Jump to content

bloomann

HERO Member
  • Posts

    168
  • Joined

  • Last visited

Contact Methods

  • Website URL
    http://

Profile Information

  • Biography
    old timer
  • Occupation
    video editing

bloomann's Achievements

  1. bloomann

    What if...

    Re: What if... what if, for once, a bad guy actually wins!
  2. Re: The Village Police Force! opps, San Fran, bad idea
  3. Re: The Village Police Force! good idea!
  4. Re: The Village Police Force! I mean OF COURSE, these perks are so obvious!
  5. Re: The Village Police Force! well it seemed logical at 4 in the morning when I wrote it. have to revise.
  6. Re: The Village Police Force! yeah I even knew the YMCA dance, when I was about 7years old, that and KISS!
  7. I found this unlikely hero group on my hard disk, among other things, and I'm just wondering what the hell I must have been smoking at the time The Village Police (Special Forces) Psi-Cop, Billy Bulldozer, Path Finder, Macho Man, Lightning Lewis, G.I. Jackson Psi-Cop 15 Str 5 18 Dex 24 18 Con 16 13 Body 3 20 Int 10 21 (+10) Ego 14 20 Pre 10 18 Com 4 3 (+3) Spd 6 PD 3 7 ED 3 36 End 35 Stun 5 7 Rec Powers : Multipower / Mindpowers, all are OIF (Psi-helmet) * 50 end reserve - only for helmet's mind powers, battery * 12d6 Mind Control, area effect 10" radius, only specific "cop" commands, "Freeze", "Drop your Weapons", "Come out with your hands on your head", 3 charges * Mindscan, (only to find crooks), can use as target sense, 3 charges * 12d6 Telepathy only to discern the truth, 3 charges * 10d6 Ego blast, 3 charges * clarestience all senses, x325” (retrocog only), must be at the "scene of the crime", or while holding evidence (crime weapon, bloody cloth, billfold...etc), 3 charges + 10 ego OIF (Psi-helmet) + 12 ego defense OIF (PSI-helmet) +3 speed (mind powers only) OIF (Psi-helmet) Danger Sense 11- only against major criminal acts (3 kilometer radius), OIF (Psi-helmet) armor 2rPD, 2rED, 8 or less, OIF (Psi-helmet) armor 4rPD, 4rED, bullet proof vest 5 Flash defense OAF (cop shades) 1d6 RKA, 380 Walther, OAF, 6 charges 3d6N Billy Club, OAF +2 to perception rolls, all 5 senses OIF Helmet Skills / Talents : Policeman Package deal Fam / small arms Fam/ w/ billy club Perk : Law enforcer CK: Campaign city Bureaucratics 14 - Persuasion 15- Forensics 16- +2" running Martial Arts (cop karate) Strike Head Butt choke hold bloc disarm dodge Universal Translator OIF Helmet, modern human languages only, extra time +2 w/ helmet PSI Powers +1 w/ martail arts +1 overall skills Contacts : Psi-child, psionic street kid, low level Perks : campaign city's Police Department, legal structure, records, etc.. Interrogation 14- Criminology 15 - Deduction 14- Combat driving 14- Tactics 14 - KS : PSI Helmet 15 - Police issue Motorcycle Disadvantages : Normal characteristics maxima Dependent : 1d6 ego drain when helmet removed, instant + once per minute afterwards Dnpc : wife and 2 kids 11 or less Distinctive features : cop look and attitude , common, minor Private life compromised by hero occupation , worried about family’s safety very common, major Protective of innocents, common, strong Reputation : cop with Mind Power Helmet 11- watched : Campaign city's PD watched : US government Hunted : Mafia 11 or less Hunted : Knights In Satanic Services 11- Public ID Billy Bulldozer 16 str 6 20 dex 30 15 con 10 15 Body 10 18 Int 8 12 Ego 2 15 Pre 5 18 Com 4 4 Spd PD ED End Stun Rec Powers : 30 pt Low fi gadget pool, OIF utility belt, only with material on hand +1HA OAF wrench 2 RKA OAF nail gun, reduced range, rapid fire clip 10pt, dispell darkness, OAF, hand held flood light 4d6 flash, OAF paint gun, sticky, 1 charge Find weakness in structures only 17- 2PD, 2ED: Hard hat, head only, 8- 3PD, 1ED : heavy vest 11- 3 pts flash def, Shades Side kicks : Girder, the giant robot, Bully the Bulldozer Skills / Talents / Percs +3 move through (Bully’s ram) Climbing (structures only) Structural Engineering 14- Civil Engineering 14- Electrical engineering 14- Demolitions 13- Mechanics +2 w/ engineering skills Inventor 16- Combat driving 17- KS radio controlled robotics, Bully and Grider Perc : Construction Worker's Union Perc : legalized deputy Disadvantages: Normal characteristic maxima DNPC : crazy uncle Wilbur 14 or less DNPC : ex wife and daughter 8 or less DNPC : Sister, Path Finder’s wife 8 or less Code against killing Watched by Campaign City's PD 11- Hunted : Knights In Satanic Services 11- Hunted : Mafia, 8 or less Public ID Girder (20 ft tall side kick robot) Growth Armor, Resistance DEF, 10ED, 10PD, OIF, Metal Body Multipower OAF, 3 meter long stainless steel girder, only in open areas * +4d6 HA OAF, steel girder *4" stretching OAF, steel girder *4d6 RKA, OAF steel girder, 1 recoverable charge Iron turbine shield : 10 PD , 10 ED, OAF, 11 or less 9d6EB + 5d6 Entangle bucket of bolts bola, 1 charge Automation, does not stun or bleed Disadvantages: Vuln: 1 1/2 body from magnetic attacks Vuln: 2d6 dex drain from high radio signals Bully the bulldozer 80 pts reserve, IAF, Bully’s gas tanks 2 levels growth +30pts strength 20” running (tread wheels) Armor plating 10PD, 10ED 14 or less 5d6 Entangle 3” area effect - Steel mesh net, 1 charge 20pt dispel darkness, flood lights, 10pt dispel mist or gas, big industrial fan Multipower : Bully’s ram *10d EB 3” wide area effect, reduced range, 6” maximum, 4 charges *force wall, 10PD, 10ED frontal attacks only, 14 or less *50pts TK, only to push, 6”maximum Wrecking ball canon 15dEB, 2” area effect, x2 knock-back, 1 charge 15pts Lack of weakness Path Finder 30 str 20 24 dex 42 26 con 32 20 Body 20 16 Int 6 17 Ego 14 16 Pre 6 18 Com 4 6 Spd 36 15 PD 8 10 ED 5 56 End 50 Stun 2 12 Rec 2 Powers : Multipower : IAF magic charmed necklace, can only use one charm at a time, ½ phase to change Bear : 1 level growth (200kb, +5str, -1KB, +1 body, +1stun), 2d6 aid strength and con, +2 grab and choke hold, 45pt end reserve for Bear powers Wolf : tracking scent18-, +4 smell Per, stealth18-, shadowing18-, 3 one turn charges Eagle : +6 sight, microscopic sight, offset for range modifiers, bump of direction 18-, 3 one turn charges Coyote : 3d6 luck, mimic voices18-, disguise18-, sleight of hand18-, gambling18-, 3 one turn charges Buffalo : 10 pt density increase (400K, +10 str, -2 KB, +2 PD, +2ED), 2d6 aid to End, +4” running, +4 move through 50 end reserve for buffalo powers Deer : 5d6 Spd Aid, danger sense 17-, +8 running, 10” super leap, +6 dodge 40pt end reserve for deer powers Multipower : Tomahawk, OAF 1d6 ½ KA 3d6RKA, 1 charge recoverable 6d6 EB, 1 charge recoverable 2d6 RKA Hunting Bow, OAF, 6 charges Skills / Talents / Percs +3” running +3” swimming MA native American style Grab Bear hug (choke hold) Martial escape Martial throw Martial strike Dodge Art w weapon +1 w/ tomahawk +1 w/ bow +2 w/ MA +1 overall levels 3d6 Aid stun and body, 3 charges, IAF - medicine bag, extra time 6d6 Telepathy OAF, peace pipe, must share pipe smoke Skills / Talents / Percs Perc : legalized deputy KS : Geologist Paramedics Climbing Breakfall Survival Animal handler Acrobatics Lightsleep ambidextrous Tracking Riding Bump of direction Navigation Knowledge skills – wood lands / plain lands / desert Language English, Lakota is native, Contacts : Lakota tribe and other tribes Contact : Whisky Jack, (medicine man, greater power) Perc : Lakota gods Side Kick : Willpower the amazing Horse Disadvantages Distinctive features : American Native, common, minor, easily concealed DNPC : various tribe members 11 or less DNPC : Wife, Billy’s sister 14 or less Strident environmentalist Nervous in city or urban landscapes Enraged against polluters 11 or less Watched by Campaign City's PD 11- Hunted : Knights In Satanic Services 11- Hunted : Mafia, 8 or less Secret ID, Jack Lone Stone Macho Man 16 str 6 26 dex 48 65 con 110 35 Body 50 15 Int 5 25 Ego 30 19 Pre 9 18 Com 4 5 Spd 14 25 PD 22 20 ED 7 130 End 75 Stun 24 Rec 4 Powers 75 % damage resistance, physical only, doesn’t work against his “glass jaw” 25 % damage resistance, energy only 2d6 Regeneration once per turn 5d6 NND “hurting hands” (force field, armor), x2 end 5d6aid to body, stun, end, “healing hands”, x2 end Armor 4PD, 4ED leather outfit 14- 5 pts Flash defense OAF biker shades 15 Ego defense “tough mind” 20 power defense “tough guy” 10 pts. Lack of weakness Immune to disease, aging, extreme weather conditions Skills / Talents / Percs MA Dirty Infighting: Punch Roundhouse Low blow Disarm Kidney blow Defense maneuver 18- Combat sense 18- Danger sense, in combat only 17- Resistance (stubborn) 16- Find weakness : all attacks 18- Perc : legalized deputy Filthy Rich KS : seedy areas, world wide, major cities High Society Conversation Street wise Seduction Modern Greek (native) Ancient Greek Latin Arab English Harley Davidson Motorcycle +3 w/martial arts +2 overall levels Disadvantages distinctive features : flamboyantly gay, “leather man”, common, easily concealed Vuln: Glass Jaw – 2x stun from punches, jaw only DNPC : boyfriend of the week 14 or less Code against killing Reputation : Tough as nails Gay Hero Watched by Campaign City's PD Hunted : Knights In Satanic Services 11- Hunted : Mafia, 8 or less Secret ID : Stratis Mikos GI Jackson 13 Str 3 21 Dex 33 15 Con 10 16 Body 12 25 Int 15 12 Ego 2 15 Pre 10 16 Com 3 4 Spd 10 4 PD 2 4 ED 1 36 End 3 35 Stun 6 6 Rec 2 Powers Multipower : Ghost Belt, OIF, Invisibility Desolidfication Teleport 15pt gadgets pool (spy kit) 9 mm automatic Skills / Talents / Percs martial arts jujitsu Perc : US army Cryptography Electronics Shadowing Computers Security systems Electronics Mechanics Bugging lockpick stealth KS: Ghost Belt Jeep Lightning Lewis 15 Str 5 40 Dex 90 12 Con 4 10 Body 15 Int 5 16 Ego 3 15 Pre 10 16 Com 3 5 (+4) Spd 4 PD 2 4 ED 2 30 End 3 27 Stun 6 9 Rec 10 Powers +4 spd hand manipulation only, ex drawing guns, tying ropes etc… quickdraw ambidextrous 20pt TK only to push, or tilt things with guns 2 Guns, rka clip, rapid shot area effect area disarm rubber bullets stun only Rope : entangle, stretching, swinging Side kick Lucky the horse!y Skills / Talents / Percs Riding Range skill levels Perc : legalized deputy
  8. Re: an overview for a classic X-Men Campaign Hey I'll buy that! I actually like the MSRPG in a weird way, it allows for creative use of powers, you are not locked into "buying" the use of the power (not very clear it's getting late here), also I think you are very right about giving x-men characters high def, they get blasted and smashed up all the time and heardly ever end up in the hospital! I'll tweak it for my uses, thanks a lot!
  9. Re: an overview for a classic X-Men Campaign wow! what a site! it's very complete, I just had a quick look, some observations : Colossus has 95 str?! I didn't know he was that strong, also he has a psycological disadvantage to space travel, from a very early episode, his brother died in a space mission, wolverine has about as much mental defense as Jean Grey ?!? seems too much to me, also a wolvie at spd 6 is a little too fast, but then again he is always the first to get blasted in any fight, makes me wonder about his vaunted combat skills!!! you might want to give Cyclops the same jujitsu that Colossus has, it's been stated that Cyclops trained Colossus. otherwise this is an EXCELLENT base to start an x-man campaign, thanks fr sharing!!!
  10. Re: Heroclix - Avengers vs JLA long live family game night!
  11. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it... exactly, I remember my best friend when we were 17 year old nerds (as opposed to 40 year old nerds?) swearing by this novel, he went on and on how great it was, but I was in my Dune period and just never got around to reading the Covenant books until now. I probably would have liked it better then. angst angst angst
  12. Re: an overview for a classic X-Men Campaign this is all I have had the time to do, I'm hoping that some GM's might be interested and take the ball from here. I'd just like to know how it worked out, I'm really curious concerning dice mechanics, player interventions, compared to the power of the writer, like I said it's an experiment. Otherwise how many points do you think they should start with? I have some old write ups that Surbrook did many years ago for his excellent site and for the most part he has his X-men in the 400 pt to 800 pt range. Let me know if you try getting a game together, I'll try to help writing up some characters, and villans, we can keep it low powered if you want. thanks for the interest
  13. Hello, this is something I was kind of dying to do but since I don't have a group I'm posting it here. This is an overview for a campaign starring the classic (new) x-men from issue 94 to 138, I call it a great experiment to see how things might have turned out for the X-men in "real life" with unpredictable dice rolls and players' er, creative playing. I tried to list the plot (some are really silly) and the villains giving a brief resume of their powers and actions. Of course there is still a LOT of work to be done on it, but if you ever wanted to do something like this, here might be a good starting point.
  14. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it... I can understand being bored by standard heroic fantasy fare, "a nobody turning into the savior" which happens to be the foundation of about 80% of these types of books, the thing that got to me about the Covenant book (that I read) is the fact that the stories real heroes (every body else in the book) come across rather flat and 2 dimensional (Morham, Foamfollwer..etc I did like the horses though). I didn't get into it, I even felt cheated. and the Covenant character is just too loathsome to like, let alone waddle through 500 pages of badly written text where he is the obvious HERO of the story, I think it MIGHT have been a better story if the narration was told from somebody else's point of view, or perhaps each chapter could have been a different personage's impression of just who this Covenant character really is, I think that could have lent at least some drama to the whole affair. but then again your point of view is interesting. YO!
×
×
  • Create New...