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Egyptoid

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Everything posted by Egyptoid

  1. Re: Complicate the Person Above Enforcer-84 keeps a pet, its a robotic canine unit sold under the brand name Bot-Weiler. He calls it Skruffers-84.
  2. Re: You know your PCs have an Image Problem if... they've spent more points (as a group) on Favors than anything else
  3. Projects 1000: Build a Latina Legend [b]BAMBOLEA - Lacitta Jalinto[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 23 STR 13 23 14- HTH Damage 4 1/2d6 END [2] 23 DEX 39 23 14- OCV 8 DCV 8 38 CON 56 38 17- 13 BODY 6 13 12- 28 INT 18 28 15- PER Roll 15-/19- 33 EGO 46 33 16- ECV: 11 48 PRE 38 48 19- PRE Attack: 9 1/2d6 58 COM 24 58 21- 9 PD 4 9/45 9/45 PD (0/36 rPD) 9 ED 1 9/45 9/45 ED (0/36 rED) 5 SPD 17 5 Phases: 3, 5, 8, 10, 12 18 REC 10 18 78 END 1 78 78 STUN 34 78 7 RUN 2 7" END [1] 3 SWIM 1 3"/6" END [1/2] 6 LEAP 1 5 1/2"/10 1/2" 5 1/2"/10 1/2" forward, 2 1/2"/5" upward [b]CHA Cost: 311[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 64 [b][i]Multipower: Abjurations of the Lord[/i][/b]: Multipower, 144-point reserve, (144 Active Points); all slots Limited Power: only for good purposes, only with a clear conscience (-3/4), Gestures: Instant Power (-1/4), Incantation: Instant Power (-1/4) - END= 6m 1) [b][i]Drain: anti-magic spell[/i][/b]: Drain 4d6, One Power At A Time (+1/4), Delayed Return Rate (5 Points per Season; +2 1/4) (140 Active Points); Limited Power: only for good purposes, only with a clear conscience (-3/4), Limited Power: only for good purposes, only with a clear conscience (-3/4), Extra Time: full phase (-1/2), OIF (-1/2), Only in Hero ID (-1/4), Incantation: Instant Power (-1/4), Gestures: Instant Power (-1/4), Incantation: Instant Power (-1/4) - END=14 6m 2) Force Field (23 PD/23 ED/3 Mental Defense/3 Power Defense/1 Flash Defense: Hearing Group) (Protect Carried Items), Area Effect: One-hex (+1/2), Reduced Endurance (0 END; +1/2) (126 Active Points); Limited Power: only for good purposes, only with a clear conscience (-3/4), Limited Power: only for good purposes, only with a clear conscience (-3/4), OIF (-1/2), Only in Hero ID (-1/4), Gestures: Instant Power (-1/4), Incantation: Instant Power (-1/4), Gestures: Instant Power (-1/4), Incantation: Instant Power (-1/4) - END= 5m 3) [b][i]Aid: Healing, any stat below 20[/i][/b]: Healing 4d6, Can Heal Limbs, Resurrection, [four powers] simultaneously (+1) (130 Active Points); Limited Power: only for good purposes, only with a clear conscience (-3/4), Limited Power: only for good purposes, only with a clear conscience (-3/4), Extra Time: full phase (-1/2), OIF (-1/2), Only in Hero ID (-1/4), Gestures: Instant Power (-1/4), Incantation: Instant Power (-1/4), Gestures: Instant Power (-1/4), Incantation: Instant Power (-1/4) - END=13 2m 4) Mental Defense (42 points total), 1 Continuing Charge lasting 1 Day (+0) (35 Active Points); Limited Power: only for good purposes, only with a clear conscience (-3/4), Limited Power: only for good purposes, only with a clear conscience (-3/4), Extra Time: full phase (-1/2), OIF (-1/2), Gestures: Instant Power (-1/4), Incantation: Instant Power (-1/4), Gestures: Instant Power (-1/4), Incantation: Instant Power (-1/4) - END= 2m 5) Power Defense (39 points), 1 Continuing Charge lasting 1 Day (+0) (39 Active Points); Limited Power: only for good purposes, only with a clear conscience (-3/4), Extra Time: full phase (-1/2), OIF (-1/2), Gestures: Instant Power (-1/4), Incantation: Instant Power (-1/4), Gestures: Instant Power (-1/4), Incantation: Instant Power (-1/4) - END= 5m 6) Precognitive Clairsentience (Sight And Hearing Groups And Detect), x128 Range (52480"), +5 to PER Roll, Analyze, Discriminatory, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 6" per Phase), Telescopic (+2 versus Range Modifier) (117 Active Points); Limited Power: only locations with three or more spanish speakers present (-1 1/2), Extra Time: 1 turn (-1), Limited Power: only for good purposes, only with a clear conscience (-3/4), Gestures: Instant Power (-1/4), Incantation: Instant Power (-1/4) - END=12 10m 7) [b][i]Angels and Ministers of Grace[/i][/b]: Summon 350-point creatures, Friendly (+1/4), Costs END Only To Activate (+1/4), Expanded Class of Beings Limited Group (+1/2) (140 Active Points); Limited Power: only for good purposes, only with a clear conscience (-3/4), Arrives Under Own Power (-1/2), Gestures: Instant Power (-1/4), Incantation: Instant Power (-1/4) - END=12 24 Armor (13 PD/13 ED), Hardened (+1/4) (49 Active Points); OIF (-1/2), Extra Time: full phase (-1/2) - END= 7 Detect Detect: Spirit Sight 17- (Unusual Group), Sense - END= 7 Detect Detect: Power Sight: sense power & magic 17- (Unusual Group), Sense - END= 65 [b][i]Energy Blast: Snow Blaster[/i][/b]: Energy Blast 13d6, 16 Charges (+0), Sticky (+1/2), Area Of Effect (38" Line; +1), Selective (+1/4) (179 Active Points); OIF (-1/2), Side Effects: 30/Half (-1/2), Beam Attack (-1/4), Only in Hero ID (-1/4), No Knockback (-1/4) - END= 8 +4 PER with Hearing Group - END= 3 Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only in Hero ID (-1/4) - END= 3 Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only in Hero ID (-1/4) - END= 5 Superleap +5" (4 1/2"/9 1/2" forward, 2"/4 1/2" upward) - END=1 25 [b][i]Truly Blessed[/i][/b]: Luck 5d6 - END= 3 Swimming +3" (3"/6" total) - END=1 14 Swinging 9", x4 Noncombat - END=1 9 Telepathy 7d6 (35 Active Points); Limited Power: only if target knows more than 100 words of spanish (-1 3/4), Extra Time: 1 turn (-1) - END=3 6 +4 versus Range Modifier for Hearing Group - END= [b]POWERS Cost: 279[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] 3 La Condora Style: 0 Phase, +1 OCV, +1 DCV, None 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 8 1/2d6 Strike 8 +2 HTH Damage Class(es) 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7 1/2d6 Strike, Target Falls 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 48 STR vs. Grabs 4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10 1/2d6 Strike 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6 1/2d6 Strike; Target Falls [b]MARTIAL ARTS Cost: 38[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Acting 19- 3 Bugging 15- 3 Combat Driving 14- 3 Combat Piloting 14- 15 +3 with Group of Attacks 3 Computer Programming 15- 4 Diva Singer 16- 3 Electronics 15- 3 High Society 19- 1 Language: Catalan (Basic Conversation) 1 Language: Esperanto (Basic Conversation) 1 Language: Portuguese (Basic Conversation) 1 Language: Spanish (Basic Conversation) 1 Language: English (Basic Conversation) 2 Navigation (almost anything) 15- 3 Oratory 19- 3 Paramedic 15- 15 +3 with Group of Similar Skills: Music, Science 3 Professional Skill 15- Manager 3 Professional Skill 16- Musician 3 Scholar 2 1) KS: Knowledge Skill (3 Active Points) 15- Theology 2 2) KS: Knowledge Skill (3 Active Points) 15- Music 2 3) KS: Knowledge Skill (3 Active Points) 15- Science 2 4) KS: Knowledge Skill (3 Active Points) 15- Supers 2 5) KS: Knowledge Skill (3 Active Points) 15- Statecraft 2 6) KS: Knowledge Skill (3 Active Points) 15- Etiquette 2 7) KS: Knowledge Skill (3 Active Points) 15- Diplomacy 2 8) KS: Knowledge Skill (3 Active Points) 15- Arcane, Spellcraft 3 Scientist 2 1) Science 15- (3 Active Points) Electronics 2 2) Science 15- (3 Active Points) Physics 2 3) Science: Archaeology 15- (3 Active Points) 2 4) Science: Organic Chemistry 15- (3 Active Points) 3 Security Systems 15- 40 +4 Overall 3 Systems Operation 15- 3 Tactics 15- 6 TF: Common Motorized Ground Vehicles, Equines, Helicopters, Jetskis, Large Motorized Boats, Large Planes, Personal Use Spacecraft 8 Weapon Familiarity: Common Martial Arts Melee Weapons, Energy Weapons, Small Arms, Vehicle Weapons [b]SKILLS Cost: 170[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 45 Follower: Pilots, Bodyguards, Dancers, Roadies, Musicians 5 Fringe Benefit: Diplomatic Immunity 25 Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers, International Driver's License, License to Kill, License to practice a profession, Licensed Psionic, Passport, Priest, Private Investigator License, Right to Marry: Can perform the marriage ceremony 15 Money: Filthy Rich 21 Vehicle: Helicopter 5 Base: El Ranchero 3 Well-Connected 1 1) Contact: Jaguar, Sapphire 11- 1 2) Contact: UNTIL: Rio de Janeiro 11- 1 3) Contact: US Ambassadors to Spain, Mexico, Dominica 11- 1 4) Favor: Ted Turner (1 Active Points) 1 5) Favor: UN Secretary General (1 Active Points) 1 6) Favor: the Champions (1 Active Points) [b]PERKS Cost: 124[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 3 Ambidexterity (Reduce Off Hand Penalty to -2) 4 Double Jointed 10 Divine Favor 3 Perfect Pitch 15 Skill Master (+3 with all Skills based on [characteristic]) 20 Animal Friendship 5 Eidetic Memory 14 Universal Translator 16- (21 Active Points); OIF (PDA:; -1/2) [b]TALENTS Cost: 74[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Distinctive Features: gorgeous: Concealable, Extreme Reaction, Detectable By Commonly-Used Senses 20 Perturbed: demonism, voodoo, exorcism magic: Very Common, go 8-, recover 11- 20 Psych. Lim.: charitable, forgiving: Common, Total 5 Other: Christian 3 But Not Catholic 25 Public Identity: (Very Frequently, Severe) 10 Vulnerability: 2 x STUN Acidic or Chemical attacks (Uncommon) [b]DISADVANTAGES Points: 103[/b] Base Pts: 500 Exp Required: 393 Total Exp Available: 500 Exp Unspent: 107 Total Character Cost: 996 BAMBOLEA - Lacitta Jalinto PERSONALITY/MOTIVATION: Hate the sin, Love the sinner. Plus she can cut a hit and make millions. QUOTE: Ju chuss better respect, senor. POWERS/TACTICS: likes to be in charge, call the shots. leads from the rear, but is supportive and kind to those helping her. a truly charitable woman, but also tolerates no nonsense. she used to be just "Paula Abdul but like with super-powers, man" now she's the leader of a group of crime fighters, and loved by all supers. CAMPAIGN USE: Inpsired by the Gypsy Kings song: Bambolea, and by Selena, and an ex-girl-friend who was new-yor-ican. APPEARANCE: head-turner
  4. Re: Complicate the Person Above Keyes_Bill has a secret ID: Senator Bunnfellow from the state of South Rhodentia
  5. Re: Genres HERO GAMES may want to avoid (intended to be humorous) ULTIMATE SHOWDOWN of ULTIMATE DESTINY the HERO fighting game, featuring Shaq-Fu !
  6. Re: Used to Cost Endurance (-1/4) the case that brought this up was Sapphire, from the Champions, in the C.U. campaign book. She has a zero-end EB slot. Obviously she bought down the end expenditure over the course of her long career. so her Elem.Con. is legal because it Used to Cost Endurance
  7. Re: Genres HERO GAMES may want to avoid (intended to be humorous) HAMSTER HERO who's your owner ? how big is your cage ? how often are you fed ? how often are you let out ? do other household pets hunt you ? does your wheel squeak ? are your shavings fresh ? and if DOJ can get the HAMTARO license, this could be their first big licensed universe. HAMSTER HERO !
  8. Re: Love Child of the Marvel Universe the heros arrive back from Athens in a first class jet. (thanks to bureaucracy) then they go sift over the destroyed suburban hideout of Mr.Jones. They find a young heroine, Hurricane Tana, imprisoned in a sleep set below the house, and she'd been missing for seven years. PJ got attacked by someone in the IRON-MONGER armor, even though its "inventor" O.Stane had been dead for several years. And that someone had done their homework knowing what poison to use on their NND darts versus OJ. No they don't have a team name yet. They say "JLA" but you cant do that in the M.U. even if its a diff. acronym Clues lead them to the Port Norfolk cargo yard, where an anchored cargo trawler contained robots and yet another serpentine wizard. Adventure Three - Feb.21st
  9. Re: Quote of the Week from my gaming group... TEAM MENTALIST: Hey, go get me a Dr.Pepper. TEAM GADGETEER: No. finally everyone on the team has at least a little bit of mental defense.
  10. Re: Complicate the Person Above L.Marcus bought an old Krispy Kreme and had them convert the machinery to make Necro-Donuts. If he eats one, its just breakfast. If the rest of us eat one, its an origin story.
  11. Re: Quote of the Week from my gaming group... NIGHT HAWK: I'm going in, checking for traps...watch my back. IRON CLAD: Why, does it do tricks ?
  12. Re: Complicate the Person Above Lisa!?! Why does the gaunt generator run 23 hours a day at your hide-out?
  13. When you run across a power in an Elem.Control that doesnt cost END to use, this is obviously the Limitation the power has. Why? When you were a junior hero, just learning your powers, you were constantly tuckered out by your EBlast of your SFx in your EC. Later in your crime-fighting career, at mid power you bought reduced End: half end, so you could keep up the fight longer. But now you are a senior hero, and you've bought reduced end: no end cost on your EBlast, but its still in your EC, right? so what's going on with your points is obviously Used to Cost Endurance (-1/4)
  14. Re: What Are You Listening To Right Now? right about now, funk soul brother check it now, funk soul brother. rock a fella skank, fat boy slim
  15. Re: The “Unofficial†Ultimate Mentalist Project (Fan Version “What Do *You* Want To S How about writing + re-writing Psych disads (also enraged+berzerk) with BOECV changes (Mental Transforms)
  16. Re: Favorite HERO mechanics the time chart. I even bring the time chart into other game systems.
  17. Re: Longest Running Thread EVER Here Ya Go Zornwil:
  18. Re: Love Child of the Marvel Universe [b]Big Brother - [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13 12- HTH Damage 2 1/2d6 END [1] 18 DEX 24 18 13- OCV 6 DCV 6 20 CON 20 20 13- 16 BODY 12 16 12- 18 INT 8 18 13- PER Roll 13- 23 EGO 26 23 14- ECV: 8 23 PRE 13 23 14- PRE Attack: 4 1/2d6 10 COM 0 10 11- 10 PD 7 10/22 10/22 PD (0/12 rPD) 9 ED 5 9/21 9/21 ED (0/12 rED) 4 SPD 12 4 Phases: 3, 6, 9, 12 7 REC 0 7 50 END 5 50 33 STUN 0 33 5 RUN -2 5" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward [b]CHA Cost: 133[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 9 Mental Defense (14 points total) - END= 67 [b][i]Mental Powers[/i][/b]: Multipower, 100-point reserve, (100 Active Points); Requires A PRE Roll (-1/2) - END= 6u 1) Flight 30", x4 Noncombat (65 Active Points) - END=6 4u 2) Telepathy 10d6 (50 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) - END=5 10u 3) [b][i]Invisible Wall[/i][/b]: Force Wall (10 PD/10 ED; 10" long and 7" tall), Costs END Only To Activate (+1/4) (100 Active Points) - END=8 10u 4) Ego Attack 10d6 ( Human class of minds) (100 Active Points) - END=10 5u 5) Mental Illusions 10d6 (50 Active Points) - END=5 7u 6) Telekinesis (50 STR) (75 Active Points) - END=7 15 [b][i]Mental Powers[/i][/b]: Elemental Control, 30-point powers - END= 12 1) Mind Control 6d6 ( Human class of minds) (30 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) - END=3 10 2) Mind Link , Human class of minds, Any Willing Target, Number of Minds (x8) (30 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) - END=3 12 3) Mind Scan 6d6 ( Human class of minds) (30 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) - END=3 15 4) Force Field (12 PD/12 ED), Costs END Only To Activate (+1/4) (30 Active Points) - END=2 [b]POWERS Cost: 182[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Bureaucratics 14- 3 Bribery 14- 3 PS 13- 3 Power 14- 3 Teamwork 13- 1 Disguise 8- 3 Conversation 14- 3 Persuasion 14- 3 Tactics 13- [b]SKILLS Cost: 25[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 5 Vehicles & Bases 7 Custom Perk [b]PERKS Cost: 12[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Hunted by Father: King Pin 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching) 5 Vulnerability: Poison (zoo toxins) (Uncommon) 20 Psychological Limitation (Hatred of Organized Crime): (Very Common, Strong) 5 Physical Limitation (Fat Guy): 400 Pounds (Infrequently, Slightly Impairing) 5 Distinctive Features (White Eyes): (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Social Limitation (Eatern State Universtity Patient): (Very Frequently, Major) 5 Susceptibility to Caffeine: , 1d6 damage Instant (Uncommon) 5 Money: Poor 5 Enraged: When fighting the Mob (Uncommon), go 8-, recover 14- 15 Psychological Limitation (found of using Mental Control Powers): (Common, Strong) 5 Watched by Project Wide Awake: 8- (Less Pow, Harshly Punish) [b]DISADVANTAGES Points: 100[/b] Base Pts: 250 Exp Required: 2 Total Exp Available: 6 Exp Unspent: 4 Total Character Cost: 352 Big Brother - PERSONALITY/MOTIVATION: controller QUOTE: Go get me a soda. POWERS/TACTICS: Mentalist CAMPAIGN USE: Scanner APPEARANCE: large dude, not unlike orson welles in his early days
  19. Re: Love Child of the Marvel Universe Our heroes had no clue where the reptilian losers came from that tried to zap Zeus. A week of fruitless searching revealed nothing. Then someone noticed that a new patient at the asylum was a local state trooper, one who had ticketed our heroes before on an outing. So what was the deal? the Trooper was suffering from a long term mental transform. Someone had suggested he "go to Hawaii" for a while Turns out 5 other LE personnel were also suffering from similar problems. Now they isolated the common neighborhood where the officers either lived or worked. Long story short, there was a huge fight in the cul-de-sac between our heroes and a powerful mentalist and his brainwashed munchkin agents. The mentalist had werid green hair, and used powerful spells as well as mental blasts. Finally Block-House got into hand-to-hand with the bad guy and they noticed two things: A. The hair was actually scales, like a snake. B. The guy was famous, someone they should recognize. Of course the bad guy triggered a massive charge rigged to kill al witnesses. All the heroes but one escaped in time, due to a deus ex-machina from PJ's watchers. Rogus was left in the blast radius, and barely lived to tell what he saw. The mentalist was actually HUGH JONES, former CEO of Roxxon Oil, and his green "hair" was a newer more streamlined SERPENT CROWN. Apparently "essence of a deity" was a key ingredient in whatever new plot was in motion. Last item, just for spite, Jones took Rogus's blaster pistol that was a gift from Thanos. Adevnture Two: Feb 13th
  20. OHM of the Marvel Universe OHM - John D. Rambeau [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 18 STR 8 18 13- HTH Damage 3 1/2d6 END [2] 16 DEX 18 16 12- OCV 5 DCV 5 18 CON 16 18 13- 16 BODY 12 16 12- 28 INT 8 28 15- PER Roll 15- 13 EGO 6 13 12- ECV: 4 13 PRE 3 13 12- PRE Attack: 2 1/2d6 10 COM 0 10 11- 5 PD 1 5/23 5/23 PD (5/23 rPD) 5 ED 1 5/23 5/23 ED (5/23 rED) 5 SPD 24 5 Phases: 3, 5, 8, 10, 12 10 REC 4 10 36 END 0 36 34 STUN 0 34 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 4 LEAP 0 3 1/2" 3 1/2" forward, 1 1/2" upward [b]CHA Cost: 101[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 60 [b][i]ENERGY MANIPULATION[/i][/b]: Multipower, 105-point reserve, (105 Active Points); all slots Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END= 3u 1) [b][i]FIRST SLOT, HI ENERGY FORM[/i][/b]: Armor (18 PD/18 ED), 8 Continuing Charges lasting 1 Hour each (+0), Hardened (+1/4) (67 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Visible (-1/4), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END= 6u 2) [b][i]basic ZOT!![/i][/b]: Energy Blast 14d6, Reduced Endurance (0 END; +1/2) (105 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END= 6u 3) [b][i]FLASH-BANG[/i][/b]: Sight Group Flash 10d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (100 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END= 5u 4) [b][i]True Lightning Bolt[/i][/b]: Killing Attack - Ranged 2d6+1, 16 Charges (+0), Indirect ( Any origin, any direction; +3/4), Area Of Effect (24" Line; +1) (96 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Visible (quite loud; -1/4), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END= 6u 5) [b][i]DAMAGE AURA[/i][/b]: Energy Blast 8d6, 8 Continuing Charges lasting 1 Turn each (+0), Damage Shield (+1/2), Continuous (+1) (100 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END= 6u 6) [b][i]MEGA_ZOT[/i][/b]: Energy Blast 21d6, 16 Charges (+0) (105 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END= 4u 7) [b][i]WHOOOSH![/i][/b]: Flight 30", 1 Continuing Fuel Charge lasting 6 Hours (+1/4) (75 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END= 2u 8) [b][i]ZOOOOM!![/i][/b]: Flight 10", MegaScale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END= 25 [b][i]Electronics[/i][/b]: Variable Power Pool (Gadget Pool), 20 base + 5 control cost, (30 Active Points); OIF (-1/2), VPP Can Only Be Changed Between Adventures (the Lab; -1/2) - END= 5 Damage Resistance (5 PD/5 ED) - END= 32 [b][i]Electrical fields[/i][/b]: Detect A Large Class Of Things 15- (Unusual Group), Discriminatory, Range, Sense, Targeting - END= 5 +10 INT (10 Active Points); Conditional Power Power does not work in Very Common Circumstances (not in hi power form; -1) - END= 5 Mental Defense (8 points total) - END= 5 Power Defense (5 points) - END= [b]POWERS Cost: 175[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 4 +2 with any single attack 3 Teamwork 12- 3 Power 15- 2 Navigation 15- 3 SS 15- 0 Custom Skill 1 Analyze: Style 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 1 Computer Programming 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 1 Cryptography 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 1 Electronics 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 1 Inventor 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 1 KS (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 15- 1 Mechanics 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 1 PS (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 15- 1 SS: States of Matter (Hi End) 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 1 Security Systems 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 3 Systems Operation (Communications Systems, Air/Space Traffic Control Systems, Metal Detectors, Radar, Recreation Systems, Sensor Jamming Equipment) 15- (7 Active Points); Conditional Power Power does not work in Extremely Common Circumstances (-1 1/2) 1 Stealth 12- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 1 Weaponsmith (Energy Weapons) 15- (2 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) [b]SKILLS Cost: 30[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 5 Vehicles & Bases 7 Fringe Benefit: International Police Powers, License to Kill, Membership, Security Clearance (21 Active Points); Limited Power Power loses almost all of its effectiveness (-2) [b]PERKS Cost: 12[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 5 Hunted: Captain Marvel - Monica Rambeau 8- (Mo Pow, Watching) 10 Hunted: Electro 8- (Mo Pow, Mildly Punish) 10 Hunted: project wideawake 8- (Mo Pow, NCI, Watching) 10 Social Limitation: Eastern State half-way (Frequently, Minor) 10 Distinctive Features: energy signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Susceptibility: Ex Dim Movements , Transdimensional SFX, 2d6 damage Instant (Uncommon) 10 Vulnerability: 1 1/2 x STUN (adj.powers of electrical sfx) or dimenisional sfx (Common) 9 Accidental Change: surprised into hi energy form 8- (Common), Custom Adder 15 Physical Limitation: low density +3 Knockback (All the Time, Slightly Impairing) 20 Psychological Limitation: schizo, dislikes some other forms (Very Common, Strong) [b]DISADVANTAGES Points: 109[/b] Base Pts: 250 Exp Required: 0 Total Exp Available: 6 Exp Unspent: 6 Total Character Cost: 318 OHM - John D. Rambaeu PERSONALITY/MOTIVATION: upholding the good QUOTE: why do people keep saying I do these things? that was other kids POWERS/TACTICS: zot from aerial support CAMPAIGN USE: energy projector, nominated for cheesiest build of an MP ever by a supporting hero. APPEARANCE: crackling handsome black man
  21. Re: Best published adventure VILLAINY AMOK == of course you'll be homebrewing from the menu items
  22. Re: DC Universe Character Question Zatanna "thgil .rd touba pu tuhs d'eh hsiw erus I"
  23. Re: Love Child of the Marvel Universe BLOCK_HOUSE - Bubson [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 90 STR 80 90/120 27- / 33- HTH Damage 18d6/24d6 END [9/12] 18 DEX 24 18 13- OCV 6 DCV 6 50 CON 80 50 19- 12 BODY 4 12 11- 9 INT -1 9 11- PER Roll 11- 8 EGO -4 8 11- ECV: 3 15 PRE 5 15 12- PRE Attack: 3d6 10 COM 0 10 11- 22 PD 22 22 22 PD (20 rPD) 30 ED 20 30 30 ED (20 rED) 5 SPD 22 5 Phases: 3, 5, 8, 10, 12 10 REC 0 10 100 END 0 100 37 STUN 0 37 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 18 LEAP 0 18"/24" 18"/24" forward, 9"/12" upward [b]CHA Cost: 252[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 10 [b][i]MUTANT HERITAGE[/i][/b]: Elemental Control, 20-point powers - END= 10 1) Damage Resistance (20 PD/20 ED) (20 Active Points) - END= 12 2) [b][i]Mini-Regen[/i][/b]: Healing BODY 1d6, Can Heal Limbs, Resurrection, Trigger (when unconscious (zero or less stun); +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (79 Active Points); Limited Power Power loses almost all of its effectiveness (versus hard radiation damage; -2), Conditional Power Power does not work in Extremely Common Circumstances (heart cut out and destroyed (burned, disintegrated, acid, etc); -1 1/2), 1 Continuing Charge lasting 1 Minute (-1), Does Not Work On Some Damage One Type of Damage (-1/4) - END= 10 3) +30 STR (30 Active Points); No Figured Characteristics (-1/2), No Figured Characteristics (-1/2) (Modifiers affect Base Characteristic) - END=3 25 4) +7 with HTH Combat (35 Active Points) - END= [b]POWERS Cost: 67[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 PS 13- 0 TF: Large Motorized Ground Vehicles 3 Analyze: Agility Skills 11- 10 Defense Maneuver I-IV 5 Rapid Attack (HTH) 3 Breakfall 13- 3 Acrobatics 13- 3 Combat Driving 13- 3 Tactics 11- 3 Teamwork 13- 3 Climbing 13- [b]SKILLS Cost: 39[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 3 Vehicles & Bases 7 Fringe Benefit: International Police Powers, License to Kill, Licensed Psionic, Membership, Weapon Permit (where appropriate) (20 Active Points); Independent (-2) [b]PERKS Cost: 10[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 Social Limitation: trustee at Eastern State (Frequently, Major) 15 Distinctive Features: six arms (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Psychological Limitation: Overconfidently Brash (Very Common, Strong) 5 Hunted: PROJECT WIDEAWAKE 8- (As Pow, NCI, Watching) 0 Hunted: Wolverine Himself 8- (Mo Pow, Limited Geographical Area, Watching) 5 Money: Poor 15 Psychological Limitation: Hates Bigots, especially those who comment on gross physical differences (Common, Strong) 10 Enraged: Bigotry (Uncommon), go 11-, recover 14- 15 Vulnerability: Hard Radiation (Very Common) 10 Susceptibility: Hard Radiation, 1d6 damage Instant (Common) [b]DISADVANTAGES Points: 110[/b] Base Pts: 250 Exp Required: 8 Total Exp Available: 8 Exp Unspent: 0 Total Character Cost: 368 BLOCK_HOUSE - Bubson PERSONALITY/MOTIVATION: Blunder on Through QUOTE: Do you need this guy's armor back? POWERS/TACTICS: Hit it harder. CAMPAIGN USE: fighting fury APPEARANCE: four armed wiry rough neck
  24. Love Child : TRAP_DOOR Trap Door - Benjamin Parker [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 30 STR 20 30 15- HTH Damage 6d6 END [3] 28 DEX 54 28 15- OCV 9 DCV 9 23 CON 26 23 14- 13 BODY 6 13 12- 18 INT 8 18 13- PER Roll 13-/17- 11 EGO 2 11 11- ECV: 4 13 PRE 3 13 12- PRE Attack: 2 1/2d6 10 COM 0 10 11- 10 PD 4 10 10 PD (3 rPD) 10 ED 5 10 10 ED (3 rED) 6 SPD 22 6 Phases: 2, 4, 6, 8, 10, 12 11 REC 0 11 46 END 0 46 40 STUN 0 40 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 26 LEAP 0 26" 26" forward, 13" upward [b]CHA Cost: 150[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 15 [b][i]Genetic Gifts[/i][/b]: Elemental Control, 30-point powers - END= 10 1) [b][i]Roof Hopping[/i][/b]: Clinging (10) Leaping +20" (26" forward, 13" upward) (Custom Adder) (30 Active Points); Requires A Skill Roll (-1/2) - END=3 7 2) [b][i]Supernatural Dodge[/i][/b]: Physical and Energy Damage Reduction, Resistant, 25%, Custom Adder (30 Active Points); Limited Power Power loses about half of its effectiveness (Must be aware of attack; -1), Costs Endurance (Only Costs END to Activate; -1/4) - END=3 7 3) [b][i]Sneaky[/i][/b]: Invisibility to Sight and Hearing Groups and Mind Scan (30 Active Points); Requires A Skill Roll (Stealth Roll; -1/2), Only When Not Attacking (-1/2) - END=3 50 [b][i]Weapons and Utility belt[/i][/b]: Multipower, 100-point reserve, (100 Active Points); all slots OIF (-1/2), Activation Roll 15- (-1/4), Gestures (-1/4) - END= 1u 1) [b][i]Three-section-staff[/i][/b]: Hand-To-Hand Attack +6d6, Indirect: ignore shields and cannot be blocked ( Same origin, always fired away from attacker; +1/4) (37 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2), Real Weapon (-1/4), Activation Roll 15- (-1/4), Gestures (-1/4) - END=4 3u 2) [b][i]Web-Glue Grenade[/i][/b]: Entangle 6d6, 6 DEF (Stops A Given Sense: Normal Sight), Area Of Effect (One Hex; +1/2) (97 Active Points); 8 Charges (-1/2), OIF (-1/2), Can Be Missile Deflected (-1/4), Activation Roll 15- (-1/4), Gestures (-1/4) - END= 1u 3) [b][i]Swingline shooters[/i][/b]: Swinging 25", x4 Noncombat (30 Active Points); OIF (-1/2), Activation Roll 15- (-1/4), Gestures (-1/4) - END=3 11 Missile Deflection (Any Ranged Attack) (20 Active Points); Requires An INT Roll (-3/4) - END= 17 Luck 6d6 (30 Active Points); Requires An INT Roll (-3/4) - END= 3 [b][i]Tougher than nails[/i][/b]: Damage Resistance (3 PD/3 ED) - END= 8 +4 PER with Hearing Group - END= [b]POWERS Cost: 133[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 2 Weapon Element: Clubs, Two-Handed Weapons [b]MARTIAL ARTS Cost: 20[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 5 Defense Maneuver I-II 3 Acrobatics 15- 3 Deduction 13- 3 Stealth 15- 3 Breakfall 15- 3 Teamwork 15- 3 Lockpicking 15- [b]SKILLS Cost: 23[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 7 Custom Perk: National police powers, licensed mutant, security clearance, license to kill. 5 Base at eastern State [b]PERKS Cost: 12[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 17 Danger Sense (immediate vicinity, in combat, Function as a Sense) (26 Active Points); Conditional Power Power does not work in Common Circumstances (Defeated by radio jamming, radio invisibility, radio darkness; -1/2) 17- [b]TALENTS Cost: 17[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 Enraged when reminded about Spiderman's bad reputation: Newspaper article, people bad-mouthing, etc. (Common), go 11-, recover 14- 5 Dependent NPC of Mother: Black Cat 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 10 Watched by Spiderman: Spiderman the main dad figure 8- (Mo Pow, NCI, Watching) 20 Psychological Limitation: Self-destructive Overconfidence: Ignores damage to himself when deciding actions. Deliberitly hurts himself when bored. (Very Common, Strong) 10 Social Limitation: Eastern state patient (Frequently, Minor) 10 Susceptibility: When exposed to high-frequency sounds at high intensity; jet engines, heavy metal concerts, etc., 1d6 damage per Turn (Uncommon) 10 Vulnerability: 2 x STUN High frequency high intensity sounds (Uncommon) 5 Money: Part-time machinist at Eastern State Poor 5 Hunted: Project Wide-Awake 8- (As Pow, NCI, Watching) 10 Psychological Limitation: Hatred of "supervillian masterminds": wants to "beat them up" lots. Really a lot. (Uncommon, Strong) [b]DISADVANTAGES Points: 100[/b] Base Pts: 250 Exp Required: 5 Total Exp Available: 6 Exp Unspent: 1 Total Character Cost: 355 Trap Door - Benjamin Parker PERSONALITY/MOTIVATION: You better take back what you said about my dad! QUOTE: I got it! POWERS/TACTICS: Whack em CAMPAIGN USE: Team scout/detective APPEARANCE: Leather and spandex black and blue roof-hopping outfit with ninja-styling.
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