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zakueins

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About zakueins

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  1. Re: The most unbelievable trope in the superhero genre... In the Six Ages universe, the Third Age of superheroes started in 9/11/01, and the world is changing because of it. The technology of 2008 is more like the technology of 2018 and there has already been a papal encyclopedia and ruling on magic, and things are just getting a touch stranger every single day... Oh, and the technology is getting fun.
  2. Re: Quote of the Week from my gaming group... If the GM didn't give you extra XP for the perfect Jack Sparrow moment, you should kick him in the shin.
  3. Re: from little plot seeds, mighty games do grow: Share you ideas! Ooopsie Due to a MASSIVE accident, you're team's bodies and powers have been swapped-with their 3K (Galactic Champions) versions! And, the 20th Century wasn't built for these superpowered heroes. And, who knows what the Villains might have gotten...imagine a VIPER nest discovering the 3K version of their gear....
  4. To understand this quote (in context), you have to understand the character I was playing at the time. Ghost Sniper, she's the professional's professional, gal you send you send out when you need someone killed and done right. Calm, polite, and deadly. Scares the hell out of Scorpia. That sort of gal. During a game, the team was going through New York to find a kidnapped girl, and somehow we wound up in this really nasty bar that DEMON, VIPER, and everybody else that's a bad mook considers their watering hole. Due to events that would require you to drink at least HALF a pint-bottle of Jack Daniels to believe, Ghost Sniper had finally made it back to her team, just before the bar fight was going to start. Note, she had been rolling AWFUL rolls the whole game. Walks into the bar, with this terible scowl on my face, and I say, "I'm just going to let a burst off into the ceiling. Just to get everybody's attention." GM:"Okay-do you want to roll to hit or do damage, or I can just give it to you." ME:"With the way my luck has been today, I'd probably blow off my own foot. Just getting their attention." GM:"Sure, not a problem. Nice little burst, makes everybody pay attention." ME: (Deep Breath) "I AM NOT HAVING A GOOD DAY! I HAVE BEEN SHOT AT! I HAVE HAD THREE CARS AND TWO MOTORCYCLES SHOT OUT FROM UNDER ME! I HAVE HAD A DRAG QUEEN TRY TO SEE JUST HOW GOOD I WAS IN BED, AND SOMEBODY BLEW UP MY LAST PAIR OF CLEAN PANTIES! NOW, ARE ALL OF YOU GOING TO BE NICE AND TELL US WHAT WE WANT TO KNOW, OR AM I GOING TO HAVE TO HURT SOMEONE?" GM: "One of the mooks, wearing a VIPER uniform stands up and says, 'I don't think you've got the guts...'" ME: "I shoot him. Machine-rifle mode. Roll?" GM (A Bit Shocked): "Sure, roll." Natural 3. House rules were that a natural 3 meant you did full damage on an attack. On a 2D6 AP RKA, 5 shot autofire, with a character that has Accurate Autofire. GM (Looks at His Map): "Well, all that's left of him is his boots. Most of his upper legs, too. And, the bar now has a nice back door. Right into the car dealership. Across the street. Everybody's look at you and wondering what's going on." ME (Deep Breath): "Now! Does anybody else wanna give me trouble?" Everybody was very, very helpful after that....
  5. My challenge is....create a character that splits into TWO seperate characters with different powers and abilities.
  6. Slam Hand's my entry into the contest for a rival to Eurostar. His details... Background/History:Slamhand doesn't like to talk about his past, but a few facts are clear. He was a part of the Soviet Union's superhero program during the last few years of it's existance. What little documentation survives indicates that he was brought into the program for the same reason as Durak-he was arrested and the KGB needed a test subject. The modifications were apparently a combination of genetic modifications and cybernetic implants. These implants, which were supposed to keep him controllable, increased his intellegence and Slamhand escaped after killing many of the people guarding him. He snuck into Europe, and started to build up a criminal empire in the early '90s. Working mostly through proxies and pretending to be merely the "Boss's dumb enforcer", Slamhand would be arrested several times, but escape and rebuild. Deciding that he would need something to help him keep control, he would later form The Outfit-a supervillan group-to ensure that The Organization (the crime group he was creating) was safe from superhero attacks. The rivalry he has with Fiacho is simple-he recognizes that a united Europe under Eurostar will merely make it difficult to impossible for The Organization to operate. Also, the "noise" that Eurostar generates causes contacts and resources to be busted or to go dormant, a state of affairs that Slamhand hates. A few times, The Outfit and Eurostar have tangled, but Fiacho believes that the mysterious "Boss of Bosses" is ordering the attacks, through his most important of minions, Slamhand. PERSONALITY/MOTIVATION: Slamhand wants power. He wants it, and the fear and respect that such power gives him. He, however, is not an egomaniac-he merely wants to rule the criminal underworld, and to ensure that nobody bothers him, ever. Slamhand, oddly enough, is honorable to a fault-his word is his bond, and nobody has ever caught him breaking it. His friends are well protected and lavishly rewarded. And, he always kills his enemies. He rarely loses his temper, and prefers to work both indirectly and carefully. The few rare times he has to act directly, he is extremely violent and efficent. QUOTE:"Now, you shall face the power of my fists." POWERS/TACTICS:Slamhand's abilities are based upon his various cybernetics and biological modifcations. Entirely hand-to-hand based, he prefers to attack and move on. He works very well in a team context, and has absolutely no problems with killing his opponents. For some reason, Slamhand is extremly vulnerable to magic-it bypasses all of his defenses except his armored vest, and pure green jade is poisonous to him. He still doesn't know why. APPEARANCE:Slamhand is a 6' semi-gorllia, with huge cybernetic arms and legs, dark brownish fur, and a big grin on his face. He wears massive goggles and a helmet to protect him against mental attacks, and he uses an encrypted radio link to talk with the rest of his team.
  7. Slam Hand Player: Val Char Cost 40 STR 30 21 DEX 33 36 CON 52 30 BODY 40 28 INT 18 23 EGO 26 25 PRE 15 15 COM 3 10/40 PD 2 10/40 ED 3 5 SPD 19 15 REC 0 72 END 0 76 STUN 8 33" RUN02" SWIM08" LEAP0Characteristics Cost: 249 Cost Power END 16 Tough Skin: Energy Damage Reduction, 50% (20 Active Points); Conditional Power Power does not work vs. magic (-1/4) 24 REALLY Tough Skin: Physical Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Power does not work vs magic (-1/4) 10 REALLY, REALLY Tough Skin: Damage Resistance (10 PD/10 ED) 44 Cybernetic Body: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing 60 Battle Vest: Armor (30 PD/30 ED) (90 Active Points); OIF (-1/2) 75 Slam Fists: Multipower, 60-point reserve, all slots: Reduced Endurance 1/2 END (+1/4) (75 Active Points) 5u 1) Block Fists: Force Wall (9 PD/9 ED/5 Flash Defense: Sight Group) (50 Active Points) 2 6u 2) Slice Fists: Killing Attack - Hand-To-Hand 3d6 (plus STR) (vs. PD), +1 STUN Multiplier (+1/4) (56 Active Points) 3 5u 3) Shred Fists: Killing Attack - Hand-To-Hand 2d6 +1 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (52 Active Points) 3 5u 4) Blade Fists: Killing Attack - Hand-To-Hand 2d6 +1 (plus STR) (vs. PD), Autofire (5 shots; +1/2) (52 Active Points) 3 3u 5) Pound Fists: Hand-To-Hand Attack +6d6, Double Knockback 2x KB (+3/4) (52 Active Points); Hand-To-Hand Attack (-1/2) 3 5u 6) Extension Fists: Stretching 12" (60 Active Points); Always Direct (-1/4) 3 4u 7) Punch Fists: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2) 3 6u 8) Sling Fists: +27" Running (33" total), x4 Noncombat (59 Active Points) 3 7 Defensive Goggles: Flash Defense (10 points) (Sight Group) (10 Active Points); OIF (-1/2) 3 Shielded Helmet: +5 Mental Defense (10 points total) (5 Active Points); OIF (-1/2) 15 Encrypted Radio Link: Mind Link (Specific Group of Minds), No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4) 60 Enhanced Regeneration: Healing 2d6 (max. Healed Points: 12) (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (90 Active Points); Self Only (-1/2) Powers Cost: 353 Cost Martial Arts Maneuver 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 4 Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls Martial Arts Cost: 21 Cost Skill 5 Breakfall 14- 5 Bureaucratics 15- 5 Climbing 14- 10 +2 with HTH Combat 5 Conversation 15- 5 Criminology 16- 5 Deduction 16- 8 Defense Maneuver: I-III 5 Gambling (Card Games, Chess) 16- 5 Interrogation 15- 11 Oratory 18- 11 Persuasion 18- 5 Sleight Of Hand 14- 7 Streetwise 16- 5 Tactics 16- 5 Teamwork 14- 2 WF: Common Melee Weapons 3 Linguist 3 1) Language: English (idiomatic) (4 Active Points) 3 2) Language: French (idiomatic) (4 Active Points) 3 3) Language: German (idiomatic) (4 Active Points) 3 Scholar 2 1) KS: Wrestling (3 Active Points) 12- 2 2) KS: Superheroes (3 Active Points) 12- 2 3) KS: Superhuman World (3 Active Points) 12- 1 4) KS: Supervillans (2 Active Points) 11- 3 Traveler 2 1) AK: Europe (3 Active Points) 12- 2 2) AK: Russia (3 Active Points) 12- 2 3) AK: Germany (3 Active Points) 12- 1 4) AK: France (2 Active Points) 11- Skills Cost: 136 Cost Perk 10 Money: Wealthy 6 Vehicles & Bases (30 Base, 0 Disad) Perks Cost: 16 Cost Talent 9 Ambidexterity (Eliminate Off Hand Penalty entirely) 16 Combat Sense 16- 21 Danger Sense (Sensitivity: Out of Combat) 16- Talents Cost: 46 Total Character Cost: 821 Val Disadvantages 25 Distinctive Features: 6' Ape-Man With Cybernetic Arms (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Eurostar 11- (As Pow; Harshly Punish; Limited Geographical Area; Extensive Non-Combat Influence) 15 Hunted: UNTIL 11- (As Pow; Mildly Punish; Extensive Non-Combat Influence) 15 Psychological Limitation: Honorable (Uncommon; Total) 15 Psychological Limitation: Wants To Be The Crime Lord Of Europe (Uncommon; Total) 15 Reputation: Head Of The Organization 11- (Extreme) 10 Rivalry: Professional (Fiacho; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 10 Vulnerability: 2 x STUN Magic-Based Attacks (Uncommon) 10 Vulnerability: 2 x BODY Magic-Based Attacks (Uncommon) 20 Susceptibility: Pure Green Jade 1d6 damage, per Segment (Uncommon) Disadvantage Points: 150 Base Points: 200 Experience Required: 471 Total Experience Available: 471 Experience Unspent: 0
  8. The Ghost Sniper file, if posted anywhere let me know.
  9. This character was intended to meet the "sniper" character role previously-a tad late, but it's done. Ghost Sniper Player: Val Char Cost 17 STR 7 23 DEX 39 18 CON 16 20 BODY 20 18 INT 8 14 EGO 8 20 PRE 10 18 COM 4 5/15 PD 2 5/15 ED 1 5 SPD 17 10 REC 6 36 END 0 40 STUN 2 6" RUN02" SWIM04" LEAP1Characteristics Cost: 141 Cost Power END 20 Gunrig Armor: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 13 Gunrig Sensor Goggles: Multipower, 20-point reserve, all slots: (20 Active Points); OIF (-1/2) 1u 1) Telescopic Mode: Telescopic +13 to PER Rolls (only to offset the Range Modifier) (Sight Group) (20 Active Points) 1u 2) Neural Activity Scanner: Mental Awareness (Discriminatory, Targeting Sense) (20 Active Points) 1u 3) IR Mode: Infrared Perception (Sense, Targeting Sense, Telescopic (+3)) (20 Active Points) 15 Themo-Optic Camoflague: Invisibility to Sight Group, Reduced Endurance 0 END (+1/2) (30 Active Points); OAF (-1) 9 Gunrig Life Support System: Life Support , Safe in High Radiation, Safe in Low Pressure/Vacuum, Self-Contained Breathing (14 Active Points); OIF (-1/2) 40 The Gunrig: Multipower, 40-point reserve, all slots: Reduced Endurance 0 END (+1/2) (60 Active Points); OIF (-1/2) 3u 1) Cable Line: Swinging 35", x4 Noncombat (40 Active Points) 2u 2) Sniper Rifle Mode: Killing Attack - Ranged 2d6 -1 (vs. PD), No Range Modifier (+1/2) (37 Active Points) 2u 3) AP Sniper Mode: Killing Attack - Ranged 1d6 +1 (vs. PD), Armor Piercing x1 (+1/2), No Range Modifier (+1/2) (40 Active Points); 12 Charges (-1/4) 2u 4) Rapid Fire Sniper Mode: Killing Attack - Ranged 1d6 +1 (vs. PD), Autofire (3 shots; +1/4), No Range Modifier (+1/2) (35 Active Points) 2u 5) Machine Rifle Mode: Killing Attack - Ranged 2d6 -1 (vs. PD), Autofire (5 shots; +1/2) (37 Active Points) 2u 6) AP Rifle Mode: Killing Attack - Ranged 1d6 +1 (vs. PD), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (35 Active Points); 8 Charges (-1/2) 2u 7) Standard Rifle Mode: Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4) (37 Active Points) 2u 8) Primium Bullets: Killing Attack - Ranged 2d6 -1 (vs. PD), Affects Desolidified Any form of Desolidification (+1/2) (37 Active Points) 2u 9) Powerblade : Killing Attack - Hand-To-Hand 2d6 -1 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (37 Active Points) 2u 10) Stun Bolts: Energy Blast 6d6 (vs. PD), STUN Only (+0), Autofire (3 shots; +1/4) (37 Active Points) 2u 11) Sniper Stun Bolt: Energy Blast 5d6 (vs. PD), STUN Only (+0), No Range Modifier (+1/2) (37 Active Points) Powers Cost: 123 Cost Martial Arts Maneuver 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 19 Cost Skill 3 Acrobatics 14- 3 Breakfall 14- 3 Bribery 13- 3 Bugging 13- 3 Bureaucratics 13- 3 Interrogation 13- 3 Demolitions 13- 3 Concealment 13- 10 +2 with Ranged Combat 3 Climbing 14- 3 Lockpicking 14- 4 Navigation (Air, Land, Marine) 13- 3 Paramedics 13- 3 Tracking 13- 3 Tactics 13- 3 Teamwork 14- 3 Streetwise 13- 10 Survival (Desert, Marine, Mountain, Tropical, Urban) 13- 3 Stealth 14- 3 Persuasion 13- 2 AK: Campaign City 11- 3 Linguist (English is Native) 3 1) Language: French (idiomatic) (4 Active Points) 3 2) Language: Arabic (idiomatic) (4 Active Points) 3 3) Language: German (idiomatic) (4 Active Points) 3 4) Language: Spanish (idiomatic) (4 Active Points) 3 Scholar 1 1) KS: Commando Training (2 Active Points) 11- 1 2) KS: Intelligence Theory (2 Active Points) 11- 1 3) KS: Superhero World (2 Active Points) 11- Skills Cost: 98 Cost Perk 5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) 11- 2 Deep Cover 9 Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers, Passport, Security Clearance Perks Cost: 16 Cost Talent 3 Absolute Range Sense 9 Ambidexterity (Eliminate Off Hand Penalty entirely) 3 Bump Of Direction 3 Lightsleep Talents Cost: 18 Total Character Cost: 415 Val Disadvantages 15 Dependent NPC: Younger Sister, Sarah 8- (Normal; Unaware of character's adventuring career/Secret ID) 10 Hunted: Surviving Serbian War Criminals 11- (As Pow; Harshly Punish; Limited Geographical Area) 15 Hunted: Nebula 11- (As Pow; Harshly Punish) 20 Psychological Limitation: Absolute Loyalty To The United States (Common; Total) 5 Reputation: Will Kill At The Drop Of A Hat 8- (Extreme (Known Only To A Small Group)) 15 Psychological Limitation: Casual Killer (Uncommon; Total) 10 Reputation: Extremely Competent Sniper 11- (Extreme (Known Only To A Small Group)) 20 Social Limitation: Secred ID (Paula Dogson) (Frequently; Severe) 20 Social Limitation: DIA Agent (Very Frequently; Major) 20 Vulnerability: 2 x STUN Electrical-Based Attacks (Common) Disadvantage Points: 150 Base Points: 200 Experience Required: 65 Total Experience Available: 65 Experience Unspent: 0
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