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zakueins

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  1. This is not "The One", aka Neo, played by Keannu Reeves. This is Keannu Reeves, whom somehow has the powers and the abilities of "The One". And, yes, he had tried to jack out at least once. No luck.
  2. Newest Revision of The One. Yes, we now have the "hmm, upgrades" ability. Keannu Reeves Player: Val Char Cost 40 STR 30 29 DEX 57 28 CON 36 23 BODY 26 18 INT 8 17 EGO 14 20 PRE 10 18 COM 4 9/17 PD 1 9/17 ED 3 7 SPD 31 20 REC 12 56 END 0 60 STUN 3 8" RUN42" SWIM075" LEAP2Characteristics Cost: 241 Cost Power END 195 "Guns, Lots Of Guns": Variable Power Pool (Gadget Pool), 130 base + 65 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (325 Active Points); OIF (-1/2), Conditional Power Only "Real World" Weapons (No Blasters, Phasers, etc.) (-1/2), Limited Class Of Powers Available Limited (-1/2), Gestures (-1/4), Conditional Power Can Only "Conceal" Weapons Appopriate To Size Of The Jacket (-1/4) 23 "Operator, Load Me A Program": Variable Power Pool (Mimicry Pool), 21 base + 2 control cost (32 Active Points); Extra Time Extra Segment (-1/2), Character May Take No Other Actions (-1/4), Delayed Phase (-1/4), Conditional Power Can Only Be Used For Skills and Perks (-1), OAF (Focus (Any Avalable Cell Phone); -1), VPP Powers Can Be Changed Only In Given Circumstance (-1/2), Incantations (-1/4) 10 Power Defense (10 points) 9 Damage Resistance (9 PD/9 ED) 16 Spider Silk Body Armor: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2) 5 Nifty Sunglasses: Flash Defense (8 points) (Sight Group), Hardened (+1/4) (10 Active Points); OAF (-1) 112 "He Is The One": Multipower, 70-point reserve, all slots: Reduced Endurance 1/2 END (+1/4), Invisible Power Effects (Sight Group, Hearing Group; +3/4) (140 Active Points); Gestures (-1/4) 3u 1) "Hm, Upgrades": Aid: Dex 7d6 (70 Active Points); Self Only (-1/2), Requires A KS: Analyze Skill Roll (-1/2) 2u 2) "You're Telling Me I Can Dodge Bullets?": Missile Deflection (Any Ranged Attack) (20 Active Points) 5u 3) "He's Doing His Superman Thing": Flight 32", x4 Noncombat (69 Active Points) 3 5u 4) "Now, We're Even": Healing 4d6 (max. Healed Points: 24) (Can Heal Limbs, Resurrection) (65 Active Points) 3 6u 5) "What If He Makes It?" "Nobody Makes Their First Jump.": Leaping +65" (73" forward, 36 1/2" upward) (Accurate) (70 Active Points) 3 5u 6) "Okay, You Have Some Skill": Force Wall (16 PD/10 ED; 3" long and 1" tall) (69 Active Points) 3 3u 7) "No, Something's Wrong": Mind Control 14d6 (70 Active Points); Limited Class Of Minds Only Vs. Machines (-1) 3 Powers Cost: 399 Cost Martial Arts Maneuver 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike 3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls 5 Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +5 STR to take weapon away; Target Falls 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove 3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove 5 Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block 3 Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike; Target Falls; Must Follow Grab 5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable 4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND; Target Falls 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 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 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 4 Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs 4 Root: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to resist Shove; Block, Abort 4 Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm roll 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove 5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +4d6 Strike 3 Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You Fall, Target Falls 4 Shove: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to Shove 5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls 4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR 4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 5 Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment 5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike 5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +10 STR 4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC 5 Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls 4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC 4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR 4 Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls Martial Arts Cost: 185 Cost Skill 5 Acting 14- 5 Accurate Sprayfire 3 Acrobatics 15- 3 Breakfall 15- 3 Climbing 15- 3 Combat Driving 15- 16 +2 with All Combat 10 +2 with DCV 5 Computer Programming 14- 5 Concealment 14- 7 Conversation 15- 3 Cryptography 13- 3 Deduction 13- 5 Fast Draw 16- 5 Disguise 14- 10 Defense Maneuver: I-IV 5 High Society 14- 3 Interrogation 13- 2 Navigation (Land) 13- 5 Rapid Attack (HTH) 3 Security Systems 13- 3 Sleight Of Hand 15- 3 Stealth 15- 3 Systems Operation 13- 3 Teamwork 15- 12 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons, Small Arms 10 Two-Weapon Fighting (HTH) 10 +5 with Missile Deflection 3 Jack of All Trades 4 1) PS: Acting (PRE-based) (5 Active Points) 15- 3 Scholar 2 1) KS: Zen (INT-based) (3 Active Points) 13- 2 2) KS: Hollywood (INT-based) (3 Active Points) 13- 2 3) KS: Small-Unit Theory (INT-based) (3 Active Points) 13- 1 4) KS: Aikido (2 Active Points) 11- 1 5) KS: An Ch'i (2 Active Points) 11- 1 6) KS: Arnis (2 Active Points) 11- 1 7) KS: Arte Dell'Abbracciare (2 Active Points) 11- 1 8) KS: Bando (2 Active Points) 11- 1 9) KS: Bersilat (2 Active Points) 11- 1 10) KS: Bojutsu/Jojutsu (2 Active Points) 11- 1 11) KS: Ancient Boxing (2 Active Points) 11- 1 12) KS: Boxing (2 Active Points) 11- 1 13) KS: Caporeia (2 Active Points) 11- 1 14) KS: Fencing (2 Active Points) 11- 1 15) KS: Gatka (2 Active Points) 11- 1 16) KS: Hapkido (2 Active Points) 11- 1 17) KS: Hisardut (2 Active Points) 11- 1 18) KS: Hsing-I (2 Active Points) 11- 1 19) KS: Hwarang-Do (2 Active Points) 11- 1 20) KS: Jailhouse Rock (2 Active Points) 11- 1 21) KS: Jeet Kune Do (2 Active Points) 11- 1 22) KS: Jujutsu (2 Active Points) 11- 1 23) KS: Jukenjutsu (2 Active Points) 11- 1 24) KS: Kalaripayit (2 Active Points) 11- 1 25) KS: Kampfringen (2 Active Points) 11- 1 26) KS: Karate (2 Active Points) 11- 1 27) KS: Kenjutsu (2 Active Points) 11- 1 28) KS: Krav Maga (2 Active Points) 11- 1 29) KS: Kuk Sool Won (2 Active Points) 11- 1 30) KS: Kung-Fu (2 Active Points) 11- 1 31) KS: Kuntao (2 Active Points) 11- 1 32) KS: Naginatajutsu (2 Active Points) 11- 1 33) KS: Pakua (2 Active Points) 11- 2 34) KS: Analyze Style (INT-based) (3 Active Points) 13- 1 35) KS: Pentjak-Silat (2 Active Points) 11- 1 36) KS: Qwan Ki Do (2 Active Points) 11- 1 37) KS: Saijutsu (2 Active Points) 11- 1 38) KS: Tae Kwan Do (2 Active Points) 11- 1 39) KS: Tai Ch'i Ch'uan (2 Active Points) 11- Skills Cost: 206 Cost Perk 9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (+2) (9 Active Points) 8- 10 Money: Wealthy 2 Reputation (A large group; 11-) +1/+1d6 Perks Cost: 21 Cost Talent 3 Absolute Time Sense 9 Ambidexterity (Eliminate Off Hand Penalty entirely) 12 Danger Sense (Function as a Sense, Intuitional) 13- 5 Eidetic Memory 3 Lightning Reflexes: +2 DEX to act first with All Actions Talents Cost: 32 Total Character Cost: 1084 Val Disadvantages 15 Social Limitation: Public ID (Keannu Reeves) (Frequently; Major) 15 Psychological Limitation: Honorable ("The Show Must Go On") (Common; Strong) 10 Reputation: Actor With Superhuman Powers 11- 25 Hunted: "Holy Shit, It's An Agent!" 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 20 Vulnerability: 2 x STUN Electrical-Based Attacks (Common) 20 Psychological Limitation: Honest (Common; Total) 10 Reputation: THE Martial Artist To Beat 11- 10 Hunted: The Press 14- (Less Pow; Watching; PC has a Public ID or is otherwise very easy to find) 10 Social Limitation: Crusading Superhero (Frequently; Minor) 15 Enraged: When Friends Are Threatened (Uncommon), go 14-, recover 14- Disadvantage Points: 150 Base Points: 200 Experience Required: 734 Total Experience Available: 734 Experience Unspent: 0
  3. I'll probably trim some of the maneuvers, and definitely boost the STR to 45. I'm keeping all the KS skills, tho. I'm saying it's mind-control, mostly from things I saw in Revolutions when Neo controlled the Bombs and made them blow up. I'll probably add a "Hmmm, Upgrades" slot in th multi-power, based upon the KS:Analyze Skill roll, as a personal Aid to DEX.
  4. I'll tell you his enire background info once I think I have him revised to a good version. Basically, this is a "real world" version of Neo, a'la Keannu Reeves, with the powers that he has at the last few scenes of Matrix Reloaded. Comments, complaints, threats upon my life are welcome. Keannu Reeves Player: Val Char Cost 25 STR 15 29 DEX 57 28 CON 36 23 BODY 26 18 INT 8 17 EGO 14 20 PRE 10 18 COM 4 8/16 PD 3 8/16 ED 2 7 SPD 31 16 REC 10 56 END 0 50 STUN 0 8" RUN42" SWIM072" LEAP2Characteristics Cost: 222 Cost Power END 195 "Guns, Lots Of Guns": Variable Power Pool (Gadget Pool), 130 base + 65 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (325 Active Points); OIF (-1/2), Conditional Power Only "Real World" Weapons (No Blasters, Phasers, etc.) (-1/2), Limited Class Of Powers Available Limited (-1/2), Gestures (-1/4), Conditional Power Can Only "Conceal" Weapons Appopriate To Size Of The Jacket (-1/4) 23 "Operator, Load Me A Program": Variable Power Pool (Mimicry Pool), 21 base + 2 control cost (32 Active Points); Extra Time Extra Segment (-1/2), Character May Take No Other Actions (-1/4), Delayed Phase (-1/4), Conditional Power Can Only Be Used For Skills and Perks (-1), OAF (Focus (Any Avalable Cell Phone); -1), VPP Powers Can Be Changed Only In Given Circumstance (-1/2), Incantations (-1/4) 8 Damage Resistance (8 PD/8 ED) 16 Spider Silk Body Armor: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2) 5 Nifty Sunglasses: Flash Defense (8 points) (Sight Group), Hardened (+1/4) (10 Active Points); OAF (-1) 112 "He Is The One": Multipower, 70-point reserve, all slots: Reduced Endurance 1/2 END (+1/4), Invisible Power Effects (Sight Group, Hearing Group; +3/4) (140 Active Points); Gestures (-1/4) 2u 1) "You're Telling Me I Can Dodge Bullets?": Missile Deflection (Any Ranged Attack) (20 Active Points) 5u 2) "He's Doing His Superman Thing": Flight 32", x4 Noncombat (69 Active Points) 3 5u 3) "Now, We're Even": Healing 4d6 (max. Healed Points: 24) (Can Heal Limbs, Resurrection) (65 Active Points) 3 6u 4) "What If He Makes It?" "Nobody Makes Their First Jump.": Leaping +65" (70" forward, 35" upward) (Accurate) (70 Active Points) 3 5u 5) "Okay, You Have Some Skill": Force Wall (16 PD/10 ED; 3" long and 1" tall) (69 Active Points) 3 3u 6) "No, Something's Wrong": Mind Control 14d6 (70 Active Points); Limited Class Of Minds Only Vs. Machines (-1) 3 Powers Cost: 385 Cost Martial Arts Maneuver 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike 4 Charge: 1/2 Phase, +0 OCV, -2 DCV, STR +2d6 +v/5 Strike, FMove 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block 4 Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 Crush, Must Follow Grab 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike 3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls 5 Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +5 STR to take weapon away; Target Falls 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove 3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove 5 Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block 3 Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike; Target Falls; Must Follow Grab 5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable 4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND; Target Falls 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6 5 Killing Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6, Target Falls 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 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 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, +10 STR to Disarm roll; FMove 5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove 5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, STR +v/5; Target Falls; FMove 4 Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs 4 Root: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to resist Shove; Block, Abort 4 Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm roll 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove 5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +4d6 Strike 3 Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You Fall, Target Falls 4 Shove: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to Shove 5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls 4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR 4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 5 Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment 5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike 5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +10 STR 4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC 5 Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls 4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC 4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR 4 Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls Martial Arts Cost: 216 Cost Skill 5 Acting 14- 5 Accurate Sprayfire 3 Acrobatics 15- 3 Breakfall 15- 3 Climbing 15- 3 Combat Driving 15- 16 +2 with All Combat 10 +2 with DCV 5 Computer Programming 14- 5 Concealment 14- 7 Conversation 15- 3 Cryptography 13- 3 Deduction 13- 5 Fast Draw 16- 5 Disguise 14- 10 Defense Maneuver: I-IV 5 High Society 14- 3 Interrogation 13- 2 Navigation (Land) 13- 5 Rapid Attack (HTH) 3 Security Systems 13- 3 Sleight Of Hand 15- 3 Stealth 15- 3 Systems Operation 13- 3 Teamwork 15- 12 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons, Small Arms 10 Two-Weapon Fighting (HTH) 10 +5 with Missile Deflection 3 Jack of All Trades 4 1) PS: Acting (PRE-based) (5 Active Points) 15- 3 Scholar 2 1) KS: Zen (INT-based) (3 Active Points) 13- 2 2) KS: Hollywood (INT-based) (3 Active Points) 13- 2 3) KS: Small-Unit Theory (INT-based) (3 Active Points) 13- 1 4) KS: Aikido (2 Active Points) 11- 1 5) KS: An Ch'i (2 Active Points) 11- 1 6) KS: Arnis (2 Active Points) 11- 1 7) KS: Arte Dell'Abbracciare (2 Active Points) 11- 1 8) KS: Bando (2 Active Points) 11- 1 9) KS: Bersilat (2 Active Points) 11- 1 10) KS: Bojutsu/Jojutsu (2 Active Points) 11- 1 11) KS: Ancient Boxing (2 Active Points) 11- 1 12) KS: Boxing (2 Active Points) 11- 1 13) KS: Caporeia (2 Active Points) 11- 1 14) KS: Fencing (2 Active Points) 11- 1 15) KS: Gatka (2 Active Points) 11- 1 16) KS: Hapkido (2 Active Points) 11- 1 17) KS: Hisardut (2 Active Points) 11- 1 18) KS: Hsing-I (2 Active Points) 11- 1 19) KS: Hwarang-Do (2 Active Points) 11- 1 20) KS: Jailhouse Rock (2 Active Points) 11- 1 21) KS: Jeet Kune Do (2 Active Points) 11- 1 22) KS: Jujutsu (2 Active Points) 11- 1 23) KS: Jukenjutsu (2 Active Points) 11- 1 24) KS: Kalaripayit (2 Active Points) 11- 1 25) KS: Kampfringen (2 Active Points) 11- 1 26) KS: Karate (2 Active Points) 11- 1 27) KS: Kenjutsu (2 Active Points) 11- 1 28) KS: Krav Maga (2 Active Points) 11- 1 29) KS: Kuk Sool Won (2 Active Points) 11- 1 30) KS: Kung-Fu (2 Active Points) 11- 1 31) KS: Kuntao (2 Active Points) 11- 1 32) KS: Naginatajutsu (2 Active Points) 11- 1 33) KS: Pakua (2 Active Points) 11- 2 34) KS: Analyze Style (INT-based) (3 Active Points) 13- 1 35) KS: Pentjak-Silat (2 Active Points) 11- 1 36) KS: Qwan Ki Do (2 Active Points) 11- 1 37) KS: Saijutsu (2 Active Points) 11- 1 38) KS: Tae Kwan Do (2 Active Points) 11- 1 39) KS: Tai Ch'i Ch'uan (2 Active Points) 11- Skills Cost: 206 Cost Perk 9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (+2) (9 Active Points) 8- 10 Money: Wealthy 2 Reputation (A large group; 11-) +1/+1d6 Perks Cost: 21 Cost Talent 3 Absolute Time Sense 9 Ambidexterity (Eliminate Off Hand Penalty entirely) 12 Danger Sense (Function as a Sense, Intuitional) 13- 5 Eidetic Memory 3 Lightning Reflexes: +2 DEX to act first with All Actions Talents Cost: 32 Total Character Cost: 1082 Val Disadvantages 15 Social Limitation: Public ID (Keannu Reeves) (Frequently; Major) 15 Psychological Limitation: Honorable ("The Show Must Go On") (Common; Strong) 10 Reputation: Actor With Superhuman Powers 11- 25 Hunted: "Holy Shit, It's An Agent!" 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 20 Vulnerability: 2 x STUN Electrical-Based Attacks (Common) 20 Psychological Limitation: Honest (Common; Total) 10 Reputation: THE Martial Artist To Beat 11- 10 Hunted: The Press 14- (Less Pow; Watching; PC has a Public ID or is otherwise very easy to find) 10 Social Limitation: Crusading Superhero (Frequently; Minor) 15 Enraged: When Friends Are Threatened (Uncommon), go 14-, recover 14- Disadvantage Points: 150 Base Points: 200 Experience Required: 732 Total Experience Available: 732 Experience Unspent: 0
  5. Spike Player: Val Char Cost 40 STR 10 23 DEX 39 18 CON 16 17 BODY 14 25 INT 15 20 EGO 20 25 PRE 15 20 COM 5 4/40 PD 0 4/40 ED 0 5 SPD 17 10 REC 4 40 END 2 40 STUN 4 8" RUN42" SWIM08" LEAP0Characteristics Cost: 165 Cost Power END 25 Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal 7 Modified Steel Dragon Battle Armor: Life Support , Self-Contained Breathing (10 Active Points); OIF (-1/2) 18 Modified Steel Dragon Battle Armor Helmet Sensors: Multipower, 27-point reserve, all slots: (27 Active Points); OIF (-1/2) 2u 1) IR Detectors: Infrared Perception (Telescopic (+22)) (27 Active Points) 2u 2) Modified Steel Dragon Battle Armor: Telescopic +18 to PER Rolls (only to offset the Range Modifier) (Sight Group) (27 Active Points) 2u 3) Distortion Sensors: Spatial Awareness (Increased Arc of Perception: 360-Degree) (27 Active Points) 28 Force Field Generator: Force Field (14 PD/14 ED), Reduced Endurance 0 END (+1/2) (42 Active Points); OIF (-1/2) 24 Encrypted Radio Link: Mind Link (Specific Group of Minds), No LOS Needed, Number of Minds (x4) (30 Active Points); IIF (-1/4) 54 Shapeshifter: Shapeshift (Sight Group; Additional Sense Group: Hearing Group, Additional Sense Group: Hearing Group, Additional Sense Group: Mental Group, Additional Sense Group: Mental Group, Additional Sense Group: Smell/Taste Group, Additional Sense Group: Touch Group, Cellular, Instant Change), Costs END Only To Change Shape (+1/4) (54 Active Points) 4 55 Modified Steel Dragon Battle Armor: Armor (22 PD/22 ED), Hardened (+1/4) (82 Active Points); OIF (-1/2) 13 Moified Steel Dragon Battle Armor: +20 Mental Defense (24 points total) (20 Active Points); OIF (-1/2) 10 Modified Steel Dragon Battle Armor: +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 2 3 Modified Steel Dragon Battle Armor: Damage Resistance (4 PD/4 ED) (4 Active Points); OIF (-1/2) 8 Contact Lenses: Flash Defense (8 points) (Sight Group), Hardened (+1/4) (10 Active Points); IIF (-1/4) 8 Dampening Earplugs: Flash Defense (8 points) (Hearing Group), Hardened (+1/4) (10 Active Points); IIF (-1/4) 64 Modified Steel Dragon Battle Armor Weapons Array: Multipower, 55-point reserve, all slots: Personal Immunity (+1/4), Reduced Endurance 0 END (+1/2) (96 Active Points); OIF (-1/2) 3u 1) Standard Energy Blast: Energy Blast 10d6 (vs. ED) (50 Active Points) 3u 2) Rapid Fire Energy Blaster: Energy Blast 8d6 (vs. ED), Autofire (3 shots; +1/4) (50 Active Points) 3u 3) AP Energy Blast: Energy Blast 6d6 (vs. ED), Armor Piercing x1 (+1/2) (45 Active Points) 3u 4) Tight-Focus Energy Blast: Killing Attack - Ranged 3d6 +1 (vs. ED) (50 Active Points) 3u 5) VG-1 Frag Grenades: Killing Attack - Ranged 2d6 +1 (vs. PD), Explosion (+1/2) (52 Active Points) 3u 6) VG-3 Concussion Grenades: Energy Blast 7d6 (vs. ED), Explosion (+1/2) (52 Active Points) 3u 7) VG-9 Smoke Grenade: Darkness to Sight Group 5" radius (50 Active Points) Powers Cost: 344 Cost Martial Arts Maneuver 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs Martial Arts Cost: 24 Cost Skill 5 Acting 15- 5 Concentrated Sprayfire 3 Breakfall 14- 3 Bribery 14- 3 Bureaucratics 14- 10 +2 with Ranged Combat 3 Concealment 14- 3 Conversation 14- 3 Criminology 14- 3 Deduction 14- 5 Defense Maneuver: I-II 7 Demolitions 16- 2 TF: Common Motorized Ground Vehicles 4 Gambling (Card Games) 15- 6 Language: Spanish (imitate dialects; literate) 6 Language: Russian (imitate dialects; literate) 2 Navigation (Land) 14- 5 Oratory 15- 7 Streetwise 16- 7 Stealth 16- 9 Tactics 17- 9 Teamwork 17- 4 WF: Common Melee Weapons, Small Arms 3 Paramedics 14- 3 Scholar 2 1) KS: VIPER (INT-based) (3 Active Points) 14- 2 2) KS: The Superhero World (INT-based) (3 Active Points) 14- 2 3) KS: Local Underworld (INT-based) (3 Active Points) 14- Skills Cost: 126 Cost Perk 3 Computer Link 4 Contact (Contact has access to major institutions, Contact has been blackmailed by the character, Contact has significant Contacts of his own, Contact has: useful Skills or resources) 12- 2 Deep Cover 10 Money: Wealthy 20 Vehicles & Bases (100 Base, 0 Disad) 4 Fringe Benefit: Membership 6 Favor 6 Contact (Contact has: useful Skills or resources, Contact is slavishly loyal to character, Contact limited by identity, Very Good relationship with Contact) 8- Perks Cost: 55 Cost Talent 9 Ambidexterity (Eliminate Off Hand Penalty entirely) 3 Lightsleep Talents Cost: 12 Total Character Cost: 726 Val Disadvantages 371 Mean Supervillan Bonus 15 Psychological Limitation: Will Keep The Secret Of His Immortality And Shapechanging Secret From EVERYONE (Uncommon; Total) 5 Distinctive Features: Star-like birthmark on the bottom of his foot (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Reputation: Punishes Traitors and "Troublemakers" By Using Railroad Spikes To Crucify Them 11- (Extreme) 15 Hunted: PRIMUS 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Psychological Limitation: Casual Killer (Common; Strong) 20 Psychological Limitation: Honorable (Common; Total) 5 Reputation: Extremely Comptent Nest Leader On The Way Up 8- 5 Rivalry: Professional (The Steel Samuari, Head Of The SF VIPER Nest; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 20 Enraged: When Betrayed (Uncommon), go 8-, recover 11-, Berserk 15 Hunted: Quickshot 11- (As Pow; Harshly Punish) 10 Vulnerability: 2 x STUN Green Jade (Uncommon) 15 Watched: Council Of Thirty 11- (Mo Pow; Watching; Extensive Non-Combat Influence) Disadvantage Points: 526 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  6. IMHO, the Initiatve would have slaughtered everything non-human in Sunnydale in under a month, without them being made into wusses. There's a big Hollyweird cultural meme that says this- "Soldiers are fools and idiots that can't get a real job, and generals are facists-in-training." (No joke, heard this spoken by two Hollywood types). So, the Initiatve had to be made into morons. For fun, a LOONG time ago (about season 5ish), I got the players to create a bunch of Vampires, then I threw them up against an OLYMPUS team made up of Aries combat ops, Athena ESPers, and sevearl other talents. Ops were armed with a mixture of heavy-duty tazers, flamethowers, and grenades, except for the ESPers and mage. The Vampires were running at 450+ plus points, the Ops at 250 with one 350 mage. Sixteen ops to seven vampires. And these were smart, "it's the freaking 20th Century, why don't we have guns" Vampires (one was toting around a M60 machine gun as his "sidearm"). The battle ended in the third turn when the (three surviving) Vampires cut and ran. They took down six of the Ops with them, but the Ops tore them apart. Tazered them to the ground, then set them on fire. At the third turn, one of the players tossed another (on fire) into a river, pulled him out his next action, and ran like hell. The thing is-competently run "normals" or "agents" can take down just about anything-within reason(guys with M16s are not going to take Superman down, but the rest of the JLA might want to find cover). But seeing that monsters were taking apart the "best of the best" Initiative and it was only Uber-Buffy that could save them made her all the more "heroic". You want to be really nasty to your players-run a purely VIPER agents team, knowing tactical sublties like "cover" and "fire sack" and "aim for the head". Unless your players have uber PD/ED, they will go down, and pretty quick. Until they learn to fight smart, too.
  7. Was thinking more Spring Training baseball and such for Scottsdale.
  8. Each "Viper Nest" is designed to give GMs an option in creating various VIPER nests, sub-nests, and similar, allowing GMs to tailor Nests-and agents-to various plots and schemes. A few "plot seeds" are included as well. SCOTTSDALE, AZ (The Bullpen). A small nest, the Bullpen is hidden beneath several warehouses (which are also used as front buisnesses for VIPER agents and the spouses of VIPER agents captured or killed in missions), and was built as a "Franchise" nest. Created by Paul "Spike" Jackson (so called because of his propensity to nail informers to trees and anything convienent with railroad spikes), The Bullpen is earning a repuataion in VIPER circles as a nest that you hire out to fill out your ranks for a big job. Spike Jackson runs his nest with a very military bearing, and occasionally goes out with his teams in a modified suit of Steel Dragon battle armor (add 10 pts Mental Defense and a 20 pt muti-power to represent a variety of grenades)-and has no problems with mixing it up with heros if he has to. Consider Spike to be a mixture of Ruthless Bastard and Cunning Schemer. Besides filling out other VIPER teams if needed, the Bullpen runs "protection" rackets for drug dealers and people moving illegal immigrants from Mexico, as well as a few "deniable" hits (carefully designed to look like DEMON attacks and such). Spike is trying to avoid any attention-for now-and is patient and willing to take his time. His eventual goal is to use his team to lever himself into a much larger Nest Leader role-either Phoenix or Los Angeles-and to make a good, steady amount of money. The Nest consists of about 30 GCS agents (four Elite), two Demolitions Specalists, two Heavy Weapons Specalists, one Sniper Specalist, four Vehicle Combat Specialists (to run the four Air Cycles), and two Intellegence agents (one Espionage and one Infiltration/Surveillance). Spike's second in command, a female martial artist named Oliva Olafson (known to everyone as "Double-Oh", she has a good sense of humor to her name), is trained as a Scarlet Serpent-she runs the teams when they're hired out, and only Spike has ever seen her face (treat this as a Psy Lim-Must Kill Anyone Whom Sees Her Face Without Permission). The team is VERY well equipped-Spike is willing to spend money on his troops rather than hire more, and he's a pretty good planner. Even his Basic Agents wear Elite BCUs and helmets, and the Elites are usually equipped with VFF-1 Force Field Belts. The weapon of choice for Agents is VB-A1 with an extra power cell and VXA-1 Aiming Laser, and Spike tries to avoid "gadget" weapons like the VRD-A3 or VRD-A4. He love grenades and things that go "Boom"-one out of every four Agent has a rifle-mounted Grenade Launcher and the willigness to use it. Other than "normal" vehicles that the warehouses would use, the Nest has four Air Cycles and a Falcon Hover Van. Spike's trying to earn enough cash to hire a few more Vehicle Combat Specalists and a Python Heavy Tank. If the team has to be moved to another location for a job, that Nest provides the transportation, with their gear. The usual "rental fee" of his team is a five-percent "off the top" cut of any money captured in a mission, and the hiring Nest matches salaries for everyone that they hire. NEST SECRETS- *What Spike has never revealed, and is willing to do anyting to protect, is that he has some minor powers-namely a shapechanging ability and immortality. Knowing how the Council of Thirty would respond to that (probably a vivisection to see how it works), he's already planning his "death" and rebirth in the form of one of his more senior Elite GCU agents, whom works in a "detached duty" format. *The designer of the Nest forgot to tell Spike that there is a hidden entrance to the Supreme Serpant node (mostly because he was killed when he tried to run to PRIMUS), but his notes are around, still to be found. *An earlier bungled mission and rescue has left Spike extremely aggrivated with the San Francisco Nest-and he's more than willing to arrange little "accidents" for the Silicon Serpent and his minions.
  9. You haven't seen FLCL, have you? The manic animation style is very much in the style of some forms of anime. Especially the wild facial expressions. And, I like Teen Titans. It's a show as much about character interaction as beating up the bad guys.
  10. Re: What if we WERE alone? Don't forget, there might be worlds where life never made it to the point of genreating a sapient species. Humans are pretty damn unique as a species and it was probably luck as much as anything else that got us there. I've also always held the opinion that we don't need aliens for major drama-humans can do that ourselves, easily. For a "no ETs" game, there's some additional questions to be asked- *What's the state of genetic engineering? Perfect humans, bioroids, various forms of genetic "uplifted" beings could easily fill the role of aliens in such a game. *What's the poltical structure of the universe?
  11. My challenge is....create a character that splits into TWO seperate characters with different powers and abilities.
  12. 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.
  13. 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
  14. Yea, but remember that it levels off pretty rapidly, as well. Building Champions! PCs myself, I can fairly say that we all wish we had about 100 pts more when we were building our characters. It's a style difference, too-I personally think that comic book heroes tend to "power up" pretty quickly, then reach a point where it's refinement. You can disagree-that's why there's chocolate and vanilla ice cream. If 2-3 XP a session works, feel free to use it. If XP based upon current points is your cup of tea, cool.
  15. I'd be careful-I'm working on the posters for the local gaming stores to invite players.
  16. Re: Character: Battle Angel If this is her with the Berzerker body (which has nanotech up the yin-yang), I'd say she can "heal" (i.e. repair herself) naturally. Otherwise, good conversion.
  17. 350 points? Hm.... Well, I'd definitely bump all my primary stats up to Normal Human Maximum, buy my SPD to 5, Healing as Regeneration (0 END, Persistant), full Life Support, a lot of skills, 15 point Wealth (filthy rich...) some followers, and the rest goes into a kick-ass battlesuit. Because, at 350 pts, you've got disads and to get the proper amount of points, you need at least one Hunted....
  18. Yea, but I like giving players enough points at higher levels to either buy a new power in four to six game sessions, or to take some risks with skills (a guy in powered armor learning a martial art, for example). And, I like charaters with skills. I'm not a big fan of "Grog Smash Villian" pure combat critters.
  19. Y'welcome-tell me how it works out and if there's anything else you'd want to do with it. On the nature of aliens....think of the Event (First Advent) as if someone had dropped a rock in a pool of water-the ripples expand ever outward and people are starting to notice. These ripples happen every once in a while in Galactic civilization-just these ripples were massive tsunami waves in comparsion the the mildest of tides. Attention is being brought Earth's way, but it'll take a while.
  20. Everybody that gets powers does something with them. From the "with great power comes great responsability" to "hey, why should I rob a bank, when I can bloody well CARRY the bank away with me." And the tech level is advancing pretty nifty-somebody won the X-Prize (a civilian-produced rocket that can reach orbit) about a year ago, and IBM build a quantum processor unit for mainframe (and first-adopter home) users. In terms of raw points, the most powerful metahumans in existance (about 20-30 so far), are pushing the 580-600 point level (from a 350 point base), but their power status is kind of fixed-what's happening now is more refinement than anything else. I plan to use a modified XP system where you earn 12 XP (barring additional awards such as Worst Pun Of The Night and such) from 250-350, 10 XP from 350-450, 8 XP from 450-550, 6 XP from 550-650, and 4 XP from 650+. Villians, with few exception, get half (but start out at higher point totals). This represents my personal idea on superheroes that I've seen so far-they tend to get pretty powerful, pretty quickly and once they reach a kind of "archtype" role, they tend to refine it more than expand it.
  21. Wanted to bounce this idea off the list, to do some "reality checking". The concept is- 1)A modern day superhero setting (post 9/11). 2)"Metahumans" are pretty new-there is NO metahuman known that has powers older than two years old. However... 3)The oldest of metahumans are at about a quarter to a third of the power level of Superman or such. 4)Every metahuman, without exception, has either gone villan or hero at a 10/1 (villan/hero) ratio, in one form or another. 5)The GM is going to prohibit player time travel, but there will be an NPC that's going to come from the future, and 9/12/2001 is the "hard limit barrier"-nobody can travel backwards in time past that point. 6)There are a few (not the "hundreds of hundreds" of aliens, but we don't see them in the game until much later. Players will either be an "independent" team (the whole concept of superheroes is still a little raw, but players might change this for the better-or worse), or they'll be a government team, probably a Section team. (Think of Section teams as being like the Avengers but with a bigger budget, and sanction. ). The deeper concept is below....(spoiler space for anybody in the SF Bay Area that wants to play in this game at some point)... 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 Call it magic. Call it "semi-sapient focused quantum phenomina", call it what you will. But, when a group of Taliban soldiers blew the sealed doors of an ancient pagan temple in Afganistan off it's hinges, the resulting flash of energy destroyed the temple, the Taliban soliders, and caused NORAD to think that a nuclear weapon had gone off in Afganistan. Of course, nerves were already high in NORAD-only twenty minutes earlier, the second plane had crashed in the World Trade Center. Future historians would claim that this was pure coincidence, merely the vagreties of fate seeming to end in a coherent plan. Most people think historians were full of it. The falling of those towers created something new-and powerful. It created an age of heroes.
  22. The Ghost Sniper file, if posted anywhere let me know.
  23. Re: Timelines: Alien Invasions I've decided that if an alien invasion in my game runs more than six sessions, the overall tech level of the game (and points value for agents!) goes up. This represents the fact that a lot of new stuff is being invented, in a short period of time, to compensate for the invaders. One invasion that I ran, the multi-racial group had one race that was either shock troopers (male) or assassins (female). All the female assassins had the psych lim "one target, one assassin" (they sent one assassin after Dr. Destroyer-don't ask what her point totals were...), and they also had another psych lim- "Must kill the Emperor if He/She/It is incapable of ruling." One of the players had been honorably inducted into the assassin order, and she managed to kill the Emperor. Since she was also the team leader, she was crowned by "the Grace of God, and The Empire, Her Imperial Empress, Lillith I". Needless to say, she became an NPC...and I gave the player 10 extra XP points for RPing the dropped jaw when she was, ahem, "volunteered" to the throne.
  24. 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
  25. zakueins

    Hulk Promotion

    Re: Hulk Promotion IMHO, it's VERY cool. You should have something like this every month, taking a Popular Superheroic/Heroic/Anime Franchise and producing a character for it in the four systems displayed. Not only would it give us a relative idea of power levels, but it would also show us how each system represents each.
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