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TheRavenIs

HERO Member
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Everything posted by TheRavenIs

  1. Re: WWYCD: A Bomb for Two Cities Well the way I thought of the effect was that the effect is designed to effect the one that disarms it via a built in defence mechanism.
  2. Re: Tomorrow Legion Take Two! A tale of Technological Triumph! Once again great C's, I shall now find a reason to use them.
  3. Re: Tomorrow Legion Take Two! A tale of Technological Triumph! Chad, can you please add the .hdc files, or the HTML ones?
  4. Re: Graceful Hummm, I'd do it as a limited skill enhancer, like linguist. It costs 3 pts., and it reduces the cost of certain skills by 1 pt.
  5. Re: Would you play… Well I am playing in a PBEM that incrdbil, on these boards, is running on yahoo groups. (it is stellarknights of the two yahoo group links in my sig) I like the way he did it, we did the basic Character, he then made the picks on who got what power set, and powers within that set. It works, but then again the people playing in it know the GM and each other and we all work well together, so that helps.
  6. Re: "Naked Advantage" I think that -1/4 would be about right. I actually did it once for a all female villan team. They did get certain powers only when they were naked.
  7. Re: ideas for dead alternate worlds So Mark, these a just partial realities. They are not a total earth but parts.....right?
  8. Re: How far can a telekinetic throw himself? And I am happy we can ignore that if we wish.
  9. Re: How far can a telekinetic throw himself? If TK is reactionless, then it has no anchor, and it doesn't need one.
  10. Re: How far can a telekinetic throw himself? What about using 'whatever' you are standing on? TK allows that to be moved under control, so what if your C was standing on the 'whatever'?
  11. Re: Convoy: The Great Trucker Rebellion (long) I just might have to use that idea for a game in the future.....I love that when I lest expect it, I find stuff to add to my gaming idea's. Repped
  12. Re: Complicate the Person Above Narratio isn't really a Jackel, but a squid on a jackel suit.
  13. Re: New Power - "Eternal" Just use LS: doesn't age, and the immunities and a res ability.
  14. Re: Archetype Twists When I do a C with a twist, it is usually doing C's that no matter what archtype, they are very smart and have a few good tech skills. I just like C's that can actually hold a job outside being a hero.
  15. Re: Re-Imaged Hero(ines) --bump--
  16. Re: I am looking for magical items. The info posted will be all I need. Repped those that gave we a link, will rep the others just for responding when I recharge the rep.
  17. I know that herodom can help me with this. I need lists of magical items. They can be mundane or very powerful. I will be a very happy camper, so happy that I will rep those that give me info. I can't promise that the rep will be as soon as you post, but I will rep all that give me the info.
  18. Re: Complicate the Person Above Enforcer has great idea's for the Greek Gods, but the thing is......he isn't one, but thinks he is.
  19. Not exactly KOS-MOS Name: Electric Blue Player: WVC -------------------------------------------------------------------------------- Val Char Base Cost 45 STR 10 15 23 DEX 10 24 25 CON 10 10 15 BODY 10 10 18 INT 10 8 18 EGO 10 16 18 PRE 10 8 18 COM 10 4 25 PD 9 1 25 ED 5 5 6 SPD 3.3 7 25 REC 14 10 60 END 50 3 60 STUN 51 0 6" RUN 6 0 4" SWIM 2 2 10" LEAP 9 1 -------------------------------------------------------------------------------- STR Roll: 18- Run: 6" DEX Roll: 14- Swim: 4" CON Roll: 14- Leap: 10" INT Roll: 13- EGO Roll: 13- PER Roll 13- -------------------------------------------------------------------------------- Disadvantages Pts Hunted: Defenders 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 20 Hunted: EDF 11- (Mo Pow, NCI, Watching) 15 Distinctive Features: Model Good Looks (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: hair that changes color from bright blue to white that moves from the top to the bottom and repeats (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Limitation: moral code (Common, Strong) 15 Psychological Limitation: Loves humanity, will protect the good, punish the bad (Protective of Innocents) (Common, Strong) 15 Psychological Limitation: is learning to be a human (Uncommon, Moderate) 5 Reputation: former Artifical Life Form created by Overdrive, now human daughter of OD, 8- (Extreme; Known Only To A Small Group) 5 Social Limitation: former Artifical Life-Form (Frequently, Major) 15 Vulnerability: 1 1/2 x STUN magnetic based attacks (Common) 10 XP 231 Base Points : 150 Disads Total + 125 Experience Spent + 225 Total Cost = 500 -------------------------------------------------------------------------------- Pts. Power/Skill/Perk/Talent END 10 Electric Blue: Elemental Control, 50-point powers, (25 Active Points); all slots Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 13 1) Teleportation: 4", No Relative Velocity, Position Shift, MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (57 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 6 10 2) Mind Link: , Machine and Additional Class of Minds: Humans classes of minds, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (50 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 0 10 3) Flight: 20", Position Shift, x4 Noncombat (50 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 5 10 4) HRRP: (Radio Group), Concealed (-7 with PER Rolls), Discriminatory, Analyze, Rapid: x100, Targeting, Tracking (50 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 0 10 5) Spatial Awareness: (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Rapid: x1000 (51 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 0 10 6) Nightvision: , +8 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Rapid: x1000, Telescopic: +8, Tracking, Transmit (48 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 0 20 Electric Blue: Multipower, 60-point reserve, all slots: Common Adder, (56 Active Points); all slots Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2), Physical Manifestation (-1/4) 1u 1) Big Club: HA +6d6, Costs END Only To Activate (+1/4) (37 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2), Hand-To-Hand Attack (-1/2), Physical Manifestation (-1/4) 3 1u 2) Big Sword: HKA 2d6 (4d6 w/STR), Costs END Only To Activate (+1/4) (37 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2), Physical Manifestation (-1/4) 3 2u 3) Big Gun #1: EB 12d6 (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2), Physical Manifestation (-1/4) 6 2u 4) Big Gun #2: RKA 4d6 (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2), Physical Manifestation (-1/4) 6 2u 5) Big Gun #3: Killing Attack - Ranged 1d6, +12 Increased STUN Multiplier (+3) (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2), Physical Manifestation (-1/4) 6 2u 6) TK Hand: Telekinesis (25 STR), Affects Porous, Fine Manipulation (58 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2), Physical Manifestation (-1/4) 6 Told you it was Big! 2 1) I said it was a Big Club!: Stretching 1", Costs END Only To Activate (+1/4) (6 Active Points); Conditional Power must meditate one hour per day (-1 1/2), Linked (Big Club; Lesser Power can only be used when character uses greater Power at full value; -3/4), no Noncombat Stretching (-1/4), Physical Manifestation (-1/4) 1 2 2) I said it was Big Sword!: Stretching 1", Costs END Only To Activate (+1/4) (6 Active Points); Conditional Power must meditate one hour per day (-1 1/2), Linked (Big Sword; Lesser Power can only be used when character uses greater Power at full value; -3/4), no Noncombat Stretching (-1/4), Physical Manifestation (-1/4) 1 Electric Blue, all slots Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 22 1) Life Support: (Eating: Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Immunity: Alcohol; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week), Inherent (+1/4) (56 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 0 2 2) Mental Defense: (8 points total), Inherent (+1/4) (6 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 0 4 3) Flash Defence: Sight Group (8 points), Inherent (+1/4) (10 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 0 4 4) Power Defense: (8 points), Inherent (+1/4) (10 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 0 16 5) Damage Resistance: (20 PD/20 ED/8 Mental Def./8 Flash Def./8 Power Def.), Inherent (+1/4) (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 0 16 6) Healing: BODY 1d6+1 (standard effect: 4 points), Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +3/4) (49 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2), Self Only (-1/2) 0 7 7) +20 STR, Difficult To Dispel (x2 Active Points; +1/4), Reduced Endurance (0 END; +1/2) (54 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) (Modifiers affect Base Characteristic) -19 8) +5 DEX, Difficult To Dispel (x2 Active Points; +1/4) (32 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) (Modifiers affect Base Characteristic) -5 9) +10 CON, Difficult To Dispel (x2 Active Points; +1/4) (32 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) (Modifiers affect Base Characteristic) 2 10) +15 PD, Difficult To Dispel (x2 Active Points; +1/4) (21 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) (Modifiers affect Base Characteristic) 2 11) +15 ED, Difficult To Dispel (x2 Active Points; +1/4) (21 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) (Modifiers affect Base Characteristic) -10 12) +2 SPD, Difficult To Dispel (x2 Active Points; +1/4) (35 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) (Modifiers affect Base Characteristic) -13 13) +6 REC, Difficult To Dispel (x2 Active Points; +1/4) (24 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) (Modifiers affect Base Characteristic) -12 14) +5 END, Difficult To Dispel (x2 Active Points; +1/4) (10 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) (Modifiers affect Base Characteristic) -21 15) +9 STUN, Difficult To Dispel (x2 Active Points; +1/4) (24 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) (Modifiers affect Base Characteristic) 15 16) Physical Damage Reduction, Resistant, 50%, Inherent (+1/4) (37 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 0 15 17) Energy Damage Reduction, Resistant, 50%, Inherent (+1/4) (37 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 0 10 18) Adjustment Damage Reduction, 50%, Inherent (+1/4) (25 Active Points); Limited Power Power loses about two-thirds of its effectiveness if does not meditate for one hour a day (-1 1/2) 0 0 Insta-change: Cosmetic Transform 2d6 (clothes worn to uniform and back), Custom Adder; OIF Durable Expendable (Easy to obtain new Focus; -1/2), Only from the clothes worn to one Uniform at a time and back (-1/2) 0 0 Almost machine Mind: +4 with DCV (Custom Adder); only vs Mental Attacks (-1/2) 0 Nanites: Shape Shift (Sight and Touch Groups), Custom Adder; only facial and hair color (-1/2), Affects Body Only (-1/2) 0 3 I was a machine: Life Support (Longevity: 800 Years) 0 5 ATOMIC: Teleportation: Floating Fixed Location (1 Locations) [Notes: this might change if we lose it] 0 2 Places I can Go: Teleportation: Fixed Location (2 Locations) [Notes: 1. New Frisco: Location is above the Building where PsiCat uses as HQ 2. Defenders School: The area outside the school and above the ground at 25'.] 0 4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 11d6 Strike, Must Follow Block 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC 5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 9d6 +v/5; FMove 10 Weapon Element: Blades, Electron Beam Weapons, Empty Hand, Ion Blasters, Laser Pistols, Laser Rifles, Off Hand, Particle Guns, Plasma Guns, Staffs 3 Acrobatics 14- 3 Breakfall 14- 3 Combat Driving 14- 3 Combat Piloting 14- 11 Computer Programming (Computer Networks, Personal Computers, Artificial Intelligence, Infiltration, Mainframes and Supercomputers, Military Computers) 13- 3 Demolitions 13- 6 Electronics (Communications Systems, Medical Sensors, Metal Detectors, Radar, Sonar) 13- 3 Inventor 13- 3 KS: compter tech 13- 3 Mechanics 13- 4 Navigation (Air, Land, Marine) 13- 3 Paramedics 13- 3 Power 13- 3 SS: Compter Engineering 13- 3 SS: computer science 13- 3 Security Systems 13- 3 Stealth 14- 10 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Radar, Sensor Jamming Equipment, Sonar) 13- 9 TF: Common Motorized Ground Vehicles, Helicopters, Large Planes, One-Wheeled Muscle-Powered Ground Vehicles, Small Military Ships, Small Motorized Boats, Small Planes, Snowmobiles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 0 Custom Perk: Advanced Tech 0 Custom Perk: Harvey: Computer Link 10 Money: Wealthy 3 Absolute Time Sense 9 Ambidexterity (no Off Hand penalty) 3 Absolute Range Sense 3 Bump Of Direction 5 Eidetic Memory 14 Fearless 3 Lightning Calculator 3 Lightning Reflexes: +2 DEX to act first with All Actions 3 Lightsleep 10 Speed Reading (x10,000) 15 Skill Master (+3 with all Skills based on INT) 21 Universal Translator 14- 152 : Powers Cost 224 + Skills Cost 124 + Characteristics Cost 500 = Total Cost Base OCV: 8 Base DCV: 8 Adjustment+ Adjustment+ Final OCV: Final DCV: Levels: +4 with DCV (Custom Adder); only vs Mental Attacks (-1/2) -------------------------------------------------------------------------------- Combat Maneuvers Name Phase OCV DCV Effect Block 1/2 +0 +0 Block, Abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 --- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4DC to attack Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged attacks only Strike 1/2 +0 +0 STR or weapon Basic Shot 1/2 +0 +0 Strike, +2 DC Counterstrike 1/2 +2 +2 11d6 Strike, Must Follow Block Defensive Block 1/2 +1 +3 Block, Abort Defensive Shot 1/2 -1 +2 Strike Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove Quick Shot 1/2 +1 +0 Strike, +2 DC Passing Strike 1/2 +1 +0 9d6 +v/5; FMove -------------------------------------------------------------------------------- Range 0-4 5-8 9-16 17-32 33-64 65-128 RMod 0 -2 -4 -6 -8 -10 -------------------------------------------------------------------------------- DEX: 23 SPD: 6 ECV: 6 Phases: 2, 4, 6, 8, 10, 12 25 PD (20 rPD) 25 ED (20 rED) MD: 8 END: 60 STUN: 60 BODY: 15 -------------------------------------------------------------------------------- I think you can adapt this to fit your idea. I based the C on KOS-MOS from Xenosaga II, only thing I didn't do was the MECHA.
  20. Re: ideas for dead alternate worlds I'd like a small reality based on The Lord of the Rings......hehehehehe.
  21. Re: ideas for dead alternate worlds So Mark, these worlds are pocket-realities? Right. So they can be accessed via a magical portal. Do you plan on posting multiple pocket realities other than your 'Batman' clone's one?
  22. Re: Best superhero game thread poll: Go Vote Voted.....HERO----Champions all the way.
  23. Re: Moreau Techniques Have you considered doing canines, and felines?
  24. Re: Batman's home city is Pittsburgh, Pennsylvania, not Gotham City, New Jersey Mark, I have a question? Are you going to add any other DC or Marvel heroes?
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