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Karmakaze

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Everything posted by Karmakaze

  1. Re: Who Ya Gonna Call? (and How?) In our recently ended game, we had a police contact assigned to us by the city police department. We generally called him, though he had an anonymous voicemail number for us. There was a fair emount of speculation as to who he offended and how to draw such a "plum" assignment.
  2. Re: How do I introduce HERO to a potential new player? I'd go with a genre he likes best, actually. I do tend to write chartacters for new players, to start. I run a lot of "introductory level" HERO games at conventions, and for the Superhero genre, I'm a fan of giving everyone normal characters and having the initial plot be their first radiation accident. That way I can phase in powers and roll complexity according to player comfort.
  3. Re: Ridiculous things in comics that you don't mind.
  4. Re: What concepts have you used for a 'Superman'? I never did work out what Incredible Dude's origin was, although he is a flying brick with a secret substance that saps his powers and health. Of course, that substance is grape JELL-0... I always thought of him as sort of a cross between Superman and Groo the Wanderer...
  5. Dreamer - 5th edition update I'm not entirely happy with this one, but I have to run a convention game with these tomorrow, so this is what I've got. [b]Dreamer - Noah Webster Kensington[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 10 STR 0 10 11- HTH Damage 2d6 END [1] 13 DEX 9 13 12- OCV 4 DCV 4 13 CON 6 13 12- 12 BODY 4 12 11- 18 INT 8 18 13- PER Roll 13- 18 EGO 16 18 13- ECV: 6 13 PRE 3 13 12- PRE Attack: 2 1/2d6 14 COM 2 14 12- 3 PD 1 3 3 PD (0 rPD) 3 ED 0 3 3 ED (0 rED) 3 SPD 7 3 Phases: 4, 8, 12 5 REC 0 5 26 END 0 26 24 STUN 0 24 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 2 LEAP 0 2" 2" forward, 1" upward [b]CHA Cost: 56[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 65 Duplication (creates 300-point form), Easy Recombination (Half Phase Action at 1/2 DCV), Altered Duplicates (50%; +1/2), Ranged Recombination (+1/2) (130 Active Points); Limited Power Power loses about half of its effectiveness (Original Body "Asleep" when Duplicate Exists; -1) - END=0 10 [b][i]LINK WITH ASTRAL FORM[/i][/b]: Mind Link , One Specific Mind, Any distance - END=0 [b]POWERS Cost: 75[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 14 Computer Programming (Computer Networks, Personal Computers, Mainframes and Supercomputers) 17- 4 Systems Operation (Communications Systems) 14- 2 Language: French (fluent conversation) 7 Cryptography 15- 4 Electronics (Communications Systems) 14- 5 Mechanics 14- 5 Stealth 13- [b]SKILLS Cost: 41[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Normal Characteristic Maxima 15 Social Limitation: Secret Identity Frequently (11-), Major 20 Psychological Limitation: Code Versus Killing Common, Total 10 Social Limitation: Curfew (Frequently, Minor) 35 DNPC: Parents 14- (Incompetent; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 20 Psychological Limitation: Shy / Undersocialized (Very Common, Strong) 15 Social Limitation: Teenager (Frequently, Major) [b]DISADVANTAGES Points: 135[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 172 [b]Dreamer - Noah Webster Kensington[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 31 STR 8 31/41 15- / 17- HTH Damage 6d6/8d6 END [6/7] 19 DEX 27 19 13- OCV 6 DCV 6 18 CON 16 18 13- 16 BODY 12 16 12- 18 INT 8 18 13- PER Roll 13- 18 EGO 16 18 13- ECV: 6 20 PRE 10 20 13- PRE Attack: 4d6 18 COM 4 18 13- 5 PD 1 5/17 5/17 PD (0/10 rPD) 5 ED 1 5/22 5/22 ED (0/15 rED) 4 SPD 11 4 Phases: 3, 6, 9, 12 10 REC 4 10 40 END 2 40 40 STUN 6 40 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 6 LEAP 0 6"/8" 6"/8" forward, 3"/4" upward [b]CHA Cost: 126[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 10 Density Increase (200 kg mass, +10 STR, +2 PD/ED, -2" KB) - END=1 16 LS (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) - END=0 20 Elemental Control, 40-point powers - END= 20 1) Desolidification (40 Active Points) - END=4 20 2) FF (10 PD/15 ED) (25 Active Points) - END=2 25 3) Flight 15", x16 Noncombat (45 Active Points) - END=4 13 4) +13 STR, Affects Physical World (+2) (39 Active Points); No Figured Characteristics (-1/2) - END=4 32 5) EB 12d6 (60 Active Points); 6 Recoverable Charges (-1/4) - END=[6 rc] 25 6) EB 4d6, Damage Shield (Affects Mental And Physical Attackers; Offensive; +1 1/4) (45 Active Points) - END=4 [b]POWERS Cost: 181[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 14 Computer Programming (Computer Networks, Personal Computers, Mainframes and Supercomputers) 17- 4 Systems Operation (Communications Systems) 14- 2 Language: French (fluent conversation) 7 Cryptography 15- 4 Electronics (Communications Systems) 14- 5 Mechanics 14- 7 Stealth 15- [b]SKILLS Cost: 43[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Normal Characteristic Maxima 15 Social Limitation: Secret Identity Frequently (11-), Major 20 Psychological Limitation: Code Versus Killing Common, Total 15 Physical Limitation: Loses Focus When Outside the Same City as "Noah" (Frequently, Greatly Impairing) 15 Psychological Limitation: Overconfident (Common, Strong) 10 Social Limitation: Curfew (Frequently, Minor) 35 DNPC: Parents 14- (Incompetent; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 20 Psychological Limitation: Shy / Undersocialized (Very Common, Strong) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 Snyopsis: It should be noted that while Noah is a kid in person, his astral form appears significantly older and larger. He's also precocious enough that most of the other heros take him for a somewhat immature adult. And a lot of heros are pretty immature, so it's not really all that noticeable. The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. For Noah, this translates as unimpressive strength (for a hero), fair dexterity/agility, and pretty good looks. He's very bright and very strong willed. The second column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them Stats - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. The speed and dexterity tell me who goes first in a fight, and who moves in what phase (a round has twelve phases, the phases you move in are listed at the bottom of this section). The rolls are just what they sound like. If one of those skills comes into play, I may ask you to roll 3d6 (you want to roll under this number to make a successful skill roll). Disadvantages - HEROworks on a point system. You pay for skills and powers with points, some of which you get by taking disads, Noah is, underneath it all, still a kid, and a little shy, although he picks up some bluster in his hero form. He has a little trouble balancing his secret id, with a curfew from his parents, and heroic friends who set their own schedules. Powers - Noah, or Dreamer at this point, rarely adventures in person. He separates an astral/energy self from his body and physically stays at home. This is how nobody's caught on to the fact that he's a kid. His body as Noah is not strong enough to channel the energy powers, although he hopes that will change as he ages. He can turn his energy form intangible, or even a little more dense. He can throw energy bolts, but only a few per excursion as they are, in a way, parts of himself. Skills - Noah can use a computer, basically. He also speaks accented, but understandable French. He's pretty good with puzzles and mechanical things. Maneuvers - These happen in combat. If you don't already know the system, don't worry about it. Origin/Background - Noah started having unusually vivid dreams when he was twelve. Being a fairly bright child, he soon realized that the stuff he was dreaming really happened. He'd already developed a reputation as the Dreamer, so he stuck with it. He joined up with his current hero team last year and is having a ball. Noah always wanted to be a hero, and now he is! Cool! Noah lives with his parents (surprise, surprise) and goes to school like a normal 14-year old. He's geeky enough to have no real social life, so he spends a lot of his afternoons and weekends "doing homework" in his room (really out being a hero). His parents have no clue. It's the family that's always the last to know.
  6. Butterfly - quick 5th ed revamp [b]Butterfly - Ruby-Kaye Nevill[/b] [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] 18 DEX 24 18 13- OCV 6 DCV 6 20 CON 20 20 13- 18 BODY 16 18 13- 13 INT 3 13 12- PER Roll 12- 13 EGO 6 13 12- ECV: 4 14 PRE 4 14 12- PRE Attack: 2 1/2d6 20 COM 5 20 13- 5 PD 1 5/30 5/30 PD (0/25 rPD) 5 ED 1 5/20 5/20 ED (0/15 rED) 4 SPD 12 4 Phases: 3, 6, 9, 12 10 REC 4 10 45 END 3 45 45 STUN 8 45 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: 115[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 20 [b][i]Shapeshifting[/i][/b]: Elemental Control, 40-point powers - END= 20 1) [b][i]SHAPESHIFTING[/i][/b]: Shape Shift (Sight, Touch and Hearing Groups, limited group of shapes), Imitation (36 Active Points) - END=4 20 2) [b][i]SHAPESHIFTING[/i][/b]: Shrinking (0.1254 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB) (40 Active Points) - END=4 13 3) [b][i]WINGS[/i][/b]: Flight 10", x4 Noncombat (25 Active Points); Limited Power Power loses about a third of its effectiveness (only when shrunk; -1/2) - END=2 40 4) [b][i]TOUGH SKIN[/i][/b]: Armor (25 PD/15 ED) (60 Active Points) - END=0 27 5) [b][i]WEAPON HANDS[/i][/b]: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2) - END=6 25 6) [b][i]CLAWS[/i][/b]: Killing Attack - Hand-To-Hand 3d6 (4d6 w/STR) (45 Active Points) - END=4 [b]POWERS Cost: 165[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike 5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3 1/2d6 +v/5; FMove 5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 28 STR to Disarm; FMove 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort [b]MARTIAL ARTS Cost: 18[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 15 +3 with HTH Combat 3 Acting 12- 7 Breakfall 15- 3 Lockpicking 13- 3 Mimicry 12- 5 Paramedics 13- 3 Security Systems 12- 3 Seduction 12- 7 Stealth 15- 3 Streetwise 12- [b]SKILLS Cost: 52[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Normal Characteristic Maxima 15 Social Limitation: Secret ID (Frequently, Major) 20 Psychological Limitation: Code Against Killing (Common, Total) 15 Psychological Limitation: Mischevious (Common, Strong) 15 Psychological Limitation: Flamboyant (Common, Strong) 20 Hunted: Villain Expermientation Group 11- (As Pow, NCI, Harshly Punish) 15 Dependent NPC: rescued kids from the facility 11- (Slightly Less Powerful than the PC; Group DNPC: x2 DNPCs) 10 Physical Limitation: Unpredictable Response to Drugs (Infrequently, Greatly Impairing) 20 Accidental Change: Asleep or distracted 11- (Very Common) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 Snopsis: There's no real way to tell what Ruby really looks like. As a shapeshifter, she can pick any look she wants. Her standard form is up to the player. She is very flamboyant and a little frivolous. She has very little patience for the doom-and-gloom types. She's into this hero stuff as much for the thrill as anything. The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Ruby is average strong for a hero, pretty nimble, moderately bright and not very self- controlled. Obviously, she's a knockout. The second column are the figured statistics. The rest of column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them Disadvantages - HEROworks on a point system. You pay for skills and powers with points, some of which you get by taking disads. Ruby has a habit of playing tricks on people, and a strong moral problem with homicide. The group that performed the experiment that gave her her powers is after her. Sometimes when she is not paying attention, her form will 'drift' a little bit over time. Powers - Ruby can change her shape at will. She can mimic just about any other person as well as change her size. She is called Butterfly after her flying form. She has to get small enough to be light enough to fly, but she then "grows" wings and can fly about. She also can shape her fingertips into claws and toughen her skin for self-defense. Skills - these are what they sound like. Rolls work the same way as the skill rolls in the "Stats" section. Maneuvers - These happen in combat. If you don't already know the system, don't worry about it. Origin/Background - Ruby might have been a changeling. She was awkward and creative in a family of don't-rock-the-boaters. In the small, conservative town she grew up in, nothing she did seemed to quite fit, and having a beautiful, popular, sister didn't help. Ruby became convinced that if only she were really pretty, people would like her. When the promised "blossoming" of growing-up never happened, Ruby decided that if anything was going to happen, she was going to do it herself. Against her better judgment, she answered an ad in the city paper, miles away. "Do want to change yourself?" it asked. She did. The ad was a front for a group of scientists wanting to create a new race of pliable servants. Except Ruby didn't go along with the plan. When she realized what the researchers were really doing, she went in to destroy the lab. She managed to blow up the machines - while she was still inside. By some miracle, she survived, and came out a changed, or at least changeable woman. Ruby decided that she was never going home. She could make a fresh start just where she was. Ruby lives alone, but keeps an eye on some of the other escapees from the lab. She works as a model, when she works.
  7. Facet (formerly Chimera) - 5th edition update I got talked into running a couple of games at Dreamation (http://www.dexposure.com/d2006.html), so I am going to need to finish these! [b]Facet - Morgan Anselkin[/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] 15 DEX 15 15 12- OCV 5 DCV 5 13 CON 6 13 12- 10 BODY 0 10 11- 18 INT 8 18 13- PER Roll 13- 13 EGO 6 13 12- ECV: 4 10 PRE 0 10 11- PRE Attack: 2d6 14 COM 2 14 12- 3 PD 0 3 3 PD (0 rPD) 3 ED 0 3 3 ED (0 rED) 3 SPD 5 3 Phases: 4, 8, 12 6 REC 0 6 30 END 2 30 30 STUN 6 30 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward [b]CHA Cost: 53[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 10 Luck 2d6 - END=0 140 [b][i]MAGIC AMULET[/i][/b]: Variable Power Pool, 100 base + 40 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (200 Active Points); OAF (-1), Character Has No Choice Regarding How Powers Change (-1/2) - END= 35 Teleportation 10", No Relative Velocity, x2 Increased Mass - END=3 [b]POWERS Cost: 185[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 4 Gambling (Card Games, Dice Games) 13- 4 Computer Programming (Computer Networks, Personal Computers) 13- 3 Security Systems 13- 2 Systems Operation (Communications Systems) 13- 3 Concealment 13- 3 Lockpicking 12- 3 Sleight Of Hand 12- 3 Stealth 12- 3 Streetwise 11- 3 Bureaucratics 11- 3 SS: Statistics 13- 3 KS: Trivia 13- 5 Cramming [b]SKILLS Cost: 42[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 Dependence: Magic Amulet Takes 1d6 Damage (Easy To Obtain, 5 Minutes) 25 Hunted: Cabal of Those Guys in Robes 14- (As Pow, NCI, Harshly Punish) 10 Hunted: Local Mystic Council 11- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 5 Money: Poor 20 Normal Characteristic Maxima 20 Psychological Limitation: Code Versus Killing Common, Total 15 Psychological Limitation: Intellectually Lazy / Feckless (Common, Strong) 15 Psychological Limitation: Reluctant Hero (Very Common, Moderate) 20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe 5 Social Limitation: Geek (Occasionally, Minor) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 280 Translation for the Champions Impaired Synopsis - Morgan won this magic amulet in a poker game. Though a little too drunk to remember exactly what the loser looked like, Morgan *can* remember that by the time s/he sobered up, there were a bunch of guys in funny outfits after the amulet - and willing to kill to get it. Morgan ditched them but can't seem to ditch the amulet, becoming ill if it's removed too far away. The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Morgan isn't very strong as heroes go, or very impressive, or tough or... He is rather bright, though. The rest of column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them. The Notes - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. The speed and dexterity tell me who goes first in a fight, and who moves in what phase (a round has twelve phases, the phases you move in are listed at the bottom of this section). The rolls are just what they sound like. If one of those skills comes into play, I may ask you to roll 3d6 (you want to roll under this number to make a successful skill roll). Disadvantages - HERO works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Morgan has a secret identity, except for among the magic community where everyone and his brother seems to know how to locate the amulet holder, which is a problem because a bunch of nasty people are trying to get the amulet, and some less nasty people pestering about getting properly trained or something. Morgan is a bit lazy, and sometimes has to be pushed into proper heroic behavior. Powers - Morgan's magic amulet will do practically anything. Unfortunately, it rarely does quite what he wants it to. He has figured out how to make it teleport him around and to change him to a superhero disguise. If you're not a HERO expert, just give me a general idea of what you're trying and I'll help you out. Skills - These skills work the same way as the skill rolls discussed in the Notes section. They're just what they sound like. Cramming means that he can learn new stuff quickly. The luck part is something I roll for you. Sometimes Morgan just gets lucky. Maneuvers - These happen in combat. If you don't already know the system, don't worry about it. Origin/Background - Morgan dropped out of college in the junior year. It just wasn't what Morgan wanted (although that didn't mean the student loans are going away). So it was time for a little wandering. Well, Morgan had always been pretty good at poker, so falling into that barside poker game didn't seem like much. Everybody at the table had an awful lot to drink. Except this one funny guy in the corner. Against the laws of nature, the sober guy just kept losing and losing. If the rest of the group could have conceived of such a thing (or for that matter, counted their toes...), they might have thought he was trying to lose. Finally, the guy had nothing left but a beat-up looking old pendant. With a great show of reluctance, he put it into the pot. Morgan won that round and the guy went off. Morgan woke up with a pounding hangover, the amulet-thingy, and a horde of red-robed lunatics trying to commit homicide. Morgan barely escaped alive. They've been on the hunt ever since. Morgan discovered that the amulet had magic powers and could make disguises, teleport, and other nifty things. Morgan now lives in the basement of the Downtown Racquetball and Swim Club and has the superhero identity of Facet. This setup seems a little silly to Morgan - it's not that Morgan doesn't like helping people, but the superhero world is a trippy, trippy place. At least if the crazy guys in red attack, they'll have to go through a lot of other heroes first.
  8. Re: What Are You Listening To Right Now? Idlewild - Everything Flows L7 - ****list VAST - Tipping Dominos (Remix Instrumental) Queen Adreena - Pretty Polly The Dresden Dolls - Coin-operated boy (lave at TT's) King Adora - Asleep Jack Off Jill - Girlscout Kittie - Jonny Panic DHH - Leader Chaos Engine - Broken Children
  9. Re: WWYCD: They Walk Through Walls? You must spread some Reputation around before giving it to OddHat again. ----- If she stubled on an attack in progress, Delusion would call the rest of the team for help and then go into a target bank as a civilian. She's a mentalist and doesn't really have a costume anyway. Her... unique mindset (and mental defense) should prtect her from the worst of the terror effect, until she can Mind Control the baddies into stopping and the rest of the team gets there. She would then spend fifteen minutes politely listening to Sun Emperor yell at her for going in without backup. If they were called in to investigate, she'd work with her necromantic teammate to get the mental signature of the terror effect from the victims, and scan the city for a match, and then have the inventor (technology SFX VPP) or the mage (magic SFX VPP) set up something to block the intangibility (one SFX or the other should cover it) and have the team go in and take them down.
  10. Re: Don't Buy Everything In a Good Story (Topic: Supers and the Law)
  11. Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See? When you're looking for a specific person, Mind Scan can almost work as a model... I'm less sure about looking for things....
  12. Chris Craven - quick 5th ed update [b]Chris Craven - Christopher/Christine Fischer Craven[/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] 15 DEX 15 15 12- OCV 5 DCV 5 13 CON 6 13 12- 12 BODY 4 12 11- 18 INT 8 18 13- PER Roll 13- 18 EGO 16 18 13- ECV: 6 13 PRE 3 13 12- PRE Attack: 2 1/2d6 16 COM 3 16 12- 3 PD 0 3 3 PD (0 rPD) 3 ED 0 3 3 ED (0 rED) 3 SPD 5 3 Phases: 4, 8, 12 10 REC 8 10 30 END 2 30 30 STUN 4 30 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward [b]CHA Cost: 77[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 14 [b][i]PSYCHOMETRY[/i][/b]: Retrocognitive Clairsentience (Sight Group, Normal Hearing And Detect) (50 Active Points); Precognition/Retrocognition Only (-1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Conditional Power Requires Physical Contact (-1/2) - END=5 33 [b][i]SPIRIT MANIFEST[/i][/b]: Summon 200-point Ghosts/Genius Loci, Friendly (+1/4) (50 Active Points); Concentration (1/2 DCV; -1/4), Activation Roll 15- (-1/4) - END=5 15 [b][i]EMPATHY[/i][/b]: Elemental Control, 30-point powers - END= 15 1) [b][i]EMPATHY[/i][/b]: Detect A Class Of Things 16- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting (30 Active Points) - END=0 45 2) [b][i]PROJECTIVE EMPATHY[/i][/b]: Ego Attack 6d6 (Human class of minds) (60 Active Points) - END=6 18 3) [b][i]PROJECTIVE EMPATHY[/i][/b]: Mind Control 12d6 (Human class of minds) (60 Active Points); Limited Power Power loses about half of its effectiveness (Emotions Only; -1), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Stops Working If Mentalist Is Knocked Out (-1/4) - END=6 [b]POWERS Cost: 140[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 2 1/2d6 Strike 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm [b]MARTIAL ARTS Cost: 14[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 7 PS: Private Investigator 17- 9 Criminology 16- 9 Deduction 16- 9 Forensic Medicine 16- 9 Paramedics 16- 3 Tactics 13- 3 Tracking 13- 7 Stealth 14- 3 Concealment 13- 3 Bureaucratics 12- 3 Interrogation 12- 3 Lockpicking 12- 2 WF: Small Arms [b]SKILLS Cost: 70[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 1 Fringe Benefit: License to practice a profession 4 Contact (Contact has useful Skills or resources) 12- [b]PERKS Cost: 5[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 5 Eidetic Memory 24 Combat Luck (12 PD/12 ED) 15 Danger Sense (self only, out of combat, Intuitional) 13- [b]TALENTS Cost: 44[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Normal Characteristic Maxima 20 Psychological Limitation: Code Versus Killing Common, Total 15 Psychological Limitation: Fear of Crowds (Common, Strong) 20 DNPC: Secretary 11- (Incompetent; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 25 Hunted: Otherworldly Entities 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 10 Vulnerability: Mind Control (Common) 10 Physical Limitation: Extrasensory perception interferes with normal perception (Frequently, Slightly Impairing) 15 Social Limitation: Small Business Owner (Frequently, Major) 15 Psychological Limitation: Sucker for A Hard Luck Story (Very Common, Moderate) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 Synopsis: Chris Craven is an eccentric, but reputable, private investigator, specializing in missing persons. Clairvoyant from birth, Chris learned early not to admit to paranormality, but appreciates the edge it provides in investigations. Like most telempaths, Chris is uncomfortable in crowds and dislikes being around death. Translation for the Champions Impaired: The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Chris is moderately strong and tough, very bright and strong willed, and rather good looking, if not awe-inspiring. The rest of column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them. The Notes - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. Speed (SPD) and dexterity (DEX) tell me who goes first in a fight, and determine moves in what phase (a round has twelve phases, the phases you move in are listed in the notes in the SPD row). If a skills comes into play, I may ask you to roll 3d6 against the number in the Roll column (you want to roll under this number to make a successful skill roll). Disadvantages - Champions works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Chris has to stay in business and has a secretary. Chris also has some issues as a side of effect of being a telepath/medium. As a medium, Chris is sometimes targeted by otherworly entities looking for a doorway into this side. Powers - Chris can sense the emotions of those nearby. Chris can read past events and images or information about the owner from physical objects. Chris can also call manifestations of psychic energy. Usually these are ghosts of dead people, but long used objects and buildings will often have "spirits" of a sort. Chris can also project emotions to sway peoples mental state or as an attack. Skills - The skills are just what they sound like. PS is short for professional skill. Chris has an eidetic memory and is a pretty good investigator. Backstory - Chris was born with the paranormal abilities, and is well-adjusted. The powers are something of a secret. Some people are uncomfortable around telempaths. It's only fair. Chris is uncomfortable around some people. It's not always fun to hear other people's hysteria. Chris maintains an office in the outskirts of Hellenback and a house an hour into the 'burbs. The secretary, Liz, is shared with a two-person accounting firm in the same office building.
  13. Re: What was your first character like? She was like this. Well, that was my first HERO character, anyway.
  14. Re: Disadvantage Question [FMA Spoilers] True, although I'm still not convinced that Lust making that leap consitutes a disadvantage. She targeted other people based on reasearch they were working on, rather than having seen the door. It wasn't inherently the fact that he'd seen the door that made him target him, just that he was highly skilled.
  15. Re: Disadvantage Question [FMA Spoilers] I'm not sure I'd bother with a disadvantage. The only people who seemed to actually recognize what it mean to be able to transmute without a circle were... other people who'd also seen the door. Most other alchemists seemed to just take it as an advanced technique or talent. I can't think of an instance where anyone was actually penalized for displaying that they could transmute without a circle. The boys' teacher was rather open about it, and Ed publicly displayed the talent in front of every alchemist in Central during his admittance exam.
  16. Re: What Are You Listening To Right Now? Listening to Similar music to Cyndi Lauper Chumbawamba - Give The Anarchist A Cigarette Culture Beat - Mr. Vain Recal (Obsession) Cher - Take Me Home Commodores - Brick House Olivia Newton-John - Love And Let Live Gary Numan - One Perfect Lie Tom Jones - Move Closer Amy Grant - Thats What Love Is For Oingo Boingo - Cinderella Undercover Cyndi Lauper - B-Girls Just Want To Have F
  17. Re: What Are You Listening To Right Now? Listening to Similar music to Annie Lennox Shania Twain - Juanita Queen - Love of My Life Jennifer Lopez - Theme From Mahagony (Do You Wh Jane Siberry - Oh My Sister Everything but the Girl - Missing (Tod terry Club Mix) R.E.M. - Drive Simon & Garfunkel - The Big Bright Green Pleasure Joo Kraus - Meanwhile Life Goes On Sugababes - Round Round Beastie Boys - Alright Hear This
  18. Re: What Are You Listening To Right Now? Listening to Similar music to Cyndi Lauper Sinitta - You Keep Me Hanging On Cyndi Lauper - B-Girls Just Want To Have Fun Chumbawamba - Homophobia Mary Chapin Carpenter - Halley Came to Jackson Diana King - Album Version Tom Jones - It's Not Unusual Tina Turner - Show Some Respect
  19. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it... The Princess Academy turned up in my mail last week, from some reseller in Indiana. The book had, by the platic cover and edge stamping, once belonged to a library in Brooklyn. There was no note. It's a rather amusing young adult novel about a group of girls from a mountain village who are sent to an academy to get "cultured". It seems that the kingdom has a tradition that priests scry out a location and the prince must choose a wife from one of the girls living there. They're such a remote outpost, though, that there are no nobles, so all of the village girls of appropriate age are pulled away to be polished before the prince comes to choose...
  20. Re: The Forbes Fictional 15 Well, he does embezzle an awful lot to support his... habit.
  21. The Forbes Fictional 15 I was most amused by the supplemental article: Lex Luthor Versus Bruce Wayne
  22. The 10 Most Puzzling Ancient Artifacts (I didn't quote all ten.)
  23. Re: Reviewing Teen Champions (& Ravenswood Academy) That was some of my thinking as I started to develop Fox River as a Teen Champions setting. I wanted something that wasn't the old X-Men Academy or Hellions private school setting. I must get back to that project soon. Maybe after I finish upgrading those old convention pre-gens I found, and get the Hellenback website redesigned and...
  24. Re: What would you use to demo, HERO? I've managed rather smoothly at convention games with doing a superhero "origin" story. The players get 50/50 normals, and I familiarize them with the characters at that level. Skill checks take next to no time to get, so I have them start those just about immediately. As they get their superpowers, I start telling them how many dice to roll, and then what happens. Then I have them count the dice (and things like stun/body) themselves. And at the end of the module, I give them the 250/100 superhero character sheet.
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