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Dr. Propaganda

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About Dr. Propaganda

  • Birthday 01/12/1970

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    dr propaganda
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  • ICQ
    164660736

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  • Biography
    A gamer for over 20 years, I now reside with wife and child, willing my hours away in front of the computer, working on characters or banging out ragged attempts at insight.
  • Occupation
    Chief cook and bottle washer

Dr. Propaganda's Achievements

  1. Re: I am a comic book dinosaur. I would like to recommend Invincible to as you well. As a fellow dinosaur, I can say I appreciate your concerns. I grew up reading Teen Titans back in the Wolfman / Perez days, and look at what has happened to both Marvel and DC these days with increasing indifference and outright disdain. However, I picked up Invincible when it first came out, and have never looked back. Robert Kirkman, the author, grew up reading what we read and loving what we loved and you can see this reflected in his writing. Invincible is also one that seems relevant to your situation, in that you described your group of players as teens, the oldest nineteen. The main character, Invincible is nineteen, and deals with a lot of modern comic topics and scenarios, but does so with a very Silver Age mindset. He is not goofy (or at least no more goofy than an average nineteen year old boy), but does have a refreshing innocence around him. He is the son of an iconic Silver Age style hero, and interacts with the government and other heroes in a modern world, but seldom in any dark or gritty fashion. There is danger, there is intrigue, there is even some gore. But on the whole, Invincible is a comic that would be a great game for teen players to aspire to and for a GM to present as a Silver Age revisit to younger players.
  2. Re: More Help Please Average Joe's have a tendency to have powers thrust upon them, or acquire them by accident. "Force powers" is pretty open ended and may be good for a mystery background. Together these factors can combine for any number of possible backgrounds and origins. Maybe Average Joe is kidnapped as part of a group of test subjects, by the evil Dr. Vile. Vile is trying to create super thugs to defeat his arch-nemesis, Hyper-Man, and he exposes Average Joe and the others to a strange mutagenic process. Joe gets force powers, which manifest suddenly and violently allowing him to escape. Maybe Hyper-Man shows up and busts up the place. Maybe the others tested die, or turn into monsters, or become super villains, or even join Joe as teammates. Maybe Hyper-Man takes Joe Force under his wing, or helps him get into a team, for training. Maybe Average Joe is a deliveryman, or, a plumber, or is picking up his girlfriend at her office which is a lab / museum / government office. While he is in the waiting room, a squad of armed guards starts moving a package out. Just then a team of E.V.I.L. goons attack trying to steal the shipment. A stray grenade or energy blast knocks Average Joe into the crate / containment unit / transport field, shattering the item and imbuing Joe with strange powers. Average Joe is walking down the street, when a strange man stumbles out of a nearby alley, bleeding from a gunshot wound. He hands Joe a small jewel / idol / vial, and gasps "Don't let them..." and dies. Before Joe can react, a dozen agents in black coats and glasses swarm out of the alley and start shooting. Joe runs, but before he gets far the item the dead man gave him flashes / explodes / something’s, granting him force powers, allowing him to fight back or fly away. Mystery ensues. The nice thing about a mystery background is you don't have to fill in the details before play starts, and you can be really flexible and creative and the story progresses. Plus, mystery villains and allies and plot complications can pop up at any time, so you are never at a loss for plot devices.
  3. Re: Iron-Man Movie! I had read at one time that Bruce Campbell was being considered for the role. I thought this was a brilliant choice. Not only does he bear a passing resemblance to the popular depiction of Tony Stark, and clean up nice in the ubiquitous socalite tuxedo, but he is a brilliant physical comedian as well. The role of Iron Man needs someone who can express emotion and convey mood while wearing the Iron Man armor. Possibly the only thing we'll see of the actor while he "sited up" is his eyes, through the faceplate. That requires an actor who can really be expressive despite the ridiculous costuming. Campbell surely can. Another advantage Campbell has over the Cruise / DeCaprio set is that since he is not as famous and celebrated an actor, he won't demand as much face time and detract from the scenes where he is Iron Man. Big name actors want their faces seen, which results in movies like "the Shadow" where Alec Bladwin could not keep the mask and hat on long enough for the Shadow to do much of anything. And let's face it, Iron Man flying into the final confrontation with whoever ends up as the villain and tearing his helmet off ala Michael Keaton in "Batman Returns" is just plain stupid. So, I for one hope those rumors are true, and if not, Mr. Faverau, if you are reading this, take my advice; Go Campbell. You can't go wrong!
  4. I recommend Dark Champions highly, especially if you are looking to broaden your Psych Lims and character concepts. However, I am not sure that much of what it offers will be relevant to a cosmicaly powered super hero, or an anime martial artist. It is really aimed for more low level, steet level, gritty adventure types.
  5. Got a few extra XP burning a hole in your tights? Looking for a way to finish fights faster? Ready to rake in the big endorsement money? Try this power on for size! Delicious Justice: +50 PRE, Only to Attack (- ½), Only to convince to peacefully surrender (- ½), Not usable with any Violent Action (- ½), Not vs. targets that do not eat (- ½), OAF Hospitality Fruit Pies (-1), 6 Charges (- ¾) Range Based on STR (- ¼), Incantation “No one can resist the fruity goodness of Hospitality Fruit Pies !†(- ½) Active Points: 50, Real Cost: 8 The scene, Dr. Storm is about to unleash his Hurricane Machine on the unsuspecting town of Deep Harbor. As he pontificates about his genius, your character, the Night Spider crouches on the roof, watching the action through a skylight. Night Spider: "Dr. Storm has too many goons down there for me web all of them up before he can throw the lever. And IF I don't do something quick Deep Harbor will be in deep trouble!" (snaps fingers) "I know!" (opens skylight) "Hey Doc, instead of brewing up a storm, why don't you sit back and enjoy a delicious Hospitality Fruit Pie? No one can resist thier fruity goodness!" Dr. Storm: "Hospitality Fruit Pies ! With flavors like Cherry, Apple and Blueberry, how can I refuse!' (eats pie while Night Spider applies further charges to goons) "With Hospitailty Fruit Pies in town, I cannot bring myself to destroy the city. I surrender!" Night Spider: (binds Dr. Storm and goons so that they cannot escape but may continue to enjoy snacks) "Well now that the danger has passed, I can enjoy a Hospitality Fruit Pie myself. They are great no matter what the weather!" Note: Always bring enough Hospitality Fruit Pies to pass out to the assorted Emergency Services Workers and random children who show up at any given crime scene. May substitute Choco Ding-A-Lings or Sparkle Cakes for focus with GM permission
  6. Here are a few gadget Multipowers from a character I have created. Now I will warn that my GM was a bit concerned that some of these powers were a little cheesey, and alarmed that I had three Multipowers, but hey I think Bob Kane and I would see I to eye on this one. 12 Multipower: Tech Shield 24, OAF Tech-Shield (- 1) -- 1u 1) Shield Strike: 8d6 HA 1u 2) Shield Block: Missile Deflection all attacks, +2 to roll 1u 3) Shield Guard: +5 DCV vs. all attacks 1u 5) Shield Slam: +20 PD Only Move By / Thr. (- ½) 5 Multipower: Line Gun 20, OAF Line Gun (- 1), Lockout on all slots (-1) 1u 1) Swing Line: 20†Swinging 1u 2) Power Winch: 20†Superleap Only Up (10â€) (- ½), no NCM (- ¼), Must have Anchor point (- ¼) 1u 4) Winch and Grapple: 10 STR TK, Only to pull objects to user (- ½), Aff. entire object (- ½) 26 Multipower: Equipment Belt 60, All slots are OAF (- 1), Gestures (- ¼) 1u 1 Bolas: 4d6 Entangle, Ent. Takes no Damage (+ ½) 6 Charges (- ¾), Range based on STR (- ¼) 1u 2) Throwing Crescent: 11d6 EB (Physical) w/ 10 STR TK Linked (+ ¼), Only to recover Crescent (-2), 1 Recoverable Charge (-1 ¼) 2u 3) Laser Torch: 2d6 RKA Penetrating (+ ½), 0 END (+ ½) No Range (- ½) 1u 4) Stun Wand: 6d6 NND (Force Field +1), 6 charges (- ¾) No Range (- ½) 1u 5) Smoke Grenade: 4†Darkness to Normal Sight, Not in high wind (- ¼), 6 Charges lasting 1 turn each (- ¼), Range based on STR (- ¼) 1u 6) Flash Grenades: 4d6 Flash vs. Sight, Explosion (+ ½) 6 Charges (- ¾), Range based on STR (- ¼) 1u 7) Stun Grenade: 1d6 RKA Explosion (+ ½) Loses DC every 2†(+ ¼), +1 Stun Multi. (+ ½), Double KB (+ ¾) Stun Only (- ½), 6 Charges (- ¾), Range based on STR (- ¼) 1u 8) KO Pellets: 4d6 EB NND (LS: SCB +1), AE: 1 hex (+ ½), 6 Charges (- ¾), Rnge based on STR (- ¼) 1u 9) Acid Pellet: 1d6+1 RKA Continuous (+1) Uncontrolled (wash off + ½), Penetrating (+ ½), 6 Charges (- ¾), Rnge based on STR (- ¼) 1u 10) Thermite Pellets: 1 ½ RKA Continuous (+1), 6 Charges (- ¾), Uncontrolled (extinguish – ½), Range Based on STR (- ¼) 1u 11) Smoke Cloud Pellets: 1†Darkness to Sight Group w/ 10†Teleport, Linked (- ¼), No NCM (- ½), Not through Solid Objects (-1), 8 Charges (- ½) 1u 12) KO Darts: 6d6 END Drain, 6 Charges (- ¾), Range based on STR (- ¼) 1u 13) Flashlight: Change Environment, 1†radius, (provide light), 0 END (+ ½) 1u 14) Handcuffs: 4d6 Entangle, Does not restrict movement (- ½), Target can still use Foci, (- ½) 4 Recoverable Charges (- ½) 1u 15) Comm.-Link: HRRL&T 1u 16) Mini-Camcorder: Eidetic Memory 1u 17) Crime Scene Kit: +5 to Criminology Skill 1u 18) First Aid Kit: + 5 to Paramedic Skill 1u 19) Lock Pick Set: +5 to Lockpicking Skill 1u 20) Security Bypass Kit: + 5 to Security Bypass Skill
  7. Well Caspar Van Diem looks the part, although getting him to look skinny for the pre-serum Cap may be a problem. Fraiser would aslo be an excellent choice, as he seems to thrive on the kind of offbeat roles that Cap would be, jumping all over the set of Saving Private Ryan in a blue leather leotard.
  8. Pardon what may be a pointless question, but how is this any differnt from a Watched Disadvantage? There is no mechanism for your powers to cut off in mid use, so it seems to me that this is would be just like being watched by a superior.
  9. Hey, I did not build them. I just saved them from a previous post. Call it a hobby.
  10. I think that was all of them. I thought I had Plastic Man as well, but I guess I am just imagining that.
  11. And finally Wonder Woman; Name: Wonder Woman 375 Val Char Cost 70 STR 60 24 DEX 42 35 CON 50 15 BODY 10 18 INT 8 26 EGO 32 20 PRE 10 10 COM 0 30 PD 16 16 ED 9 4 SPD 6 21 REC 0 70 END 0 65 STUN -3 Characteristic Rolls: STR: 23-, DEX: 14-, CON: 16-, INT: 13-, EGO: 14-, PER: 13- Run: 6", Swim: 2", Jump: 14", Lift: 400 ton Cost Powers END/Roll 30 Speed of Hermes Multipower (30-pt reserve) u-2 1d6 Transform (Major, Limited Class); Range: 0; Cumulative: +½; No Range: -½ 3 u-3 Supersonic Flight (Mach 3, 2,250 MPH) 3 u-3 13" Flight (NC: 26"); Non-Combat Multiplier: ×2, +0 3 u-3 13" Fast Entrance/Exit: Teleportation (Long Range 13"); Increased Range: ×1, +0; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0 3 9 Magic Bracelets Multipower (24-pt reserve); OIF: Magic Bracelets: -½; Gestures: Instant Power, -¼; Not vs. Area of Effect Attacks: -½; Costs END: -½ u-1 Damage Resistance (30 PD/16 ED); OIF: Magic Bracelets: -½; Gestures: Instant Power, -¼; Not vs. Area of Effect Attacks: -½; Costs END: -½ u-1 Missile Deflection (All Ranged Attacks, None, OCV 10); Deflect Attacks: Normal, +0; Deflection Bonus: 2, 4; OCV: 10; OIF: Magic Bracelets: -½; Gestures: Instant Power, -¼; Not vs. Area of Effect Attacks: -½; Costs END: -½ 3 Immune to Aging 12 Magic Lasso Elemental Control (25-pt reserve); OAF: -1 a-10 10d6 Telepathy; Must Follow Grab: -½; OAF: -1 5 b-10 10d6 Mind Control; Communication: Verbal, +0; Must Follow Grab: -½; OAF: -1 5 c-10 Stretching (10", NC: 20"); Non-Combat Multiplier: ×2, +0; Only to Grab or Squeeze: -½; OAF: -1 5 Cost Skills, Talents, Perks Roll 20 Amazon Combat (5) Defensive Strike (OCV +1, DCV +3, 14d6) (3) Legsweep (OCV +2, DCV -1, 15d6) (4) Martial Block (OCV +2, DCV +2) (4) Martial Dodge (OCV --, DCV +5) (4) Martial Escape (OCV 0, DCV 0, STR 85) 3 Riding 14- 3 Persuasion 13- 3 Deduction 13- 0 Themyscrian (Native Accent); Literacy: Standard, 0 2 Greek (Fluent Conv.); Literacy: Standard, 0 2 English (Fluent Conv.); Literacy: Standard, 0 2 Knowledge Skill: Amazon Lore 11- 3 Tactics 13- 150+ Disadvantages 10 Public Identity 15 Reputation: Princess Diana of Themyscira (14-) 10 Hunted: Circe (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 10 Hunted: Cheetah (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 10 Hunted: Devastation (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 10 Distinctive Features: Tall, Beautiful Amazon; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0 15 Honorable (Common, Strong) 15 Code of the Warrior (Common, Strong) 10 Loyal to Superman (Common, Moderate) 10 Tries to Seek Peaceful Solutions First (Common, Moderate) 20 Protective of Innocents (Common, Total) 15 Very Competitive (Common, Strong) 15 Preaches Peace and Equality (Common, Strong) 10 Watched: The Amazons (14-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 20 Hunted: Justice League's Rogue's Gallery (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 5 Hunted: Enemies of the Amazons (8-); Capabilities: Less Powerful, 5; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 15 Watched: Olympian Gods (14-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 5 DNPC: Helena Sandsmark (Normal, 8-); Skills: Useful, -5 5 DNPC: Wonder Girl (Slightly Less Powerful, 8-); Skills: Normal, +0 OCV: 8; DCV: 8; ECV: 9; Mental Def.: 0; Phases: 3, 6, 9, 12 PD/rPD: 30/30; ED/rED: 16/16 COSTS: Char.: 240 Disad.: 225 Powers: + 135 Base: + 150 Total: = 375 Total: = 375
  12. Then is Superman; Name: Superman 375 Val Char Cost 25/75 STR 15 18/23 DEX 24 25/40 CON 30 15 BODY 10 15 INT 5 24 EGO 28 25 PRE 15 16 COM 3 15/33 PD 0 8/33 ED 0 3/5 SPD -3 23 REC 0 50 END 0 73 STUN 0 Characteristic Rolls: STR: 14/24-, DEX: 13/14-, CON: 14/17-, INT: 12-, EGO: 14-, PER: 16- Run: 6", Swim: 2", Jump: 15", Lift: 800kg/800 ton Cost Powers END/Roll 4 Kryptonian Physiology Elemental Control (7-pt reserve); Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼ a-19 +50 STR; Not vs. Magic: -½; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼ 5 b-5 +5 DEX; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼ c-13 +15 CON; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼ d-7 +18 PD; Hardened: ×1, ¼; Not vs. Magic: -½; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼ e-11 +25 ED; Hardened: ×1, ¼; Not vs. Magic: -½; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼ f-7 +2 SPD; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼ g-15 Damage Resistance (33 PD/33 ED); Hardened: ×1, ¼; Not vs. Magic: -½; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼ h-17 18" Flight (NC: 36"); Non-Combat Multiplier: ×2, +0; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼ 4 i-4 14" Gliding (NC: 28"); Non-Combat Multiplier: ×2, +0; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼ j-3 Knockback Resistance (-7"); Not vs. Magic: -½; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼ k-14 Missile Deflection (All Ranged Attacks, None, OCV 11); Invisible: One Sense Group, +½; Deflect Attacks: Normal, +0; Deflection Bonus: 3, 6; OCV: 11; Not vs. Magic: -½; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼ l-19 Supersonic Flight (Mach 4, 3,000 MPH); Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼ 4 36 Superspeed, Super Breath and Super Vision (80-pt reserve); Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼; Not vs. Magic: -½ u-3 Clairsentience (Normal Sight); See: Present, +0; Dimensions: Current, +0; Range: 200,000"; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼; Not vs. Magic: -½ 7 u-3 3d6 Superspeed Building: Transform (Major, Limited Class); Range: 0; Cumulative: +½; No Range: -½; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼; Not vs. Magic: -½ 8 u-2 18" Fast Entrance/Exit: Teleportation (Long Range 18"); Increased Range: ×1, +0; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼; Not vs. Magic: -½ 4 u-1 Instant Change; Clothes: One Set, 5; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼; Not vs. Magic: -½ u-1 Faster-Than-Light Travel (1 LY/Year); Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼; Not vs. Magic: -½ u-4 16d6 Heat Vision; Range: 400; Versus: ED; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼; Not vs. Magic: -½ 8 u-2 5d6 Super-Freezing: Entangle (DEF 5); Range: 250; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Loses 5 Active Points Per Day Without Sunlight Exposure: -¼; Not vs. Magic: -½ 5 4 Doesn't Eat, Excrete or Sleep; Needs Minor Amounts of Sleep: -¼ 5 Need Not Breathe; Charges: 1, +0; Continuing Charges: 1 Hour, -5 lev; Recoverable Charges: -2 lev; Only Recover in Atmosphere: -¼; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼; Does Not Protect Against Magic Gasses: -¼ 2 Life Support: High Pressure/Vacuum; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼ 2 Life Support: High Radiation; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼ 2 Life Support: Intense Heat/Cold; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼ 2 Immune to Disease; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼ 4 Hardened Defense (15 PD/8 ED); Hardened: 1, ¼; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼ 3 Ultraviolet Vision; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼ 2 Ultrasonic Hearing; Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼ 8 Enhanced Perception (all) (+4 to PER); Not In a Red Sun System: -¼; Not While Exposed to Kryptonite: -¼ Cost Skills, Talents, Perks Roll 3 Disguise 11- 3 Persuasion 14- 2 Biology 12- 2 Chemistry 12- 2 Physics 12- 1 Robotics 11- 3 Scientist 3 Acting 14- 2 City Knowledge: Metropolis 11- 3 Professional Skill: Journalist 12- 150+ Disadvantages 20 Code Against Killing (Common, Total) 20 Honorable (Common, Total) 15 Always Obeys Orders of Superiors (Very Common, Moderate) 15 In Love with Lois Lane (Common, Strong) 10 Patriotic (Common, Moderate) 10 Haunted By Execution of Kryptonian Villains (Uncommon, Strong) 15 Lois Lane (Normal, 14-); Skills: Useful, -5 15 Ma Kent (Normal, 11-); Skills: Normal, +0 15 Pa Kent (Normal, 11-); Skills: Normal, +0 20 Reputation: It's SUPERMAN! (14-, Extreme) 15 Secret Identity: Clark Somethingorother 25 Lex Luthor (14-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 10 The Cyborg (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 20 The Superman Rogue's Gallery (14-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 OCV: 8; DCV: 8; ECV: 8; Mental Def.: 0; Phases: 3, 5, 8, 10, 12 PD/rPD: 33/33; ED/rED: 33/33 COSTS: Char.: 127 Disad.: 225 Powers: + 248 Base: + 150 Total: = 375 Total: = 375
  13. And the Martian Manhunter: Name: Martian Manhunter Val Char Cost 25/70 STR 15 15/23 DEX 15 25/39 CON 30 15 BODY 10 20 INT 10 30 EGO 40 30 PRE 20 8 COM -1 5/30 PD 0 5/30 ED 0 3/5 SPD 5 10/22 REC 0 50/90 END -14 41/65 STUN 0 Characteristic Rolls: STR: 14/23-, DEX: 12/14-, CON: 14/17-, INT: 13-, EGO: 15-, PER: 13- Run: 6", Swim: 2", Jump: 14", Lift: 800kg/400 ton Cost Powers END/Roll 7 Martian Physiology Elemental Control (10-pt reserve); Loses 5 Active Per Phase in Presence of Flame: -½ a-9 +12 REC; Loses 5 Active Per Phase in Presence of Flame: -½ b-7 +8 DEX; Doesn't Affect Figured: -½; Loses 5 Active Per Phase in Presence of Flame: -½ c-9 +14 CON; Doesn't Affect Figured: -½; Loses 5 Active Per Phase in Presence of Flame: -½ d-17 +45 STR; Doesn't Affect Figured: -½; Loses 5 Active Per Phase in Presence of Flame: -½ 4 e-7 +2 SPD; Loses 5 Active Per Phase in Presence of Flame: -½ f-10 +25 PD; Loses 5 Active Per Phase in Presence of Flame: -½ g-10 +25 ED; Loses 5 Active Per Phase in Presence of Flame: -½ h-13 Damage Resistance (30 PD/30 ED); Loses 5 Active Per Phase in Presence of Flame: -½ i-7 10" Flight (NC: 20"); Non-Combat Multiplier: ×2, +0; Loses 5 Active Per Phase in Presence of Flame: -½ 2 j-7 Supersonic Flight (Mach 2, 1,500 MPH); Loses 5 Active Per Phase in Presence of Flame: -½ 2 k-7 +40 END; Loses 5 Active Per Phase in Presence of Flame: -½ l-9 +24 STUN; Loses 5 Active Per Phase in Presence of Flame: -½ 50 Psychic Powers Multipower (100-pt reserve); Loses 5 Active Per Phase in Presence of Flame: -½; Concentrate: Throughout & ½ DCV, -½ u-2 3d6+1 Pyrokinetic RKA; Range: 250; Loses 5 Active Per Phase in Presence of Flame: -½; Concentrate: Throughout & ½ DCV, -½ 5 u-2 Mind Link; Minds: Any One Mind, +15; Number of Minds: 32, +25; Distance: Any, +5; Dimension: Current, +0; Link with: Anyone, +0; Loses 5 Active Per Phase in Presence of Flame: -½; Concentrate: Throughout & ½ DCV, -½ u-2 10d6 Mind Scan; Attack Roll Bonus: 0; Loses 5 Active Per Phase in Presence of Flame: -½; Concentrate: Throughout & ½ DCV, -½ 5 u-2 10d6 Mind Control; Communication: Verbal, +0; Loses 5 Active Per Phase in Presence of Flame: -½; Concentrate: Throughout & ½ DCV, -½ 5 u-2 10d6 Telepathy; Loses 5 Active Per Phase in Presence of Flame: -½; Concentrate: Throughout & ½ DCV, -½ 5 u-2 10d6 Mental Illusions; Loses 5 Active Per Phase in Presence of Flame: -½; Concentrate: Throughout & ½ DCV, -½ 5 40 Shapeshifting Multipower (60-pt reserve); Loses 5 Active Per Phase in Presence of Flame: -½ u-3 Desolidification; Loses 5 Active Per Phase in Presence of Flame: -½ 4 u-1 Growth-5 (×32 mass, ×3.1 height); Mass: 4,352 kg/9,574 lbs; Height: 623.09998 cm/20'5"; Extra STR: 25; Knockback Reduction: -5; Extra BODY: 5; Extra STUN: 5; DCV Penalty: -3; PER Penalty: +3; Does Not Affect Characteristics: -1; Loses 5 Active Per Phase in Presence of Flame: -½ 2 u-2 Shrinking-3 (DCV +6, Height 25.125 cm/10"); Mass: 0.26563 kg/0.58 lbs; Knockback Increase: 9; PER Bonus: -6; Loses 5 Active Per Phase in Presence of Flame: -½ 3 u-2 Shape Shift (Any); Loses 5 Active Per Phase in Presence of Flame: -½ 3 Cost Skills, Talents, Perks Roll 3 Computer Programming 13- 3 Criminology 13- 3 Deduction 13- 3 Disguise 11- 4 Science 14- 150+ Disadvantages 10 Distinctive Features: Alien Appearance; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5 20 Hunted: Injustice Gang (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 20 Hunted: Darkseid (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 15 Hunted: Justice League's Enemies (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 15 Secret Identity 10 Reputation: Alien JLA Founder (11-) 15 Susceptibility: Fire (1d6 STUN/Turn); Condition: Common, +10 40 Vulnerability: Fire (2× STUN and BODY); Attack: Common, +10 15 Fear of Fire (Common, Strong) 20 Code Against Killing (Common, Total) 15 Always Obeys Orders of Superiors (Very Common, Moderate) 10 Loyal to His Family - the JLA (Uncommon, Strong) 20 Honorable (Common, Total) OCV: 8; DCV: 8 / 14; ECV: 10; Mental Def.: 0; Phases: 3, 5, 8, 10, 12 PD/rPD: 30/30; ED/rED: 30/30 COSTS: Char.: 130 Disad.: 225 Powers: + 245 Base: + 150 Total: = 375 Total: = 375 Height: 201cm (6'7"), Weight: 136kg (299 lbs), Sex: Male Appearance: Big, Green, with red eyes.
  14. Next is the Green Lantern; Name: Green Lantern 375 Val Char Cost 15 STR 5 13 DEX 9 15 CON 10 13 BODY 6 13 INT 3 13 EGO 6 10 PRE 0 14 COM 2 6 PD 3 6 ED 3 4 SPD 17 6 REC 0 30 END 0 29 STUN 0 Characteristic Rolls: STR: 12-, DEX: 12-, CON: 12-, INT: 12-, EGO: 12-, PER: 12- Run: 6", Swim: 2", Jump: 3", Lift: 200kg Cost Powers END/Roll 82 Power Ring Multipower (144-pt reserve); OIF: -½; All Efects Green in Color or Accompanied by Green Glow: -¼ u-2 1) Faster-Than-Light Travel (31250 LY/Year) u-2 Supersonic Flight (Mach 4, 3,000 MPH); 4m-17 Telekinesis (STR 70); Range: 720; Manipulation: Fine, +10; Variable Special Effects: Certain Group, +¼; 14m-10 Force Wall (14 PD/14 ED); Range: 435; Width: 17", +0; Variable Special Effects: Certain Group, +¼; 9m-10 7d6 Flash (Normal Sight); Range: 435; Variable Special Effects: Certain Group, +¼ 9m-10 Darkness (Normal Sight, 7" radius); Range: 435; Variable Special Effects: Certain Group, +¼; 9u-5 Change Environment (64" rad.); Effect: Variable, +1; Variable Special Effects: Certain Group, +¼; 88 Ring Abilities Elemental Control (14-pt reserve); All Efects Green in Color or Accompanied by Green Glow: -¼; OIF: -½ a-8 14" Flight (NC: 28"); Non-Combat Multiplier: ×2, +0; 3 b-8 Force Field (14 PD/14 ED) 3 c-9 Armor (10 PD/10 ED); 86 Variable Power Pool (70-pt Pool); Control Cost: 35; OIF: -½; All Efects Green in Color or Accompanied by Green Glow: -¼; Only Powers Green Lantern Has Seen: -½ 9 END Reserve REC (14/turn); OIF: -½ 9 END Reserve (140 END, 0 REC/turn); OIF: -½ Cost Skills, Talents, Perks Roll 3 Knowledge Skill: Art 12- 3 Professional Skill: Artist 12- 20 +4 level w/Ring 10 +2 level w/DCV 150+ Disadvantages 15 Secret Identity: Kyle Rayner 15 In Love with Jade (Common, Strong) 10 Watched: Ganthet (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 10 Reputation: The Emerald Avenger (11-) 20 Responsibility of Power (Common, Total) 15 Loves Being Creative With His Ring (Common, Strong) 10 Intimidated by his own Power (Uncommon, Strong) 15 Always Obeys Orders of Superiors (Very Common, Moderate) 20 Code Against Killing (Common, Total) 20 Honorable (Common, Total) 20 Hunted: Green Lantern Corps Enemies (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 15 Hunted: Kyle's Rogue's Gallery (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 20 Hunted: Justice League Enemies (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 10 Playful Rivalry with Wally West (Common, Moderate) 5 Distinctive Features: Bearer of the Ring (Select Group); Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0 5 Poor OCV: 4; DCV: 4; ECV: 4; Mental Def.: 0; Phases: 3, 6, 9, 12 PD/rPD: 30/24; ED/rED: 30/24 COSTS: Char.: 64 Disad.: 225 Powers: + 311 Base: + 150 Total: = 375 Total: = 375
  15. And the Flash; Name: Flash 375 Val Char Cost 15 STR 5 15/33 DEX 15 15 CON 10 13 BODY 6 15 INT 5 20 EGO 20 15 PRE 5 14 COM 2 6 PD 3 6 ED 3 9 SPD 65 6 REC 0 30 END 0 29 STUN 0 Characteristic Rolls: STR: 12-, DEX: 12/16-, CON: 12-, INT: 12-, EGO: 13-, PER: 12- Run: 6/24", Swim: 2", Jump: 3", Lift: 200kg Cost Powers END/Roll 72 Superspeed Multipower, Feeds Off End Reserve (72-pt reserve) m-9 3d6 Transform (Major, Limited Class); Range: 0; Cumulative: +½; No Range: -½; Gestures: Constant Power, -½; Concentrate: ½ DCV, -¼ 8 m-13 Speed Searching: Clairsentience (Normal Sight); See: Present, +0; Dimensions: Current, +0; Range: 50,000" 6 m-7 +18 DEX; Doesn't Affect Figured: -½ m-7 Running (+18", 24", NC: 48"); Non-Combat Multiplier: ×2, +0 7 u-1 Faster-Than-Light Travel (1 LY/Year) m-9 Wind Control: Telekinesis (STR 45); Range: 335; Manipulation: Coarse, +0; Gestures: Constant Power, -½ 7 u-3 5d6 Energy Blast; Range: 0; Versus: ED; No Range: -½; Autofire: 5 shots, ½ 4 m-9 Supersonic Flight (Mach 7, 5,250 MPH); Works only when Touching Surface: -½ 7 m-5 18" Flight (NC: 36"); Non-Combat Multiplier: ×2, +0; Works only when Touching Surface: -½ 4 u-5 24" Fast Entrance/Exit: Teleportation (Long Range 24"); Increased Range: ×1, +0; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0 5 m-3 Missile Deflection (All Ranged Attacks, None, OCV 11); Deflect Attacks: Normal, +0; Deflection Bonus: 0; OCV: 11; Needs Object of Opportunity to Deflect Energy Attacks: -¼ u-1 Instant Change; Clothes: One Set, 5 6 END Reserve REC (6/turn) 6 END Reserve (60 END, 0 REC/turn) 3 Radio Listen and Transmit; OIF: -½ 14 Speed Force Costume: Armor (6 PD/6 ED); Only in Hero ID: -¼ 5 Speed Force Costume: Damage Resistance (6 PD/6 ED); Only in Hero ID: -¼ Cost Skills, Talents, Perks Roll 10 +2 level w/HTH Combat 15 +3 level w/DCV 3 Mechanics 11- 4 Martial Disarm (OCV -1, DCV +1) 4 Martial Strike (OCV 0, DCV +2, 5d6) 4 Fast Strike (OCV +2, DCV 0, 5d6) 3 Martial Throw (OCV +0, DCV +1, 3d6+v/5) 3 Computer Programming 12- 3 Security Systems 12- 3 Concealment 12- 3 Seduction 12- 3 Persuasion 12- 150+ Disadvantages 15 DNPC: Linda Park (Normal, 14-); Skills: Useful, -5 20 Hunted: Flash's Rogue's Gallery (14-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 20 Hunted: Justice League Enemies (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 15 Reputation: The Fastest Man Alive (14-) 10 Public Identity: Wally West 20 Code Against Killing (Common, Total) 15 In Love with Linda Park (Common, Strong) 15 Overconfidence (Very Common, Moderate) 10 Show-Off (Common, Moderate) 15 Devoted to Carrying On Flash Legacy (Uncommon, Total) 10 Playful Rivalry with Kyle Rayner (Common, Moderate) 20 Deep Friendship With Original Titans (Common, Total) 10 Honorable (Common, Moderate) 10 Hunted: Titans' Enemies (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 10 Enraged: Linda Threatened or Harmed (14-, 11-); Circumstances: Uncommon, +5 5 Distinctive Features: Quick Movements; Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0 5 Boosted Metabolism, Requires Extra Food and Sleep (Infrequently, Slightly) OCV: 11; DCV: 11; ECV: 7; Mental Def.: 0; Phases: 2, 3, 4, 6, 7, 8, 10, 11, 12 PD/rPD: 12/12; ED/rED: 12/12 COSTS: Char.: 139 Disad.: 225 Powers: + 236 Base: + 150 Total: = 375 Total: = 375
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