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TheRavenIs

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    TheRavenIs reacted to Terrapin in from little plot seeds, mighty games do grow: Share your ideas!   
    Re: from little plot seeds, mighty games do grow: Share you ideas!
     
    Firewing: Teach Us, Master!
     
    Firewing finds himself sought out by a growing group of young, post-Iron Age supers - not as a foe, but as a mentor. After all, he's very powerful and charismatic, (sort of) honourable and not compromised by political bias or outmoded cultural thinking, and misunderstood adolescents identify with him; emerging wannabe-superwarriors consider him a better role model than the so-called heroes, and they implore him to help train them to be worthy warriors in the mold of the Malvan gladiatorial tradition. They've even built a hidden arena/training facility. How will Ariax Thone react to a mob of naive, battle-eager kids who idolize him? If he agrees to teach them about honour, victory and the tactics of single combat, will he end up unleashing a plague of Malvan-trained supervillains - or will teaching others teach him something about himself? Best used in Teen Champions campaigns.
  2. Like
    TheRavenIs reacted to Duke Bushido in from little plot seeds, mighty games do grow: Share your ideas!   
    Re: from little plot seeds, mighty games do grow: Share you ideas!
     
    _The Origin_ One or more of the heroes is inside a bank at a very busy time. A fit young man in construction garb snaps his cell phone shut and moves to a corner, distracted. Suddenly he begins to moan, then his body quivers and writhes-- his clothes tear apart as he 'hulks out', roaring and yelling at everyone to get out of the bank. He gets bigger and more muscular, layers of bone tear through his flesh and spread into armored plates; bony claws grow from his fingers; his teeth become enormous tusk-like fangs.......
     
    I've used variations on this in the past for intro sequences with new players. The key here is to play up the panic and keep the players guessing. They are witnessing the first manifestation of this man's powers; he is as scared as the people in the bank. How will the heroes react? Attack, and thus create a new villain (there us a news crew filming a ceremony across the street. The panic will attract them)? Try to help him and gain a one-day ally? The way he is handled in this scenario should directly affect how he uses his powers from this day on.
  3. Like
    TheRavenIs reacted to Storn in Storn's Art & Characters thread.   
    Re: Storn's Art & Characters thread.
     
    As threatened.... Here is another off kilter commission from my longtime patron, Death Kibble. It is Ptera Don!
     

  4. Like
    TheRavenIs reacted to Storn in Storn's Art & Characters thread.   
    Re: Storn's Art & Characters thread.
     
    This is for "Heroes & Legends". From About Time! Games. They are
    currently in playtest and have a tenative release date set for late 2006.
    You can check out their website at http://www.abouttimegames.com.
     
    I thought it was a clever tackling of a universal RPG system, instead of the multi figure approach of other covers.
     

  5. Like
    TheRavenIs reacted to Matt Frisbee in Telekinesis and Martial Arts   
    Re: Telekinesis and Martial Arts
     
    I've been following this thread with some interest, so allow me to chip in my two pennies...
     
    Currently, I have a supervillain called Shadowplay who has invisibility (always on), the power to create really good images which also affect hearing and smell/taste groups (with a really high skill in Ventriloquism), then employs telekinesis with fine manipulation as the image's "Strength" and ability to attack. In addition, the character has Clairsentience with hearing & smell/taste groups so he can actually "experience life from the image's point of view." Yes, the character has gobs of disguise, oratory, acting, mimicry, etc., so he can literally create an image of virtually anyone.
     
    Anyway, I wound up buying martial arts for this character "usable with Telekinesis and unarmed" for one extra point. (4th Ed.) I'm hoping to throw my players for a loop when they let this guy have it and he either a) doesn't react at all to their powers, or fakes getting smacked around but never goes down. I made the character exactly as strong as his telekinesis (partly to get the correct values to print on the character sheet, partly as a reflection of the character concept).
     
    Does it sound like I've missed anything here? Or would I need to post a character sheet? Thanks for the indulgence.
     
    Matt "Always-looking-for-constructive-criticism" Frisbee
  6. Like
    TheRavenIs reacted in Storn's Art & Characters thread.   
    Re: Storn's Art & Characters thread.
     
    Storn, shortly (meaning "in one, maybe two weeks), I'll be starting a series of commissions which, in the end, will total 26 individual pieces, purchased one and two at a time. Most are fully fledged individual characters, with fully realized descriptions and personalities and lots of info for you to work from. The last four of them, however, are "generic agents", for whom I only want a unified look but have no "vision" of at this time.
     
    Would you accept a commission in which the description was "A high-tech agent along the lines of SHIELD and VIPER, specializing in military operations" or "A high-tech agent along the lines of SHIELD and VIPER, specializing in advanced research projects" and so on? I mean, its vague, but so is my perception of the agents and I'd be willing to accept anything you could come up with...
  7. Like
    TheRavenIs reacted to Zed-F in Supers With Pictures: Fun For All   
    Re: Supers With Pictures: Fun For All
     
    I don't really like the code version, so I'll give a proper link first.
     
    http://www.herocentral.net/test/get/files/premium/KingOfPain_v0.02.HTML
     

    [b]King Of Pain - Michael Biorn[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 15 STR 5 15/35 12- / 16- HTH Damage 3d6/7d6 END [1/13] 20 DEX 30 20 13- OCV 7 DCV 7 18 CON 16 18 13- 13 BODY 6 13 12- 13 INT 3 13 12- PER Roll 12- 9 EGO -2 9 11- ECV: 3 13 PRE 3 13/20 12- / 13- PRE Attack: 2 1/2d6 / 4d6 6 COM -2 6 10- 4 PD 1 4/36 4/36 PD (0/12 rPD) 4 ED 0 4/16 4/16 ED (0/12 rED) 4 SPD 10 4 Phases: 3, 6, 9, 12 7 REC 0 7 36 END 0 36 30 STUN 0 30 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 3"/22" 3"/22" forward, 1 1/2"/3 1/2" upward [b]CHA Cost: 70[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 8 [b][i]Berserker Fury[/i][/b]: Elemental Control, 20-point powers, (10 Active Points); all slots Only In Combat (-1/4) - END= 7 1) [b][i]Berserker Endurance[/i][/b]: Succor 1d6+1, Costs END Only To Activate (+1/4), Continuous (+1), CON, BODY, END, STUN simultaneously (+1) (23 Active Points); Self Only (-1/2), Only In Combat (-1/4) [Notes: Max 20 AP above base values.] - END=2 7 2) [b][i]Berserk Resilience[/i][/b]: Armor (7 PD/7 ED) (21 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Combat (-1/4) - END=2 4 3) [b][i]King Of Pain[/i][/b]: +20 PD (20 Active Points); Stun Only (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Must Be Aware Of Attack (-1/4), Only In Combat (-1/4) - END=2 2 4) [b][i]Berserk Strength[/i][/b]: +20 STR (20 Active Points); Increased Endurance Cost (x6 END; -2 1/2), No Figured Characteristics (-1/2), Only In Combat (-1/4) - END=12 4 5) [b][i]Berserk Charge[/i][/b]: Leaping +15" (3"/22" forward, 1 1/2"/3 1/2" upward) (Accurate) (20 Active Points); Forward Movement Only (-1), Only In Combat (-1/4) - END=2 - END= 3 [b][i]Fearsome Countenance[/i][/b]: +7 PRE (7 Active Points); Only for Fear-based Interactions (-1/2), Linked (Berserker Endurance; Greater Power is Constant or in use most or all of the time; -1/4), Only In Combat (-1/4) - END= 2 [b][i]Rage-Shielded Mind[/i][/b]: Mental Defense (5 points total) (3 Active Points); Linked (Berserker Endurance; Greater Power is Constant or in use most or all of the time; -1/4), Only In Combat (-1/4) - END=0 4 [b][i]Combat Awareness[/i][/b]: (Total: 7 Active Cost, 4 Real Cost) Increased Arc Of Perception (360 Degrees) with Normal Sight (5 Active Points); Only In Combat (-1/4), Linked (Berserker Endurance; Greater Power is Constant or in use most or all of the time; -1/4) (Real Cost: 3) [b]plus[/b] +2 PER with Normal Sight (2 Active Points); Linked (Berserker Endurance; Greater Power is Constant or in use most or all of the time; -1/4), Only In Combat (-1/4) (Real Cost: 1) - END=0 9 [b][i]Just Nicked Me[/i][/b]: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points); Restrainable (-1/2), Nonpersistent (-1/4), Must Be Aware Of Attack (-1/4) - END=0 - END= 18 [b][i]Weapon Mastery[/i][/b]: Multipower, 37-point reserve, (37 Active Points); all slots OIF Object of Opportunity (-1/2), Restrainable (-1/2) [Notes: Can use almost any item as a weapon.] - END= 1u 1) [b][i]Power Strike[/i][/b]: Hand-To-Hand Attack +4d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (35 Active Points); Hand-To-Hand Attack (-1/2), OIF Object of Opportunity (-1/2), Restrainable (-1/2) [Notes: 11d6 AP w/ Fast Strike] - END=1 1u 2) [b][i]Rapid Strikes[/i][/b]: Hand-To-Hand Attack +3d6, Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (37 Active Points); Hand-To-Hand Attack (-1/2), OIF Object of Opportunity (-1/2), Restrainable (-1/2), Reduced Penetration (-1/4) [Notes: 10d6 w/ Fast Strike (Reduced Pen)] - END=0 1u 3) [b][i]Spinning Strikes[/i][/b]: Hand-To-Hand Attack +3d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (2" Radius; +1), Selective (+1/4) (37 Active Points); Hand-To-Hand Attack (-1/2), OIF Object of Opportunity (-1/2), Restrainable (-1/2) [Notes: 10d6 w/ Fast Strike] - END=1 1u 4) [b][i]Counterstrikes[/i][/b]: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (37 Active Points); Hand-To-Hand Attack (-1/2), OIF Object of Opportunity (-1/2), Restrainable (-1/2) [Notes: When attacked in HTH: 10d6 w/ Fast Strike] - END=0 1u 5) [b][i]Killing Strike[/i][/b]: Killing Attack - Hand-To-Hand 2d6-1 (3d6 - 1 / 3d6+1 w/STR), Reduced Endurance (1/2 END; +1/4) (31 Active Points); OIF Object of Opportunity (-1/2), Restrainable (-1/2) [Notes: 4d6K w/ Fast Strike] - END=1 1u 6) [b][i]Thrown Objects[/i][/b]: Killing Attack - Hand-To-Hand 1d6+1 (2d6 / 2 1/2d6 w/STR), Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) (35 Active Points); OIF Object of Opportunity (-1/2), Restrainable (-1/2), Reduced Penetration (-1/4) - END=1 1u 7) [b][i]Throw Dirt[/i][/b]: Sight Group Flash 6d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); OIF Object of Opportunity (-1/2), Restrainable (-1/2), Range Based On Strength (-1/4), Does Not Work Against Desolidified Characters (-1/4) - END=1 20 Reserved For Future Use - END=0 - END= [b]POWERS Cost: 95[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Dirty Infighting 4 1) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +4 DC Strike 3 2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, Weapon +3 DC Strike, Target Falls 4 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 8 +2 HTH Damage Class(es) 6 Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Clubs, Fist-Loads, Homemade Weapons, Off Hand, Unarmed [Notes: Off-hand: +1 DCV while dual-wielding] [b]MARTIAL ARTS Cost: 25[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] Everyman 0 1) Concealment 8- 0 2) Conversation 8- 0 3) Deduction 8- 0 4) Language: English (idiomatic; literate) (5 Active Points) 0 5) Paramedics 8- 0 6) Persuasion 8- 0 7) PS: Actor / Stunt Man 11- 0 8) Shadowing 8- 0 9) Stealth 8- 2 AK: Campaign City 11- 3 Acrobatics 13- 3 Acting 12- (13-) 3 Breakfall 13- 3 Climbing 13- 3 Combat Driving 13- 6 +2 with Dirty Infighting 5 Rapid Attack (HTH) 3 Scholar 1 1) KS: Action Cinema (2 Active Points) 11- 1 2) KS: Dirty Infighting (2 Active Points) 11- 1 3) KS: Metahuman World (2 Active Points) 11- 3 Teamwork 13- 2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 10 Two-Weapon Fighting (HTH) 6 WF: Common Melee Weapons, Common Missile Weapons, Small Arms [b]SKILLS Cost: 55[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 1 Money: Well Off - $100K per annum 4 Contact: Harold Uller, Hollywood Agent (Contact has significant Contacts of his own, Contact limited by identity) 13- [Notes: Harold knows guys who know guys.] [b]PERKS Cost: 5[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Distinctive Features: Heavily Scarred (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: Takes BODY In Combat (Common), go 14-, recover 14- 20 Normal Characteristic Maxima 15 Psychological Limitation: Protective Of Innocents (Very Common, Moderate) 15 Psychological Limitation: Bitter & Cynical (Very Common, Moderate) [Notes: Suspects the worst of others & doesn't let them get close.] 10 Social Limitation: Crazy Broad Magnet (Frequently, Minor) [Notes: All the wrong sorts of girls seem to fall for Michael.] 10 Social Limitation: Unlucky In Love (Occasionally, Major) [Notes: When he meets a classy dame, things never work out.] [b]DISADVANTAGES Points: 100[/b] Base Pts: 150 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 250
     
    Height: 1.90 m Hair: Blonde
    Weight: 90.00 kg Eyes: Blue
    Appearance: Fairly massive bruiser, not the hugest guy in the world but certainly solid enough; could be a half-back or a defensive back in football. His face and body is heavily (and disticntively) scarred and in general he looks like he's seen better days. Michael's blonde hair is close-cut and his clothes are usually well-worn and workmanlike. He favours jeans, white t-shirt, and a black leather coat or duster.
     
    Personality: When he was young, Michael was an optimistic, go-getting thrillseeker. Now he's older, bruised, and battered in body and spirit. He's had a number of women in his life, and lost them all one way or another; his experiences have left him with a deep-seated bitterness and contempt for the human condition. Nevertheless he figures that other people's lives can't be as messed up as his, and he still has enough respect for life to feel the responsability to help others that are in danger who cannot help themselves. He's more likely to get involved in a sticky situation by helping someone else out of it, than by investigating something on his own recognizance.
     
    Quote:"Is that your best shot? All right, now it's my turn."
     
    Background: Michael Biorn has been an actor and a stunt man for over 20 years, and a 'mask' for nearly that long. He's had his share of bruises and batterings, and his body shows it. Michael is often cast as the sidekick for a headline actor or a villain's main henchman, especially in action or martial arts films; he's a solid second-string actor but no leading man material. He's also a solid second-string mask and sometime vigilante, but he knows he's no heroes' hero. Many years ago, Michael witnessed several young men stalking a young actress, and when he confronted them, they started beating on him. His rage bloomed for the first time, and he snatched up a broken bottle and began laying waste about him with a ferocity and skill he could barely imagine or contain. That moment propelled him on both of his career paths to where he is today. Along the way his heart's been broken more times than he cares to remember, but he still keeps on keeping on, living with the pain and weariness both of body and of spirit on a daily basis, and helping out where he can.
     
    Powers/Tactics: Since Michael's inner rage woke, his cinematic martial arts prowess has been supplemented with a wealth of practical experience passed down from his ancestors. Most particularily, Michael is quite capable of using just about any object as a lethal weapon. Additionally, he's able to harness his rage to enable a variety of feats of physical prowess, such as shrugging off pain, bursts of superhuman strength, and fanatic charges. Most of the time Michael keeps his powerful rage on an icy short leash, using it with full intelligence to best effect. However, if he tastes his own blood, his control often slips, and he falls into a near-murderous rage. Fortunately, once he's dealt with the target of his rage, he often recovers his self-control.
     
    Michael is a capable hand-to-hand fighter, especially against other foes who rely on physical attacks. He can hit quite powerfully and repeatedly at close range and can mow down mooks or pummel stronger physical attackers with multiple heavy blows. However, he's at a disadvantage against ranged attacks, energy attacks, or exotic attacks, and foes with massive physical defenses may be able to largely ignore his reprisal. Michael is competent with firearms and other ranged weapons; though they are by no means his specialty, he is able to use such weapons when he runs across them and their use is appropriate.
     
    Campaign Use: Michael is quite strong in his own specialty of hand-to-hand attacks but not overly flexible when it comes to dealing with other threats. If he comes across something he's not equipped to handle on his own, he's likely to need to be bailed out. On the other hand he's quite good at blowing through large quantities of mooks in short order and can provide a nasty surprise for an opponent that allows him to close to melee.
     
    Plot Hook: A string of murders among the hooker community has gotten the King Of Pain caught in the middle of a gang war between the Triad and the Yakuza. In his latest battle, however, he squared off against a Wuxia martial artist whose acrobatic leaps and chi-blasts proved too much for him to handle, and he was forced to withdraw. Now he needs the heroes' help to sort out the war and put the murderer behind bars.
     
    -----
     
    BTW, anyone that wants to give me ideas for the last 20 points or so, let me know.
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