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grandmastergm

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Posts posted by grandmastergm

  1. The Inquisition

     

    Val   Char   Cost    Roll     Notes

      15    STR       5       12-       Lift 200.0kg; 3d6 [1]

      20    DEX      20      13-       OCV:  7/DCV:  7

      23    CON     13      14-

      18    INT        8       13-       PER Roll 13-

      25    EGO      15      14-       ECV:  10 - 10

      30    PRE       20      15-       PRE Attack:  6d6

     

       7     OCV      20     

       7     DCV      20     

      10    OMCV  21     

      10    DMCV  21     

       5     SPD      30                  Phases:  3, 5, 8, 10, 12

     

      32    PD         10                  Total:  32 PD (20 rPD)

      32    ED         10                  Total:  32 ED (20 rED)

       8     REC       4

      50    END       6

      10    BODY    0

      30    STUN    5       Total Characteristic Cost:  228

     

    Movement:     Running:  12m/24m

                             Leaping:  4m/8m

                             Swimming:  4m/8m

     

    Cost   Powers                                                                                  

    35       Impenetrable Fog:  Darkness to Sight Group 8m radius, Personal Immunity (+¼), Reduced Endurance (0 END; +½) (70 Active Points); Power Only Works At Night (-½), No Range (-½) 

    25       Illusions of Your Crimes:  Sight and Hearing Groups Images, +/-2 to PER Rolls, Area Of Effect (1m Radius; +¼), Reduced Endurance (0 END; +½) (37 Active Points); Power Only Works At Night (-½)            

    37       Brainburning:  Killing Attack - Ranged 1d6, Alternate Combat Value (uses OMCV against DMCV; +¼), Constant (+½), Attack Versus Alternate Defense (Resistant Mental Defense; All Or Nothing; +1), Does BODY (+1) (56 Active Points); Only Works At Night (-½)     END    6

    171     Suppress Powers:  Drain All Superpowers at once 5d6, Alternate Combat Value (uses OMCV against DCV; +0), Reduced Endurance (½ END; +¼), Personal Immunity (+¼), Variable Effect (+½), Area Of Effect (8m Radius; +½), Expanded Effect (x8 Characteristics or Powers simultaneously) (+3 ½) (300 Active Points); Only Works At Night (-½), Limited Range (30m; -¼)      END  14

    43       Know Your Sins:  Telepathy 12d6 (Human class of minds), Reduced Endurance (½ END; +¼) (75 Active Points); Only Works At Night (-½), Incantations (-¼)    END  3

    32       Fast Healing:  Regeneration (2 BODY per Turn)                 

    5         Low Light Vision:  Ultraviolet Perception (Sight Group)    

    20       Mental Shields:  Mental Defense (20 points total)              

    24       Psionic Force-Field:  Resistant Protection (8 PD/8 ED)     

    27       Sense Superhumans:  Detect Powers 13- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting                                                                        

                                                                                                                       

    24       Armored Costume:  Resistant Protection (12 PD/12 ED) (36 Active Points); OIF (-½)

     

               Perks

    3         Fringe Benefit:  Local Priest, Right to Marry:  Can perform the marriage ceremony

     

               Talents

    20       Danger Sense (self only, out of combat) 13-

     

               Skills

    20       +2 with All Attacks

     

    3         Bureaucratics 15-

    3         Conversation 15-

    3         Deduction 13-

    3         Forensic Medicine 13-

    3         Interrogation 15-

    3         KS: Roman Catholic Church 13-

    3         KS: Theology and Philosophy 13-

    3         KS: The Superhuman World 13-

    0         Language:  Spanish (idiomatic) (4 Active Points)

    3         Language:  English (completely fluent)

    3         Mechanics 13-

    3         Oratory 15-

    3         Paramedics 13-

    3         Persuasion 15-

    3         PS: Priest 13-

     

    Total Powers & Skill Cost:  528

    Total Cost:  756

     

    Pts      Complications

    15       Accidental Change:  at night  11- (Common)

    20       Hunted:  UNTIL; Infrequently (Mo Pow; NCI; Capture)

    20       Hunted:  The Vatican; Infrequently (Mo Pow; NCI; Capture)

    20       Psychological Complication:  Hates Superhuman "Sinners" (Common; Total)

    15       Psychological Complication:  Multiple Personality Disorder; (Common; Strong)

    20       Psychological Complication:  Religious Fanatic; (Common; Total)

    15       Negative Reputation:  fanatic superhuman killer, Frequently (Extreme)

    15       Social Complication:  Secret ID; Frequently, Major

    140     Total Complications

     

    Total Experience Points:  756

     

    30jl2qd.jpg

  2. Midnight Sun

     

    Val   Char   Cost    Roll     Notes

      25    STR      15      14-       Lift 800.0kg; 5d6 [2]

      21    DEX      22      13-       OCV:  7/DCV:  7

      25    CON     15      14-

      13    INT        3       12-       PER Roll 12-

      15    EGO       5       12-       ECV:  3 - 5

      18    PRE        8       13-       PRE Attack:  3 ½d6

     

       7     OCV      20     

       7     DCV      20     

       3     OMCV   0      

       5     DMCV   6      

       5     SPD      30                  Phases:  3, 5, 8, 10, 12

     

      22    PD         10                  Total:  22 PD (10 rPD)

      32    ED         10                  Total:  32 ED (20 rED)

      10    REC       6

      50    END       6

      10    BODY    0

      36    STUN    8       Total Characteristic Cost:  184

     

    Movement:     Running:  12m/24m

                             Flight:  80m/160m

                             Leaping:  4m/8m

                             Swimming:  4m/8m

     

    Cost   Powers                                                                                   END

    64       Light Manipulation Powers:  Multipower, 80-point reserve,  (80 Active Points); all slots Power Only Works In Daylight (-¼)                                                                                                   

    6f        1)  Lightblast I:  Blast 16d6 (80 Active Points); Power Only Works In Daylight (-¼)   8

    6f        2)  Lightblast II:  Blast 12d6, Armor Piercing (+¼) (75 Active Points); Power Only Works In Daylight (-¼)           7

    6f        3)  Lightblast III:  Blast 12d6, Area Of Effect (16m Radius Explosion; +¼) (75 Active Points); Power Only Works In Daylight (-¼)                                                                               7

    5f        4)  Brightfield:  Sight Group Flash 8d6, Area Of Effect (8m Radius; +½) (60 Active Points); Power Only Works In Daylight (-¼)                                                                                                6

                                                                                                                       

    40       Body of Light:  Sight Group Flash 4d6, Reduced Endurance (0 END; +½), Constant (+½), Uncontrolled (+½) (50 Active Points); Power Only Works In Daylight (-¼)                         0

    45       Body of Light:  Resistant Protection (10 PD/20 ED)              0

    25       Eyes of Light:  Sight Group Flash Defense (25 points)         0

    5         Eyes of Light:  Ultraviolet Perception (Sight Group)             0

    64       Lightflight:  Flight 80m (80 Active Points); Power Only Works In Daylight (-¼)          8

     

               Perks

    5         Money:  Well Off

    5         Fringe Benefit:  Member of the Aristocracy/Higher Nobility

     

               Talents

    3         Perfect Pitch

    6         +2/+2d6 Striking Appearance (vs. all characters)

     

               Skills

    15       +3 with Light Manipulation Powers

     

    3         Acrobatics 13-

    3         Breakfall 13-

    3         Charm 13-

    3         Conversation 13-

    3         Disguise 12-

    3         Electronics 12-

    3         High Society 13-

    3         Language:  English (completely fluent)

    4         Language:  Norwegian (idiomatic)

    0         Language:  Swedish (idiomatic) (4 Active Points)

    1         Language:  French  (basic conversation)

    3         Oratory 13-

    3         Persuasion 13-

    3         PS: Musician/Singer 12-

    5         PS: Singing 15-

    3         Streetwise 13-

    3         Systems Operation 12-

     

    Total Powers & Skill Cost:  349

    Total Cost:  533

     

    Pts      Complications

    20       Accidental Change:  when exposed to daylight  11- (Very Common)

    25       Hunted:  UNTIL; Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Capture)

    10       Negative Reputation:  supervillain, Frequently

    15       Psychological Complication:  Loves/Hates Hoarfrost (Common; Strong)

    15       Psychological Complication:  Overconfident, Arrogant, and Amoral; (Common; Strong)

    15       Social Complication:  Public ID; Frequently, Major

    10       Vulnerability:  2 x BODY cold-based attacks (Uncommon)

    10       Vulnerability:  2 x STUN cold-based attacks (Uncommon)

    120     Total Complications

     

    Total Experience Points:  533

     

    30arfaa.jpg

  3. Marathon was one I used quite a bit. He was a rival for an Olympic Athlete themed PC: Olympiad. It was a perfect match as they were almost polar opposites. Olympiad was all about fair play, hard work, something of a lady's man but courteous, respectful and a bit chivalrous towards women and he was an honored American athlete. Its like they wrote Marathon for the job. :)

     

    That's awesome. 

  4. Marathon

     

    Val   Char   Cost    Roll     Notes

      30    STR      20      15-       Lift 1600.0kg; 6d6 [END 3]

      30    DEX      40      15-       OCV:  10/DCV:  10

      25    CON     15      14-

      10    INT        0       11-       PER Roll 11-

      15    EGO       5       12-       ECV:  3 - 5

      15    PRE        5       12-       PRE Attack:  3d6

     

      10    OCV      35     

      10    DCV      35     

       3     OMCV   0      

       5     DMCV   6      

       7     SPD      50                  Phases:  2, 4, 6, 7, 9, 11, 12

     

      16    PD          8                   Total:  16 PD (6 rPD)

      16    ED          8                   Total:  16 ED (6 rED)

      12    REC       8

      60    END       8

      15    BODY    5

      44    STUN   12      Total Characteristic Cost:  260

     

    Movement:     Running:  24m/48m

                             Leaping:  4m/40m/8m/80m

                             Swimming:  4m/8m

     

    Cost   Powers                                                                                  

    30       Olympic-Style Weaponry:  Multipower, 60-point reserve,  (60 Active Points); all slots OAF (-1)             

    2f        1)  Radar Guided Javelin:  Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Ranged (+½), No Range Modifier (+½) (60 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1) [1 rc]

    2f        2)  Exploding Discus:  Killing Attack - Ranged 2 ½d6, Area Of Effect (8m Radius; +½) (60 Active Points); 3 Charges (-1 ¼), OAF (-1), Range Based On Strength (-¼)       [3]

    2f        3)  Concussion Discus:  Blast 8d6, Area Of Effect (8m Radius; +½) (60 Active Points); 4 Charges (-1), OAF (-1), Range Based On Strength (-¼)       [4]

    1f        4)  Pole Vault:  Leaping +36m (4m/40m forward, 2m/20m upward), Reduced Endurance (0 END; +½) (27 Active Points); OAF (-1)                                                                                        

                                                                                                                       

    12       Swift:  Running +12m (24m total)      END     2

    24       Can Take a Blast:  Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Versus Targets He's Aware Of (-¼)                                                                                                 

    24       Can Take a Punch:  Physical Damage Reduction, Resistant, 50% (30 Active Points); Only Versus Targets He's Aware Of (-¼)                                                                                               

    5         Cyber-Eye:  Nightvision                                                           

    5         Cyber-Eye:  Ultraviolet Perception (Sight Group)                

    6         Cyber-Eye:  +4 versus Range Modifier for Sight Group     

    7         Protective Mask:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)             

     

               Athletic Training

               Maneuver        OCV   DCV    Notes

    5         Flying Kick       +1       -2      12d6 Strike

    5         Hurdle Kick      +1       +3      8d6 Strike

    5         Flying Dodge   --        +4      Dodge All Attacks, Abort; FMove

    3         Legsweep         +2       -1      9d6 Strike, Target Falls

    5         Passing Throw +0       +0      8d6 +v/10; Target Falls; FMove

    8         +2 HTH Damage Class(es)

     

               Talents

    12       Combat Luck (6 PD/6 ED)

     

               Skills

    20       +2 with All Attacks

     

    3         Acrobatics 15-

    2         AK: Greece 11-

    3         Breakfall 15-

    3         Climbing 15-

    3         Concealment 11-

    3         Contortionist 15-

    10       Defense Maneuver I-IV

    3         Demolitions 11-

    3         Fast Draw 15-

    2         KS: The Olympics 11-

    2         KS: The Professional Sports World 11-

    2         KS: European Politics 11-

    0         Language:  Greek (idiomatic) (4 Active Points)

    2         Language:  Russian (fluent conversation)

    2         Language:  English (fluent conversation)

    3         PS: Decathlete 15-

    3         Sleight Of Hand 15-

    3         Stealth 15-

    3         Teamwork 15-

     

    2         WF:  Javelins and Thrown Spears, Thrown Grenades

     

    Total Powers & Skill Cost:  240

    Total Cost:  500

     

    Pts      Complications

    5         Dependence:  Must Use Steroids Incompetence: -1 to Skill Rolls and related rolls per time increment (Difficult To Obtain; 1 Day; Addiction)

    25       Enraged:  when insulted; (Common), go 11-, recover 8-

    25       Hunted:  New Guard Frequently (Mo Pow; NCI; Capture;)

    10       Negative Reputation:  Bitter Olympic Athlete, Frequently

    15       Psychological Complication:  Arrogant Bully; (Common; Strong)

    15       Psychological Complication:  Hates Americans; (Common; Strong)

    10       Psychological Complication:  Sexist, dislikes women; (Common; Moderate)

    5         Rivalry:  Professional, with other Athletes, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

    15       Social Complication:  Secret Identity; Frequently, Major

    125     Total Complications

     

    Total Experience Points:  500

     

     11sm4q0.jpg

  5. To be fair to the writer of EE, DC had a pair of supervillians (Coldsnap & Heatstroke of the Masters of Disaster) who had similar problems; Whenever CS got within a foot of HS steam erupted between them. They joined the group to get money to cure their condition. IIRC, at one point HS was thrown into CS, and the resulting steam bath knocked them both out. :sneaky:

     

    Interesting.  Good to know.  I just felt it was redundant given their vulnerabilities.

  6. Huntsman of the Black Forest

     

    Val   Char   Cost    Roll     Notes

      50    STR      40      19-      Lift 25.6tons; 10d6 [5]

      30    DEX     40      15-      OCV:  10/DCV:  10

      40    CON     30      17-

      10    INT        0       11-      PER Roll 16-

      20    EGO     10      13-      ECV:  7 - 7

      40    PRE      30      17-      PRE Attack:  8d6

     

      10    OCV     35     

      10    DCV     35     

       7     OMCV 12     

       7     DMCV 12     

       6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

     

      30    PD          3                   Total:  30 PD (25 rPD)

      30    ED         3                   Total:  30 ED (25 rED)

      18    REC     14

      80    END     12

      25    BODY  15

      70    STUN   25      Total Characteristic Cost:  356

     

    Movement:    Running:  12m/24m

                             Flight:  40m/160m

                             Leaping:  4m/8m

                             Swimming:  4m/8m

     

    Cost   Powers                                                                                  

    15      Sword:  Killing Attack - Hand-To-Hand 2d6 (5d6+1 w/STR) (30 Active Points); OAF (-1)   END   3

    40      Bow:  Killing Attack - Ranged 2 ½d6, Double Knockback (+½), Affects Desolidified Any form of Desolidification (+½) (80 Active Points); OAF (-1)      END    8

                                                                                                                       

    22      Corrupt Antlers:  Killing Attack - Hand-To-Hand 1d6 (4d6+1 w/STR), Reduced Endurance (0 END; +½) (22 Active Points)             

    50      Find Prey:  Mind Scan 10d6 (Human class of minds)   END    5

    45      Demonic Levitation:  Flight 40m, x4 Noncombat         END      4

    40      Demonic Spirit Form:  Desolidification  (affected by Magic)     END    4

    20      Infernal Escape:  Extra-Dimensional Movement (to a single location in Hell)      END      2

    10      Demonic Mind:  Mental Defense (10 points total)             

    75      Demon Toughness:  Resistant Protection (25 PD/25 ED)  

    40      Demonic Toughness:  Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; 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; Sleeping: Character does not sleep)  

    15      Demonic Senses:  +5 PER with all Sense Groups                

    25      Demonic Senses:  Increased Arc Of Perception (360 Degrees) with all Sense Groups

    5         Demonic Senses:  Infrared Perception (Sight Group)         

    10      Demonic Senses:  Targeting with Normal Smell                  

    5         Demonic Senses:  Tracking with Normal Smell                   

     

               Perks

    67      Four Demon Hounds:  6 Followers built on 265 Pts Each (Pg 98 HERO System Beastiary 6E)

     

               Talents

    20      Universal Translator 11-

     

               Skills

    30      +3 with All Attacks

    18      +18 OMCV with Mind Scan

     

    2         Animal Handler (Canines) 17-

    3         Analyze:  Combat 11-

    3         Breakfall 15-

    3         Interrogation 17-

    0         Language:  Demonic (idiomatic) (4 Active Points)

    4         Language:  German (idiomatic)

    3         Stealth 15-

    13      Tracking 16-

     

    Total Powers & Skill Cost:  583

    Total Cost:  939

     

    Pts     Complications

    25      Distinctive Features:  Aura of Evil (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

    40      Enraged:  Berserk when he locates his prey  (Common), go 14-, recover 8-

    20      Negative Reputation:  killer of superhumans, Very Frequently (Extreme)

    20      Psychological Complication:  Only Cares About Tracking Down And Killing Prey; (Common; Total)

    15      Psychological Complication:  Overconfident; (Common; Strong)

    15      Susceptibility:  takes 2d6 damage instantly when exposed to Holy items or attacks 2d6 damage Instant (Common)

    5        Vulnerability:  1 ½ x BODY Holy Attacks (Uncommon)

    10      Vulnerability:  2 x STUN Holy Attacks (Uncommon)

    150    Complications

     

    Total Experience Points:  939

     

    w2gbhl.jpg

  7. In the original 4e write-ups, Hoarfrost and Midnight Sun were actually Susceptible to each other (1d6/Turn). 

    They used to be engaged, but he thinks she's dead and the one time they met after they gained their powers, he couldn't see through her mist before he flew away.

     

    Right.  I dropped complications that I felt were excessive, not actually complicating, or silly.  This fit the definition of both excessive and silly.

     

    I'll be posting Midnight Sun later.

  8. Hoarfrost 2.0

     

    Val   Char   Cost    Roll     Notes

      10    STR       0       11-      Lift 100.0kg; 2d6

      20    DEX     20      13-      OCV:  7/DCV:  7

      23    CON     13      14-

      20    INT      10      13-      PER Roll 13-

      18    EGO      8       13-      ECV:  3 - 6

      20    PRE      10      13-      PRE Attack:  4d6

     

       7     OCV     20     

       7     DCV     20     

       3     OMCV  0      

       6     DMCV  9      

       5     SPD      30                  Phases:  3, 5, 8, 10, 12

     

      24    PD          4                   Total:  24 PD (18 rPD)

      18    ED         4                   Total:  18 ED (12 rED)

      10    REC      6

      60    END      8

      15    BODY   5

      50    STUN   15      Total Characteristic Cost:  182

     

    Movement:    Running:  40m/80m

                             Leaping:  4m/8m

                             Swimming:  4m/8m

     

    Cost   Powers                                                                                   END

    80      Freezing Fog:  Darkness to Sight Group 16m radius, Personal Immunity (+¼), Reduced Endurance (0 END; +½) (140 Active Points); No Range (-½), Unified Power (-¼)             0

    70      Freezing Fog:  Drain BODY 4d6, Personal Immunity (+¼), Expanded Effect (x2 Characteristics or Powers simultaneously) (+½), Reduced Endurance (0 END; +½), Area Of Effect (16m Radius; +1 ¼), Mobile (1m per Phase; +½) (140 Active Points); No Range (-½), Unified Power (-¼), Does Not Work Versus Targets with LS: Safe in Intense Cold (-¼)                                                                                                  0

    23      Freezing Fog:  Change Environment (-6 Temperature Level Adjustment), Reduced Endurance (0 END; +½), Area Of Effect (16m Radius; +¾) (40 Active Points); No Range (-½), Unified Power (-¼)       0

                                                                                                                       

    112    Cold Winds:  Blast 15d6, Double Knockback (+½) (112 Active Points)       11

    94      Ice Darts:  Killing Attack - Ranged 5d6, Armor Piercing (+¼) (94 Active Points)        9

                                                                                                                       

    45      Ice Armor:  Resistant Protection (18 PD/12 ED)                  0

    2         Doesn’t Feel The Cold:  Life Support  (Safe in Intense Cold)         0

    28      Ice Slides:  Running +28m (40m total), Usable As Flight (+¼) (35 Active Points); Physical Manifestation (-¼), Leaves A Trail of Ice (-0)                                                                           3

     

               Talents

    3         +1/+1d6 Striking Appearance (vs. all characters)

     

               Skills

    6         +2 with Ice Darts and Cold Winds

     

    3         Bureaucratics 13-

    3         Computer Programming 13-

    3         Electronics 13-

    3         Inventor 13-

    0         Language:  Finnish (Suomi) (idiomatic) (4 Active Points)

    3         Language:  Swedish (completely fluent)

    2         Language:  English (fluent conversation)

    5         Science Skill:  Cyrogenics 15-

    3         Stealth 13-

    3         Systems Operation 13-

     

    Total Powers & Skill Cost:  491

    Total Cost:  673

     

    Pts     Complications

    15      Distinctive Features:  ice and frost covered body  (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

    15      Hunted:  Midnight Sun; Frequently (As Pow; Capture)

    20      Hunted:  UNTIL; Infrequently (Mo Pow; NCI; Capture)

    15      Negative Reputation:  Murderous killer, Frequently (Extreme)

    15      Psychological Complication:  Loves Midnight Sun; (Common; Strong)

    30      Vulnerability:  2 x BODY fire and heat attacks (Very Common)

    30      Vulnerability:  2 x STUN fire and heat attacks (Very Common)

    140   Total Complications

     

    Total Experience Points:  673

  9. She seems like an homage to DC's Killer Frost. She'd be tough to fight with AE attacks or some kind of enhanced senses. If I can make a suggestion I'd give her Freezing Fog powers Unified Power (or would it still be Linked?) since I get the impression they're a collective effect of a single ability. Do they affect beings that are immune to extreme cold and/or non living or inorganic things?

     

    I guess she doesn't get much use out of her Striking Appearance being constantly surrounded by a blinding, deadly fog. :)

     

    Yeah, she's very similar to Killer Frost- and Midnight Sun has a bit of Firestorm going for him.

     

    Immunity to Extreme Cold and non-living/organic beings would be immune to the temperature level effect, although not the BODY drain.

     

    Yeah, I'll get rid of the Always On and Persistent modifers so she could use her Striking Appearance.

     

    That said, I'll post an altered version with your suggestions.

  10. Hoarfrost

     

    Val   Char   Cost    Roll     Notes

      10    STR       0       11-      Lift 100.0kg; 2d6

      20    DEX     20      13-      OCV:  8/DCV:  8

      25    CON     15      14-

      20    INT      10      13-      PER Roll 13-

      18    EGO      8       13-      ECV:  3 - 6

      20    PRE      10      13-      PRE Attack:  4d6

     

       8     OCV     25     

       8     DCV     25     

       3     OMCV  0      

       6     DMCV  9      

       5     SPD      30                  Phases:  3, 5, 8, 10, 12

     

      28    PD          8                   Total:  28 PD (18 rPD)

      28    ED         8                   Total:  28 ED (18 rED)

      14    REC     10

      60    END      8

      15    BODY   5

      50    STUN   15      Total Characteristic Cost:  206

     

    Movement:    Running:  12m/24m

                             Leaping:  4m/8m

                             Swimming:  3m/6m

     

    Cost   Powers                                                                                   END

    70      Freezing Fog:  Drain BODY and STUN 4d6, Persistent (+¼), Personal Immunity (+¼), Expanded Effect (x2 Characteristics or Powers simultaneously) (+½), Area Of Effect (8m Radius; +½), Reduced Endurance (0 END; +½), Constant (+½) (140 Active Points); Always On (-½), No Range (-½)             0

    40      Freezing Fog:  Darkness to Sight Group 8m radius, Persistent (+¼), Personal Immunity (+¼), Reduced Endurance (0 END; +½) (80 Active Points); Always On (-½), No Range (-½)       0

    30      Freezing Fog:  Change Environment (-8 Temperature Level Adjustment), Personal Immunity (+¼), Persistent (+¼), Area Of Effect (8m Radius; +½), Reduced Endurance (0 END; +½) (60 Active Points); Always On (-½), No Range (-½)           0

                                                                                                                       

    131    Blast of Cold Wind:  Blast 15d6, Armor Piercing (+¼), Double Knockback (+½) (131 Active Points)    13

                                                                                                                       

    5         Sense Body Heat:  Infrared Perception (Sight Group)         0

    43      Frost Armor:  Resistant Protection (18 PD/18 ED) (54 Active Points); Perceivable (-¼)            0

    22      Cryogenically-altered Body:  Life Support  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in Intense Cold; Self-Contained Breathing)                              0

     

               Talents

    3         +1/+1d6 Striking Appearance (vs. all characters)

     

               Skills

    4         +2 OCV with Blast of Cold Wind

     

    3         Bureaucratics 13-

    3         Computer Programming 13-

    3         Electronics 13-

    3         Inventor 13-

    3         KS: The Military World 13-

    3         PS: Scientist 13-

    3         Science Skill:  Cryogenics 13-

    3         Science Skill:  Physics 13-

    3         Science Skill:  Chemistry 13-

    3         Systems Operation

     

    Total Powers & Skill Cost:  379

    Total Cost:  584

     

    Pts    Complications

    25      Distinctive Features:  Glowing blue eyes, blue-skin, frost armor, and freezing winds surround her (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

    15      Dependence:  Must feed off Others' Body Heat or suffer Takes 3d6 Damage (Easy To Obtain; 1 Hour)

    10      Psychological Complication:  In love with Midnight Sun (Uncommon; Strong)

    10      Hunted:  Midnight Sun Infrequently (As Pow; Harshly Punish)

    20      Hunted:  UNTIL Infrequently (Mo Pow; NCI; Capture)

    15      Negative Reputation:  Murderous Supervillainess, Frequently (Extreme)

    15      Social Complication:  Secret ID: Siiri Korhonen Frequently, Major

    20      Vulnerability:  2 x BODY Heat/Fire Attacks (Common)

    20      Vulnerability:  2 x STUN Heat/Fire Attacks (Common)

    150     Total Complications

     

    Total Experience Points:  584

     

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  11. Floodgate

     

    Val   Char   Cost    Roll     Notes

      20    STR      10      13-      Lift 400.0kg; 4d6 [2]

      24    DEX     28      14-      OCV:  8/DCV:  8

      20    CON     10      13-

      13    INT        3       12-      PER Roll 12-

      10    EGO      0       11-      ECV:  3 - 3

      15    PRE       5       12-      PRE Attack:  3d6

     

       8     OCV     25     

       8     DCV     25     

       3     OMCV  0      

       3     DMCV  0      

       5     SPD      30                  Phases:  3, 5, 8, 10, 12

     

      24    PD        10                  Total:  24 PD (12 rPD)

      24    ED        10                  Total:  24 ED (12 rED)

       8     REC      4

      40    END      4

      10    BODY   0

      36    STUN    8       Total Characteristic Cost:  172

     

    Movement:    Running:  12m/24m END 1

                             Leaping:  4m/8m END 1

                             Swimming:  80m/640m  END 1

     

    Cost   Powers                                                                                  

    100    Water Powers:  Multipower, 100-point reserve                     

    10f     1)  Water Blast I:  Blast 8d6, Reduced Endurance (½ END; +¼), Double Knockback (+½), Area Of Effect (30m Cone; +¾) (100 Active Points)      END 4

    9f       2)  Water Blast II:  Killing Attack - Ranged 2d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1), Does BODY (+1) (90 Active Points)  END 9

    5f       3)  Water Manipulation:  Telekinesis (60 STR), Affects Porous (100 Active Points); Only Works on Water (-1)  END 10

                                                                                                                       

    36      Water Form:  Resistant Protection (12 PD/12 ED)             

    30      Water Form:  Physical Damage Reduction, Resistant, 50%           

    15      Water Form:  Mental Damage Reduction, 25%                 

    13      Aquatic Adaptation:  Life Support  (Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing)    

    25      Delphine Sonar:  Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees), Tracking              

    27      Liquid Intangibility:  Desolidification  (affected by affected by cold or fire) (40 Active Points); Cannot Pass Through Solid Objects (-½)     END   4

    72      Superb Swimmer:  Swimming +76m (80m total) (x8 Noncombat), Reduced Endurance (0 END; +½) (72 Active Points)

     

               Talents

    3         Bump Of Direction

    4         Environmental Movement (no penalties in water)

     

               Skills

    25      +5 with Water Powers

     

    3         Acrobatics 14-

    2         AK: The Netherlands 11-

    3         Breakfall 14-

    3         KS: Environmental Groups 12-

    3         KS: Olympics 12-

    5         KS: Water Pollution 14-

    0         Language:  Dutch (idiomatic) (4 Active Points)

    2         Language:  English (fluent conversation)

    5         Science Skill:  Botany 14-

    4         Science Skill:  Environmental Science 13-

     

    Total Powers & Skill Cost:  404

    Total Cost:  576

     

    Pts    Complications

    30      Enraged:  Berserk when she sees water pollution; (Common), go 11-, recover 11-

    20      Hunted:  UNTIL; Infrequently (Mo Pow; NCI; Capture)

    20      Hunted:  Dutchess Industries; Infrequently (Mo Pow; NCI; Capture/Kill)

    15      Negative Reputation:  Destructive Eco-Terrorist, Frequently (Extreme)

    20      Psychological Complication:  Hates Polluters; (Common; Total)

    15      Social Complication:  Secret ID; Frequently, Major

    10      Vulnerability:  2 x STUN from Ice/Cold Attacks (Uncommon)

    10      Vulnerability:  2 x BODY from Ice/Cold Attacks (Uncommon)

    140    Total Complications

     

    Total Experience Points:  576

     

    e5mse8.jpg

  12. I also recommend for some fun and twisted villlains as independent super-criminal leaders to deal with:


     


    • The Kyphotic Man: wants to create an army of his own experiments under his control
    • Diomedes: attempts to take over the other crime factions
    • Card Shark: takes over the gambling joints
    • Shango's Krew: takes over the role of the IRL Bloods (major black gang)
    • Strad's Gang: Takes over the rule of the IRL Crips (major black gang)
    • Caligula: kidnaps DNPC of PC for his own "satisfaction" and amusement (well use your imagination based on his bio in Predators), runs sex trade
  13. The particular concerns I have about Aematlon:

     

    1. Skill, "Analyze Story" is inspired by the character Castle from the show of that name. A hero who can see a narrative and spot flaws in it, to understand where the narrative is false or incomplete. This helps with deduction and interrogation, replacing conversation, and of course helps him edit and improve his own storytelling as a professional author. As a referee, would this fly with you?

     

    2. Skill, "Science, General" is meant to reflect a background as a high performing speed reading prodigy in a typical athletic scholarship at a good school (along with "KS:  Law"). As such, the skill could be used to check science facts, claims and broad questions, as opposed to the type of specialization someone might use as an Inventor to advance discoveries at the leading edge of a subfield of science. Where science is involved, it would be a complement to Deduction, for instance; or if giving a speech on science as a complement to Oratory to come off sounding knowledgeable; It would also include advanced mathematics, working with Lightning Calculator. As a GM, would you allow this sort of use?

     

    3. Skill, "Deduction", not gained from detective work but being a logical, 'deductive' thinker. While he's read a great many detective novels, and more case history in his liberal arts pre-law studies, is that enough to justify the skill?

     

    4. Lack of Noncombat multiple for swimming, with a background as an aquatic athlete. Aematlon has Normal Maximum (5") swimming speed, but his sports were sprint types that needed full CV at all times, not distance types. Does this work?

     

    5. Background; too inspired by a villain NPC no one seems to like: Powerhouse? I'd even begun with football as Aematlon's background sport. But I just couldn't get the Powerhouse imagery out of my head, and that wasn't what this character is meant to be like. Does this character differ enough?

     

    6. Dorky name?

     

    7. ATP - too technical? Should I have just said, "Life Force Powers" and be done with it?

     

    1.  That works.

     

    2. That seems a little too broad for a skill, and it would be unfair to the other players with just a single focus on science.  I would give him the broad fields: Biology, Chemistry, Physics and Mathematics- plus any others you want him to be familiar with.  KS: Law is fine.

     

    3.  That's fine.

     

    4. Also fine- not too many GMs run aqua-focused campaigns, so I wouldn't worry about it.  Let the GM know if you want maybe a single combat to feature water so you can use the swimming power.

     

    5.  I think you added enough originality to the character to make him different from Powerhouse.  In one game I ran, one of the players ran essentially a carbon-copy of Blade except Blade was a female- I teased her about constantly, despite her protestations- and your character is far better designed than hers as far as originality and distancing itself from copying the original.

     

    6.  If the other players have trouble pronouncing it, then you should come up with a nickname.  Other than that, I don't have a problem with it.

     

    7. Nah, I'm impressed that you attempted to include actual science in a genre that often relies on questionable (and outright made-up) science at best.  You can translate the powers from the ATP base to "Life Force Powers" if the other players don't understand it.

     

    Anyways, those are my thoughts.  Nice job!

  14. I like the concept.  I'll have to see what comes to me as far as events, places, hooks, etc.

     

    One question: are you running a more light-hearted or a darker game?  For instance, is the crime mostly thievery, taking over the world (without killing anyone), etc. or is murder, drugs, and death a part of the game?

  15. Thing of it is, the boys occasionally scrap with named human NPC bad guys other than The Shredder. Do they simply have more character points than our heroes?

     

    Yes, The Shredder definitely would. Although his competence level would depend on which TMNT version the GM wants to imitate.  For instance, the 2012 series and movies Shredder would far more competent and challenging than the 1987 series Shredder.

  16. At this time I would like to also extend the offer to include a team of Chinese government superheroes. If people want this say yes. Be warned, this adds two full months to creation time for the supplement, and there's already 23 sheets. That will bring us to close to 30.

     

    They do have the Tiger Squad in Champions.

  17. I am interested in how one would balance a human streel-level hero against the Turtles, what with their many anthropomorphic animal physiological advantages.

     

    The answer is that you don't (300 CP is really high for a Heroic campaign), unless you give them the same amount of CP, but impose a normal characteristic maximum.

  18. Gladiator

     

    Val   Char   Cost    Roll     Notes

      40    STR      30      17-      Lift 6400.0kg; 8d6 [4]

      29    DEX     38      15-      OCV:  10/DCV:  10

      28    CON     18      15-

      13    INT        3       12-      PER Roll 12-

      13    EGO      3       12-      ECV:  3 - 4

      25    PRE      15      14-      PRE Attack:  5d6

     

      10    OCV     35     

      10    DCV     35     

       3     OMCV  0      

       4     DMCV  3      

       6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

     

    20+12            PD     10         Total:  20/32 PD (8/20 rPD)

    20+12            ED     10         Total:  20/32 ED (8/20 rED)

      13    REC      9

      70    END     10

      18    BODY   8

      50    STUN   15      Total Characteristic Cost:  282

     

    Movement:    Running:  12m/24m

                             Leaping:  4m/8m

                             Swimming:  4m/8m

     

    Cost   Powers                                                                                  

    20      Hits Hard:  Penetrating (+½) for up to 40 Active Points of STR (20 Active Points)  END  2

                                                                                                                       

    27      Bolas:  Entangle 6d6, 6 PD/6 ED, Entangle And Character Both Take Damage (+¼) (75 Active Points); OAF (-1), 4 Recoverable Charges (-½), Range Based On Strength (-¼) [4 rc]

                                                                                                                       

    15      Cestus:  Killing Attack - Hand-To-Hand 1d6 (2 ½d6 w/STR), Reduced Endurance (0 END; +½), Penetrating (+½) (30 Active Points); OAF (-1)                                

                                                                                                                       

    21      Mystical Net:  Entangle 5d6, 5 PD/5 ED, Entangle And Character Both Take Damage (+¼), Area Of Effect (1m Radius; +¼) (75 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Range Based On Strength (-¼)             [1 rc]

    10      Enervating Net:  Drain STR 3d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Full Phase to reset; +¼) (37 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Linked (Mystical Net; -½)          [1 rc]

                                                                                                                       

    26      Gladiator Sword:  Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Armor Piercing (+¼), Penetrating (+½) (52 Active Points); OAF (-1)   END   5

                                                                                                                       

    16      Samnite Armor:  Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½)        

    24      Shield:  Resistant Protection (12 PD/12 ED) (36 Active Points); OIF (-1)   

     

               Martial Arts: Dirty Infighting

               Maneuver        OCV   DCV    Notes

    4         Block                +2      +2      Block, Abort

    4         Crush                +0      +0      12d6 Crush, Must Follow Grab

    4         Disarm              -1       +1      Disarm; 50 STR to Disarm

    4         Kidney Blow    -2       +0      HKA 3d6 +1

    3         Grapple             -1       -1      Grab Two Limbs, 50 STR for holding on

    5         Joint Break       -1       -2      Grab One Limb; HKA 4d6 , Disable

    4         Punch               +0      +2      10d6 Strike

    5         Roundhouse Kick      -2      +1 12d6 Strike

     

               Talents

    18      Combat Sense 15-

    10      Resistance (+10 to roll)

     

               Skills

    40      +4 with All Attacks

     

    3         Acrobatics 15-

    3         Analyze:  Style 12-

    3         Breakfall 15-

    10      Defense Maneuver I-IV

    3         Demolitions 12-

    3         Fast Draw 15-

    3         Interrogation 14-

    3         KS: Ancient History 12-

    3         KS: The Mercenary/Terrorist World 12-

    0         Language:  Greek (idiomatic) (4 Active Points)

    4         Language:  Italian (idiomatic)

    3         Oratory 14-

    3         Persuasion 14-

    3         Security Systems 12-

    3         Stealth 15-

    3         Shadowing 12-

    3         Streetwise 14-

    3         Tactics 12-

    2         Weaponsmith (Muscle-Powered HTH) 12-

     

    3         WF:  Common Melee Weapons, Nets

     

    Total Powers & Skill Cost:  324

    Total Cost:  606

     

    Pts    Complications

    10      Distinctive Features:  Style (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)

    20      Enraged:  if losing a fight; (Common), go 11-, recover 11-

    20      Hunted:  UNTIL; Infrequently (Mo Pow; NCI; Capture)

    20      Hunted:  Terrorist Organization; Infrequently (Mo Pow; NCI; Capture/Kill)

    15      Negative Reputation:  Former Member of Terrorist Organization, Frequently (Extreme)

    20      Psychological Complication:  Gladiator's Code of Honor; (Common; Total)

    15      Psychological Complication:  Skirtchaster; Sucker For A Pretty Face; (Common; Strong)

    15      Social Complication:  Secret ID; Frequently, Major

    135    Complication Points

     

    Total Experience:  606

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