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Evil Steve

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Everything posted by Evil Steve

  1. Re: Contemplating a few house rules for my PBEM The armour rules are a bit complex for me to contemplate right now, so I'll leave that for clearer heads. The Force Wall idea is very similar to creating barriers with entangle. Is there a reason you are not going with that?
  2. Re: "Neat" Pictures I was scrolling across and at the 3/4 point, I saw what looks like an eight lane highway. Its a glacier, but still...ug. Its like the future rearing its ugly head.
  3. Re: [Campaign] The NEW Champions of Vancouver Frostbite William Pierre Laurier Player: Evil Steve Val Char Cost 13 STR 3 23 DEX 39 18 CON 16 18 BODY 16 18 INT 8 13 EGO 6 18 PRE 8 14 COM 2 3/15 PD 0 4/19 ED 0 6 SPD 27 14 REC 14 36 END 0 34 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 139 Cost Power END 30 Frozen Clutches: Multipower, 60-point reserve, (60 Active Points); all slots Vulnerable to Heat and Fire SFX (-1) 2u 1) Ensnare I: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Hands Only (-1), Vulnerable to Heat and Fire SFX (-1), Cannot Form Barriers (-1/4) 6 2u 2) Ensnare II: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Feet Only (-1), Vulnerable to Heat and Fire SFX (-1), Cannot Form Barriers (-1/4) 6 3u 3) Enshroud: Entangle 8d6, 4 DEF (60 Active Points); Vulnerable to Heat and Fire SFX (-1), Cannot Form Barriers (-1/4) 6 2u 4) Entomb: Entangle 8d6, 4 DEF (60 Active Points); Vulnerable to Heat and Fire SFX (-1), No Range (-1/2) 6 2u 5) Engulf: Entangle 3d6, 3 DEF, Area Of Effect (7" Cone; +1) (60 Active Points); Vulnerable to Heat and Fire SFX (-1), No Range (-1/2) 6 20 Ice and Snow: Elemental Control, 40-point powers 11 1) Become the Falling Snow: Desolidification (40 Active Points); Cannot Pass Through Solid Objects (-1/2), Visible (5m radius of hoarfrost, ice forms on anything he touches) 4 20 2) Become the Drifting Snow: Flight 20", x4 Noncombat (45 Active Points); Visible (40m trail of snow, 5m radius of hoarfrost forming) (-1/4) 4 35 3) Permafrost: FF (12 PD/15 ED) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (55 Active Points) 12 Detect Temperature 13- (Unusual Group), Range, Sense 2 At One with the Ice: LS (Safe in Intense Cold) 6 Radio Reciever (HRRH, OIF) Powers Cost: 147 Cost Skill 4 Animal Handler (Bovines, Canines, Equines) 13- 3 Linguist 5 1) Language: French (imitate dialects; literate) (6 Active Points) 2 2) Language: German (fluent conversation; literate) (3 Active Points) 4 3) Language: Inuit (idiomatic; literate) (5 Active Points) 2 4) Language: Russian (fluent conversation; literate) (3 Active Points) 4 Navigation (Air, Land, Marine) 13- 2 PS: Cattle Rancher 11- 3 Paramedics 13- 2 SS: Vetenary 11- 2 SS: Eugenics 11- 3 Scholar 2 1) KS: Bovines (3 Active Points) 12- 3 2) KS: Classical Philosophy (4 Active Points) 13- 1 3) KS: Inuit Hunting Practices (2 Active Points) 11- 3 Survival (Arctic/Subarctic, Marine Surface) 13- 7 TF: Equines, Skating (iceskating or rollerskating), Skiing (snow), Sleds, Small Planes, Small Rowed Boats, Snowmobiles 3 Teamwork 14- 3 Tracking 13- 2 WF: Javelins and Thrown Spears, Rifles Skills Cost: 60 Cost Talent 4 Environmental Movement (no penalties on ice) Talents Cost: 4 Total Character Cost:350 Val Disadvantages 5 Distinctive Features: Low Body Temperature (cold to the touch, weirds out doctors) (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Circle surrounding a 9 branded on shoulder (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Enraged: Innocents deliberatly harmed or risked (Common), go 14-, recover 11- 15 Hunted: Freon of Dragon Branch[VIPER] 8- (Mo Pow, Harshly Punish) 10 Hunted: Nefarious Scumbag of GM's choosing 8- (As Pow, Harshly Punish) 20 Hunted: Institute for Human Advancement 8- (Mo Pow, NCI, Harshly Punish) 5 Money: Poor 20 Psychological Limitation: Code Against Killing (Common, Total) 15 Psychological Limitation: Code of the Hero (help those in need, protect the innocent, abide by laws, etc) (Common, Strong) 10 Psychological Limitation: Driven to help those in need (Common, Moderate) 5 Reputation: Hero without Damaging Powers, 8- 15 Social Limitation: Secret ID (Frequently, Major) Disadvantage Points: 150 Base Points: 200 Experience Required: 6 Total Experience Available: 6 Experience Unspent: 0 Background:Will grew up on the Ninth Circle ranch in the Yukon. His grandfather named it from Dante's Inferno. His youth was spend working the ranch, and arguing philosophy or politics with his family, all of whom have colourful histories and educations. When he was 19, one of the locals didn't show up for an appointment. Up north, being late is an issue, because if you're stuck outside, you could die very quickly. As the search went on, Will's snowmobile died. Now there were two people missing. Will had always been comfortable in the cold, more than most, in fact. But -20 is still a death sentence. After 3 days, Will staggered back to the ranch, covered in frost, and cold. He was delirious from exhaustion. He should have been dead. As he recovered, he found that cold water stayed cold around him, or froze. If he concentrated on it, he caused ice to form and expand. His family, being the type of people who name their home after a frozen lake in Hell, encouraged him to work on his abilities. Once he developed enough control, his grandfather told him to go out in the world an get an education. Make himself useful. So that's what he did. He got accepted part time to SFU and has it paid for by family. Just enough money to get by and lots of free time to do something with his life. Quote:"Freeze? Oh, I get it. If you think that's funny, try this!" Campaign use:Frostbite is young and idealistic. He wants to help and make a difference. His powers do not actually allow him to directly harm someone, but he can stop them in their tracks. His Code of the Hero means he will drop just about anything to help fight supervillans and crime. He doesn't actually know if he is a mutant or something else, as he was near dead when his powers began to come out. The powers may be natural, or they may be something else entirely. The IHA isn't taking any chances. Freon just doesn't like him. They're both impressive cryokinetics, and have clashed on occasion. Freon was driven off in both cases, but not actually defeated. For Freon, its personal and its on.
  4. Re: The NEW Champions of Vancouver -- What Would You Like To See? Crap!! Beat me to it. Oh well. Good start to the campaign. We should work well as a team this time. Evil Steve
  5. Re: The NEW Champions of Vancouver -- What Would You Like To See?
  6. Re: Forth wall perception? Danger Sense defined as "Can hear the soundtrack" and Precognition as "Has a copy of the script?
  7. Re: Spirit of 76/Mr. America I played the Spirit of '76 in a campaign. Although he was the Spirit of 1976, but I could still translate him to Hero.
  8. Re: The NEW Champions of Vancouver -- What Would You Like To See?
  9. Re: The NEW Champions of Vancouver -- What Would You Like To See? Engulf is my agent buster. I can't wait to crank up Entomb. Technically, I'm only hunted by Freon who is a member of VIPER's Dragon Branch. But he's a jerk and would probably bring his friends. As a rule, I never tick off the Doctor. Ever. I send him very pleasant "Best of the Season" cards every Xmas. And cookies.
  10. Re: The NEW Champions of Vancouver -- What Would You Like To See? Frostbite William Pierre Laurier Player: Evil Steve Val Char Cost 13 STR 3 23 DEX 39 18 CON 16 18 BODY 16 18 INT 8 13 EGO 6 18 PRE 8 14 COM 2 3/15 PD 0 4/19 ED 0 6 SPD 27 14 REC 14 36 END 0 34 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 139 Cost Power END 30 Frozen Clutches: Multipower, 60-point reserve, (60 Active Points); all slots Vulnerable to Heat and Fire SFX (-1) 2u 1) Ensnare I: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Hands Only (-1), Vulnerable to Heat and Fire SFX (-1), Cannot Form Barriers (-1/4) 6 2u 2) Ensnare II: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Feet Only (-1), Vulnerable to Heat and Fire SFX (-1), Cannot Form Barriers (-1/4) 6 3u 3) Enshroud: Entangle 8d6, 4 DEF (60 Active Points); Vulnerable to Heat and Fire SFX (-1), Cannot Form Barriers (-1/4) 6 2u 4) Entomb: Entangle 8d6, 4 DEF (60 Active Points); Vulnerable to Heat and Fire SFX (-1), No Range (-1/2) 6 2u 5) Engulf: Entangle 3d6, 3 DEF, Area Of Effect (7" Cone; +1) (60 Active Points); Vulnerable to Heat and Fire SFX (-1), No Range (-1/2) 6 20 Ice and Snow: Elemental Control, 40-point powers 11 1) Become the Falling Snow: Desolidification (40 Active Points); Cannot Pass Through Solid Objects (-1/2), Visible (5m radius of hoarfrost, ice forms on anything he touches) 4 20 2) Become the Drifting Snow: Flight 20", x4 Noncombat (45 Active Points); Visible (40m trail of snow, 5m radius of hoarfrost forming) (-1/4) 4 35 3) Permafrost: FF (12 PD/15 ED) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (55 Active Points) 12 Detect Temperature 13- (Unusual Group), Range, Sense 2 At One with the Ice: LS (Safe in Intense Cold) 6 Radio Reciever (HRRH, OIF) Powers Cost: 147 Cost Skill 4 Animal Handler (Bovines, Canines, Equines) 13- 3 Linguist 5 1) Language: French (imitate dialects; literate) (6 Active Points) 2 2) Language: German (fluent conversation; literate) (3 Active Points) 4 3) Language: Inuit (idiomatic; literate) (5 Active Points) 2 4) Language: Russian (fluent conversation; literate) (3 Active Points) 4 Navigation (Air, Land, Marine) 13- 2 PS: Cattle Rancher 11- 3 Paramedics 13- 2 SS: Vetenary 11- 2 SS: Eugenics 11- 3 Scholar 2 1) KS: Bovines (3 Active Points) 12- 3 2) KS: Classical Philosophy (4 Active Points) 13- 1 3) KS: Inuit Hunting Practices (2 Active Points) 11- 3 Survival (Arctic/Subarctic, Marine Surface) 13- 7 TF: Equines, Skating (iceskating or rollerskating), Skiing (snow), Sleds, Small Planes, Small Rowed Boats, Snowmobiles 3 Teamwork 14- 3 Tracking 13- 2 WF: Javelins and Thrown Spears, Rifles Skills Cost: 60 Cost Talent 4 Environmental Movement (no penalties on) Talents Cost: 4 Total Character Cost:350 Val Disadvantages 5 Distinctive Features: Low Body Temperature (cold to the touch, weirds out doctors) (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Circle surrounding a 9 branded on shoulder (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Enraged: Innocents deliberatly harmed or risked (Common), go 14-, recover 11- 15 Hunted: Freon of Dragon Branch[VIPER] 8- (Mo Pow, Harshly Punish) 10 Hunted: Nefarious Scumbag of GM's choosing 8- (As Pow, Harshly Punish) 20 Hunted: Institute for Human Advancement 8- (Mo Pow, NCI, Harshly Punish) 5 Money: Poor 20 Psychological Limitation: Code Against Killing (Common, Total) 15 Psychological Limitation: Code of the Hero (help those in need, protect the innocent, abide by laws, etc) (Common, Strong) 10 Psychological Limitation: Driven to help those in need (Common, Moderate) 5 Reputation: Hero without Damaging Powers, 8- 15 Social Limitation: Secret ID (Frequently, Major) Disadvantage Points: 150 Base Points: 200 Experience Required: 6 Total Experience Available: 6 Experience Unspent: 0 Background:Will grew up on the Ninth Circle ranch in the Yukon. His grandfather named it from Dante's Inferno. His youth was spend working the ranch, and arguing philosophy or politics with his family, all of whom have colourful histories and educations. When he was 19, one of the locals didn't show up for an appointment. Up north, being late is an issue, because if you're stuck outside, you could die very quickly. As the search went on, Will's snowmobile died. Now there were two people missing. Will had always been comfortable in the cold, more than most, in fact. But -20 is still a death sentence. After 3 days, Will staggered back to the ranch, covered in frost, and cold. He was delirious from exhaustion. He should have been dead. As he recovered, he found that cold water stayed cold around him, or froze. If he concentrated on it, he caused ice to form and expand. His family, being the type of people who name their home after a frozen lake in Hell, encouraged him to work on his abilities. Once he developed enough control, his grandfather told him to go out in the world an get an education. Make himself useful. So that's what he did. He got accepted part time to SFU and has it paid for by family. Just enough money to get by and lots of free time to do something with his life. Quote:"Freeze? Oh, I get it. If you think that's funny, try this!" Campaign use:Frostbite is young and idealistic. He wants to help and make a difference. His powers do not actually allow him to directly harm someone, but he can stop them in their tracks. His Code of the Hero means he will drop just about anything to help fight supervillans and crime. He doesn't actually know if he is a mutant or something else, as he was near dead when his powers began to come out. The powers may be natural, or they may be something else entirely. The IHA isn't taking any chances. Freon just doesn't like him. They're both impressive cryokinetics, and have clashed on occasion. Freon was driven off in both cases, but not actually defeated. For Freon, its personal and its on. How's he look?
  11. Re: I am a comic book dinosaur. Astro City is top notch. Get it without hesitation. Its creates a believable and consistant universe that succeeds where other "realistic superhero worlds" fail. Kingdom Come is good, but limited in its scope. If you want to read what comics can be a the top of their game, get it. Justice, while good and pretty, is a single story arc. Definitely worth the money I'm spending. And I gotta agree with MitchellS, the Justice League DVDs are a great alternative
  12. Re: The NEW Champions of Vancouver -- What Would You Like To See? No,that's MY character. sorry, had to. I'm still working on mine on the rare oppertunities I have. I like The Musketeer though
  13. Re: The NEW Champions of Vancouver -- What Would You Like To See? For reference, could you define No Complex Power Builds and No Spot Defence? Arigato Goziamasu
  14. Re: The NEW Champions of Vancouver -- What Would You Like To See? Ah, its a Traditional game. Evil Steve (now conceiving new character)
  15. Re: Other Odd Twists And a nice nod to Warlord of Mars, too! What's number 3?
  16. Re: PA HERO - Japan Images those are very cool. I'm gonna have to figure out how to use them in a game.
  17. Re: Ykygpw____ykyrgpw You know you've got problems when:You're fighting an invasion of 400 kilogram Cane Toads. You know you've really got problems when:Its Cane Toad mating season Thank Dog I missed that adventure. Shudder
  18. Re: Rocket-propelled Chainsaw As opposed to all the preceeding sanity? In regards to the Undead Chainsaw Ninja Hookers, I prefer my Sex Trade Workers not to have counter-rotating blades. I refuse to see a prostitute for "just a little off the top".
  19. Re: [Campaign] Champions of Vancouver Not if its a giant frickin' huge Ego Blast. We could call it the Lobotomizer 9000.
  20. Re: [Campaign] Champions of Vancouver Or, we could get something really powerfull with a huge Area Affect. Invisible or not, Megascale will level the playing field. Our new battlecry could be "Dodge blast radius, you villanous scum!"
  21. Re: More Aircraft: P-61 Black Widow My favorite plane in Combat Flight Sim II. Its just fun, and friggin' huge.
  22. Re: matchmaker for masks? No no no. Its And not Or.
  23. Re: [Campaign] Champions of Vancouver No, we have other strategies; Every Man for Himself, Run Screaming, and Help Me Find My Kidney When This Is Over (my personal favorite).
  24. Re: [Campaign] Champions of Vancouver Guts, Firepower and Strategy, you say... Guts-Lucky's got those. Usually on the inside too! Firepower-That's you! Strategy-uh...um...does "Get 'em" count?
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