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Game Show Man

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Everything posted by Game Show Man

  1. My copy arrived today. The book is awesome, although they might have gone a little overboard with the packaging. Otherwise, I'm very excited to have this awesome game in my hands.
  2. Re: Announcement: The Monster Hunter International RPG! A wise sentiment, sir.
  3. Re: Announcement: The Monster Hunter International RPG! Read through the first few chapters on Baen's website, then went and picked up the omnibus edition of the first three novels The Monster Hunters, as well as the first book of Larry's other series, Hard Magic, which was utterly awesome. I'm almost of a mind to ask whether or not there's gonna be Hero System game for the Grimnoir setting, too.
  4. Re: Laser Gunship Revealed Actually, if I were the military, I'd be worried about Chris Knight and Mitch Taylor showing up to sabotage the laser after it was stolen by Professor Hathaway so he could take the credit for it.
  5. Re: The Hero Forum's Hottest Woman in Comics. (David Marguiles)Enough! I get the point!(/DM) I am shocked no one has voted for Brandy from Liberty Meadows yet.
  6. Re: CHARACTER: Rocky Balboa And here's his opponent from the first two films, later his trainer and friend, the Master of Disaster himself, Apollo Creed. These numbers represent the character as he first appeared in Rocky (1976), as do the numbers for ol' Rock above. [b]Apollo Creed - The Master of Disaster[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 15 STR 5 15 12- HTH Damage 3d6 END [3] 18 DEX 24 18 13- OCV 6 DCV 6 16 CON 12 16 12- 16 BODY 12 16 12- 16 INT 6 16 12- PER Roll 12- 16 EGO 12 16 12- ECV: 5 20 PRE 10 20 13- PRE Attack: 4d6 15 COM 3 15 12- 6 PD 3 6 6 PD (0 rPD) 3 ED 0 3 3 ED (0 rED) 5 SPD 22 5 Phases: 3, 5, 8, 10, 12 6 REC 0 6 32 END 0 32 32 STUN 0 32 8 RUN 0 8" END [2] 2 SWIM 0 2" END [1] 3 LEAP 0 3" 3" forward, 1 1/2" upward [b]CHA Cost: 109[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 4 [b][i]Good Footwork[/i][/b]: Running +2" (8" total) - END=1 4 [b][i]Lightning Fists[/i][/b]: HA +1d6, Autofire (3 shots; +1/4) (6 Active Points); Hand-To-Hand Attack (-1/2) - END=1 20 [b][i]Tough[/i][/b]: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll (No Active Point penalty to Skill Roll; -1/4), Character Must Be Aware of Attack (-1/4) - END=0 [b]POWERS Cost: 28[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Martial Arts: Boxing 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on 4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike 5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike 3 5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike 8 6) +2 HTH Damage Class(es) [b]MARTIAL ARTS Cost: 27[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 9 +3 with Boxing 15 +3 with DCV 0 Acting 8- 0 AK: Los Angeles 8- 5 Analyze: Combat 13- 3 Breakfall 13- 3 Bureaucratics 13- 0 Climbing 8- 0 Concealment 8- 0 Deduction 8- 3 High Society 13- 3 KS: Boxing 12- 0 Language: English (completely fluent; literate) 3 Oratory 13- 3 Paramedics 12- 3 Persuasion 13- 4 PS: Professional Boxer 13- 5 Rapid Attack (HTH) 0 Shadowing 8- 0 Stealth 8- 3 Tactics 12- 0 TF: Small Motorized Ground Vehicles [b]SKILLS Cost: 62[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 20 Follower (Tony "Duke" Evers) 1 Fringe Benefit: Professional Boxer's License 15 Money: Filthy Rich 9 Reputation: The Master of Disaster (A large group) 14-, +3/+3d6 [b]PERKS Cost: 45[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 8 Lightning Reflexes: +5 DEX to act first with All Actions [b]TALENTS Cost: 8[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 DNPC: Maryann Creed 11- (Normal) 25 Psychological Limitation: Fighter's Mentality (Very Common, Total) 20 Psychological Limitation: Overconfident (Common, Total) 20 Psychological Limitation: Showboater (Common, Total) 5 Rivalry: Professional (Rocky Balboa), Rival is Less Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Limitation: Public ID (Very Frequently, Minor) 28 Master of Disaster Bonus [b]DISADVANTAGES Points: 128[/b] Base Pts: 150 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 278
  7. Re: CHARACTER: Rocky Balboa Okay, then, how's this? [b]Rocky Balboa - The Italian Stallion[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 16 STR 6 16 12- HTH Damage 3d6 END [3] 13 DEX 9 13 12- OCV 4 DCV 4 18 CON 16 18 13- 18 BODY 16 18 13- 12 INT 2 12 11- PER Roll 11- 16 EGO 12 16 12- ECV: 5 13 PRE 3 13 12- PRE Attack: 2 1/2d6 12 COM 1 12 11- 10 PD 9 10 10 PD (0 rPD) 4 ED 0 4 4 ED (0 rED) 3 SPD 7 3 Phases: 4, 8, 12 9 REC 4 9 36 END 0 36 36 STUN 1 36 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 3" 3" forward, 1 1/2" upward [b]CHA Cost: 86[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 20 [b][i]Like Hitting a Piece of Iron[/i][/b]: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll (No Active Point penalty to Skill Roll; -1/4), Character Must Be Aware of Attack (-1/4) - END=0 [b]POWERS Cost: 20[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Boxing 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 46 STR for holding on 4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike 5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike 3 5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike 16 6) +4 HTH Damage Class(es) [b]MARTIAL ARTS Cost: 35[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 9 +3 with Boxing 0 Acting 8- 2 AK: Philadelphia 11- 1 Animal Handler 8- 3 Analyze: Style 11- 3 Breakfall 12- 1 Bureaucratics 8- 0 Climbing 8- 0 Concealment 8- 3 Conversation 12- 0 Deduction 8- 2 KS: Boxing 11- 0 Language: English (completely fluent; literate) 3 Paramedics 11- 0 Persuasion 8- 0 PS: Professional Boxer 11- 2 PS: Loan Shark 11- 5 Rapid Attack (HTH) 0 Shadowing 8- 0 Stealth 8- 3 Streetwise 12- 0 TF: Small Motorized Ground Vehicles [b]SKILLS Cost: 37[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 6 Contact: Gazzo (Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 11- 15 Follower (Mickey Goldmill) 1 Fringe Benefit: Professional Boxer's License [b]PERKS Cost: 22[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 0 Normal Characteristic Maxima 5 Distinctive Features: Phildelphia Accent (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 DNPC: Adrian and Paulie 14- (Normal; Group DNPC: x2 DNPCs) 5 Money: Poor 20 Psychological Limitation: Fighter's Mentality (Common, Total) 15 Reputation: unskilled club fighter, 14- 10 Reputation: loanshark for the mob, 11- 20 Rivalry: Professional (Apollo Creed), Rival is Significantly More Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry [b]DISADVANTAGES Points: 100[/b] Base Pts: 100 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 200
  8. Rocky Balboa Player: Slyvester Stallone Val Char Cost 16 STR 6 13 DEX 9 18 CON 16 18 BODY 16 12 INT 2 16 EGO 12 13 PRE 3 12 COM 1 10 PD 9 4 ED 0 3 SPD 7 7 REC 0 36 END 0 35 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 81 Cost Power 20 Tough: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll (No Active Point penalty to Skill Roll; -1/4), Character Must Be Aware of Attack (-1/4) 5 Like Hitting a Piece of Iron: Damage Resistance (10 PD) Powers Cost: 25 Cost Martial Arts Maneuver Boxing 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 46 STR for holding on 4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike 5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike 3 5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike 16 6) +4 HTH Damage Class(es) Martial Arts Cost: 35 Cost Skill 9 +3 with Boxing 0 Acting 8- 2 AK: Philadelphia 11- 1 Animal Handler 8- 3 Analyze: Style 11- 3 Breakfall 12- 1 Bureaucratics 8- 0 Climbing 8- 0 Concealment 8- 3 Conversation 12- 0 Deduction 8- 2 KS: Boxing 11- 0 Language: English (completely fluent; literate) 3 Paramedics 11- 0 Persuasion 8- 0 PS: Professional Boxer 11- 2 PS: Loan Shark 11- 5 Rapid Attack (HTH) 0 Shadowing 8- 0 Stealth 8- 3 Streetwise 12- 0 TF: Small Motorized Ground Vehicles Skills Cost: 37 Cost Perk 6 Contact: Gazzo (Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 11- 15 Follower (Mickey Goldmill) 1 Fringe Benefit: Professional Boxer's License Perks Cost: 22 Total Character Cost: 200 Pts. Disadvantage 0 Normal Characteristic Maxima 5 Distinctive Features: Phildelphia Accent (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 DNPC: Adrian and Paulie 14- (Normal; Group DNPC: x2 DNPCs) 5 Money: Poor 20 Psychological Limitation: Fighter's Mentality (Common, Total) 15 Reputation: unskilled club fighter, 14- 10 Reputation: loanshark for the mob, 11- 20 Rivalry: Professional (Apollo Creed), Rival is Significantly More Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  9. Re: Ghostbusters HERO The packs WERE bought with 0 END. They still need to be recharged every once in a while, hence the Continuing Fuel Charge. I wasn't aware that a doctorate needed a Perk. Maybe I can fix that later. Speaking of Ray, here's Ghostbusters creator Dan Aykroyd's character, the goofy, lovable "heart of the Ghostbusters..." (EDIT: Oops. I forgot his disads. Fixed it.) Ray Stantz Player: Dan Aykroyd Val Char Cost 13 STR 3 14 DEX 12 13 CON 6 12 BODY 4 16 INT 6 15 EGO 10 12 PRE 2 12 COM 1 3 PD 0 3 ED 0 3 SPD 6 6 REC 0 26 END 0 26 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 50 Cost Power 33 Mark I Proton Pack: (Total: 161 Active Cost, 33 Real Cost) RKA 2d6+1, Affects Desolidified Ghosts And Spirits Only (+1/4), 1 Continuing Fuel Charge lasting 6 Hours (+1/4), Armor Piercing (+1/2), Continuous (+1) (105 Active Points); OIF Bulky (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Side Effects (Side Effect always occurs whenever the Thrower's Stream is crossed with another; -3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 22) plus Telekinesis (25 STR), Affects Desolidified Ghosts and Spirits Only (+1/4), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) (56 Active Points); OIF Bulky (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Side Effects (-1), Required Hands Two-Handed (-1/2), Affects Whole Object (-1/4), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 11) 17 Ghost Trap: Entangle 4d6, 4 DEF, Affects Desolidified Ghosts and Spirits Only (+1/4), Cannot Be Escaped With Teleportation (+1/4), Area Of Effect (One Hex; +1/2) (80 Active Points); OAF Fragile (-1 1/4), 1 Recoverable Charge (-1 1/4), Cannot Use Targeting (-1/2), Cannot Form Barriers (-1/4), Real Weapon (-1/4), Beam (-1/4) 23 Ghostbusters Sensory Gear: Variable Power Pool (Gadget Pool), 20 base + 3 control cost, (30 Active Points); OAF Fragile (-1 1/4), Limited Class Of Powers Available Very Limited (Sensory Gear Only; -1), VPP Powers Can Be Changed Only At Ghostbusters Central (-1/2) Powers Cost: 73 Cost Skill 0 Acting 8- 0 AK: New York City 8- 3 Bureaucratics 11- 0 Climbing 8- 3 Concealment 12- 3 Conversation 11- 3 Deduction 12- 3 Electronics 12- 3 Mechanics 12- 5 KS: Arcane and Occult Lore 14- 3 KS: The Mystic World 12- 0 Language: English (completely fluent; literate) (4 Active Points) 0 Paramedics 8- 3 Persuasion 11- 1 PS: Ghostbuster 12- 0 Shadowing 8- 3 Stealth 12- 3 Scientist 2 1) SS: Nuclear Physics 12- (3 Active Points) 2 2) SS: Paranormal Science 12- (3 Active Points) 2 3) SS: Physics 12- (3 Active Points) 2 4) SS: Psychology 12- (3 Active Points) 3 Systems Operation 12- 3 Tracking 12- 5 TF: Common Motorized Ground Vehicles, Helicopters, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 2 WF: Ghostbusters Weapons Skills Cost: 57 Cost Perk 15 Vehicles & Bases (Ghostbusters Central Firehouse and ECTO-1) Perks Cost: 15 Cost Talent 5 Eidetic Memory Talents Cost: 5 Total Character Cost: 200 Val Disadvantages 0 Normal Characteristic Maxima 10 Dependence: Tobacco Incompetence: -1 to Skill Rolls and related rolls per time increment (Common, 1 Hour) 10 Distinctive Features: Uniform (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: EPA 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 20 Psychological Limitation: Curious (Very Common, Strong) 20 Psychological Limitation: Devoted to Serving Humanity (Common, Total) 15 Psychological Limitation: Foot-in-Mouth Disease (-4 INT roll to keep from saying something stupid at an inopportune time) (Common, Strong) 10 Reputation: Charlatan, faker, etc., 11- Disadvantage Points: 0 Base Points: 100 Experience Required: 100 Total Experience Available: 0 Experience Unspent: 0
  10. Re: Ghostbusters HERO Uno -the packs powers are already linked as a compound power. At least I thought they were. I don't usually do Compound Powers in my characters, but I thought that would be a good way to link them. Dos - I agree with the Heroic Campaign idea - my write-ups are built on 100 Base + 100 Disad (Very Powerful Heroes) - but the Ghostbusting equipment comes off as so unique that logic dictates that players should have to pay for it with Character Points. I can always rework the write-up so that they're bought with Equipment Points, though. Tres - patience, grasshopper. I haven't posted all the Ghostbusters yet.
  11. Re: Ghostbusters Did someone say "update?" I've started posting writeups of the original Ghostbusters characters on the Ghostbusters HERO thread mentioned above. Check it out and advise.
  12. Re: Ghostbusters HERO By request, I've updated the Proton Pack write-up with my new version I came up with for my writeups of the original four Ghostbusters.
  13. Re: Ghostbusters HERO I have to thank the guy who started the Ghostbusters thread in the Pulp Hero forum for bringing this back up. Right now, it's time for the guys who bump back the things that go bump in the night, starting with the one and only Peter Venkman, played in both of the two films by the great Bill Murray. Peter Venkman Player: Bill Murray Val Char Cost 14 STR 4 14 DEX 12 12 CON 4 12 BODY 4 15 INT 5 16 EGO 12 18 PRE 8 14 COM 2 3 PD 0 2 ED 0 2 SPD 0 5 REC 0 24 END 0 25 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 51 Cost Power 33 Mark I Proton Pack: (Total: 161 Active Cost, 33 Real Cost) RKA 2d6+1, Affects Desolidified Ghosts And Spirits Only (+1/4), 1 Continuing Fuel Charge lasting 6 Hours (+1/4), Armor Piercing (+1/2), Continuous (+1) (105 Active Points); OIF Bulky (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Side Effects (Side Effect always occurs whenever the Thrower's Stream is crossed with another; -3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 22) plus Telekinesis (25 STR), Affects Desolidified Ghosts and Spirits Only (+1/4), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) (56 Active Points); OIF Bulky (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Side Effects (-1), Required Hands Two-Handed (-1/2), Affects Whole Object (-1/4), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 11) 17 Ghost Trap: Entangle 4d6, 4 DEF, Affects Desolidified Ghosts and Spirits Only (+1/4), Cannot Be Escaped With Teleportation (+1/4), Area Of Effect (One Hex; +1/2) (80 Active Points); OAF Fragile (-1 1/4), 1 Recoverable Charge (-1 1/4), Cannot Use Targeting (-1/2), Cannot Form Barriers (-1/4), Real Weapon (-1/4), Beam (-1/4) 10 Unimpressed: +20 PRE (20 Active Points); Only to protect against Presence Attacks (-1) Powers Cost: 60 Cost Skill 20 +2 Overall 3 Acting 13- 0 AK: New York City 8- 3 Bureaucratics 13- 0 Climbing 8- 0 Concealment 8- 3 Conversation 13- 5 Cramming 3 Deduction 12- 1 High Society 8- 3 KS: Arcane and Occult Lore 12- 3 KS: The Mystic World 12- 0 Language: English (completely fluent; literate) (4 Active Points) 0 Paramedics 8- 3 Persuasion 13- 0 PS: Ghostbuster 11- 5 Seduction 14- 0 Shadowing 8- 3 SS: Paranormal Science 12- 3 SS: Psychology 12- 0 Stealth 8- 1 Tactics 8- 0 TF: Small Motorized Ground Vehicles 3 Tracking 12- 2 WF: Ghostbusters Weapons Skills Cost: 64 Cost Perk 10 Follower (Janine Melnitz) 15 Vehicles & Bases (Ghostbusters Central Firehouse & ECTO-1) Perks Cost: 25 Total Character Cost: 200 Val Disadvantages 0 Normal Characteristic Maxima 20 DNPC: Dana Barrett 14- (Normal) 10 Distinctive Features: Uniform (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: EPA 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 20 Psychological Limitation: Devoted to Sex (Common, Total) 15 Psychological Limitation: Smartass (Common, Strong) 15 Reputation: Charalatan, faker, etc., 14- 5 Rivalry: Professional (Walter Peck), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  14. In honor of the show's season premiere tonight (and in light of the fact that I haven't done any character conversions recently), I decided to bring to you my adaptation of of Law and Order: Special Victims Unit heroine (and uber-hottie) Olivia Benson. Benson has a dark past: her father was a serial rapist who attacked both her and her mother. It was these acts that prompted her to join the volunteer Special Victims Unit of the NYPD, where she was partnered with ex-U.S. Marine Elliot Stabler (whom I'll do a write-up for later). She is known to sympathize with the victims she meets, even to the point of actively involving herself in their lives. She has even offered herself up as bait for the bad guys from time to time. The feminine half of one of TV's most bad-*** crimefighting duos, here's... Det. Olivia Benson Player: Mariska Hargitay Val Char Cost 11 STR 1 14 DEX 12 12 CON 4 12 BODY 4 16 INT 6 18 EGO 16 15 PRE 5 16 COM 3 2 PD 0 2 ED 0 2 SPD 0 4 REC 0 24 END 0 24 STUN 0 6" RUN 0 2" SWIM 0 2" LEAP 0 Characteristics Cost: 51 Cost Power 20 Found It!: +4 with Skills related to finding things 11 Tell Me What I Want To Know: Telepathy 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Extra Time (5 Minutes, -2), Can Only Read Surface Thoughts (-1/2), Instant (-1/2), No Range (-1/2), Requires An Interrogation Roll (-1/2), Does Not Provide Mental Awareness (-1/4) Powers Cost: 31 Cost Martial Arts Maneuver Commando Training 3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/5, Target Falls 4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike 4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 26 STR vs. Grabs 4 4) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 21 STR to Disarm roll 3 5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 21 STR for holding on 4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 22 Cost Skill 2 +1 PER with Sight Group 3 +1 with Pistols 3 +1 with Commando Training 2 AK: New York City 11- 3 Acting 12- 1 Breakfall 8- 1 Bureaucratics 8- 0 Climbing 8- 1 Combat Driving 8- 0 Concealment 8- 5 Conversation 13- 3 Criminology 12- 5 Deduction 13- 3 Disguise 12- 5 Interrogation 13- 2 KS: Criminal Law and Procedure 11- 2 KS: Law Enforcement World 11- 2 PS: Police Officer 11- 0 Language: native (completely fluent; literate) 0 Paramedics 8- 5 Persuasion 13- 3 Shadowing 12- 3 Stealth 12- 3 Streetwise 12- -1 TF: Small Motorized Ground Vehicles 2 WF: Small Arms Skills Cost: 58 Cost Perk 4 Contact (Alex Cabot/Casey Novak) (Contact has useful Skills or resources, Good relationship with Contact) 11- 4 Contact (Dr. George Huang) (Contact has useful Skills or resources, Good relationship with Contact) 11- 2 Fringe Benefit: Local Police Powers 2 Fringe Benefit: Law Enforcement Rank (NYPD Detective) 1 Fringe Benefit: Weapon Permit (where appropriate) Perks Cost: 13 Cost Talent 25 Danger Sense (Immediate Vicinity, Out of Combat) 12- Talents Cost: 25 Cost Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.) Glock 19 9mm: (Total: 30 Active Cost, 9 Real Cost) Killing Attack - Ranged 1d6+1, 17 Charges (+1/4) (25 Active Points); STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 7) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2) Handcuffs: Entangle 3d6, 3 DEF, Standard effect: 3 BODY, 6 DEF (+0), Takes No Damage From Attacks All Attacks (+1/2) (45 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Set Effect (Hands Only) (-1), Does Not Prevent The Use Of Accessible Foci (-1), No Range (-1/2), Cannot Form Barriers (-1/4) Cellular Phone: HRRP (Radio Group), 1 Continuing Fuel Charge lasting 6 Hours (+0) (12 Active Points); OAF (-1), Cellular Band Communications Only (-1), Sense Affected As Sight and Hearing Group (-1/2) Total Character Cost: 200 Pts. Disadvantage 0 Normal Characteristic Maxima 5 Distinctive Features: Uniform/Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: NYPD 8- (Mo Pow, NCI, Watching) 20 Psychological Limitation: Sympathetic to Vicitms (Common, Total) 15 Psychological Limitation: Devoted to Justice (Common, Strong) 15 Reputation: Member of the "Panty Police", 14- 20 Social Limitation: Subject to Orders (Very Frequently, Major) 15 Social Limitation: Dark Secret (Previous Rape Victim) (Occasionally, Severe) Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  15. Re: Power Rangers #4: The first Pink Ranger (Kimberly) has a higher COM than any of the others.
  16. Re: Character Post: Gil Grissom Okay. I'm an agreeable fellow. I forgot a bunch of the minutae of Grissom's character, such as his love of roller coasters, and his knowledge of sign language. Based on your recommendations, here's my new version of... Gil Grissom Player: William Petersen (writeup by Joe Van Ginkel) Val Char Cost 10 STR 0 13 DEX 9 15 CON 10 12 BODY 4 20 INT 10 16 EGO 12 15 PRE 5 12 COM 1 2 PD 0 3 ED 0 3 SPD 7 5 REC 0 30 END 0 25 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: 58 Cost Power END 11 So That's What's Going On: Postcognitive Clairsentience (Sight Group), Reduced Endurance 0 END (+1/2) (60 Active Points); Extra Time 5 Minutes (-2), Postcognition Only (-1), No Range (-1/2), Time Modifiers (-1/2), Requires A Deduction Roll (-3 Penalty to roll -1/4) Powers Cost: 11 Cost Skill 15 +3 with Forensic Skills 6 +3 PER with Sight Group 0 Acting 8- 6 Animal Handler (Insects & Anthropods) 14- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 9 Criminology 16- 7 Deduction 15- 9 Forensic Medicine 16- 3 Gambling (Poker) 14- 7 Interrogation 14- 3 Inventor 13- 2 AK: Las Vegas 11- 4 KS: Classical Literature (INT-based) 14- 2 KS: Roller Coasters 11- 0 Language: English (completely fluent; literate, native) 2 Language: American Sign Language (fluent conversation) 0 Paramedics 8- 0 Persuasion 8- 5 PS: Criminalist 14- 0 Shadowing 8- 0 Stealth 8- 3 Streetwise 12- 0 TF: Small Motorized Ground Vehicles 2 WF: Small Arms 2 KS: Law Enforcement World 11- 2 KS: Las Vegas Metro Police 11- 2 KS: Criminal Law and Procedure 11- 3 Scientist 4 1) SS: Biology (INT-based) (5 Active Points) 15- 4 2) SS: Chemistry (INT-based) (5 Active Points) 15- 5 3) SS: Entymology (INT-based) (6 Active Points) 16- 2 4) SS: Psychology (INT-based) (3 Active Points) 13- Skills Cost: 109 Cost Perk 3 Access (LVMPD Crime Lab) 4 Contact (Las Vegas Sheriff) (Contact has access to major institutions, Contact has: useful Skills or resources) 11- 7 Fringe Benefit: Concealed Weapon Permit (where appropriate), Las Vegas Police Powers, Membership: CSI Supervisor Perks Cost: 14 Cost Talent 5 Eidetic Memory 3 Lightsleep Talents Cost: 8 Total Character Cost: 200 Val Disadvantages 5 Distinctive Features: Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Las Vegas Metro Police Department 8- (Mo Pow; Watching; Extensive Non-Combat Influence; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find) 15 Psychological Limitation: Likes bugs more than people (Very Common; Moderate) 20 Psychological Limitation: Loyal to his team (Common; Total) 20 Psychological Limitation: Obsessed with solving puzzles (Common; Total) 10 Reputation: Reclusive Investigator 11- 20 Social Limitation: Subject to Orders (Very Frequently; Major) 0 Normal Characteristic Maxima Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  17. Re: Character Post: Gil Grissom There. Fixed.
  18. Writer Anthony Zuiker never in his dreams imagined that when he created a police drama about a team of forensic detectives, he was tapping into a previously untapped part of the American consciousness. Crime dramas and detective stories have always been part of American fiction, but only a handful of stories have truly focused on the scientific part of policework. CSI:Crime Scene Investigation debuted on CBS in 2000, and quickly swept the nation as the next great American television series. A big part of the success of the show can be attributed to film star William Petersen's portrayal of the enigmatic Gil Grissom, the reclusive and brillant night-shift supervisor of Las Vegas's crime lab, written up below for your viewing pleasure. Gil Grissom Player: Val Char Cost 12 STR 2 13 DEX 9 15 CON 10 12 BODY 4 20 INT 10 16 EGO 12 15 PRE 5 12 COM 1 2 PD 0 3 ED 0 3 SPD 7 5 REC 0 30 END 0 26 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: 60 Cost Power END 11 So That's What's Going On: Postcognitive Clairsentience (Sight Group), Reduced Endurance 0 END (+1/2) (60 Active Points); Extra Time 5 Minutes (-2), Precognition Only (-1), No Range (-1/2), Time Modifiers (-1/2), Requires A Deduction Roll (-3 Penalty to roll -1/4) Powers Cost: 11 Cost Skill 15 +3 with Forensic Skills 6 +3 PER with Sight Group 0 Acting 8- 6 Animal Handler (Insects & Anthropods) 14- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 9 Criminology 16- 7 Deduction 15- 9 Forensic Medicine 16- 3 Gambling (Poker) 14- 7 Interrogation 14- 3 Inventor 13- 2 AK: Las Vegas 11- 0 Language: English (completely fluent; literate, native) 0 Paramedics 8- 0 Persuasion 8- 2 PS: Criminalist 11- 0 Shadowing 8- 0 Stealth 8- 3 Streetwise 12- 5 Teamwork 13- 0 TF: Small Motorized Ground Vehicles 2 WF: Small Arms 2 KS: Law Enforcement World 11- 2 KS: Las Vegas Metro Police 11- 2 KS: Criminal Law and Procedure 11- 3 Scientist 4 1) SS: Biology (INT-based) (5 Active Points) 15- 4 2) SS: Chemistry (INT-based) (5 Active Points) 15- 5 3) SS: Entymology (INT-based) (6 Active Points) 16- 4 4) SS: Psychology (INT-based) (5 Active Points) 15- Skills Cost: 105 Cost Perk 3 Access (LVMPD Crime Lab) 4 Contact (Las Vegas Sheriff) (Contact has access to major institutions, Contact has: useful Skills or resources) 11- 2 Contact (Lady Heather) (Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) 8- 7 Fringe Benefit: Concealed Weapon Permit (where appropriate), Las Vegas Police Powers, Membership: CSI Supervisor Perks Cost: 16 Cost Talent 5 Eidetic Memory 3 Lightsleep Talents Cost: 8 Total Character Cost: 200 Val Disadvantages 5 Distinctive Features: Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Las Vegas Metro Police Department 8- (Mo Pow; Watching; Extensive Non-Combat Influence; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find) 15 Psychological Limitation: Likes bugs more than people (Very Common; Moderate) 20 Psychological Limitation: Loyal to his team (Common; Total) 20 Psychological Limitation: Obsessed with solving puzzles (Common; Total) 10 Reputation: Reclusive Investigator 11- 20 Social Limitation: Subject to Orders (Very Frequently; Major) 0 Normal Characteristic Maxima Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  19. Re: Buckaroo Banzai Lives! Correction: the line is "no matter where you go...there you are." Just so ya know.
  20. Re: Character Post: Buck Rogers I was hoping you would ask that. Of course you may.
  21. Buck Rogers represents a most unusual milestone in not only science fiction, but American fiction in general. Debuting in Phil Nowlan's 1928 story "Armeggedon A.D. 2491," he is not only one of the first heroes to headline a far-future setting (helping to establish the sci-fi subgenre of space opera), but he's actually also one of the earliest examples of a secret agent as the public thinks of them in modern fiction. So much is his character associated with high-technology and gadgetry that his very name conjures images of such things. Since his debut, there have been a number of incarnations of the character, but likely the version portrayed by Gil Gerard from 1979-81 is the best remembered. While on the television show, his first and middle name were reversed (William Anthony Rogers), most incarnations give his name as Anthony William Rogers. In just about all incarnations of the character, he is an Air Force pilot who accidentally falls into a cyrogenic sleep and is thawed out 500 years later to help protect a war-torn Earth from evil. The television version, presented here, is an astronaut who in an alternate 1987, is launched onto what is supposed to be a 5-month tour of the Solar System in a one-man starship, the Ranger III. There are conflicting stories as to what actually caused his accident; a second season episode portrays the accident as an engine malfunction which spreads into the ship's life support systems, but the show's opening montage clearly shows an explosion of some kind suddenly appearing directly in the path of Ranger III. Either way, the ship's life support system fails, and coupled with a release of numerous gases into the ship's cockpit, Captain Rogers is cryogenically frozen, preserving him for what becomes a 500-year orbit around the Solar System, exaggerated from the ship's original 5-month trip by whatever accident places Rogers in the deep freeze. In 2491, he is awakened by the crew of the starship Draconia, the flagship of the warmongering Draconian Empire. There he encounters the alluring but fiendish Princess Ardala, and her aide, the pragmatic and wary Kane, a brillant tactician and strategist. Rogers' arrival signals what we be the foiling of the Draconians' plan to trick to the Terran Federation into a treaty; Draconian warships have been posing as pirates to cut off Earth's food supply, so that they can trick Earth in granting them landing privledges for their ships. The Draconians reprogram Ranger III to return to Earth and allows Rogers to depart, but places a homing device aboard the now-ancient ship to try and discover a weakness in the planet's defense systems. When Rogers reaches Earth, he and Ranger III are nearly destroyed by the Terran defense shield, but are intercepted by Colonel Wilma Deering, leader of an Earth Defense Directorate starfighter squadron, and escorted to New Chicago, the new capital city of the Earth, and one of the few survivors of a massive nuclear holocaust that took place shortly after Rogers mission. On Earth, he meets Dr. Elias Huer, leader of the Defense Directorate, and his aide, a Quad (a sentient A.I. in a box) named Dr. Theopolis, who is a member of the New Chicago Computer Council. They break the bad news to the astronaut, and in the process, compound Rogers' shock by informing him that he is suspected of being a Draconian spy. To help in his defense, he is given a humanoid drone named Twiki to serve as his aide, and left in the care of Colonel Deering who, while she is sure of Rogers' guilt, is also secretly attracted to him. Rogers subsequently sneaks off with Twiki and Dr. Theopolis to explore the wastelands of Old Chicago, but when he is attacked by the mutant population, Deering appears to rescue him. She then returns them to New Chicago for Buck's trial, where he is found guilty, but is given a second chance to prove that he is not working for the Draconians. They travel to the approaching starship Draconia, which is supposedly unarmed, but which Rogers knows is carrying a fleet of attack ships with which to attack Earth. But as Rogers and Deering reach the ship, a fleet of the Draconian pirate ships attack under the pretense of an attack on the Draconia. Rogers and Deering climb aboard their Earth Starfighters and defend the ship against the "pirates," but most of the Earth squardron which escorted them up are destroyed; they are overreliant on their fighters' combat computers and as a result are no match for the pirates. That is, all except for veteran Air Force pilot Rogers, who quickly takes the reigns of his fighter himself, and single-handedly vaporizes the pirate squadron, saving Colonel Deering's life in the process. The Draconians decide to honor Rogers by making him the guest of honor at the state dinner where the Draconians plan to begin negotations. The astronaut, knowing their true intentions but unable to prove them, decides to seduce Princess Ardala (who has already become quite smitten with him) into taking him back to the Draconia. She does so, but Rogers manages to escape her attentions while aboard the ship (subduing her towering tatooed bodyguard Tigerman), and decides to try and foil the attack himself by sabotaging their ships. But Twiki and Dr. Theopolis have managed to follow Rogers to the Draconia, and after spotting him in a Draconian uniform (which he is using as a disguise while he sabotages their fleet), they decide that the astronaut is indeed a spy, and attempt to capture him...until they realize that he is sabotaging the enemy's ships. Their original beliefs in Rogers' innocence confirmed, the two A.I.s, at Rogers' instruction, then reach a communications station and summon Colonel Deering and the Earth fleet to attack the Draconia. Meanwhile, Kane (at Ardala's instructions, contrary to those of her father, King Draco) orders the Draconian fleet to attack, but Rogers' sabotage destroys their ships as they leave the Draconia. As Rogers continues his work, a recuperated Tigerman attempts to stop him, but a low blow from Rogers halts the warrior's attack, allowing the pilot to resume his sabotage. Colonel Deering's squadron arrives and attacks the Draconia, dealing massive damage with their weaponry. But Deering realizes that Rogers, Twiki, and Theopolis are still aboard, and so boards Draconia to their rescue, leaving the ship just as the Earth fighter squadron finishes off Draconia. Ardala and Kane escape the dying ship via an escape pod, to trouble Rogers and Earth later. For his efforts, Rogers is cleared of the espionage charges on Earth, and offered a job with the Earth Defense Directorate. While he chooses not to officially join them, he does remain on as an unofficial troubleshooter of sorts, performing various feats of daring-do and cunning to protect Earth, and the innocents of the galaxy. While he encounters enemies of all shapes and sizes, his most frequent and troubling enemies are Princess Ardala, Kane and the Draconians. While Kane does his best carry out the orders of King Draco, Ardala is headstrong and ambitious, and while both desire to conquer the Earth, Ardala is consumed with possessing Rogers as a concubine and/or husband. She, like most women he encounters, is bedeviled by him, and most of her plots concern not only destroying or conquering Earth, but taking Rogers for herself. While some records exist of the 20th century, most are gone, and so Rogers finds himself alone in time and space...that is, except for Hieronymus Fox, president of the planet Genesia, an African-American boy from the 20th century who is biologically 11 Earth years old, but even by the standards of the 25th century is a genius of revolutionary intellect. The little boy had invented a cyrogenic sleep capsule around the time of the holocaust, and to prevent additional loss of life, tested it personally by freezing himself in the capsule, and centuries later, due to looters and other bizarre circumstances, found himself thawed out on Genesia, whose population soon named him their president. The brilliant and charismatic little boy was rescued by Rogers and Deering after being kidnapped by interstellar terrorists. Fox recognizes Rogers to be of kindrid spirit, and does his best to visit Rogers when he can to cheer him up and assist the Earth Defense Directorate, though most of his time goes to working on the issues of Genesia. But Rogers closest friends are still Twiki, Dr. Theopolis, Dr. Huer, and of course, Colonel Deering, all of whom, while finding Rogers "ancient" practices beguiling, still respect and like the temporally displaced astronaut, and do their best to help him acclimate himself to the 25th Century. Captain Anthony William "Buck" Rogers Player: Val Char Cost 13 STR 3 16 DEX 18 16 CON 12 12 BODY 4 14 INT 4 14 EGO 8 18 PRE 8 18 COM 4 9 PD 0 9 ED 0 4 SPD 14 6 REC 0 32 END 0 27 STUN 0 7" RUN22" SWIM02 1/2" LEAP0Characteristics Cost: 77 Cost Power END 10 Kick: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Extra Time Full Phase (-1/2) 2 23 Cinematic Flirting: (Total: 105 Active Cost, 23 Real Cost) Mind Control 8d6, Reduced Endurance 0 END (+1/2) (60 Active Points); Extra Time 5 Minutes (-2), Limited Normal Range (3") (-1/2), Does Not Provide Mental Awareness (-1/4), Cannot Pay END to Prevent Deterioration of Breakout Roll (-1/4), Cannot Achieve EGO+30 Results (-1/4) (Real Cost: 14) plus Mind Control 6d6, Reduced Endurance 0 END (+1/2) (45 Active Points); Extra Time 5 Minutes (-2), Only to Achieve +20 "Target Cannot Detect Mind Control" (-1/2), Limited Normal Range (3") (-1/2), Does Not Provide Mental Awareness (-1/4), Cannot Pay END to Prevent Deterioration of Breakout Roll (-1/4), Cannot Acheive EGO+30 Results (-1/4) (Real Cost: 9) 30 Lucky Buck: Luck 6d6 13 Awe-Inspiring: +20 PRE (20 Active Points); Only to Make Presence Attacks (-1/2) Powers Cost: 76 Cost Martial Arts Maneuver Commando Training 3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs 3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 4 6) Karate Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6 4 7) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 26 Cost Skill 20 +2 Overall 24 +3 with All Combat 0 Acting 8- 0 AK: Chicago 8- 1 AK: New Chicago 8- 3 Bureaucratics 13- 3 Breakfall 12- 0 Climbing 8- 3 Concealment 12- 5 Concentrated Sprayfire 3 Combat Driving 12- 9 Combat Piloting 15- 3 Cryptography 12- 5 Deduction 13- 3 Disguise 12- 3 Electronics 12- 2 KS: American Football 11- 2 KS: Military/Mercenary/Terrorist World 11- 2 KS: U.S. Air Force History and Customs 11- 4 KS: 20th-Century Earth History 13- 0 Language: English (completely fluent; literate, native) 3 Mechanics 12- 5 Navigation (Air, Land, Marine, Space) 12- 0 Paramedics 8- 3 Persuasion 13- 0 PS: Pilot 11- 2 PS: Earth Secret Agent 11- 5 Rapid Attack (HTH) 5 Rapid Attack (Ranged) 5 Rapid Autofire 2 SS: Astronomy 11- 2 SS: Botany 11- 5 Seduction 14- 3 Shadowing 12- 5 Stealth 13- 3 Systems Operation 12- 5 Tactics 13- 3 Tracking 12- 4 TF: Common Motorized Ground Vehicles, Combat Aircraft, Science Fiction and Space Vehicles 4 WF: Blades, Human Small Arms, Vehicle Weapons Skills Cost: 159 Cost Perk 5 Access (Earth Defense Directorate headquarters) 10 Computer Link (Earth Defense Directorate Database) 12 Contact (Dr. Huer) (Contact has access to major institutions, Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character) 14- 7 Contact (Hieronymus Fox) (Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character) 8- 15 Contact (Buck's women) (Contact has: useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (15 Active Points) 8- 6 Fringe Benefit: Membership: Captain 1 Fringe Benefit: Starship License 2 Fringe Benefit: Concealed Weapon Permit (where appropriate) 8 Fringe Benefit: Interstellar Police Powers 8 Fringe Benefit: Security Clearance (Earth Defense Directorate) 15 Follower (Twiki the drone) (75 Base, 75 Disad) 4 Reputation (heroic agent of Earth) (A small to medium sized group; 14-) +4/+4d6 Perks Cost: 93 Cost Talent 12 Combat Luck (6 PD/6 ED) 3 Lightning Reflexes: +2 DEX to act first with All Actions 3 Lightsleep 1 Resistance (1 point) Talents Cost: 19 Total Character Cost: 450 Val Disadvantages 5 Distinctive Features: Earth Defense Directorate Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Hunted: Draconian Empire 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 10 Hunted: Earth Defense Directorate 14- (Less Pow; Watching; Extensive Non-Combat Influence) 15 Hunted: Rogues gallery 8- (Mo Pow; Harshly Punish) 15 Psychological Limitation: Likes women...A LOT (Common; Strong) 15 Psychological Limitation: Misses the 20th Century (Common; Strong) 20 Psychological Limitation: Smartass (Common; Total) 10 Reputation: 20th Century man displaced into 25th Century 11- 15 Rivalry: Professional and Romantic (Princess Ardala), Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 20 Normal Characteristic Maxima Disadvantage Points: 150 Base Points: 300 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  22. Re: DC:TAS Campaign - C.O.P.S. Time again for another of the C.O.P.S. unit heroes, this time it's K-9 specialist Sgt. Rex "Bowzer" Pointer and his cybernetic crime dog Blitz. Bowzer comes from Chicago where he and Blitz were a tough team...until Blitz, who was an "ordinary" German shepard at the time was badly injured (caught in an explosion, IIRC). So a robotics team rebuilt the dog with armor, an electronic sensor and communications package and even a gumball light and siren! Policeman and his best friend, here are... Bowzer Player: Val Char Cost 13 STR 3 15 DEX 15 15 CON 10 12 BODY 4 15 INT 5 18 EGO 16 18 PRE 8 10 COM 0 3/9 PD 0 3/9 ED 0 3 SPD 5 6 REC 0 30 END 0 27 STUN 0 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 66 Cost Martial Arts Maneuver Police Training 3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs 3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 22 Cost Skill 20 +2 Overall 5 Rapid Attack (Ranged) 2 +1 PER with Sight Group 10 Animal Handler (Canines) 17- 3 Acting 13- 3 Climbing 12- 3 Combat Driving 12- 3 Concealment 12- 7 Conversation 15- 5 Criminology 13- 3 Deduction 12- 3 Fast Draw 12- 2 AK: Chicago 11- 0 AK: Hudson City 8- 2 KS: Criminal Law and Procedure 11- 2 KS: Law Enforcement World 11- 0 Language: English (completely fluent; literate, native) 5 Mechanics 13- 0 Paramedics 8- 3 Persuasion 13- 0 PS: Police Officer 11- 0 Shadowing 8- 3 Stealth 12- 3 Streetwise 13- 5 Tactics 13- 5 Teamwork 13- 9 Tracking 15- -1 TF: Small Motorized Ground Vehicles 2 WF: Small Arms Skills Cost: 107 Cost Perk 15 Contact (Chicago PD) (Contact has: useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (15 Active Points) 8- 2 Fringe Benefit: Local Police Powers 1 Fringe Benefit: Law Enforcement Rank 1 Fringe Benefit: Weapon Permit (where appropriate) 15 Follower (Blitz) (75 Base, 75 Disad) Perks Cost: 34 Cost Talent 15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12- 3 Lightning Reflexes: +2 DEX to act first with All Actions 3 Lightsleep Talents Cost: 21 Cost Equipment END 10 Colt M1911A1 .45 ACP: (Total: 36 Active Cost, 10 Real Cost) Killing Attack - Ranged 2d6 -1 (vs. ED), +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 8) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) 12 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 10 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), Must Follow Grab Or Target Must Be Willing (-1/2), Can Be Escaped Automatically With A Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4) 5 Police Band Radio Handset: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OAF (-1), Sense Affected As Hearing Group (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost. Total Character Cost: 250 Val Disadvantages 5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: Blitz injured or hurt (Uncommon), go 14-, recover 11- 25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 10 Hunted: character's department 8- (Mo Pow; Watching; Extensive Non-Combat Influence) 20 Psychological Limitation: Loyal to Blitz (Common; Total) 20 Social Limitation: Subject to Orders (Very Frequently; Major) 0 Normal Characteristic Maxima Disadvantage Points: 100 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Blitz Player: Val Char Cost 21 STR -10 16 DEX 18 12 CON 4 9 BODY -2 13 INT -2 5 EGO -10 18 PRE 5 10 COM 0 5/11 PD 5 3/9 ED 1 3 SPD 4 5 REC 6 24 END 0 20 STUN 5 7" RUN02" SWIM05 1/2" LEAP0Characteristics Cost: 24 Cost Power END 15 Bite: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD) 1 2 Fast: +1" Running (7" total) 1 1 Leap: Leaping +1" (5 1/2" forward, 2 1/2" upward) 1 1 Combat Acclimated: +3 PRE (3 Active Points); Only to Protect Against Presence Attacks Power loses about half of its effectiveness (-1) 5 Insightful: +5 INT 1 Understanding: Language: English (basic conversation (can only understand, not speak back, though he may find another way to communicate)) 5 Cybernetic Dog: Elemental Control, 16-point powers, all slots: (8 Active Points); OIF (-1/2) 6 1) Strength Booster: +21 STR (21 Active Points); OIF (-1/2), No Figured Characteristics (-1/2) 4 9 2) Bulletproof: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) 6 3) Police Light/Siren: Sight Group and Normal Hearing Images, +1 to PER Roll, Reduced Endurance 0 END (+1/2) (24 Active Points); Only To Create Light (-1), OIF (-1/2) 21 4) Cybernetic Body: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (39 Active Points); OIF (-1/2) 23 Cybernetic Sensor and Communication Systems: Variable Power Pool (Gadget Pool), 20 base + 3 control cost (30 Active Points); Senses and Communications Only Very Limited (-1), OIF (-1/2), VPP Powers Can Be Changed Only In A Laboratory (-1/2), Character Has No Choice Regarding How Powers Change (-1/2) Powers Cost: 95 Cost Skill 5 Concealment; Self Only Power loses about a third of its effectiveness (-1/2) 14- 2 PS: Attack 11- 2 PS: Guard 11- 2 PS: Retrieve/Fetch 11- 2 PS: Find Contraband 11- 2 PS: Stop Attacking 11- 5 Stealth 13- 3 Teamwork 12- 5 Tracking 13- Skills Cost: 28 Cost Talent 3 Lightsleep Talents Cost: 3 Total Character Cost: 150 Val Disadvantages 15 Distinctive Features: Cybernetic Police Dog (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: 8- (Mo Pow; Watching; Extensive Non-Combat Influence) 15 Physical Limitation: Animal Intelligence (Frequently; Greatly Impairing) 5 Physical Limitation: Small (no larger than 1m; +3 KB) (Infrequently; Slightly Impairing) 15 Physical Limitation: Very Limited Manipulation (Frequently; Greatly Impairing) 15 Psychological Limitation: Loyal to Bowzer (Common; Strong) 0 Normal Characteristic Maxima Disadvantage Points: 75 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  23. Re: DC:TAS Campaign - C.O.P.S. Certainly I'll do Big Boss and his gang. But my plan is to wait until I've finished the C.O.P.S. Speakin of which, here's the next of my conversions, this time computer crime expert Officer Tina "Mainframe" Cassidy. Mainframe is a cute young blonde woman who serves as the unit's computer expert. She is a master of computer programming and electronics. She mostly works out of the unit's headquarters, working to piece together clues and to foil criminal plots involving high technology. But she is also a rookie, and the rest of the unit treats her as such. The C.O.P.S. unit's queen of computers, here's... Mainframe Player: Val Char Cost 10 STR 0 14 DEX 12 12 CON 4 10 BODY 0 20 INT 10 16 EGO 12 12 PRE 2 15 COM 3 2 PD 0 2 ED 0 2 SPD 0 4 REC 0 24 END 0 21 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: 43 Cost Martial Arts Maneuver Police Training 3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs 3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 22 Cost Skill 40 +4 Overall 0 Acting 8- 3 Bugging 13- 0 Climbing 8- 1 Combat Driving 8- 13 Computer Programming 18- 0 Concealment 8- 3 Conversation 11- 3 Criminology 13- 7 Cryptography 15- 2 CK: Hudson City 11- 3 Deduction 13- 9 Electronics 16- 2 KS: Criminal Law and Procedure 11- 2 KS: Law Enforcement World 11- 0 Language: English (completely fluent; literate, native) 5 Mechanics 14- 0 Paramedics 8- 3 Persuasion 11- 0 PS: Police Officer 11- 3 Shadowing 13- 3 Stealth 12- 3 Streetwise 11- 9 Systems Operation 16- 3 Tactics 13- 5 Teamwork 13- -1 TF: Small Motorized Ground Vehicles 2 WF: Small Arms Skills Cost: 123 Cost Perk 3 Computer Link (HCPD Database) 21 Contact (HCPD Computer Crime Unit) (Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (21 Active Points) 8- 1 Fringe Benefit: Weapon Permit (where appropriate) 2 Fringe Benefit: Local Police Powers 1 Fringe Benefit: Membership (HCPD Officer) Perks Cost: 28 Cost Talent 15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 13- 5 Eidetic Memory 3 Lightning Calculator 3 Lightsleep 8 Speed Reading (x1000) Talents Cost: 34 Cost Equipment END 6 Beretta 92FS 9mm: Killing Attack - Ranged 1d6 +1 (vs. PD), 16 Charges (+0) (20 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4) 9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing Power loses about a third of its effectiveness (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll Power loses about a third of its effectiveness (-1/2), Cannot Form Barriers (-1/4) 3 Cell Phone: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OAF (-1), Celluar Band Communications Only Power loses about half of its effectiveness (-1), Sense Affected As Hearing Group (-1/4), Sense Affected As Sight Group (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost. Total Character Cost: 250 Val Disadvantages 5 Distinctive Features: HCPD Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence) 10 Psychological Limitation: Curious (Common; Moderate) 15 Psychological Limitation: In Love with Hardtop (Common; Strong) 15 Reputation: Rookie 14- 20 Social Limitation: Subject to Orders (Very Frequently; Major) 0 Normal Characteristic Maxima Disadvantage Points: 100 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
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