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Game Show Man

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  1. Re: DC:TAS Campaign - C.O.P.S. Time now for another of the C.O.P.S. heroes, this time it's transplanted Texas Ranger Walker "Sundown" Calhoun. Sundown is an anachronism, a Wild West style lawman in modern day Hudson City. He is a loner, preferring to take cases on by himself, in the Texas Ranger tradition, but is willing to help out in the team effort when necessary. He is a master tracker, and deadly with his twin revolvers. Lawman extrordinare, here's... Sundown Player: Val Char Cost 14 STR 4 18 DEX 24 16 CON 12 15 BODY 10 18 INT 8 15 EGO 10 18 PRE 8 12 COM 1 3 PD 0 3 ED 0 2 SPD 0 6 REC 0 32 END 0 30 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 77 Cost Martial Arts Maneuver Texas Ranger Fighting 4 1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 3 3) Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove 4 4) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 4 5) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC 1 6) Weapon Element: Handguns Martial Arts Cost: 20 Cost Skill 16 +2 with All Combat 0 Acting 8- 2 AK: Texas 11- 2 Animal Handler (Equines) 13- 3 Climbing 13- 0 CK: Hudson CIty 8- 3 Combat Driving 13- 0 Concealment 8- 3 Conversation 13- 3 Criminology 13- 3 Deduction 13- 3 Fast Draw 13- 3 Interrogation 13- 2 KS: Criminal Law and Procedure 11- 2 KS: Law Enforcement World 11- 0 Language: English (completely fluent; literate, native) 2 PS: Texas Ranger 11- 0 Paramedics 8- 3 Persuasion 13- 3 Shadowing 13- 3 Stealth 13- 3 Streetwise 13- 1 Tactics 8- 7 Tracking 15- 1 TF: Riding Animals, Small Motorized Ground Vehicles 10 Two-Weapon Fighting (Ranged) 2 WF: Small Arms Skills Cost: 80 Cost Perk 18 Contact (Texas Rangers) (Contact has access to major institutions, Contact has: useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (18 Active Points) 8- 1 Fringe Benefit: Weapon Permit (where appropriate) 2 Fringe Benefit: Local Police Powers 2 Fringe Benefit: Texas State Police Powers 3 Fringe Benefit: Membership (Texas Ranger) 3 Fringe Benefit: Membership (HCPD Lieutenant) 3 Reputation (Texas Ranger) (A small to medium sized group; 14-) +3/+3d6 Perks Cost: 32 Cost Talent 3 Absolute Time Sense 9 Ambidexterity (Eliminate Off Hand Penalty entirely) 3 Bump Of Direction 15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 13- 5 Eidetic Memory 3 Lightning Reflexes: +2 DEX to act first with All Actions 3 Lightsleep Talents Cost: 41 Cost Equipment END 6 Smith & Wesson Model 19 .357 Magnum Revolver: Killing Attack - Ranged 1 1/2d6 (vs. PD) (25 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), 6 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4) 5 Smith & Wesson Model 19 .357 Magnum Revolver: total of 2 (5 Active Points) 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), Must Follow Grab or Target Must Be Willing (-1/2), No Range (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll (-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), Only for Cellular Band Communications (-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) 20 Psychological Limitation: one riot, one Ranger (Common; Total) 20 Psychological Limitation: Heroic (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
  2. Re: DC:TAS Campaign - C.O.P.S. Now here's Mace's partner, Stan "Barricade" Hyde. Barricade is tall, soft-spoken man from Millenium City (Detroit in the cartoon, but this is the Hero Universe version, and we all know what happened to Detroit...), who serves as not only as a SWAT team entry man (using his rocket-powered battering ram known as the "Mule"), but also as a negotiator. Barricade is devoted to finding peaceful solutions to most situations and is capable of talking down most people. He contradicts Mace's "shoot first, ask questions later" style, and so Bulletproof, desiring to make sure Mace doesn't shoot everything in sight, assigned Barricade as his partner. Surprisingly enough, the two men, sharing a common bond as SWAT officers, hit it off. The good natured Barricade is often the straight man for much of Mace's wisecracks. The C.O.P.S. unit's master of diplomacy, here's... Barricade Player: Val Char Cost 14 STR 4 14 DEX 12 16 CON 12 10 BODY 0 17 INT 7 18 EGO 16 18 PRE 8 15 COM 3 3/15 PD 0 3/15 ED 0 3 SPD 6 6 REC 0 32 END 0 25 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 68 Cost Power END 30 Mule: Energy Blast 12d6 (vs. PD), 12 Boostable Charges (+0), Double Knockback 2x KB (+3/4) (105 Active Points); STR Minimum 12 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), Required Hands Two-Handed (-1/2), OIF (-1/2), No Range (-1/2) Powers Cost: 30 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) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 1 7) Weapon Element: Clubs Martial Arts Cost: 23 Cost Skill 16 +2 with All Combat 2 +1 PER with Sight Group 3 Acting 13- 3 Climbing 12- 1 Combat Driving 8- 2 CK: Millenium City 11- 0 CK: Hudson City 8- 0 Concealment 8- 5 Conversation 14- 3 Criminology 12- 0 Deduction 8- 2 KS: Criminal Law and Procedure 11- 2 KS: Law Enforcement World 11- 0 Language: English (completely fluent; (native), literate) 3 Mechanics 12- 3 Paramedics 12- 9 Persuasion 16- 9 Power (Mule) 14- 0 PS: Police Officer 11- 3 Shadowing 12- 3 Stealth 12- 3 Streetwise 13- 3 Tactics 12- 3 Teamwork 12- -1 TF: Small Motorized Ground Vehicles 4 WF: Common Melee Weapons, Small Arms Skills Cost: 81 Cost Perk 24 Contact (Millenium City PD) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (24 Active Points) 8- 1 Fringe Benefit: Weapon Permit (where appropriate) 2 Fringe Benefit: Local Police Powers 3 Fringe Benefit: Membership (HCPD Sergeant) 3 Reputation (master negotiator) (A small to medium sized group; 14-) +3/+3d6 Perks Cost: 33 Cost Talent 15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12- Talents Cost: 15 Cost Equipment END 12 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 5 SWAT Helmet: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 8- (only protects Hit Locations 3-5) (-2), OIF (-1/2) 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 (-1/2), Can Be Escaped Automatically with a Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4) 7 Police Band Radio Headset: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OIF (-1/2), 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 0 Normal Characteristic Maxima 5 Distinctive Features: Uniform (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) 5 Floating Hunted: any former opponent from Millenium City 8- (Less Pow; Harshly Punish) 10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence) 15 Psychological Limitation: Code VS. Killing (Common; Strong) 20 Psychological Limitation: Prefers Diplomacy to Violence (Common; Total) 20 Social Limitation: Subject to Orders (Very Frequently; Major) Disadvantage Points: 100 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  3. Re: DC:TAS Campaign - C.O.P.S. Okay, okay. I want for 150/100 for this next character, SWAT team officer Sgt. Colt "Mace" Howards. Mace is a gruff voiced maverick from Philadelphia known for his ability to think outside the box, and for his signature weapon, a shoulder-fired laser cannon. (He's also one of my favorite C.O.P.S. characters.) Here is... Mace Player: Val Char Cost 16 STR 6 14 DEX 12 18 CON 16 15 BODY 10 15 INT 5 12 EGO 4 18 PRE 8 10 COM 0 3/9 PD 0 4/10 ED 0 3 SPD 6 7 REC 0 36 END 0 32 STUN 0 6" RUN02" SWIM03" LEAP0Characteristics Cost: 67 Cost Power END 19 Laser Cannon: Multipower, 45-point reserve, all slots: 32 Charges (+1/4) (56 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2) 1u 1) Primary Laser: Energy Blast 9d6 (vs. ED) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), No Knockback (-1/4) 1u 2) Focused Laser: Energy Blast 6d6 (vs. ED), Armor Piercing x1 (+1/2) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4) 1u 3) Sniping Laser: Energy Blast 6d6 (vs. ED), No Range Modifier (+1/2) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4) 1u 4) High-Intensity Laser: Killing Attack - Ranged 3d6 (vs. ED) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4) Powers Cost: 23 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 1 8) Weapon Element: Clubs Martial Arts Cost: 27 Cost Skill 24 +3 with All Combat 2 +1 PER with Sight Group 0 Acting 8- 3 Breakfall 12- 3 Climbing 12- 0 Combat Driving 8- 0 Concealment 8- 0 Conversation 8- 0 CK: Hudson City 8- 2 CK: Philadelphia 11- 0 Deduction 8- 2 KS: Criminal Law and Procedure 11- 2 KS: Law Enforcement World 11- 0 Language: English (completely fluent; literate) 0 Paramedics 8- 0 Persuasion 8- 7 Power (Laser Cannon) 13- 0 PS: Police Officer 11- 0 Shadowing 8- 5 Stealth 13- 3 Streetwise 13- 9 Tactics 15- 9 Teamwork 15- -1 TF: Small Motorized Ground Vehicles 4 WF: Shoulder-Fired Weapons, Small Arms, Vehicle Weapons Skills Cost: 74 Cost Perk 15 Contact (Philadelphia P.D. SWAT) (Contact has: useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (15 Active Points) 8- 1 Fringe Benefit: Weapon Permit (where appropriate) 2 Fringe Benefit: Local Police Powers 2 Fringe Benefit: Membership: HCPD Sergeant 6 Reputation (tough guy with unorthodox methods) (A medium-sized group; 14-) +3/+3d6 Perks Cost: 26 Cost Talent 15 Combat Sense 12- 15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12- 3 Lightning Reflexes: +2 DEX to act first with All Actions Talents Cost: 33 Cost Equipment END 12 H&K MP5 9mm SMG: (Total: 40 Active Cost, 12 Real Cost) Killing Attack - Ranged 1d6 +1 (vs. ED), 30 Charges (+1/4), Autofire (5 shots; +1/2) (35 Active Points); STR Minimum 12 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 10) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2) 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 with OCV (5 Active Points); OAF (-1) (Real Cost: 2) 12 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 8 Nightstick: Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), 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 (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4) 8 Concealed HRRP Radio Headset: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); Sense Affected As Hearing Group (-1/4), IIF (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost. Total Character Cost: 250 Val Disadvantages 0 Normal Characteristic Maxima 5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Floating Hunted: 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence) 10 Psychological Limitation: Triggerhappy (Common; Moderate) 15 Psychological Limitation: Wiseass (Common; Strong) 15 Reputation: Maverick Cop 11- (Extreme) 20 Social Limitation: Subject to Orders (Very Frequently; Major) Disadvantage Points: 100 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  4. Re: DC:TAS Campaign - C.O.P.S. The only problem with making them supers is that they're NOT supers. They're normals with lots of experience and access to high tech goodies. Witness Sgt. P.J. O'Malley, aka Longarm. He's nothing more than an experienced beat cop with a linegun (his Power Cuffs). Longarm Player: Val Char Cost 14 STR 4 16 DEX 18 13 CON 6 14 BODY 8 15 INT 5 12 EGO 4 18 PRE 8 12 COM 1 3 PD 0 3 ED 0 2 SPD 0 6 REC 0 26 END 0 28 STUN 0 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 54 Cost Power END 15 Power Cuffs: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (-1) 1u 1) Capture Mode: Entangle 3d6, 3 DEF; 1 Recoverable Charges (-1 1/4), OAF (-1), Lockout (Cannot use other Power Cuffs' other powers until charge is recovered) (-1/2), Cannot Form Barriers (-1/4), Limited Range (15') (-1/4) 1u 2) Winch: Telekinesis (10 STR) (15 Active Points); OAF (-1), Only to Pull Objects Toward User Power loses about a third of its effectiveness (-1/2), Affects Whole Object (-1/4), Limited Range (15'') (-1/4) 1 1u 3) Swingline I: Swinging 20", x4 Noncombat; OAF (-1) 2 1u 4) Swingline II: Leaping 20"; OAF (-1), Only to carry user upward Power loses about a third of its effectiveness (-1/2), No Noncombat Movement (-1/4) 2 1u 5) Swingline III: +5 to Climbing; OAF (-1) Powers Cost: 20 Cost Martial Arts Maneuver Police Training 4 1) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 3 2) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 4 3) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 4 4) Karate Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 DC 4 5) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 1 6) Weapon Element: Clubs Martial Arts Cost: 20 Cost Skill 16 +2 with All Combat 2 +1 PER with Sight Group 0 Acting 8- 3 Climbing 12- 3 Combat Driving 12- 0 Concealment 8- 3 Conversation 13- 3 Criminology 12- 0 Deduction 8- 0 Language: English (completely fluent; (native), literate) 2 KS: Criminal Law and Procedure 11- 2 KS: Law Enforcement World 11- 3 CK: Hudson City 12- 0 Paramedics 8- 3 Persuasion 13- 0 PS: Police Officer 11- 7 Power (Power Cuffs) (DEX-based) 14- 3 Shadowing 12- 3 Stealth 12- 3 Streetwise 13- 3 Tactics 12- 3 Teamwork 12- -1 TF: Small Motorized Ground Vehicles 4 WF: Common Melee Weapons, Small Arms Skills Cost: 65 Cost Perk 12 Contact (HCPD) (Contact has access to major institutions, Contact is slavishly loyal to character, Contact limited by identity), Organization Contact (+2) (12 Active Points) 8- 1 Fringe Benefit: Weapon Permit (where appropriate) 2 Fringe Benefit: Local Police Powers 2 Fringe Benefit: Membership (HCPD Sergeant) 6 Reputation (heroic beat cop) (A medium-sized group; 14-) +3/+3d6 Perks Cost: 23 Cost Talent 15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12- 3 Lightsleep Talents Cost: 18 Cost Equipment END 6 Beretta 92FS 9mm: Killing Attack - Ranged 1d6 +1 (vs. ED), 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) 7 Nightstick: Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), STR Minimum 8 (-1/2), 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 (-1/2), Can Be Escaped Automatically With 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: 200 Val Disadvantages 5 Distinctive Features: HCPD Uniform (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) 20 Psychological Limitation: Prefers to Use Power Cuffs Over Conventional Weaponry (Common; Total) 20 Psychological Limitation: Code VS. Killing (Common; Total) 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
  5. Re: DC:TAS Campaign - C.O.P.S. Okay. An EC it is. I had to reduce his Strength Enhancers to keep within the point limit, but here is the fixed version of... Bulletproof Player: Val Char Cost 42 STR 2 14 DEX 12 15 CON 10 13 BODY 6 18 INT 8 14 EGO 8 18 PRE 8 12 COM 1 3/15 PD 1 3/15 ED 0 4 SPD 16 5 REC 0 30 END 0 27 STUN 0 6" RUN02" SWIM08" LEAP0Characteristics Cost: 72 Cost Power END 6 Cyborg Body: Elemental Control, 16-point powers, all slots: (8 Active Points); IIF (-1/4) 12 1) Strength Enhancers: +30 STR (30 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) 6 3 2) Computer Link: Mind Link (Any Willing Target) (15 Active Points); Skin Contact Required (must plug in) (-1), Limited Class Of Minds (Computers only) (-1/2), Does Not Provide Mental Awareness (-1/4), IIF (-1/4) 12 3) Bulletproof Shell: Armor (12 PD/12 ED) (36 Active Points); Hit Locations 10-11 only (-1), IIF (-1/4) 11 4) Mini-Shaped Charges: Killing Attack - Ranged 2d6 (vs. PD), Explosion (+1/2) (45 Active Points); OAF (-1), 6 Charges (-3/4), No Range (-1/2) Powers Cost: 44 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) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 22 Cost Skill Combat Skills 9 1) +3 with Commando Training 9 2) +3 with Small Arms 0 Acting 8- 0 AK: Washington D.C. 8- 2 AK: Hudson City 11- 3 Bureaucratics 13- 0 Climbing 8- 3 Combat Driving 12- 3 Combat Piloting 12- 3 Computer Programming 13- 0 Concealment 8- 3 Conversation 13- 7 Criminology 15- 7 Deduction 15- 3 Interrogation 13- 2 KS: Federal Criminal Law and Prodcedure 11- 2 KS: Law Enforcement World 11- 0 Language: English (native) (completely fluent; literate) 3 Paramedics 13- 0 Persuasion 8- 0 PS: FBI Agent 11- 6 SS: Criminology (INT-based) 16- 3 Shadowing 13- 0 Stealth 8- 3 Streetwise 13- 3 Systems Operation 13- 3 Tactics 13- 7 Teamwork 14- 0 TF: Helicopters, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 2 WF: Small Arms Skills Cost: 86 Cost Perk 3 Fringe Benefit: Federal/National Police Powers 7 Fringe Benefit: Membership: FBI Special Agent in Charge 1 Fringe Benefit: Weapon Permit (where appropriate) 4 Contact (Mayor of Hudson City) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Contact limited by identity) 8- 3 Reputation (badass crimefighter) (A medium-sized group; 11-) +3/+3d6 Perks Cost: 18 Cost Talent 5 Eidetic Memory 3 Lightning Calculator Talents Cost: 8 Cost Equipment END 10 SIG/SAUER P220 .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 8 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 9 Charges (-1/4) (Real Cost: 8) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2) 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 (battery) lasting 6 Hours each (+0) (12 Active Points); Cellular-Phone Band Communications Only Power loses about half of its effectiveness (-1), OAF (-1), Sense Affected As Sight and Hearing Group (-1/2), Sense Affected As Radio 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: FBI Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Cyborged policeman (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: FBI 8- (Mo Pow; Watching; Extensive Non-Combat Influence) 10 Hunted: Hudson City Police Department 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Limited Geographical Area; Extensive Non-Combat Influence) 15 Psychological Limitation: Obssessed with Crimefighting (Common; Strong) 15 Reputation: relentless crimefighter 14- 20 Social Limitation: Subject to Orders (Very Frequently; Major) 20 Vulnerability: 2 x STUN Electro-Magnetic Attacks (Common) 0 Normal Characteristic Maxima Disadvantage Points: 125 Base Points: 125 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  6. Recently, I found a DVD of a late 1980's cartoon I used to love called C.O.P.S. Set in the near future, the title is an acronym for the "Central Organization of Police Specialists," a group of police officers culled from around the country, all specialists in one or more areas of policework, to help take down a gang of crooks led by the Edward G. Robinson-ish Big Boss. In watching the series, I suddenly realized that C.O.P.S. might be a good idea for a DC:TAS campaign. Below is a write-up of team leader B.P. "Bulletproof" Vess. Vess is an F.B.I. agent called into help the Empire City Police stop Big Boss's gang, but he's nearly killed while trying to stop them. But a local cybernetics firm rebuilds his body, giving him a cybernetically enhanced torso, with a bulletproof outer shell (hence his codename), enhanced strength, and a small rack of mini-bombs. But Vess realizes he can't do it alone, so he forms the C.O.P.S. unit. The version of Bulletproof below has been changed for use in Hudson City, and the service revolver he uses on the show has been replaced with the FBI's current real-life service weapon, a SIG/SAUER P220 (at least I think that's their current sidearm; can anyone correct me here?). Bulletproof is built as a Very Powerful Hero (125/125), although the rest of C.O.P.S. can probably be done as Powerful Heroes (100/100). I invite you to add to this thread if you can. That said, here is... Bulletproof Player: Val Char Cost 57 STR 2 14 DEX 12 15 CON 10 13 BODY 6 18 INT 8 14 EGO 8 18 PRE 8 12 COM 1 3/15 PD 1 3/15 ED 0 4 SPD 16 5 REC 0 30 END 0 27 STUN 0 6" RUN02" SWIM011" LEAP0Characteristics Cost: 72 Cost Power END 36 Cyborg Body: Multipower, 45-point reserve, all slots: (45 Active Points); IIF (-1/4) 3u 1) Strength Enhancers: +45 STR (45 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) 9 2u 2) Bulletproof Shell: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); Hit Locations 10-11 only (-1), IIF (-1/4) 1u 3) Computer Link: Mind Link (Any Willing Target) (15 Active Points); Skin Contact Required (must plug in) (-1), Limited Class Of Minds (Computers only) (-1/2), Does Not Provide Mental Awareness (-1/4), IIF (-1/4) 2u 4) Mini-Shaped Charges: Killing Attack - Ranged 2d6 (vs. PD), Explosion (+1/2) (45 Active Points); OAF (-1), 6 Charges (-3/4) Powers Cost: 44 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) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 22 Cost Skill Combat Skills 9 1) +3 with Commando Training 9 2) +3 with Small Arms 0 Acting 8- 0 AK: Washington D.C. 8- 2 AK: Hudson City 11- 3 Bureaucratics 13- 0 Climbing 8- 3 Combat Driving 12- 3 Combat Piloting 12- 3 Computer Programming 13- 0 Concealment 8- 3 Conversation 13- 7 Criminology 15- 7 Deduction 15- 3 Interrogation 13- 2 KS: Federal Criminal Law and Prodcedure 11- 2 KS: Law Enforcement World 11- 0 Language: English (native) (completely fluent; literate) 3 Paramedics 13- 0 Persuasion 8- 0 PS: FBI Agent 11- 6 SS: Criminology (INT-based) 16- 3 Shadowing 13- 0 Stealth 8- 3 Streetwise 13- 3 Systems Operation 13- 3 Tactics 13- 7 Teamwork 14- 0 TF: Helicopters, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 2 WF: Small Arms Skills Cost: 86 Cost Perk 3 Fringe Benefit: Federal/National Police Powers 7 Fringe Benefit: Membership: FBI Special Agent in Charge 1 Fringe Benefit: Weapon Permit (where appropriate) 4 Contact (Mayor of Hudson City) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Contact limited by identity) 8- 3 Reputation (badass crimefighter) (A medium-sized group; 11-) +3/+3d6 Perks Cost: 18 Cost Talent 5 Eidetic Memory 3 Lightning Calculator Talents Cost: 8 Cost Equipment END 10 SIG/SAUER P220 .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 8 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 9 Charges (-1/4) (Real Cost: 8) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2) 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 (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4) 3 Cell-Phone: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges (battery) lasting 6 Hours each (+0) (12 Active Points); Cellular-Phone Band Communications Only (-1), OAF (-1), Sense Affected As Sight and Hearing Group (-1/2), Sense Affected As Radio 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: FBI Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Cyborged policeman (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: FBI 8- (Mo Pow; Watching; Extensive Non-Combat Influence) 10 Hunted: Hudson City Police Department 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Limited Geographical Area; Extensive Non-Combat Influence) 15 Psychological Limitation: Obssessed with Crimefighting (Common; Strong) 15 Reputation: relentless crimefighter 14- 20 Social Limitation: Subject to Orders (Very Frequently; Major) 20 Vulnerability: 2 x STUN Electro-Magnetic Attacks (Common) 0 Normal Characteristic Maxima Disadvantage Points: 125 Base Points: 125 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  7. Charles "Bad Luck Chuck" McClusky Player: Val Char Cost 16 STR 6 18 DEX 24 12 CON 4 15 BODY 10 18 INT 8 16 EGO 12 20 PRE 10 12 COM 1 3/12 PD 0 2/11 ED 0 3 SPD 2 5 REC 0 24 END 0 29 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 77 Cost Power Super-Skills 12 1) Flop the Nuts: Luck 5d6 (25 Active Points); Requires A Gambling (Poker) Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points -1) 6 2) Reading Tells: Telepathy 7d6 (35 Active Points); Extra Time 1 Minute (-1 1/2), Requires A Gambling (Poker) Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points, RSR Skill is subject to Skill vs. Skill contests -1 1/4), Must Closely Observe Subject During Entire Minute Power does not work in Common Circumstances (-1/2), Receive Only (-1/2), Can Only Read Surface Thoughts Power loses about a third of its effectiveness (-1/2), Does Not Provide Mental Awareness (-1/4), Concentration 1/2 DCV (-1/4) Powers Cost: 18 Cost Skill 6 +2 with Pistols 7 Acting 15- 5 Combat Driving 14- 3 Concealment 13- 7 Conversation 15- 3 Criminology 13- 5 Deduction 14- 5 Gambling (Poker) 15- 2 CK: Los Angeles 11- 2 KS: Law Enforcement World 11- 4 KS: Poker World (INT-based) 14- 5 Persuasion 14- 5 Shadowing 14- 3 Stealth 13- 3 Streetwise 13- 2 WF: Small Arms Skills Cost: 67 Cost Perk 4 Fringe Benefit: Concealed Weapon Permit (where appropriate), Private Investigator License 5 Money: Well Off 12 Contact (Contact has: useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (12 Active Points) 11- 1 Money: Wealthy (10 Active Points); Extra Time 1 Week (-4 1/2), Only for playing poker (-1) 2 Reputation (Los Angeles-area residents; 11-) +2/+2d6 3 Reputation (Los Angeles-area residents; 8-) +3/+3d6 Perks Cost: 27 Cost Talent 5 Eidetic Memory 3 Lightning Calculator 3 Lightsleep Talents Cost: 11 Cost Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.) 10 Colt M1911A1 .45 ACP: 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) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) 16 Thompson M1928 .45 ACP Submachine Gun: Killing Attack - Ranged 2d6 -1 (vs. ED), +1 STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 50 Charges (+1/2) (56 Active Points); STR Minimum 14 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4) 6 Level III-A Armored Vest: Armor (9 PD/9 ED) (27 Active Points); Hit Locations 10-13 Only Power loses about two-thirds of its effectiveness (-1 1/2), Armor Weight Normal Mass (-1), Activation Roll 14- (-1/2), Real Armor (-1/4) Total Character Cost: 200 Pts. Disadvantage 5 Dependence: Caffeine Incompetence: -1 to Skill Rolls and related rolls per time increment (Common; 6 Hours) 15 Physical Limitation: Overweight (All the Time; Slightly Impairing) 25 Psychological Limitation: Poker Player's Code of Honor (be ruthless yet honorable to everyone; do your lying at the poker table; keep a mindful eye on everything at all times) (Very Common; Total) 5 Psychological Limitation: Code VS. Killing (Uncommon; Moderate) 15 Social Limitation: Famous L.A. Poker Player (Frequently; Major) 15 Social Limitation: Former Mob "Employee" (Occasionally; Severe) 20 Floating Hunted: any Italian Mafia organization 8- (Mo Pow; Kill; Extensive Non-Combat Influence) 0 Normal Characteristic Maxima Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  8. Re: Galactic Champions I really enjoyed my first taste of the Galactic Federation and of the Champions of the thirty-first century. But my main problem with it: NO STARSHIPS! There aren't any starships to play with. While the ships in Spacer's Toolkit and Terran Empire are cool, I just can't see the Fed Navy tooling around space in a centuries-old Goliath-class battleship. When are we going to see some GF-era ships, hunh?
  9. Re: DARK CHAMPIONS: What Do *You* Want To See? One possibility that I don't think anyone's mentioned just yet, is material on Hong Kong-style gun opera campaigns. Just the fact that the "We're Gonna Need Guns" thread exists should make it clear that guns will be a big part of the DC, so why not include some suggestions on playing a Feng Shui-esque campaign?
  10. Okay, based on your recommendations, I have tossed KS: Cheerleading altogether, reduced her Animal Handler levels and used the leftover points to buy Animal Handler categories. Anyone else wanna do Jen, Brandy's roommate?
  11. I'm a big fan of the comic strip Liberty Meadows, and I couldn't resist converting the strip's buxom star, Brandy to Hero System terms. Behold (and correct if necessary)! Brandy Player: NPC Hero, created by Frank Cho Val Char Cost 15 STR 5 13 DEX 9 12 CON 4 12 BODY 4 16 INT 6 12 EGO 4 16 PRE 6 25 COM 10 3 PD 0 2 ED 0 4 SPD 17 5 REC 0 24 END 0 26 STUN 0 6" RUN02" SWIM03" LEAP0Characteristics Cost: 65 Cost Martial Arts Maneuver Brandy 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, +10 STR for holding on 4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 3 5) Jab: 1/2 Phase, +2 OCV, +1 DCV, STR Strike 4 6) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6 5 7) Hoist n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, +20 STR to Throw 4 8) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 3 9) Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove 3 10) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls Martial Arts Cost: 38 Cost Skill 20 +4 with HTH Combat 3 Acrobatics 12- 8 Animal Handler (Birds, Canines, Porcines, Reptiles & Amphibians, Ursines) 13- 3 Bureaucratics 12- 3 Concealment 12- 3 Conversation 12- 5 Cramming 6 KS: Animal Psychology (INT-based) 15- 5 AK: Liberty Meadows (INT-based) 14- 5 Paramedics 13- 3 Persuasion 12- 5 PS: Animal Psychologist (INT-based) 14- 3 Riding 12- 3 Seduction 12- 3 Stealth 12- 2 Survival 12- 3 Tactics 12- 5 Teamwork 13- 8 TF: Common Motorized Ground Vehicles, Riding Animals, Skating (iceskating or rollerskating), Sleds, Small Rowed Boats, Two-Wheeled Muscle-Powered Ground Vehicles Skills Cost: 96 Cost Perk 1 Fringe Benefit: License to practice animal psychology Perks Cost: 1 Total Character Cost: 200 Val Disadvantages 30 Dependent NPC: Oscar the Weiner Dog and Truman the Duck 14- (Incompetent; Group DNPC: x2 DNPCs) 20 Distinctive Features: extremely beautiful and sexy woman (Concealable; Extreme Reaction (lust); Detectable By Commonly-Used Senses) 15 Hunted: Evil Brandy 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 15 Psychological Limitation: worries about her weight (Common; Strong) 20 Unluck: 4d6 0 Normal Characteristic Maxima Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Character Information Height: 5' 10" Hair: Black Weight: 145 lbs Eyes: Blue Appearance: Brandy is a tall Caucasian woman in her mid-20s with long black hair, and a magnificent figure (complete with an ample bustline, a trim midriff and a backside to rival Jennifer Lopez). She usually dresses very casual; she's almost always in jeans (both pants and shorts) and either a t-shirt or (in colder weather) a sweater bearing the name of her old college (where she was a cheerleader for several years). Background: Brandy is the star of the riotous comic strip "Liberty Meadows," set at a Maryland animal reserve (and lunatic asylum!), where she works as an animal psychologist. She is an amalgamation of many beautiful women (including Lynda Carter, the 70's TV Wonder Woman and legendary pin-up model Bettie Page), all of whom have one thing in common: cartoonist Frank "Monkey Boy" Cho, the strip's creator, had the hots for them. Brandy spends her days dealing with the reserve's inhabitants, including midget circus bear (and resident gadgeteer) Ralph, hypochondriac bullfrog Leslie, alcohol and tobacco addicted male chauvenist pig (literally) Dean, and her two favorite charges, oil spill survivor Truman the Duck (a hyper-polite soul with the mind of a child) and his running partner Oscar the Wiener Dog. She lives with Truman and Oscar as well as her flirtateous roommate Jen, a busty blonde who works as a computer scientist for NASA. Brandy's other function is to serve as the object of obsession for the other star of the strip, nerdy Frank the vet, who Brandy is secretly attracted to, but who can't work up the nerve to ask Brandy out. She also spends her days trying to appease (and avoid) her mother who wants to marry Brandy off to the first handsome man who asks her. Personality: Brandy is the most rational of Liberty Meadows' inhabitants. She is intelligent and idealistic, trying to find the light at the end of every dark tunnel. She is a natural born leader, and can take charge of almost any situation. She is also very insecure, especially about her weight (both Truman and Oscar have tried to help her get over this insecurity by jumping on her bathroom scale with her; this has merely served to anger her). She is also quick to jump to the defense of her friends, and is a dangerous hand-to-hand combatant. Quote: "Oh, fudge." Tactics: Except for her incredible good looks, Brandy is basically just your average animal psychologist, and has skills appropriate to her chosen line of work. Her main assets are her keen mind, her INCREDIBLE body, and her considerable fighting skills. Her fighting style is referred to as, for lack of a better term, "Brandy Boxing," as she is clearly well versed in the mechanics of throwing a punch (she has yet to use a foot strike) so she has likely learned Modern Boxing from somewher, but she is also capable of catfighting with the best of them. In the comic strip, she has demonstrated her unarmed fighting technique many times, including once against an evil version of herself in a knockdown, drag-em-out, battle for the ages. Her fighting skill is also handy for rescuing Leslie from giant evil ticks (which she has done AT LEAST twice) and for repelling obnxious ex-boyfriends. However, she shares one disadvantage with the rest of the cast: Unluck, which is necessary to make sure the stories are strange and funny (the GM is encouraged to make sure the results of an Unluck roll are as bizzare and drop dead hilarious as possible). Campaign Use: Brandy is a good contact for those with "cartoon animal" PCs. She also makes for an irresistable romantic interest for PCs with "ladies man" tendancies (or even lesbian characters!).
  12. How's this for a bump? Meet the Love Brick herself... MatchMaker Val Char Cost 75 STR 65 25 DEX 45 24 CON 28 24 BODY 28 23 INT 13 30 EGO 40 28 PRE 18 28 COM 9 27 PD 0 17 ED 0 5 SPD 15 20 REC 0 48 END 0 74 STUN 0 6" RUN02" SWIM015" LEAP0Characteristics Cost: 261 Cost Power END 35 Inspire Others: Aid 3d6, any one emotion-related Characteristic at a time (+1/4), Ranged (+1/2) (52 Active Points); Others Only (-1/2) 13 Seek Out the Lonely: Telepathy 8d6 (40 Active Points); Empathy (loneliness/emotional pain) (-1), Side Effects, take 6d6 STUN per phase when she detects extreme emotional pain until she tries to help (-1) 4 15 Aura Vision: Detect Aura 14-, Discriminatory, Increased Arc of Perception: 360-Degree 11 Woman of a Thousand Faces: Shapeshift (Sight Group; Imitation), Reduced Endurance 0 END (+1/2) (30 Active Points); Extra Time 1 Minute (-1 1/2), Cosmetic Details Only (-1/4) 145 Wingless Flight: Flight 24", Position Shift, x4 Noncombat, Rapid Noncombat Movement (+1/4), Combat Acceleration/Deceleration (+1/4), Noncombat Acceleration/Deceleration (+1) (145 Active Points) 14 29 Pretonian Physiology: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Longevity: 400 Years, Safe in High Pressure, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing 10 Love's Lifeline: Mind Link (whoever her current "subject" is), Any distance, No LOS Needed (20 Active Points); Feedback STUN Only (-1) 17 Fly on the Wall: Clinging (95 STR) 20 Flying Uppercut: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3 Powers Cost: 295 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, +10 STR for holding on 4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 5 5) Jab: 1/2 Phase, +1 OCV, +3 DCV, STR Strike Martial Arts Cost: 21 Cost Skill 5 Acrobatics 15- 5 Acting 16- 5 Breakfall 15- 5 Climbing 15- 12 +4 with Boxing 5 Combat Piloting 15- 5 Concealment 15- 11 Conversation 19- 5 Deduction 15- 6 KS: Human Relationships (INT-based) 17- 6 KS: Kama Sutra (INT-based) 17- 6 KS: Human Sexual Fetishes (INT-based) 17- 5 Mimicry 15- 11 Navigation (Air, Land, Marine, Space) 17- 7 Paramedics 16- 11 Persuasion 19- 11 Power 15- 5 Rapid Attack (HTH) 7 SS: Psychology (INT-based) 18- 11 Seduction 19- 7 Shadowing 16- 5 Stealth 15- 7 Tactics 16- 9 Tracking 17- 2 TF: Science Fiction & Space Vehicles Skills Cost: 174 Cost Perk 3 Access 3 Anonymity 10 Computer Link 10 Fringe Benefit: Membership: Pretonian Guardian Perks Cost: 26 Cost Talent 9 Ambidexterity (Eliminate Off Hand Penalty entirely) 3 Bump Of Direction 24 Combat Luck (12 PD/12 ED) 42 Danger Sense (Area: General Area, Discriminatory, Function as a Sense, Sensitivity: Any Danger) 14- 4 Double Jointed 4 Environmental Movement (no penalties on/in Space) 8 Lightning Reflexes: +5 DEX to act first with All Actions 3 Perfect Pitch 24 Universal Translator 18- Talents Cost: 121 Total Character Cost: 898 Val Disadvantages 15 Distinctive Features: Gorgeous (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Enraged: (observing physical and emotional abuse with in a relationship), go 14-, recover 14- 10 Hunted: UNTIL 8- (Mo Pow; Watching; Extensive Non-Combat Influence) 20 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 10 Money: Destitute 20 Psychological Limitation: Code of the Pretonian Guardians (must help others find their true loves; must protect and heal those in emotional pain) (Common; Total) 10 Psychological Limitation: Loves to have sex (Common; Moderate) 15 Psychological Limitation: Overconfidence (Very Common; Moderate) 15 Social Limitation: Harmful Secret (location of her homeworld) (Occasionally; Severe) 20 Susceptibility: Hatred 3d6 damage, per Minute (Common) Disadvantage Points: 150 Base Points: 500 Experience Required: 248 Total Experience Available: 248 Experience Unspent: 0
  13. EXACTLY. That's the whole idea. Blue's just an "average" well-adjusted fellow who just happens to be a superhero-detective. He's kicks ass, takes names, and meets friends along the way, and enjoys every minute of it. When he happens upon MatchMaker, she naturally turns his life upside down, chasing him about the Lair trying to get him to engage in her latest "experiment" (which is often sexual in nature, and while Blue's definitely straight - no offense to those who aren't here, BTW - he's not entirely comfortable with getting it on with an extra-terrestrial meta-near-human...it also doesn't help matters that he has a slightly suspicious mind). But when the bad guys show up, Lance and Kai-Leh do make a good team. BTW, Patrick, you're right. Amy Jo Johnson is VERY cute.
  14. OOPS! Sorry; should've been more specific. I was looking for statistical advice. BTW, that's modern-day Shadow meets SuperAmyJoJohnson.
  15. Help me solidify this mismatched pair of characters I've been chewing on for the last few weeks. One half: A slightly overweight male detective/gunman/gadget-user/"cloud men's minds" hero named The Blue Specter (secret ID: Lance Williams). He started as a possible successor to The Shadow, but he started going in weird directions. He's definitely a bit lighter (he cracks wise a lot) and more pleasant/social/likable than Shadow the vast majority of the time, but turns scarier (and more violent) than his inspiration when faced with a truly heinous villain (particularly extra-cruel criminals like serial killers, rapists, and those who are out to subvert human free-will, especially on an individual level. An example of the latter: Dr. Caldicott, the villain of the 1998 teen horror flick Disturbing Behavior, who used optic implants to convert "troubled teens" into zombified "model students." The Blue Specter would have regretfully waxed the soulless kids and then made an unpleasant example of Caldicott). His sole powers are Psionic Invisibility (the power to "cloud men's minds," although unlike the Shadow, the Blue Specter casts no shadow), and and a heavy Mental Defense (he's a bit paranoid when it comes to mental intrusion; he should have enough to take on Menton for a short time if neccessary.) He also is well versed in detective type skills. The rest of his capabilities center around his gadgets, his supercar and his arsenal of weapons. His primary weapons are a pair of gold-plated blasters called "Thunder and Lightning", with pulson blaster, laser, and special beam modes (Thunder's is a massive sonic boom attack, while Lightning features a electricity blast). He also has access to a massive arsenal containing not only a variety of conventional firearms (including several tommy guns, which are personal favorites), but numerous weapons from both VIPER AND UNTIL. His main ride is a souped-up PT Cruiser which can morph into sleek, armored superhero's car, capable of converting into a flying hovercar (ala the DeLorean in Back to the Future), and a mini-submarine. The car also has a sentient onboard AI (much like KITT), although with a female voice, named CLAW. His main gadgets are his Scanner Lenses which are basically a pair of contact lenses that give him telescopic vision, x-ray vision, "evidence sensors" (which look for forensic evidence at the scene of a crime), aim enhancers (to help hit an target with his guns) and a link-up to his headquarters supercomputer, IRma (his nickname for the system. It's more correctly known as "IR-1," which stands for "Information Room 1"); the Lenses also glow an eerie red, further intimidating opponents. His primary base is Haunted Lair, located in his hometown of Anaheim. He's a big baseball fan, and when the Anaheim Angels go to play the Tigers in Millenium City, he travels there to watch the game with his friend Doctor Silverback...which is exactly how he comes upon... The other (and more twisted) half: female extraterrestrial brick/relationship therapist MatchMaker. She is one of a near-human race who developed superstrength, superflight, mental powers, and to some extent, super-emotions. In the process, their society became much more sexually open, leading to some wild customs (which we won't go into right this second). When they discover a civilization with the potential to reach their level of emotional and sexual maturity, they send an emissary to help improve the quality of male-female relationships there. It is the Earth emissary, Kai-Leh (pronounced "Kylie"), who runs into the Specter on one of his trips to Millenium City to hang out with Dr. Silverback. Her methods are simple: find a lonely soul, "bond" themselves to that person as a friend, sounding board and even lover (!), and after "training" them in the art of relationships (strengthening their resolve and overall psyche in the process) , help them to find their soul mate. When this has succeeded, she releases the "bond" and goes off to find someone else. She crossed paths with the Specter, sensed a twinge of loneliness in his being, and immediately bonded herself to him. After chasing him down, the Specter takes a shine to her earnest, but wisened personality (she comes off naive at times, but she is anything but innocent), he takes her as his "sidekick." Soon, Kai-Leh drives Williams crazy with her attempts to "seduce" him, but he tolerates her due to her perky but polite manner, her incredible strength (with a petite, but incrediblly beautiful figure to go with it; her bulging muscles only appear when she puts full effort into her strength), fighting ability (she learned traditional boxing (?!?) from her first subject; she found the experience incredibly erotic, and now practices her boxing skills whenever possible), and the fact that she just won't leave him alone (three passenger doors torn off of the side of the Specter's ride can attest to that; at least one ripped off while she AND the car were in flight). However, she is anything but invulnerable OR perfect. Her race did NOT develop supertoughness, so most attacks can hurt her (she has high Combat Luck to help protect her). Also, she is VERY sensitive to certain negative emotions that hamper love (the thing her race champions most). She also has her darker side: she takes great pleasure in destroying unhealthy relationships (where one partner is violent or abusive towards the other; she's nearly been arrested several times for attacking men who were beating up their girlfriends or wives) and those who would sabotage healthy relationships for their own gain (she's secretly and brutally killed several villains who tried to kidnap a subject's signficant other for ransom or blackmail. The Specter is unaware of this for now). Whadya think, gang?
  16. Evidentally, you guys never saw the 1996 made-for-cable movie. The TV show was not that great, but the 1996 film was actually quite cool. Darcy/Scorpion was played by B-movie queen Joan Severance, who, IMHO, is hotter than Michelle Lintel (who played the TV Scorpion).
  17. I must agree with the consensus: One, the cover is absolutely awesome. Two, I'm very excited to see this thing come out. I thought about having a look at Steve and Darren's printout at Gen Con So Cal (good meeting you guys, BTW), but other matters prevented it. From what I've read, this may be the "crowbar" I've been looking for. I have been trying to convince one of my best friends and fellow gamers to try the Hero System out. He is a super smart, detail oriented fellow, who likes sci-fi (Alien Wars just SCREAMS his name), Hong Kong Action films (somewhat easily rigged up through Hero, I think) and zombies (that may take some doing, but...). His favorite game is Deadlands, something I think the Hero System could do very easily (I think it would be cool to adapt Deadlands' unique playing card initative system to Hero myself), but he's a bit narcisstic: he wailed in anger at the approaching retread of the Deadlands universe to Pinnacle's new Savage Worlds system (I'd quote his response from the Pinnacle forum here, but I can't find it), and he all but refuses to play anything but that and a few other games. My plan is to use Sidekick and perhaps a copy of Alien Wars as a kind of crowbar to convince him of Hero's supreme coolness. Any suggestions to improve on this strategy?
  18. Sometimes ya get inspiration in the darndest places. I recently found a d20 conversion for Ghostbusters, so I figured it was time for one, or at last the beginnings of one for the HERO system. Here's the logical starting place: (EDIT: Updated as of October 25, 2005) 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)
  19. A thought: TE takes place in the 25th through the 27th centuries. The 30th century will be the time of Galactic Federation, which after seeing TE, I am absolutely DROOLING for (which should tell our friends at home how utterly BADASS TE is). I actually thought the same way you did for a while, that the damage rating for the starship weaponry was too low...until I realized that I was thinking in terms of the normal damage ratings...with blaster pistols dealing on the average 8 or 9d6 worth of normal damage. Sounds silly, right? I wouldn't say that. An 8d6 EB is Damage Class 8. An 8d6 RKA is Damage Class 24. Consider this: the starship lasers (presumably) have a much higher rate of fire than the 18" guns of, say, the Missouri, the U.S. battleship that the treaty that ended WWII was signed aboard. The 18" guns might have equivalent destructive power, but an Empress-class battleship would still likely atomize Missouri in a massive hurry, simply because their weapons would be able to fire more shots, and in all likelihood, place more of those shots on the target. The damage ratings are more than accurate, IMHO.
  20. Oh. Sorry. Good stuff...great art, and great content. I'm looking forward to being able to build a few capital ships (and maybe even KITT from Knight Rider) with a bit more ease. Hey Nato, am I right about the book being Mutants and Masterminds?
  21. Ain't I persistent? The man gives good clues. The only other possibility I can come up with is the core book for Green Ronin's d20 supers game, Mutants and Masterminds. The book is clearly hardcover, and I recognize the gathering magical attack of (I think his name is) Krystak the Mystic.
  22. Hmmm.... Interesting. How about the FREd core book?
  23. Oooh. I missed that one.... Oooh. I missed that one. I thought it was one of the video game cartridges. Any clues? (And as a wild guess, I'd say the book is the "Big Blue Book," the 4th edition core book for Champions. BTW, which cover did you do for the Maxim mag?)
  24. ...has been released to stores!!! Which of course gives me a good look at the dumpster, in which I have found: -an original 8-bit Nintendo Entertainment System, and various games -an X-Men comic -a magazine I don't quit recognize -a deflated basketball -the aforementioned Sentinel action figure -a busted Cabbage Patch Kids doll Did I miss anything? (Oh, yes...GREAT book.)
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