character, with a 4d6 AP killing attack (3d6 0 END AP claws, 30 STR); Wulfen was able to get some damage thru on above average rolls, which then got cut in half by the then 50% Dmg Reduction. So, I think Rook took 3 or 4 Body total from that and it had healed up 20 minutes later. AFAICR thats the only use he's gotten out of it so far. Thanx for the input!
  21. Force Field and Force Wall are legal in an EC, and thats why they are in one. The other Defensive Powers are not legal in an EC, and if you will look closely, you will notice that they are not in one. They are in a List, which is just an organizational tool in HERO Designer, so that you can apply common limitation to the list and they will roll down to any powers in the list; this saves time when designing and page space when printed. The Limitation on the list is that all the powers in the list are drained as if they were in the characters EC, which due to thier generally low Active Points totals is very devastating when it does happen. The character did not benefit from an EC point break on those powers. Well, in this case the Regeneration is 1 BODY per 5 Minutes, only vs piercing/slashing damage. The idea is that the character subconsciously completely seals puncture wound with mini Force Fields, forcing out any projectiles/foreign objects, holding the flesh together, preventing internal bleeding and allowing the body to continue functioning as normal. It doesnt help him against other sorts of damage, including impact damage and energy damage. Basically, the player wanted the character to be able to face off against street level thugs and not be incapacitated by thier 45s and knives. It lets him recover fast enough from that sort of damage to not have to worry about it. The character is just now breaking into the Supers scene in the past sessions since the campaign started; previously he was a street level character, fighting drug runners and protection rackets. The player doesnt want his background revealed to the other players as he wants it to develop in play, but the capsule version is that he hasnt always been on the side of the law and once used his powers for some pretty questionable acts from the Heroic perspective, until a catastrophic tragedy forced him to reevaluate his life. From a heavy Catholic Italian-American heritage, he turned to the Church and now seeks redemption. He had to leave NYC, and ended up in MC for now. His perspective is on the 'common people', the undertrodden and neglected, and he targets criminals that prey on these people. His general attitude towards 'capes' is contemptuous; he is currently involved with the party because they are tracking down supervillains that committed a crime in Rook's neighborhood and he got involved in the ensuing superbattle. He doesnt have a costume, so he wears a ski mask and whatever street clothes he happens to have on, which typically consists of a white T-shirt and some jeans or work pants and boots. The characters anonymity represents the idea that his latent force screens prevent most forms of bio-identification; he doesnt leave fingerprints, hair and skin flakes dont rub off on things, he cant give a retinal scan due to the screen blocking or obfuscating scanners. Combined with his shady past wherein he avoided and was sheltered from official scrutiny, to the point that he basically has a birth certificate on file and not much else officially, he is very very difficult to get anything on. This is also why the character has all of his primary abilities bought Invisible; to further the idea of blending in and going unnoticed. His achilles heel is that he detects as a mutant, and since I run paranormal detectors similarly to Geiger Counters, based on Active Points in paranormal powers, he sets them off like a 4 alarm fire with somewhere around 600 AP in Mutant Powers. People with such a device or ability can pick him out with a quickness and would be something like Thanx. I originally designed an ability very like it for a TK character I was updating from 4th Ed that wanted to be able to pick up a lot of things and fly with it efficiently. That character never saw play in 5th Ed, but the player of this charcter liked the concept so much he more or less made a character around it.
  22. As a side note, he got bushwacked by a bunch of mercs packing mutant suppression devices (Standard Effect Drains vs any 1 Mutant Power at a time, 20 pts) and got all of his powers stripped in the 1st Phase 12 except the force limbs which had IIRC 20 points left in it. He ran like a scared little girl Its a good thing he had Power Defense or he would have been really screwed. After his powers came back on line he rejoined the fight, but it was a humbling experience to be sure. Of course the other players (with 1 exception) were horrified by this and 1/2 the group ran away even though none of them had an EC from fear of the same fate; Rook is usually a mainstay, the last to fall in any fight and never down for the count for long thanks to his high defense, REC, and insane Combat Speed (he's often able to shoot completely off the mat, take a breather, and zip back on when a dramatic rescue is needed.
  23. Finally got around to getting the HERO Designer file from the player for this character. Here is Rook; easily the most unusual PC in the current group powers-wise..... Rook Player: Jason Roche Val Char Cost 15/55 STR 5 14 DEX 12 20 CON 20 15 BODY 10 10 INT 0 17 EGO 14 10 PRE 0 10 COM 0 20 PD 1 16 ED 0 4 SPD 16 10 REC 6 36 END -2 40 STUN 7 6" RUN02" SWIM03"/11" LEAP0Characteristics Cost: 89 Cost Power END 55 Force Field Powers: Elemental Control, 110-point powers 57 1) Force Limbs: (Total: 160 Active Cost, 79 Real Cost) Extra Limbs , Invisible Power Effects (Fully Invisible; +1) (10 Active Points) (Real Cost: 10) plus Stretching 6", Reduced Endurance (0 END; +1/2) (45 Active Points); No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Range Modifier Applies (-1/4), Limited Body Parts (Extra Limbs Only) (-1/4) (Real Cost: 22) plus Clinging (normal STR) (10 Active Points); Only with Extra Limbs (Power loses about a third of its effectiveness; -1/2) (Real Cost: 7) plus +40 STR, Reduced Endurance (0 END; +1/2), Affects Desolidified (Any form of Desolidification; +1/2) (95 Active Points); Only with Extra Limbs (-1/2), No Figured Characteristics (-1/2) (Modifiers affect Base Characteristic) (Real Cost: 40) 37 2) Force Screen: Force Field (16 PD/12 ED/2 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (110 Active Points); Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4) 12 3) Force Dome: Force Wall (18 PD/14 ED; 5" long and 1" tall), Hardened (+1/4) (110 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1 1/4), Character is totally unaware of nearby events (-1/4), 1 Continuing Charges lasting 1 Turn each (-1 1/4), Self Only (-1/2), Restricted Shape (-1/4) 24 4) Force Slide: Leaping 53" (Accurate, Position Shift), Combat Acceleration/Deceleration (+1/4), Reduced Endurance (0 END; +1/2) (110 Active Points); Forward Movement Only (-1), No STR (-1/4) Extended Force Screens, all slots: Affected by adjustments tgting EC pool (Power loses about a fourth of its effectiveness; -1/4) 72 1) Latent Screen: (Total: 90 Active Cost, 72 Real Cost) Physical Damage Reduction, Resistant, 75% (Real Cost: 60) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) 5 2) Enviro Screen: Life Support (Extended Breathing, Longevity: 200 Years, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat) (8 Active Points); Linked to Force Screen (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 8 3) Mind Screen: +12 Mental Defense (15 points total) (12 Active Points); Linked to Force Screen (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 7 4) Body Screen: Power Defense (10 points) (10 Active Points); Linked to Force Screen (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 5 5) Self-Traction Regeneration: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) (5 Minutes; -1 3/4), Self Only (-1/2), Piercing and Slashing Damage Only (Common SFX; -1/2) [Notes: No Healing Max (see FREd p. 120). Subconsciously seals and stabilizes wounds.] Unrelated Abilities 2 1) Sharp Eyes: Enhanced Perception (+1 to PER Rolls for Single Sense Group) Powers Cost: 284 Cost Martial Arts Maneuver 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove 5 Sacrifice Grab: 1/2 Phase, +2 OCV, -2 DCV, Grab 5 Limbs, Lasting Restriction Martial Arts Cost: 13 Cost Skill 10 +2 with HTH Combat Everyman Skills 0 1) Climbing 8- 0 2) Concealment 8- 0 3) Conversation 8- 0 4) Deduction 8- 0 5) Interrogation 8- 0 6) Paramedics 8- 0 7) Shadowing 8- 0 8) Stealth 8- 0 9) Streetwise 8- 0 10) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] Skills Cost: 10 Cost Perk 3 Anonymity (5 Active Points); Cannot use most bio-identification forms, Side effect occurs automatically when power is used. (-1/2) Perks Cost: 3 Total Character Cost: 399 Val Disadvantages 10 Paranormal: Not Concealable, Extreme Reaction, Detectable Only By Unusual Senses, Not Distinctive In Some Cultures 15 Fearless, Will risk himself without another thought: Very Common, Moderate 15 Determined to atone for his past: Common, Strong 15 Protective of innocents: Very Common, Moderate 10 Ghostly Palor, as if never been in the sunlight: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Hunted: 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence 5 Money: Poor 25 Enraged: Innocent Killed/Seriously Harmed in front of him Uncommon, go 11-, recover 11-, Berserk 20 Normal Characteristic Maxima Disadvantage Points: 125 Base Points: 250 Experience Required: 24 Total Experience Available: 24 Experience Unspent: 0
  24. Re: Whoa! Hey, thanx! Any comments on the points and whatnot?
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