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Black Ops

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  1. Re: German Superhero Resources

     

    Another Knight I always liked : Wolfdietrich a time displaced Knight a la Shinning Knight ( No better not. He is too saucy a charater I think.)/ a Weaponsmaster

     

    http://en.wikipedia.org/wiki/Wolfdietrich

     

    And more of a Antihero: Stoertebecker/ a vengeful Ghost

     

    http://en.wikipedia.org/wiki/Stoertebeker

     

    another Sailor, this one deffinitley more on the heroic side: Felix von Luckner/ Submarine like Nemo/ general aquatic Hero ? ?

     

    http://en.wikipedia.org/wiki/Felix_von_Luckner

     

    (actually he might be better for Pulp)

     

    Since we are at Pulp but he might work as a great white Hunter/ Manhunter:

     

    http://en.wikipedia.org/wiki/Heinrich_Harrer

  2. Re: Making up a current Day Germany for Champions.....

     

    Activity of the Team:

     

    The Team had put the Westgote away a while ago.

    Eurostar attacked the Stadelheim Prison to spring him.

    The Team handeled Scorpia, Panthra and Sonique quite well, unfortunatley they were no match for Mentalla, Durak, Fiacho and Feuermacher.

    Only intervention by UNTIL saved their collective Bacon.

    There was a lot of collateral damage but luckily few civilian causalitys.

    Next:

    The Intelligence Unit is reporting a hightened possibility of a Terrorist Attack on the Octoberfest.

  3. Re: Making up a current Day Germany for Champions.....

     

    Here is the final member of my little Team the second Falke (Hawk). He is a Mutant with Wings and a lot of Weapons:

     

    [b]Falke 2 - Tommy Hase[/b]
    
    [b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
    25    STR     15   25      14-       HTH Damage 5d6  END [2]
    26    DEX     48   26      14-       OCV 9 DCV 9
    20    CON     20   20      13-
    15    BODY    10   15      12-
    16    INT     6   16      12-       PER Roll 14-
    11    EGO     2   11      11-       ECV: 4
    15    PRE     5   15      12-       PRE Attack: 3d6
    12    COM     1   12      11-
    19    PD      9   19/25             19/25 PD (0/6 rPD)
    12    ED      3   12/18             12/18 ED (0/6 rED)
    5    SPD     14   5                 Phases:  3, 5, 8, 10, 12
    13    REC     8   13
    43    END     2   43
    38    STUN    0   38
    6    RUN      0   6"                END [1]
    2    SWIM     0   2"                END [1]
    5    LEAP     0   5"                5" forward, 2 1/2" upward
    
    [b]CHA Cost: 143[/b]
    
    [b][u]Cost[/u]   [u]POWERS[/u][/b]
    40     [b][i] Wings[/i][/b]: Flight 20", Reduced Endurance (1/2 END; +1/4), No Turn Mode (+1/4) (60 Active Points); Restrainable (-1/2) - END=2
    6     [b][i]Animal Senses[/i][/b]: +2 PER with All Sense Groups - END=0
    5     [b][i]Animal Eyes[/i][/b]: Nightvision - END=0
    4     Life Support  (Safe in Intense Cold; Safe in Low Pressure/Vacuum) - END=0
    35     [b][i]Focused Pulson Pistol[/i][/b]: Energy Blast 8d6, 4 clips of 16 Charges (+1/4), Armor Piercing (+1/2) (70 Active Points); OAF (-1) - END=[16]
    10     [b][i]Reciever[/i][/b]: Radio Perception/Transmission (Radio Group), Discriminatory (15 Active Points); OIF (-1/2) - END=0
    15     [b][i]Billy Club & Grenades[/i][/b]: Multipower, 30-point reserve,  (30 Active Points); all slots OAF (-1) - END=
    1u     1)  [b][i]Club [/i][/b]: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) - END=1
    1u     2)  [b][i]Hurled Club[/i][/b]: Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -1/2), Range Based On Strength (-1/4) - END=[1 rc]
    1u     3)  [b][i]Hanging onto Projections[/i][/b]: Clinging (normal STR), Requires A STR Roll (No Active Point penalty to Skill Roll; +0) (10 Active Points); OAF (-1), No Movement Allowed (-1/2), Cannot Resist Knockback (-1/4) - END=0
    1u     4)  [b][i]Mini Flash Bang Grenades[/i][/b]: Sight and Hearing Groups Flash 3d6 (20 Active Points); 4 Charges (-1), OAF (-1) - END=[4]
    1u     5)  [b][i]Net[/i][/b]: Entangle 3d6, 3 DEF (30 Active Points); 2 Recoverable Charges (-1), OAF (-1) - END=[2 rc]
    2     [b][i]Wing Block[/i][/b]: +5 PD (5 Active Points); Activation Roll 11- (-1), Restrainable (-1/2) - END=
    2     [b][i]Wing Block[/i][/b]: +5 ED (5 Active Points); Activation Roll 11- (-1), Restrainable (-1/2) - END=
    15     [b][i]Body Armor[/i][/b]: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) - END=0
    
    [b]POWERS Cost: 139[/b]
    
    [b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
    5      Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
    5      Flying Grab:  1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on; FMove
    5      Flying Throw:  1/2 Phase, -1 OCV, -2 DCV, Grab Two Limbs;  +v/5; Target Falls; FMove
    5      Passing Disarm:  1/2 Phase, -1 OCV, -1 DCV, Disarm, 35 STR to Disarm roll; FMove
    5      Passing Strike:  1/2 Phase, +1 OCV, +0 DCV, 5d6 +v/5; FMove
    1      Weapon Element:  Clubs
    
    [b]MARTIAL ARTS Cost: 26[/b]
    
    [b][u]Cost[/u]   [u]SKILLS[/u][/b]
         Everyman Skills
    0      1)  Acting 8-
    0      2)  Climbing 8-
    0      3)  Concealment 8-
    3      4)  Conversation 12-
    0      5)  Deduction 8-
    3      6)  Paramedics 12-
    3      7)  Persuasion 12-
    7      8)  Shadowing 14-
    3      9)  Stealth 14-
    0      10) TF:  Custom Adder, Small Motorized Ground Vehicles
    3      Teamwork 14-
    3      Tracking 12-
    3      Breakfall 14-
    3      Bureaucratics 12-
    
    [b]SKILLS Cost: 31[/b]
    
    [b][u]Cost[/u]   [u]PERKS[/u][/b]
    5      Fringe Benefit:  Local Police Powers, Passport, Sergeant
    
    [b]PERKS Cost: 5[/b]
    
    [b][u]Cost[/u]   [u]TALENTS[/u][/b]
    6      Combat Luck (3 PD/3 ED)
    
    [b]TALENTS Cost: 6[/b]
    [b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
    10     Psychological Limitation:  Introverted (Common; Moderate)
    15     Psychological Limitation:  Aggressive In Combat (Common; Strong)
    10     Psychological Limitation:  Prefers Not To Kill (Common; Moderate)
    10     Psychological Limitation:  Avoids Long Term Commitments (Uncommon; Strong)
    15     Dependent NPC:  Mother 8- (Incompetent)
    15     Distinctive Features:  Has Wings (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    10     Enraged:  Slights about his Mutations (Common), go 8-, recover 14-
    25     Hunted:  14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
    20     Hunted:  VIPER 8- (Mo Pow; NCI; Harshly Punish)
    20     Vulnerability:  2 x Effect Knockback (Common)
    
    [b]DISADVANTAGES Points: 150[/b]
    
    Base Pts: 200
    Exp Required: 0
    Total Exp Available: 0
    Exp Unspent: 0
    Total Character Cost: 350
    
    
    
    

     

    Why do I think somebody is somewhat familiar with Catar Hol aka Hawkman ?

  4. Re: Making up a current Day Germany for Champions.....

     

    It is my sad GM Duty to report that poor Ratso is no longer....:weep::weep::weep:

     

    After a long sit in with the player, he decided upon a different character::help:

     

    Here is Napalm:

     

    [b]Napalm - Konrad "Conny" Fleischmann[/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]
    23    DEX     39   23      14-       OCV 8 DCV 8
    20    CON     20   20      13-
    13    BODY    6   13      12-
    13    INT     3   13      12-       PER Roll 12-
    12    EGO     4   12      11-       ECV: 4
    15    PRE     5   15      12-       PRE Attack: 3d6
    12    COM     1   12      11-
    9    PD      7   9/27             9/27 PD (0/18 rPD)
    10    ED      6   10/32             10/32 ED (0/22 rED)
    5    SPD     17   5                 Phases:  3, 5, 8, 10, 12
    10    REC     8   10
    60    END     10   60
    28    STUN    0   28
    6    RUN      0   6"                END [1]
    4    SWIM     0   4"                END [2]
    2    LEAP     0   2"                2" forward, 1" upward
    
    [b]CHA Cost: 126[/b]
    
    [b][u]Cost[/u]   [u]POWERS[/u][/b]
    62     Multipower, 62-point reserve - END=
    6u     1)  Energy Blast 7d6, Area Of Effect (One Hex; +1/2), Selective (+1/4) (61 Active Points) - END=6
    6u     2)  Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points) - END=6
    6u     3)  Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points) - END=2
    6u     4)  [b][i]Extinguish Fire[/i][/b]: Dispel Fire Powers 16d6, One At A Time (+1/4) (60 Active Points) - END=6
    5u     5)  [b][i]Summer's Touch[/i][/b]: Drain Ice/Cold Powers 4d6, One Power At A Time (+1/4) (50 Active Points) - END=5
    4     [b][i]Fiery Warmth[/i][/b]: Life Support  (Safe in Intense Cold; Safe in Intense Heat) - END=0
    10     [b][i]Missile Melting[/i][/b]: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (-1/2) - END=1
    5     Infrared Perception (Sight Group) - END=0
    2     Swimming +2" (4" total) - END=1
    5     Power Defense (5 points) - END=0
    20     Elemental Control, 40-point powers - END=
    20     1)  [b][i]Fire Shield[/i][/b]: Force Field (18 PD/22 ED) (40 Active Points) - END=4
    20     2)  [b][i]Fiery Flight[/i][/b]: Flight 20" (40 Active Points) - END=4
    
    [b]POWERS Cost: 177[/b]
    
    [b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
    3      Akido Throw:  1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/5, Target Falls
    4      Boxing Cross:  1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike
    4      Karate "Chop":  1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
    1      Weapon Element:  Clubs
    1      Weapon Element:  Knives
    
    [b]MARTIAL ARTS Cost: 13[/b]
    
    [b][u]Cost[/u]   [u]SKILLS[/u][/b]
         Everyman Skills
    0      1)  Acting 8-
    0      2)  Climbing 8-
    0      3)  Concealment 8-
    3      4)  Conversation 12-
    0      5)  Deduction 8-
    0      6)  Paramedics 8-
    3      7)  Persuasion 12-
    0      8)  Shadowing 8-
    0      9)  TF:  Custom Adder, Small Motorized Ground Vehicles
    3      10) Stealth 14-
    5      Power 12-
    3      Breakfall 14-
    2      WF:  Small Arms
    3      Teamwork 14-
    3      SS:  Physics 12-
    3      SS:  Solid State Physics 12-
    
    [b]SKILLS Cost: 28[/b]
    
    [b][u]Cost[/u]   [u]PERKS[/u][/b]
    6      Fringe Benefit:  Lieutenant, Local Police Powers, Passport
    
    [b]PERKS Cost: 6[/b]
    
    [b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
    20     Dependence:  Booster Drugs -30 Active Points from Affected Power (Extremely Difficult To Obtain; 6 Hours)
    20     Dependent NPC:  Family (The Fleischmanns,Parents, two siblings) 8- (Normal; Group DNPC: x4 DNPCs)
    5     Distinctive Features:  odd IR-Signature (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
    20     Hunted:  VIPER 8- (Mo Pow; NCI; Harshly Punish)
    25     Hunted:  Cerman Goverment 14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
    5     Physical Limitation:  Abnormally High/Low Body Temperature (Infrequently; Slightly Impairing)
    10     Psychological Limitation:  Short tempered (Common; Moderate)
    10     Psychological Limitation:  Dislikes Killing (Common; Moderate)
    5     Unluck: 1d6
    20     Vulnerability:  2 x STUN From Cold (Common)
    10     Vulnerability:  1 1/2 x STUN From Magic (Common)
    
    [b]DISADVANTAGES Points: 150[/b]
    
    Base Pts: 200
    Exp Required: 0
    Total Exp Available: 0
    Exp Unspent: 0
    Total Character Cost: 350
    
    
    
    

     

    This is what Ratso looked before my friend decided upon a different apparoch.

     

    [b]Ratso - aka Jürgen[/b]
    
    [b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
    30    STR     5   30      15-       HTH Damage 6d6  END [2]
    28    DEX     30   28      15-       OCV 9 DCV 9
    18    CON     16   18      13-
    15    BODY    10   15      12-
    14    INT     4   14      12-       PER Roll 16-
    18    EGO     16   18      13-       ECV: 6
    11    PRE     1   11      11-       PRE Attack: 2d6
    10    COM     0   10      11-
    18    PD      2   18             18 PD (8 rPD)
    18    ED      4   18             18 ED (8 rED)
    6    SPD     2   6                 Phases:  2, 4, 6, 8, 10, 12
    12    REC     4   12
    46    END     5   46
    51    STUN    11   51
    9    RUN      0   9"                END [2]
    2    SWIM     0   2"                END [1]
    10    LEAP     0   10"                10" forward, 5" upward
    
    [b]CHA Cost: 110[/b]
    
    [b][u]Cost[/u]   [u]POWERS[/u][/b]
    7     +8 DEX (24 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
    8     Damage Resistance (8 PD/8 ED) - END=0
    6     +10 ED (10 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
    3     +1 PER with all Sense Groups - END=0
    7     +3 PER with all Sense Groups (9 Active Points); Only In Heroic Identity (-1/4) - END=0
    27     [b][i]Rapid Healing[/i][/b]: Healing (Regeneration) 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4) - END=0
    4     Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) - END=0
    12     Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); Only In Heroic Identity (-1/4) - END=1
    8     Discriminatory with Smell/Taste Group (10 Active Points); Only In Heroic Identity (-1/4) - END=0
    5     Tracking with Normal Smell - END=0
    5     Nightvision - END=0
    6     +10 PD (10 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
    6     Running +3" (9" total) - END=1
    16     +2 SPD (20 Active Points); Only In Heroic Identity (-1/4) - END=
    9     +15 STR (15 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=1
    3     Leaping +4" (10" forward, 5" upward) (4 Active Points); Only In Heroic Identity (-1/4) - END=1
    
    [b]POWERS Cost: 132[/b]
    
    [b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
    3      Hold:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
    3      Slam:  1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
    4      Choke:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
    3      Take Down:  1/2 Phase, +2 OCV, +1 DCV, 6d6 Strike; You Fall, Target Falls
    
    [b]MARTIAL ARTS Cost: 13[/b]
    
    [b][u]Cost[/u]   [u]SKILLS[/u][/b]
    2      CK: Munich 11-
    2      CK: Ingolstadt 11-
         Everyman Skills
    0      1)  Acting 8-
    3      2)  Climbing 15-
    3      3)  Concealment 12-
    0      4)  Conversation 8-
    0      5)  Deduction 8-
    0      6)  Paramedics 8-
    0      7)  Persuasion 8-
    0      8)  TF:  Custom Adder, Small Motorized Ground Vehicles
    3      Acrobatics 15-
    2      Animal Handler (Canines) 11-
    3      Electronics 12-
    3      Language:  English (fluent conversation; literate)
    3      Mechanics 12-
    3      Security Systems 12-
    3      Shadowing 12-
    3      Stealth 15-
    3      Streetwise 11-
    3      Breakfall 15-
    2      KS: Wrestling 11-
    3      Teamwork 15-
    15      +3 with HTH Combat
    
    [b]SKILLS Cost: 59[/b]
    
    [b][u]Cost[/u]   [u]PERKS[/u][/b]
    5      Fringe Benefit:  Local Police Powers, Passport, Sergeant
    5      Contact:  Friends in odd Places (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) 11-
    
    [b]PERKS Cost: 10[/b]
    
    [b][u]Cost[/u]   [u]TALENTS[/u][/b]
    6      Combat Luck (3 PD/3 ED)
    20      Animal Friendship
    
    [b]TALENTS Cost: 26[/b]
    [b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
    20     Accidental Change:  During Full Moon Always (Uncommon)
    20     Dependent NPC:  Friends 11- (Normal; Group DNPC: x2 DNPCs)
    10     Distinctive Features:  Lycanthrope (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
    25     Hunted:  German Goverment. 14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
    20     Hunted:  VIPER 8- (Mo Pow; NCI; Harshly Punish)
    5     Hunted:  Bundesgesundheitsamt (Center of Disease Control) 11- (Less Pow; NCI; Watching)
    10     Psychological Limitation:  Code Against Killing (Common; Moderate)
    15     Social Limitation:  Lycanthrope (Frequently; Severe; Not Limiting In Some Cultures)
    5     Unluck: 1d6
    10     Vulnerability:  2 x Effect Silver-based Attacks (Uncommon)
    10     Vulnerability:  2 x Effect Dispel Magic (Uncommon) [Notes: Changes back into Human Form]
    
    [b]DISADVANTAGES Points: 150[/b]
    
    Base Pts: 200
    Exp Required: 0
    Total Exp Available: 0
    Exp Unspent: 0
    Total Character Cost: 350
    
    
    
    

     

    On a related note they fought Westgote on Saturday and whipped his Ass!

  5. Re: Quote of the Week from my gaming group...

     

    So the PC's of SPIRIT have gone to Somalia to investigate whatever a villain named The Air Master, a gorgeous german villainess with some gadgets, a blimp, and exceptionally well trained agents is doing there. They discover that she's recruiting agents from among the locals in order to teach them how to be proper pirates instead of lousy ones. She has a great benefits package, and lots of adoring fans.

     

    El Caminante: So let me get this straight. She offers them a better life and a salary with benefits?

     

    Cloud Warrior: Looks like it.

     

    Lady Mondegreen: This is just wrong. What do we do?

     

    El Caminante (Radioing Venazea, who is currently sneaking into the blimp): Could you get me an autograph? Preferably with a pinup?

     

    Cloud Warrior (Shrugging): Ask for a raise?

     

    Venazea waits for The Air Master to get done with her interview. Everyone on the team knows she's a lesbian, which only makes this next part colder.

     

    Venazea: So what exactly are you doing here?

     

    The Air Master: Vas ist? How did you get in here?

     

    Venazea: So you're offering a great benefits package?

     

    Air Master: Ja, Ja. Wilkommen.

     

    Venazea: And you're the guest of Warlord Ogoto?

     

    Air Master: Ja. He has a swimming pool. It is great for beating the heat when the blimp is parked.

     

    Venaeza: Well, why are you recruiting agents here?

     

    Air Master: Zat does not matter. Any life has to be better than a life here. I rate them on their skills, select the best ones, and ask them to join my crew, ja?

     

    Venazea: Well, I guess hiring people isn't a crime...can I have your autograph.

     

    Air Master (Reaching into her desk): Do you want za flying pose, za Military Uniform pose, or za Leather and Boots Riding Crop, Sword, and Dagger in the teeth pose?

     

    Venazea: Leather, please.

     

    Air Master: Who should I make it out to?

     

    Venazea: Venazea, of course.

     

    Cloud Warrior (Facepalming): Snrk.

     

    El Caminante: Ohhhh! (Stream of Curses)

     

    Note: El Caminante got an autograph later.

     

    Ummh ?

    Is that current day or pulp ?

    .....and why does the villainess give autographs ?

    What is she famous for ?

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