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Kharis2000

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Posts posted by Kharis2000

  1. Re: Pulp Anime Series you should be watching

     

    Since it's an OVA, there will just be 6 episodes at this time, but as they're 45 minutes apiece (2 per disc), it works out to about the same length as a standard 13-episode series with all the filler and openings and endings removed.

     

    Discs one and two are availablenow, so I expect that you'll not have to wait long for the third.

  2. Re: Tear heart out of your chest ability, ala "Temple of Doom"

     

    Go with the a simple HKA, but purchase it with the Limitations 'All Or Nothing' (you'll need to look up the limmitation on that, but it's about a -1), 'Only Vs. Held Opponents' (about a -1/2), and some Extra Time (at least a full phase).

     

    That way, he has to roll enough body to kill you outright (2d6 is enough for most NPCs with about an 8 BODY average, but I wouldn't go more than 4d6 for an average of about 14 BODY in any case) or try it again, and it gives the PC a phase or two to break free, or have a friend interfere, which seems fair.

  3. "Project Blue Earth SOS"

     

    Take part Jonny Quest, part Sky Captain (the cool planes and pilots part), add some alternate history and an appealing mix of 40's and 50's style technology flavored with some future tech elements, stir in a slice of Batman: The Animated Series (the first season) and Fritz Lang's Metropolis for scenery, and season with some mysterious alien invaders.

     

    ADV INfo site: http://www.animenewsnetwork.com/encyclopedia/anime.php?id=6382

     

    Trailer: http://www.animenewsnetwork.com/news/2007-12-06/adv-films-posts-project-blue-earth-sos-trailer

     

    Damned good stuff folks. Go look for it now. Go watch it now. :thumbup:

  4. Re: Hudson City as Pulp city?

     

    I've always traditionally based my Pulp Hero game in NYC due to the ease of finding historical material that covers it, but have branched out and started tying adventures to Hudson City (and boy do I get jokes about the city's name from my players). The conversion back to the 1930's was pretty much painless, since I'd already mined out all the relevant information on HC in that era back when I was writing Mastermind and Madmen and Thrilling Places and everyone's been fine with it.

     

    The biggest issue for me was in making certain that adventures in HC have a different 'feel' than ones in NYC, and by playing up the Raven's penchant for mystical foes, the Chinatown connection, and installing a police detective who handles the 'mask crimes' that's completely different than the one that the PCs deal with in NYC, it's worked out pretty well.

     

    Honestly, there isn't really any reason why you can't use Hudson City straight out of the box if you want to, and just change the high tech industries around to something more pulp-appropriate, but if you want to scale the city back to the 1930's, there's enough information in the Hudson City book to do that easily enough. You will need to read the individual borough entries though, as some of it is in there, and not in the summary at the start of the book.

     

    And in a shameless product plug moment, I'll point out that Thrilling Places has a selectin of Pulp-era Hudson City locations already designed for you.

  5. Re: Gatebreaker

     

    I have to admit that I made the decision to just simply stop caring about points and point costs as a measure of ability/scope/power/whatever for PCs and NPCs years ago. It made things much easier - nowdays I simply build characters to be what I feel they ought to be and avoid all the angst.

     

    All opponents aren't meant to be defeated in combat by the heroes (yes, I know that this is not an opinion shared by everyone), and all opponents aren't meant to be out-thought or out-cheesed by the heroes... but one of those three will usually work. If it doesn't, that means that they've ignored several warning signs that were there to tell them that this was a bad idea, and I feel like I've done my job as a GM at that point.

     

    So build away, Enforcer!

  6. Re: Looking for Dirty Harry or Bullit

     

    Mike Surbrook might have a writeup for him on his site.

     

    Other places you could look for similar character writeups to see how other people have built similar folks are in Predators (Lt. Paul Clinton, IIRC) and in Masterminds and Madmen (Det. Lieutenant Arthur Corgan).

  7. Re: Looking for HPA Pulp Adventure Recommendation

     

    If you have a copy of Masterminds and Madmen, many of the characters in it, although written as opponenrts for characters, can be adapted as PCs with little trouble. They come in all power ranges as well.

     

    Or, if you wanted, you could use Randall's Raiders from the Pulp Hero book, adding points if you feel the need.

  8. Re: [Review] Pulp Hero

     

    The Thrilling Tales adventures have translated well for me - but that's with the caveat that I used them as starting points and attached my own campaign-specific villains and hooks to the ones I've adapted.

  9. Re: Urban Fantasy Recommendations

     

    This isn't so much a book reccomendation as a thematic topic one:

     

    One of the themes that I've started to see crop up more and more in urban fantasy that has therianthropes of varying sorts in it, is the idea of genetically-programmed pack dynamics. By that, I mean the idea that 'alpha males' and 'alpha females' exist in pretty much all varieties of therianthropes, and that other members of the same 'family' of therianthropes are genetically programmed to kowtow to them, submit to requests and demands for services, and suffer 'programmed' physical and emotional attraction to them. Along with the individual effects, the therianthropes also have progammed social structures and responses that are (theroetically anyway) based on the social behavior of pack predators in the wild.

     

    Personally I find the idea annoying and a cheap cop-out to force characters to perform less-than intelligent actions required to move the plot along (I believe that it's a holdover from the current generation of urban fantasy's roots in the romance genre, personally), but it seems to be pervasive enough that it deserves some kind of discussion and representation as a Limitation.

  10. Re: The Serial Experience

     

    I don't know that I agree with his 'Top 10' - especially Return of Chandu and Perils of Nyoka both of which I've watched recntly - but the site is nice and clean and he's got an excellent image archive and a lot of good information. I give it a two thumbs up. :thumbup::thumbup:

  11. Notes on using the AniCommandos

     

    When GMing for the AniC’s the biggest thing to remember is that they aren’t people. They don’t think like people, and their reactions won’t always be for reasons that humans would think of. They prefer direct solutions to problems, and have an animal’s disregard for human concepts like ‘laws’ and ‘morality’ and ‘private property rights.’ (In the original game, their first attempted solution to their adopted hero’s lack of a social life was to knock over a drug deal, steal the money, and then use their stolen funding to throw a ‘block party’ for him with free drinks and a live band, and then invite no less than three University Of Miami sororities.)

     

    They don’t balance out in terms of combat power to defensive ability – while some of them have powers that are potentially lethal to normal humans and even some supers, the AniCommandos all can take damage less well than any normal PC. They’re quick, they have high DCVs and some resistant defenses (mostly through Combat Luck) – but there’s really nothing backing that up. The reason for that is simple: they’re not supposed to be in fights with Mechanon. Heck, or Bulldozer for that matter. They’re there for color, a bit of humor, a nice change from the usual ‘Slightly Less powerful’ NPCs, and to ask questions that the PCs might not know were even there. (Ranging from, ‘Why did you hit Icicle” Aren’t you all the time telling us how pretty she is and how you’d like to take her out?’ to ‘I thought you said that killing people was bad?’) That’s not to say that the AniCommandos can’t save their adopted hero’s bacon in a pinch, just that as fragile as they are, it’s not something you want to count on.

  12. Quantum Cat

     

    Quantum Cat

     

    Background/History: Part of the group of AniCommandos that all ‘awakened’ at the same time (the others were Retro, Blink, and the HedgeHammer), Quantum first phased out during the confusing episode when Retro’s power activated for the first time and Blink moved them all to the exercise area.

     

    Personality/Motivation: Quantu is primarily a cat, and enjoys all the charming - and not so charming - behavior common to the species. In his case, though, he actually *knows* that he's lying on the report you need, leaving fur on your tuxedo, and clawing up your favorite chair. He's protective of the other AniCommandos, especially (oddly enough given their respective species) Retro, and is willing to unleash his deadly Flashing Paws Of Quantum Death on anyone he believes is trying to inflict serious harm on his friends. He doesn't speak much, but when he does, he's usually either serious or making fun of someone in a dry catlike way.

     

    Quote: “Meeeee-row!” [Translated by Mindlink as: “Put the rat down or I’m going to claw you a new one!”]

     

    Powers/Tactics: Quantum’s powers allow him to alter the quantum level of his physical makeup and slip between the molecules that make up normal matter. He does this on an instinctive level, matching the quantum frequencies on a constant basis to such a perfect degree that he sustains himself by the energy interplay on the quantum level, requiring no food or oxygen while in his altered state, and being immune to conditions as extreme as outer space.

     

    He’s also taught himself several additional uses for the ability: He can match the quantum frequency of microscopic particulate matter in the air and literally walk on it, appearing to walk on thin air. He has mastered the ability of hardening his claws on the quantum level so that they will affect the material world while he remains out of phase.

     

    Appearance: Quantum is a male Siamese cat, with dark chocolate brown points. When his Quantum powers are active, he becomes wispy around the edges, as if bits of him were trailing off and dissipating.

     

     

    Quantum Cat

     

    Val Char Cost Roll Notes

    -15 STR -25 6- 3.2 kg; 0d6 [1]

    20 DEX 30 13- OCV: 7/DCV: 7

    12 CON 04 11-

    10 Body --- 11-

    11 INT 01 11-

    08 EGO -04 10-

    10 PRE --- 11-

    12 COM 01 11-

    02 PD 02 8 PD/6 rPD

    02 ED --- 8 ED/6 rED

    04 SPD 10

    06 REC 08

    40 END 08

    30 Stun 18

     

    Total Characteristics Cost: 43

     

    Movement: Running 10”/20"

     

     

    Powers & Skills END

     

    60 Walks Through Walls: Desolidification (Affected by Mental Powers, Magic, and Quantum Displaced Individuals), Reduced END (0 END, +1/2) 0

    21 Quantum Claws: Affects Physical World for Flashing Claws of Doom (+2) +2

    20 Walks On Air: 10” Flight, Reduced END (0 END; +1/2)(30 Active Points); Linked to Desolidification (-1/2) 0

    10 Quantum Displacement: Life Support (Self-Contained Breathing, Safe Environments: Low Pressure/Vacuum, High Pressure, High Radiation, Intense Cold, Intense Heat)(16 Active Points); Linked to Desolidification (-1/2) ----

     

     

    05 Bite: HKA 1 pip (1 pip w/STR) 1

    05 Flashing Claws of Doom I: HKA 1 pip (1 pip w/STR) 1

    02 Flashing Claws of Doom II: Autofire (5 shot) for Claws +1

    03 Pounce: +3”Leap (3” forward/1½” upwards)

    08 Quick Kitty Feet: +4” Running (10”)

    09 Cat’s Senses: +3 PER w/All Senses

    05 Cat’s Eyes: Nightvision

    05 Cat’s Nose: Tracking for Normal Scent

     

    Skills

    20 Hard To Hit: +4 DCV

    10 Skilled Hunter: +2 Hand To Hand

     

     

    09 AK: The Lab 14-

    03 Breakfall 13-

    03 Climbing 13-

    13 Concealment [self Only; (-1/2)] 19-

    09 KS: Cat-related Entertainment 14-

    09 KS: Chuck Jones’ Tom and Jerry Cartoons 14-

    --- Language: English (Native, Literate)

    15 Stealth 18-

    03 Streetwise 11-

    03 Teamwork 12-

     

    Total Powers and Skills Cost: 251

    Total Character Cost: 294

     

    Disadvantages: 100+

    15 Distinctive Features: Large, well-groomed English hedgehog (Not Concealable; Always Noticed)

    15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

    10 Physical Limitation: Tiny (.25m; +9’ KB)

    20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

    10 Psychological Limitation: Lets Humans Think They’re In Charge (Moderate, Common)

    10 Psych Lim: Wants To ‘Help’ Hero That Helped Him And His Friends (Common, Moderate)

    Quirks:

    01 Watches the musical Cats at least once a week – has worn out two DVDs.

    01 Prowls the lab at night

    01 Sunbathes in major pathways

    111 Cat Who Walks Through Walls Bonus

  13. Flex Ferret

     

    Flex Ferret

     

    Background/History: Flex was the next-to-last AniCommando to have their powers awaken, and the one to have them awaken most comically. He started to wriggle to escape when a lab assistant picked him up, and before he realized what had happened, he had lengthened to over thirty feet long and was wrapped up around the tech.

     

    Personality/Motivation: Flex is the single best-adjusted individual member of the AniCommandos. As he sees it, he’s not only smart, has a great bunch of friends, and gets to play all sorts of games - but he has really cool powers to boot.

     

    He’s always there to lend a paw if one of the others needs him (and occasionally when they don’t), always making jokes or clowning around, and generally is the heart and soul of the team as much as Geist is the brains. Even Retro can’t maintain his normally acerbic attitude in the face of Flex’s attempts to make him laugh.

     

    Quote: “Yeek! Yeek!!” [Translated by Mindlink as: “Hey! Think I’m gonna dance now!”]

     

    Powers/Tactics: The experimental process that gave the AniCommandos their powers seemed to be demonstrating a sense of humor when it came to Flex. He’s able to extend his body out like a rubber band, reaching a length of almost twenty meters at full extension. His physical tissues are so resilient that many attacks are absorbed entirely, others blunted, and some even reflected back the way they came. During all of this, his form stretches and distends alarmingly, but so far has always snapped back to normal. Flex’s best two tricks are to wrap himself around a target, literally tying them up with his elastic form, and (his favorite), the ability to inflate himself up to the size of a normal human being.

     

    Appearance: Flex is a classically colored ferret with dark fur, a white undercoat and face, and a dark mask around his eyes. When he stretches, his fur elongates too, although he can look somewhat ‘patchy’ at fullest extension. When he ‘gets big’ as he calls it, he inflates himself up to the size of an average human being.

     

    Flex Ferret

     

    Val Char Cost Roll Notes

    -20 STR -30 04- 1.6 kg; 0d6

    16 DEX 18 12- OCV: 5/DCV: 5

    10 CON --- 11-

    06 Body -08 10-

    08 INT -02 11-

    05 EGO -10 10-

    08 PRE -02 11-

    10 COM --- 11-

    02 PD 06 8PD/6rPD

    02 ED 02 8ED/6rED

    04 SPD 10

    04 REC ---

    30 END ---

    20 Stun 03

     

    Total Characteristics Cost: -13

     

    Movement: Running 1”/2"

    Flight: 10”/160”

     

    Powers & Skills END

     

    20 Flexible Ferret Body Elemental Command: 40-pt. Reserve

    22 1) Super Elastic Ferret Body: Stretching 10” Reduced END (1/2 END; +1/4) 1

    25 2) Like Hitting A Rubber Ball: 50% Damage Reduction vs. PD, Resistant, plus 25% Damage Reduction vs. ED 0

    21 3) Back At You!: Missile Deflection vs. all, Costs END (+1/2), plus Missile Reflection (Only Back At Attacker); Physical Missiles Only (-1), Costs END (-1/2) 4

    20 4) Cuff Him Danno: Entangle 6d6 DEF 6, Backlash (+1/2)(90 Active Points); Feedback (Flex Takes All Damage Done To Entangle By Anyone Other Than The Victim, -1), No Range (-1/2), Cannot Form Barriers (-1/4)

     

    08 Elastic Ferret Wriggle: +4” Running (10” total)

    45 Inflated Sense Of Self: Growth 30 points. [+30 STR, +6 Body, +6 Stun, +6” Knockback Resistance, Normal Human Mass 0

    08 Inflated Sense of Self II: +12 PRE, Offensive Only (-1/2) 0

     

    12 Artful Dodging: Combat Luck 6 PD/ED armor (Hardened; + ¼); (Luck-Based; -½)(Nonpersistent; -¼)

    5 Ferret Teeth: HKA 1/2d6 [1/2d6 w/STR]

    1 Leaping: +1”

    -01 Short Legs: Swimming -1”

    06 Animal Senses: +2 PER w/All Senses

    05 Animal Eyes: Nightvision

     

    Skills

     

    30 Hard To Hit: +6 DCV

     

    03 Acrobatics 12-

    03 AK: The Lab 11-

    03 Climbing 12-

    10 Concealment [self Only; (-1/2)] 17-

    07 PS: Dance 13-

    03 KS: Dance Styles 11-

    --- Language: English (Native, Literate)

    15 Stealth 18-

    03 Teamwork 12-

     

     

     

    Total Powers and Skills Cost: 274

    Total Character Cost: 261

     

    Disadvantages: 100+

    15 Distinctive Features: Slightly scruffy ferret that moves utterly bonelessly (Not Concealable; Always Noticed)

    15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

    10 Physical Limitation: Tiny (.25m; +9’ KB)

    20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

    10 Psychological Limitation: In It For The Fun (Common, Moderate)

    10 Psych Lim: Wants To ‘Help’ Hero That Helped Him And His Friends (Common, Moderate)

    Quirks:

    01 Likes to ‘Get Big’ and dance

    01 Watches reruns of ‘American Bandstand,’ ‘Soul Train,’ and “Dance Party USA’

    01 Secretly wants to be a professional sports team mascot

  14. Rush Rabbit

     

    Rush Rabbit

     

    Background/History: Rush was the last of the AniCommandos to awaken, his powers not activating until after Blink had pulled all of them out of the burning laboratory. When they did, he was so startled that he took off and took almost an hour to find his way back again, despite a one-sided encounter with one of the guard dogs outside the facility. (He picks on the animal every chance he gets now).

     

    Personality/Motivation: Rush lives life in fast-forward. He’s the fastest rabbit alive, and he wants everyone to know it – but especially that stupid dog on the gate outside the lab.

     

    He’s got the same reckless trait that seems typical of speedsters, and never seems to grow tired of how cool it is that he can run so fast that water is the same as concrete to him, or that he can run up walls and along ceilings.

     

    He’s not as friendly as Flex or Blink, as cheerful as Bombadier, or as acerbic as Retro, making him the median line for the group. He’s a bit sad that there are no lady rabbits for him to impress with his speed, but he’s content for now to wait and see what Geist can do about that.

     

    Powers/Tactics: While he may not really be faster than a speeding bullet all the time like another superheroic character, when he goes all-out, Rush is capable of speeds well in excess of Mach 4, making him the undisputed fastest rabbit alive.

     

    When running, his reaction time increases to match his raw speed, making him virtually impossible to hit, as he can simply jink out of the way of any attack before it lands. He remains vulnerable to other speedsters, as their reactions can match his own, but hasn’t, to date, had a problem with one.

     

    His lack of mass and manipulative limbs has hindered Rush in developing many other uses for his powers that other speedsters do, but he has developed one stunt that has a great effect on targets standing on the ground: he zips around their feet at incredible velocity, distracting them and making it difficult to concentrate on combat or the use of purely physical skills.

     

    Quote: “-----” [Translated by Mindlink as: “Forget the guy in blue spandex – I’ve got your ‘faster than a speeding bullet’ right here!”]

     

    Appearance: Rush is a large, North American jackrabbit, mostly a dirty white in color, but with darker orange-tan ears with black tips and orange-tan patches around his eyes (he refers to it as his ‘mask’), mouth, and nose. When he is in motion, his form is normally blurred out to a white streak.

     

     

    Rush Rabbit

     

    Val Char Cost Roll Notes

    -5 STR -15 08- 12.5 kg/ 0d6 [1]

    28 DEX 54 16- OCV: 10/DCV: 10

    15 CON 10 15-

    08 BODY -04 11-

    08 INT -02 11-

    08 EGO -04 10- ECV: 3

    10 PRE --- 11-

    10 COM --- 11-

    02 PD 02 8 PD/6 rPD

    02 ED 02 8 ED/6 rED

    05 SPD 10

    06 REC 06

    40 END 05

    25 STUN 09

     

    Total Characteristics Cost: 73

     

    Movement: Running 7”/14”

    Hyper Running A: 24”/48”

    Hyper Running B: 10km/40 km

     

    Powers & Skills END

     

    75 Hyper-Rabbit Running Multipower: 75-point Reserve

    5u 1) Run Like The Wind 1: Flight 24” Reduced END (0 END; +1/2)(72 Active Points); Only In Contact With A Surface (+1/4) 0

    7u 2) Run Like The Wind II: Fight 10” x4 NCM, Megascale (1”=1 km; +1/4), Noncombat Acceleration/Deceleration (+1), Reduced END (0 END; +1/2)(69 Active Cost); Only In Contact With A Surface (-1/4) 0

     

    27 Just A Jink To The Left: Desolidification [Affected by Mental Powers, Magic, and Other Superspeed Attacks](40 Active Points); May Not Pass Through Solid Objects (-1/2) 4

    52 Master Of Being Underfoot: Change Environment 16” Radius, –4 to all DEX Rolls and DEX-Based Skill Rolls, -2 OCV/-2 DCV, Selective (+1/2)(91 Active Points); No Range (-1/2), Only Versus ‘Grounded’ Targets (-1/4) 9

     

    08 Gnashy Rabbit Teeth: HKA 1/2d6 [1/2d6 w/STR]

    10 Swift: Running +5” (7” total)

    03 Rabbit’s Legs: Leaping +3” (4” forward, 2” upward)

    06 Animal Senses: +2 PER w/ all Sense Groups

    04 Rabbit’s Ears: +2 PER with Hearing Group

    05 Animal Eyes: Nightvision

    12 Artful Dodging: Combat Luck 6 PD/ED Armor (Hardened; + ¼); (Luck-Based; -½)(Nonpersistent; -¼)

     

    Skills

    40 Hard To Hit: +8 DCV

     

    03 AK: The Lab 11-

    03 Breakfall 15-

    15 Concealment [self Only (- ½)] 21-

    15 Shadowing 21-

    07 Stealth 17-

    07 Survival 13-

    03 Teamwork 11-

     

     

    Total Powers and Skills Cost: 295

    Total Character Cost: 368

     

    Disadvantages: 100+

    15 Distinctive Features: White jackrabbit (Not Concealable; Always Noticed)

    15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

    10 Physical Limitation: Tiny (.25m; +9’ KB)

    20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

    10 Psychological Limitation: Reckless (Common, Moderate)

    10 Psych Lim: Wants To ‘Help’ Hero That Helped Him And His Friends (Common, Moderate)

    Quirks:

    01 Runs circles around dogs

    01 Likes to run across water to watch his roostertail

    01 Eats in ‘quick time’

    245 World’s Fastest Rabbit Bonus Bonus

  15. Blink Badger

     

    Blink Badger

     

    Background/History: One of the group of AniCommandoes that all ‘awoke’ essentially at the same time (the others being Retro, the HedgeHammer and Quantum), he discovered his powers when Retro flamed on for the first time and his cage caught fire. His instinctive desire to escape deposited himself and the other commandos in the small exercise enclosure three rooms away when the first technician with a fire extinguisher charged into the then-burning lab.

     

    Personality/Motivation: Blink is fairly well adjusted for a badger with the intelligence of an average human and the power to teleport. He’s the most complacent of the AniCommandos, and rarely gets upset or angry, even with the acerbic Retro. His powers were a great gift to him, and he’s generally happy to sit and watch the television he now understands, steal snack food from the laboratory cafeteria, and hang out with his friends.

     

    Like most of the AniCommandos, Blink is protective and loyal to his companions, although in his case it’s less because they’re the only creatures like themselves on earth, and more because he genuinely likes them. Of all the AniCommandoes, he’s the only one that tries to spend time with each of the others every day.

     

    Quote: “Grumble… Grumble…” [Translated by Mindlink as: “Everybody ready? We go on three… two… one… ”]

     

    Powers/Tactics: Blink, while not a world-class teleporter is still powerful and versatile one. He can teleport just himself, or can carry up to 400 kilograms worth of passengers and cargo selected from anyone or thing within 10 meters of him. His range varies greatly, from as little as a few meters to as much as sixty kilometers, depending on what it is that he’s trying to do.

     

    The largest limitation on his mass teleport powers is that he can only transport personnel and objects with them to locations that he has spent time scouting out and memorizing. Consequently, he will often scout out an area with one of the others, usually HedgeHammer or Retro, and have several fallback points memorized before any planned operation. His permanent, fixed location is ‘The Lab’ and he makes certain to insert everyone into the proper cages when he uses it.

     

    He can teleport himself in a ‘stutter step’ fashion, making it extremely difficult to draw a bead on him, but he is still not the hardest to hit of the AniCommandos.

     

    Lacking any offensive powers, he tends to hang back and hold his action to evacuate the team or their adopted hero if need be. If threatened, he is likely to blink out and return to monitor the fight from another location.

     

    Appearance: Blink is a large, somewhat overweight, badger with typical coloration.

     

    Blink Badger

     

    Val Char Cost Roll Notes

    -20 STR -30 5- Lift 1.6 kg; 0d6 HTH

    15 DEX 15 12- OCV: 5/DCV: 5

    10 CON --- 11-

    08 Body -4 10-

    08 INT -02 10-

    08 EGO -04 10- ECV: 4

    05 PRE -10 10-

    10 COM --- 11-

    02 PD 06 8PD/6rPD

    02 ED 02 8ED/6rED

    03 SPD 05

    04 REC 04

    30 END 05

    20 Stun 07

     

    Total Characteristics Cost: -06

     

    Movement: Running 1”/2"

    Swimming 1”/2”

    Teleport A: 10”/160”

    Teleport B: 1 km/60km

    Teleport C: 10”/1280”

     

    Powers & Skills END

     

    125 Teleportation Multipower: 125-point reserve

    5u 1) Move ‘em Out I: Teleportation 10”, Increased Mass (400 kg), Position Shift, x8 NCM (160”), AoE (Any 5” Area; +1), Selective (+1/4), Useable Against Others (+1/4) (125 point Active Cost); Extra Time (Extra Phase, -3/4), Only To Fixed Locations (-1/2) 12

    5u 2) Move ‘em Out II: Teleportation 5”, Increased Mass (400 kg), Position Shift, x8 NCM (60”), Megascale (1”=1km; +1/4), AoE (Any 5” Area; +1), Selective (+1/4), Useable Against

    Others (+1/4)(110 Active Point Cost); Extra Time (Extra Phase; -3/4), Only To Fixed Locations

    (-1/2) 11

    9u 3) Gone In A Blink: Teleportation 10” x256 NCM (1280”) No Relative Velocity, Reduced Endurance (0 END, +1/2) ----

    4u 4) Now You See Me…: Blink Teleport: +8 DCV

     

    1 Home Is Where The Cage Is: 1 Fixed Location (The Lab)

    25 It’s A Nice Place To Visit: 5 Floating Locations

    12 Artful Dodging: Combat Luck 6 PD/ED armor (Hardened; + ¼); (Luck-Based; -½)(Nonpersistent; -¼)

     

    01 Leaping: Leaping +1” (1” forward, ½” upward)

    -10 Short Legs: -5” Running

    -01 Short Legs: -1” Swimming

    06 Animal Senses: +2 PER with all Sense Groups

    05 Animal Eyes: Nightvison

     

    Skills

    20 Hard To Hit: + 4DCV

     

    05 AK: ‘The Lab’ 13-

    05 AK: Campaign City 13-

    05 AK: Campaign Country 13-

    03 Breakfall 12-

    10 Concealment [self Only (-½)] 17-

    03 Climbing 12-

    05 KS: Human Snack Food 13-

    --- Language: English (Native, Literate)

    15 Stealth 18-

    03 Survival 11-

    02 Teamwork 13-

     

    Total Powers and Skills Cost: 241

    Total Character Cost: 235

     

    Disadvantages: 100+

    15 Distinctive Features: Large, slightly overweight badger (Not Concealable; Always Noticed)

    15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

    10 Physical Limitation: Tiny (.5m; +6”KB)

    20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

    10 Psych Lim: Wants To ‘Help’ Hero Who Helped Him And His Friends (Common, Moderate)

    Quirks:

    01 Secretly Wishes He’d Gotten Race’s Powers

    01 Prefers human food to what the lab assistants give him

    01 Teleports almost everywhere – hasn’t walked more than fifteen consecutive feet in the last year

    175 Teleporting Badger Bonus

  16. The HedgeHammer

     

    The HedgeHammer

     

    Background/History: Part of the group of AniCommandos that all ‘awakened’ at the same time (the others were Retro, Blink, and Quantum), HedgeHammer armored up for the first time when Retro powered up and started a laboratory fire. He hasn’t looked back since.

     

    Personality/Motivation: He likes being ‘the world’s strongest hedgehog’ and rarely transforms back to his normal form until he needs to eat or drink. He does still worry about his status as a lab animal, and the lack of asocial life he and the other AniCommandos have, but he trusts Geist will figure that out in time. He spends far too much time watching professional wrestling on the televisions that the lab assistants brought in to keep the AniCommandos quiet, and tends to act and speak like one of the larger-than-life characters he idolizes so much.

     

    Like all the AniCommandos, he’s loyal and protective of the others, and their adopted hero, but can’t resist a few ‘ring-style’ jabs at the gloomier members like Retro occasionally. Of all the group, he is the only one to instinctively ‘get physical’ with opponents, and is the most likely to interpose himself to protect another member.

     

    Quote: “murmurmurmurmurmur.” [Translated by Mindlink as: “What’cha gonna do, when the HedgeHammer runs wild on you?”]

     

    Powers/Tactics: HedgeHammer has the power to transform himself into a super-dense solid metal form. In that form, his strength rises to an unimaginable (for a hedgehog, anyway) degree, and he becomes extremely hard to injure. Once transformed, his quills become razor-sharp needles that can injure anyone making contact with them. His polished, reflective metal skin is resilient enough that many ranged attacks either deflect away on impact, or become lost in a maze of reflections in the quills covering him and dissipate harmlessly.

     

    In a fight, HedgeHammer will try to close with his opponents undetected and use his unexpected strength to knock them to the ground. His short limbs make grappling difficult, but he is capable of lunges and strikes that allow him to use his strength to damage others and knock down objects. Although he has never used it, he and Bombardier Bat have a tactic worked out that involves Bombardier carrying HedgeHammer in his untransformed form over a fight to drop him onto a target, with HedgeHammer transforming to his metal form as soon as he’s released.

     

    Appearance: The HedgeHammer is a very large English Hedgehog. When he activates his powers, he transforms to a mirror-polished, metal form that bristles with razor-sharp quills. When using his powers, his weight increases dramatically, and rises to just short of 300 pounds.

     

    The HedgeHammer

     

    Val Char Cost Roll Notes

    0/25 STR -10 13- 800 kg; 5d6

    15 DEX 30 13- OCV: 5/DCV: 5

    20 CON 20 13-

    12 Body 12 12-

    08 INT 08 13-

    05 EGO 08 12-

    10 PRE 10 13-

    10 COM --- 11-

    05 PD 05 20PD/10rPD

    05 ED 01 20ED/10rED

    03 SPD 05

    06 REC 04

    40 END ---

    30 Stun 08

     

    Total Characteristics Cost: 101

     

    Movement: Running 3”/6"

     

     

    Powers & Skills

    50 Body of Steel I: Density Increase (x128 Mass, +25 STR, +5PD, +5ED); Reduced Endurance (0 END; +1/2), Persistent (+1/2)(50 active points); Visible (-1/4)

    24 Body Of Steel II: Armor +10PD/+10ED (30 active points); Linked (Armor may be used in any phase in which Density Increase is in use; -1/4)

    24 Body of Steel III: Missile Deflection vs. All, +5 OCV (30 active points); Linked (Missile Deflection may be used in any phase in which Density increase is in use; -1/4)

    32 Quills of Steel: HKA 1d6 Damage Shield (does damage in HTH Combat; +3/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1)(56 active points); No STR Bonus (-1/2), Linked (Damage Shield may be used in any phase in which Density Increase is in use; -1/4)

     

    3 Leaping: +3” (3” forward/1½” upwards)

    -03 Short Legs: Running -3”

    -01 Short Legs: Swimming -1”

    06 Animal Senses: +2 PER w/All Senses

    05 Animal Eyes: Nightvision

     

    Skills

    30 Hard To Hit: +6 DCV

    15 Doing It Like They Do In The Ring: +3 Hand-To-Hand

    10 Look Out Little Buddy!: +5 with Dive For Cover

     

    03 Acrobatics 12-

    03 AK: The Lab 11-

    03 Climbing 12-

    10 Concealment [self Only; (-1/2)] 17-

    06 KS: Professional Wrestling World 14-

    --- Language: English (Native, Literate)

    15 Stealth 18-

    03 Streetwise 11-

    03 Teamwork 12-

     

    Total Powers and Skills Cost: 241

    Total Character Cost: 342

     

    Disadvantages: 100+

    15 Distinctive Features: Large, well-groomed English hedgehog (Not Concealable; Always Noticed)

    15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

    10 Physical Limitation: Tiny (.25m; +9’ KB)

    20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

    10 Psychological Limitation: Professional Wrestling Mentality (Moderate, Common)

    10 Psych Lim: Wants To ‘Help’ Hero That Helped Him And His Friends (Common, Moderate)

    Quirks:

    01 Loves professional wrestling

    01 Prefers his metal form

    01 Sneaks drinks from the other AniCommando’s water bowls

    159 Empowered Hedgehog Bonus

  17. Retro Rat

     

    Retro Rat

     

    Background/History: One of the AniCommandos that ‘awoke’ at roughly the same time (the others were Blink, Quantum, and HedgeHammer), Retro’s powers were discovered when a lab assistant tried to pick him up and take a blood sample. The resulting damage to the lab (and the assistant) was all the proof that the scientists needed to realize that their process was, indeed a success.

     

    Personality/Motivation: Retro isn’t an incredibly happy rat. He’d much rather be hanging out at a trash dump, or checking out the crawlspaces and access tunnels of the lab than sitting in a cage watching TV. And then there’s this whole ‘no mates’ thing to add to his general irritation.

     

    His friends make it worthwhile most of the time, and when he discovered rap music and realized that even humans got angry and wanted to lash out, he felt a lot better. Still, he is the AniCommando most likely to lash out with his powers, and is always the first one to use them in defense of himself or the others.

     

    Quote: “Squeeek!” [Translated by Mindlink as: “Flame on, suckah!”]

     

    Powers/Tactics: Retro has the ability to generate an aura of plasma flame around himself, and derives his other powers from manipulation of that aura.

     

    His primary ability is that of flight, and he is the second-fastest of the AniCommandos in straight-line movement ability, exceeded only by Race rabbit. When in flight, the flaming plasma trail that provides him with thrust extends behind him, trailing for a long distance if space permits, or splashing down onto the ground if he hovers. That ‘tail’ as he calls it, generates extreme heat, and is potentially lethal to unprotected individuals caught in it, as well as to the environment at large. His aura generates damaging temperatures as well, and while not as hot as his ‘tail’ it does generate damaging temperatures and has been known to ignite materials in contact with it.

     

    When his powers are active, Retro is virtually immune to damage from fire or heat, although the effects of smoke can still disable him. If forced to enter combat, Retro will ignite his aura and seek to use his ‘tail’ to attack as many individuals as possible. He is especially dangerous in combination with Bombardier Bat. Retro will always default to a defensive action if attacked, and frequently tries to sneak to an advantageous position before activating his powers since they preclude stealth of any sort.

     

    Appearance: Retro Rat is a slightly larger than normal lab rat with white fur and pink eyes. When he activates his powers, he is wreathed in a flaming aura that totally surrounds him. In flight, his aura distends to a teardrop shape, forming a flaming trail that extends behind him, providing thrust.

     

     

    Retro Rat

     

    Val Char Cost Roll Notes

    -20 STR -30 04- 1.6 kg; 0d6

    16 DEX 18 12- OCV: 5/DCV: 5

    10 CON --- 11-

    06 Body -08 10-

    08 INT -02 11-

    05 EGO -10 10-

    08 PRE -02 11-

    10 COM --- 11-

    02 PD 06 8PD/6rPD

    02 ED 02 8ED/6rED

    04 SPD 10

    04 REC ---

    30 END ---

    20 Stun 03

     

    Total Characteristics Cost: -13

     

    Movement: Running 1”/2"

    Flight: 10”/160”

     

    Powers & Skills

     

    59 Flame Aura: HKA 1d6 Damage Shield (does damage in HTH Combat; +3/4), Continuous (+1), Reduced END (0 END, +1/2)(49 active Points); No STR Bonus (-1/2)(33 points) plus RKA 1d6, Continuous (+1), Uncontrolled (can be doused with water, sand, and the like; +1/2), Reduced END (0 END, lasts for the lesser of 5 phases or until doused; +1/2)(45 active Points); No Range (only works on targets who touch, or are touched by, the Flame Aura; -1.2), Linked (RKA may be used in any phase in which Damage Shield is in use; -1/4)(26 total points)

     

    34 Flaming Trail: RKA 2d6, Area of Effect (12” Line; +1), Reduced Endurance (0 END; +1/2)(75 active points); No Range (-1/2), Linked (RKA may be used in any phase in which Damage Shield is in use; -1/4), Always Aimed In Opposite Direction To Direction Of Travel (-1)

     

    40 Fiery Body I: Energy Damage Reduction, Resistant, 75% (60 active points); Only Works Against Fire/Heat (-1/2)

    10 Fiery Body II: Force Field +10 ED, Reduced END (0 End; +1/2)(15 active points); Only Works Against Fire/Heat (-1/2)

    45 Fiery Flight: Flight 10” x8 NCM; Reduced Endurance (0 END; +1/2)

     

    12 Artful Dodging: Combat Luck 6 PD/ED armor (Hardened; + ¼); (Luck-Based; -½)(Nonpersistent; -¼)

    5 Rat’s Teeth: HKA 1 pip w/STR

    1 Leaping: +1”

    -10 Short Legs: Running -5”

    -01 Short Legs: Swimming -1”

    06 Animal Senses: +2 PER w/All Senses

    05 Animal Eyes: Nightvision

     

    Skills

     

    30 Hard To Hit: +6 DCV

    04 Wagging His Tail: +2 Levels with ‘Tail’

    06 Better Flier Than You’d Think: +3 Levels with Flight

     

    03 Acrobatics 12-

    03 AK: The Lab 11-

    06 AK: Campaign City Sewer and Water Systems 14-

    03 Climbing 12-

    10 Concealment [self Only; (-1/2)] 17-

    03 KS: Rap Music 11-

    --- Language: English (Native, Literate)

    15 Stealth 18-

    03 Streetwise 11-

    03 Teamwork 12-

     

     

     

    Total Powers and Skills Cost: 301

    Total Character Cost: 288

     

    Disadvantages: 100+

    15 Distinctive Features: Large, well-groomed white rat (Not Concealable; Always Noticed)

    15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

    10 Physical Limitation: Tiny (.25m; +9’ KB)

    20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

    10 Psychological Limitation: Bad Temper (Common, Moderate)

    10 Psych Lim: Wants To ‘Help’ Hero That Helped Him And His Friends (Common, Moderate)

    Quirks:

    01 Likes to explore sewers and tunnels

    01 Listens to rap music

    01 Prefers his cheese toasted

    102 Empowered White Rat Bonus

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