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Pyre-Archer

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Posts posted by Pyre-Archer

  1. Re: Gundam 00 Hero

     

    Foxbat in a mecha is an alarming prospect. His tendency to waste phases posing would be even worse in a cockpit....

     

    Making him perfect for a G Gundam parody ;-) "Rise, Shining Foxbat Gundam!" (snaps fingers)

     

    But to get back on topic...Imposed peace rarely works, no matter who's writing the rules. In most (not just Gundam stories, just look at Kingdom Come) stories, you wind up trading one tyrant for another and the cycle of war continues.

     

    I'd better stop, I'm starting to get preachy...it's never fun when I get preachy, logic gets all hissy at me and storms off in a huff.

  2. Re: Gundam 00 Hero

     

    In other words' date=' whose side is better to be on in a situation like the advent of Celestial Being (or, for that matter, the revolt of the Gundams in Wing).[/quote']

     

    The Maganac Corp. Can't go wrong with them ;-)

     

    Based on my limited Gundam experience, 'your own' seems to be the side that the main characters gravitate to. In Wing, most of the 'established' factions (Oz, UESA, White Fang, Sanc Kingdom) tended to take extreme positions that didn't work in real life or, worse, tended to blow up the people they were claiming to protect. The Main characters/PCs, who may start in one of the factions, wind up being caught in the middle of the whole war, see that neither side has it right, and try to take on both, usually with varying degrees of success. It's usually hard to see, at least to me, if there is one really 'evil' side in Gundam shows. 'War in my pocket' (IIRC) underscores that nicely. Outside the suits, both mech pilots are nice enough people to the main character (a kid who thinks war is cool). When the alliances show, though, it's fighting, brutal, bloody fighting.

     

    Haven't seen 00, so I can't say how things work there. In SeeD, FWIW, it's all about extremism; a small knot of mostly isolated maniacs on both sides is keeping the war going (okay, and one nihilistic nutcase), and the main characters form their own group to stop the fighting.

     

    As to the whole mobile suits in HERO thing: it's just powered armour, only lots bigger...And come on, who doesn't want to see Foxbat Gundam versus Seeker Zaku, round 1?? Even if it's just so that the PCs can take both down in the next session, like Mr. Long knows all good HERO players should do?

  3. Re: [Campaign] The new, NEW Champions of Vancouver!

     

    Thanks for the recap, QM; I really have to get into the habit of typing this stuff up within a day or two of the session's end. But yeah, Bulldozer's making Dex rolls to chew solid food for now. No plans for an imminent return.

     

    The UNTIL meeting went a bit off track for me; I hadn't anticipated such paranoia from everyone, but I suppose that's normal given the circumstances. The Seattle trip was a bit of an improv. Big kudos to handling the Tiger Squad liason. Excellent roleplaying.

     

    And, of course, the firefight at the end. Much carnage was had. And the stage was set for further madness next time.

     

    By the by, if Evil Steve is listening, did you have any ideas on the base you wanted, or did you want it left entirely in my not quite sane hands?

     

    Pyre-Archer

  4. Re: [Campaign] The new, NEW Champions of Vancouver!

     

    Apologies for the extreme delay. I'll say 'Real Life', and you say 'procrastinator', and we'll meet somewhere in the middle. 'kay? Good.

     

    As always, corrections are welcomed; I was running, and didn't have a chance to take any detailed notes.

     

    Anyway, on last week's session, it was...FIGHT NIGHT!

     

    Nemesis did the opener, a rather impressive(ly rolled) demo fight, featuring himself and his duplicates fighting each other. I have to admit, you can pull off some mighty impressive stunts when you have a lot of you on your side...

     

    Headache showed up in his capacity as Single Rich Guy, transported there courtesy of GM railroad :D.

     

    Ifrit, who was registered by his soon to be severly beaten on uncle, opened up with a rather one sided fight. It wasn't pretty. Good Guys 1, Random Brick Table 0.

     

    Just to change things up, I had Genocide show up with some high tech goodies, screaming the usual diatribe about how they'd purify the world of the commie mutant traitors. Nemesis took on a group of them, and Headache manage to convince one that his gun was about to blow up in his hands.

     

    Ifrit...had fun. Pummels were handed out. It was a wrestling ring, whaddaya expect? It was also a fairly quick fight; I think it took,what, one turn plus change guys?

     

    Then Bulldozer showed up, using Green Dragon's mask as a hankie, riding a somewhat beaten on Harley, boom box blasting some deathmetal. Calls out one of the PCs. Nemesis, IIRC, plays verbal tag with him, until Foxbat shows up. Convinced that Bulldozer has tapped into that mystical dimension of machismo known as the Muscle Zone, The caped crackpot leaps into battle. And gets pasted. Interlude over, enter PCs, stage left.

     

    Headache...can't recall.

     

    Ifrit dished out the pummeling, and discovered Bulldozer's secret. His gaudy 'champeenship' belt had a nasty surprise built in: linked Mind Control (One command: You don't know Martial Arts, which didn't work so well when, technically, no-one there actually took any) and a DEX drain, 2d6. Had I planned more ahead, I'd have made it a transfer to STUN or Body, but anyway...It also let him take a heap of abuse. High points included Bulldozer getting up over and over again, Said thug getting his...vitals introduced to one of the ring posts (A fine old pro-wrestling move) courtesy of Nemesis.

     

    I seem to recall a massive, massive beatdown, ending with the ring being destroyed courtesy of a somewhat overkill move by Ifrit. And FOxbat decalring that his Master Plan had not been foiled after all, thanks to his newly appointed sidekicks. Again, help with recall welcomed.

     

    Close: Discovered yet another ultra-tech device, this being wired into Bulldozer's spine, which powered the Drain et al mentioned above. And said Bulldozer being carted off in an ambulance, driven by a rather ticked off Green Dragon.

     

    Had fun. I just need to be more careful about taking notes!

  5. Re: Favorite Online Comics?

     

    From Drunkduck.com :

     

    The Weapon: http://www.drunkduck.com/The_Weapon/

     

    Hero by Night: http://www.drunkduck.com/Hero_By_Night/

     

    Culture Shock: http://www.drunkduck.com/Culture_Shock/

     

    Bad Guy High: http://www.drunkduck.com/Bad_Guy_High/

     

    Others (hopefully not listed above)

     

    Grim Tales from Down Below: http://grim.snafu-comics.com/index.php

     

    Star Blazers: Rebirth (Now concluded): http://www.starblazers.com/comicshome.php#

     

    The Adventures of Dr. McNinja: http://drmcninja.com/index.html

  6. Re: Organization Name Help

     

    Actually, I need acronym help. The organization is called 1 ACROSS. It's a library and information center for supervillains.

     

    My problem is...what does ACROSS stand for? I have come up wih a few ideas, but i'm not crazy about them. So, I turn to the greatest resource I have: You :D:thumbup: Any ideas?

     

    Anarchic Collaborative Recording Of Subversive Sorcery. A hidden order with only one standing rule:

     

    Anyone calling themselves 'Excel', or any variation upon that, is summarily thrown into the Qliphoth. No exceptions.

  7. Re: [Campaign] The new, NEW Champions of Vancouver!

     

    My personal Quote of the night:

     

    (As Nemesis is doing a Jackie Chan-esque victory dance. With his duplicates)

    Flunky: Are you Foxbat?

    Nemesis. No. I'm his sidekick!

     

    Next planned (Once RL lets up again): Superbrawl, fanboys from the future (Dude, it's Ifrit!), and more high tech shenanigans.

     

    'I have uncovered your secret, Bulldozer...I know that your power comes from...(pause) That zone of sheer machismo, the MUSCLE ZONE!' (Starts flexing)

    -Foxbat, just before Bulldozer flattens him.

  8. Re: I.h.a.

     

    They'd hunt any who were worth the hunt. A small 5 to 10pt mutant (you know' date=' 2" flight, "only while sleeping" comic types) wouldn't be worth thier while.[/quote']

     

    Oh, they'd probably do a few of those, just so the GM can establish just how ruthless they can be. Nothing can spur a group of PCs on to take the fight to the IHA like the death of a nice guy who's mutant power is mood ring skin...

  9. Re: [Campaign] The new, NEW Champions of Vancouver!

     

    My work addled haze has made me forget to post the happenings of our prior session...silly of me.

     

    As always, my notes are a bit sketchy, though I daresay the session went a bit smoother than last time; better notes, prepared characters, and, praise Allston, honest to goodness maps! But anyway...

     

    Part 1: Cleanup

     

    Started the session with cleanup from the prior day's fight; the boat had been sunk, not by a hole in the hull, but by a small device that phased out part of the hull, allowing the guy trying to sell the gimmicked cellphones and assorted blasters to escape.

     

    The police finally showed up, and cleanup was handled in short order; the CEO had been transported to a nearby hotel by one of Nemesis' duplicates, where he was cleaned up. The sniper that Headache had taken out (in grand fashion; a TK flip of the Zodiac said shooter was hiding out on; I have to make TK proof villains from now on.) Ran a quick meet and greet with the media, then, courtesy of some GM contrivance, it was off to the plant!

     

    (flash over to New Westminster)

     

    The team came across some vehicles being loaded at a small warehouse, in actuality a remodeled R&D plant for Blackgate Industries.

     

    Nemesis arrived first; tried to bluff his way past the guards outside; One went in to check on N's story, while the rest covered all of Nemesis. Him. Them.

     

    Skuld's Mallet, I HATE DUPLICATORS! Ahem...

     

    So a fight breaks out. Headache takes one out with a well placed set of Ego Attacks, while Nemesis 2 - 6 take down the guards. Then came some mind-control flavoured interrogation, leading to some intel on an incoming pickup. Original Nemesis followed the guard that went inside. Thug+ pulled an energy sword and tried to gut Nemesis, while N2 thru N6 covered the outside.

     

    Finally, a one on one fight...

     

    Well, Thug+ or no, he dropped, after scoring a few glancing blows. All the guards were tied up, and put in the back of one of the getaway vans, which had the back end crushed shut. Incoming pickup boat, planning to dock near Westminster Quay, somehow got wind of what happened, and booted it out.

     

    That pretty much ended the sequence, some more PC intros and semi-veiled posing aside.

     

    High point: Headache's names for the Nemesis Duplicates. Smashy, Bashy, Gnashy, etc.

     

    Next day:

    Two things to do: Evil Steve joins the group with his new character, Ifrit. Demonic superbrick with a full CvK by night, paramedic by day. He gets called out to several low level brick fights all over the city; seems that someone's running a Metabrawl, and anyone with a STR over 20 can't wait to strut their stuff.

     

    And, Ifrit's uncle decided to register the poor lad for the Brawl. I look forward to the upcoming attempted uncle-cide trial...

     

    But, the big news was a video vclip of Green Dragon, that Kung Fu fightin' super hoodlum, getting a royal beatdown.

     

    By Bulldozer.

     

    More next session, plus the debut of my quickly thrown together Random Brick system!

     

  10. The place: Vancouver, BC.

    The time: 2007.

    The Campaign: Champions of Vancouver-S. Filmed in stunning Champanimation!

     

    Yours truly has been volunteered to run a game on alternating days. For simplicity's sake (and my owm personal laziness ;-) ), I'm using the same setting and character levels as QM's 'Champions of Vancouver' game, but letting people create new characters.

     

    So, the nitty-gritty:

     

     

    Dramatis Personae

    Nemesis: Duplicating Luchadore/Provate investigator

    Writeup: http://www.herogames.com/forums/showthread.php?t=59228

     

    Headache: Multi-Millionaire Mentalist.

     

     

    Where it all began...

    *Note* My notes are kind of sketchy, and I wasn't at 100% when this all happened. Apologies if I make any recall errors

     

    A quiet morning, with only a few newsbites; Zorran the Artificer was killed in a running battle between him, the Motor City Defenders, and a SWAT sniper who realized that he had a daughter that looked a lot like Cantrip. And, There are ongoing calls for tighter links between the RCMP and Primus.

     

    Not, of course, that these are hints of anything to come. :)

     

    But anyway...

     

    Both PCs come across it in different ways; Headache gets a call from a freaked out investor. Nemesis sees it from the street. What, pray tell?

     

    Icicle and Snowblind. Showed up planning to rob the same store wearing the same outfit. :-) The fight, which I had been looking forward to, ended rather lopsidedly, even when I sprung Snowblind's Duplication ability on them. Nemesis took down Snowblind in true Luchadore fashion, while Headache managed to mind control a fleeing Icicle.

     

    So, a quick shut down to an otherwise messy fight. Surprise turn: Icicle's cellphone explodes, injuring her and the restraining officer.

     

    Investigation:

    -No real link, and there were several such incidents all over town; no common link between types of cellphones that went boom.

     

    Random patrols resume; Nemesis resumes his weapons hunt, while Headache busts a kid...trying to boost an AMC Gremlin.

     

    Honestly, I've lost track of the leads I left. Guys, any recall of the events? It all came down to a face off on the boat of someone who Nemesis was able to trick into thinking he wanted to pick up some high tech toys, with a combination of good RPing and a few rolls. Shame they used cellphones to keep in touch.

     

    They're expected. Someone tries to snipe headache from the river, using a high powered energy rifle, and gets a bath thanks to a TK boat flip. Seeing things have gone pearshaped, he ghosted out. End session, next up...

     

    Heck, I don't know! I'll have to move up my 'Aggressors of Dark Shaolin' storyline, I guess.

     

    The Good:

    Experience Awarded - 3

    Had some good investigative work done by the PCs

     

     

    The Bad:

    Stumbled a bit at the outset. Need to have some maps ready the next time I run a battle. Plus have writeups on hand of major nemeses

     

     

    The Ugly:

     

    Could have had a blaster. Or a Brick. Or a martial artist. But nooo, I had to have a mentalist and a duplicator ;-)

  11. Re: [Campaign] The NEW Champions of Vancouver

     

    It did feel like a bit of a slog once only Ripper was left standing, but then, none of us could really go toe to toe with the guy; even Cougar was only doing, what, 3 to 4 points max on 'im?

     

    We showed up on the wrong side of a siege, methinks. Think they'd mind if we put a few artillery pieces on the jet for just such occasions?

  12. Re: Prison facilities for super-human criminals in your Campaigns?

     

    Just for a real world touch:

     

    Correctional Services Canada Institutional Profiles http://www.csc-scc.gc.ca/text/region/institutional_profiles_e.shtml

    -includes capacity and a very rough overviews

     

    I should note that the CSC home page has some useful links detailing topics such as a timeline of correctional services in Canada, media files, and operating procedures for those of a more legal bent.

  13. Re: WWYCD: Run!!

     

    Pyre-Archer - DEMON would be most likely, owing to his mystical origins.

     

    Musketeer - Seeing as he's one of the IHA/Project Genocide's pet projects, oh, you'd better believe they'd be after him. Y'see, he has KS: IHA...

  14. Re: Villain: makes hero's powers go out-of-control

     

    Hmm...

     

    Without any of my books on hand, I'd guess an Aid vs any power, Useable as an attack, ranged, with a Variable Advantage/Disadvantage on it to simulate any other side effects (Always on, Uncontrolled, Increased END Cost if you're feeling evil). But that's just a guess.

     

    THere was a few issues of PS 238 recently that had a character that could do that; His name was Harold(?), and he could alternately negate or supercharge any ability, including Characteristics. I believe it was Issue #14 and 15. Some examples included:

     

    -Nuclear powered blaster having her powers 'Always On', and radiating damaging energy

    -Supergenius' mind boosted to the point he was focussed on some minor problem, becoming a drooling idiot

    -Green Lantern homage creating objects at random

     

    Failing that, there's always a good old fashioned Major Transform, or a limited form of Mind Control (Must activate all powers). Just make sure you keep it out of the PCs' hands.

     

    Oh: http://en.wikipedia.org/wiki/PS238 for a general overview, http://www.ps238.com for the official site

  15. Re: [Campaign] The NEW Champions of Vancouver

     

    No combat, which was a bit of a surprise for me. Turned up a surprising tidbit or seven about Project Turncoat, including a few names that The Musketeer will want to look up. Not to mention some sweet intel on planned Minutemen upgrades, a hit list, and a shipping mainfest.

     

    We done also blowed up an IHA Control Room real good. And the snakelings turned out to be, by all reports, Teleios clonejobs.

     

    Occurs to me that I never asked about the ammo I grabbed from he base before we exited, stage right. Should check into that, see what kind of nastiness they might have been packing.

     

    Overall, a lot of fun, and looks like Earthling will fit in just fine.

     

    Pyre-Archer

  16. Re: [Campaign] The NEW Champions of Vancouver

     

    A fairly enjoyable not quite solo run! Musketeer got to do a little investigative work, for once in my gaming life.

     

    One thing that keeps coming back to bite me is that I constantly underestimate just how lethal some of my attacks can be. This'll be the second time that I thought my attacks wouldn't have done that much damage.

     

    Hmm...So the IHA's after Cougar...Good, my guy's got the hate on for them. Still, 5 Purifiers and a pair of Minutemen 'bots...sheesh!

  17. Re: [Campaign] The NEW Champions of Vancouver

     

    [Extracted from HeroMaker 2.42's Quelan export format.]

     

    Character Name: Thomas Barret

    Alternate Identities: The Musketeer

    Player Name: The hero formerly known as Pyre-Archer

     

    CHARACTERISTICS

    Val Char Base Points Total Roll Notes

    15 STR 10 5 15 12- HTH Damage 3d6 END [1]

    23 DEX 10 39 23 14- OCV 8 DCV 8

    13 CON 10 6 13 12-

    13 BODY 10 6 13 12-

    14 INT 10 4 14 12- PER Roll 12-

    20 EGO 10 20 20 13- ECV: 7

    15 PRE 10 5 15 12- PRE Attack: 3d6

    14 COM 10 2 14 12-

     

     

    8 PD 3 5 8/28 8/28 PD (0/20 rPD)

    9 ED 3 6 9/29 9/29 ED (0/20 rED)

    5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12

    8 REC 6 4 8

    46 END 26 10 46

    48 STUN 28 20 48

    10" Running 6 8 27"

    2" Swimming 2 0 2"

    5" Leaping 3 2 5"

    159 Total Characteristics Points

     

    QUOTE

    "It's amazing how many people forget about the 'musket' part of Musketeer."

     

    EXPERIENCE POINTS

    Total earned: 5

    Spent: 0

    Unspent: 5

    Base Points: 200

    Disad Points: 150

    Total Points: 350

    MOVEMENT

    Type Total

    Run (6) 27"

    Swim (2) 2"

    H. Leap (3") 5"

    V. Leap (2") 2 1/2"

     

    DEFENSES

    Physical Defense 8/28

    Res. Phys. Defense 0/20

    Energy Defense 9/29

    Res. Energy Defense 0/20

    Mental Defense 20

    Power Defense 0

     

    COMBAT INFORMATION

    OCV: 8 DCV: 8

     

    Combat Skill Levels: +1 with Psychokinesis MP , +2 with Sevillian Knife Fighting

    COMBAT MANEUVERS

    Maneuver Phase OCV DCV Effect

    Martial Block 1/2 +2 +2 Block, Abort

    Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort

    Offensive Strike 1/2 -2 +1 7d6 Strike

    Defensive Strike 1/2 +1 +3 3d6 Strike

    RANGE MODIFIERS

     

    DISADVANTAGES

    Cost Disadvantage

    15 Enraged: Subjected to Mind COntrol (Uncommon), go 11-, recover 11-

    20 Hunted: Institute for Human Advancement 11- (As Pow, NCI, Harshly Punish)

    10 Hunted: GMO Nemesis 8- (As Pow, Harshly Punish)

    20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

    5 Money: Poor

    15 Psychological Limitation: Won't Harm Innocents (Common, Strong)

    20 Psychological Limitation: Code versus Killing (Very Common, Strong)

    5 Psychological Limitation: Uncomfortable around Telepaths (Uncommon, Moderate)

    10 Psychological Limitation: Refuses to talk about past (Common, Moderate)

    15 Social Limitation: Secret ID (Tom Barret): (Frequently, Major)

    10 Vulnerability: 2 x STUN Sonic Attacks (Uncommon)

    5 Vulnerability: 1 1/2 x Effect Sonic based powers (Flashes, mind control, entangles, etc) (Uncommon)

    150 Total Disadvantages Cost

     

    Character Name: Thomas Barret

    Alternate Identities: The Musketeer

    Player Name: Patrick O'Shea

     

    SKILLS

    Cost Name

    3 Acrobatics 14-

    3 Breakfall 14-

    3 +1 with Psychokinesis MP

    6 +2 with Sevillian Knife Fighting

    1 Lockpicking 8-

    1 Mechanics 8-

    1 Streetwise 8-

    4 Computer Programming (Hacking and Computer Security, Personal Computers) 12-

    3 Conversation 12-

    3 Defense Maneuver I

    1 Fast Draw 8-

    2 KS: Institute For Human Advancement 11-

    2 KS: Sevillian Knife Fighting 11-

    3 Oratory 12-

    3 Paramedics 12-

    3 Penalty Skill Levels: +2 vs. Range Modifier with a single attack

    3 PS: Guitar: Busker 12-

    1 Language: Spanish (basic conversation)

    3 PS: Writer: Journalist 12-

    3 Security Systems 12-

    3 Shadowing 12-

    3 Teamwork 14-

    2 TF: Common Motorized Ground Vehicles

    3 WF: Common Melee Weapons, Handguns

    63 Total Skills Cost

     

    POWERS

    Cost Power END

    16 Boosted Willpower: Mental Defense (20 points total) 0

    13 Kinetic Baton: Multipower, 20-point reserve, (20 Active Points); all slots OIF (-1/2)

    -1u Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 2 End 1u

    -1u Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR) (20 Active Points); OIF (-1/2) 2 End 1u

     

    50 Psychokinesis: Multipower, 50-point reserve

    -5u Kinetic Bolt: Energy Blast 10d6 (50 Active Points) 5 End

    -5u Variable Load: Killing Attack - Ranged 1d6+1, Variable Advantage (+3/4 Advantages; +1 1/2) (50 Active Points) 5 End

    -4u Telekinesis (15 STR), Affects Porous, Fine Manipulation (43 Active Points) 4 End

    -5u Kinetic Wall: Force Wall (10 PD/10 ED) (50 Active Points) 5 End

    -5u Buckler: Force Field (20 PD/20 ED) (Protect Carried Items) (50 Active Points) 5 End

    -5u Kinetic Control - Friction reduction: Running +17" (31" total), x8 Noncombat (44 Active Points) 4 End

    109 Total Powers Cost

     

    MARTIAL ARTS: Sevillian Knife Fighting

    Cost Maneuver

     

    1 Weapon Element: (Blades default): Clubs, Blades

    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

    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike

    5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike

    19 Total Martial Arts Cost

     

     

    APPEARANCE

    Hair Color: Reddish-Brown

    Eye Color: Gray

    Height: 1.78 m

    Weight: 69.00 kg

    Description:

    19 years old, has a very faint accent, picked up from his mentor. His clothes are slightly worn, as is his costume.

    BACKGROUND

    His earliest memories are of men in medical outfits looking over him, nodding with an odd mix of disgust and satisfaction in their eyes. After that came what seemed like an eternity of fighting, and a repeated need to kill all mutants.

     

    That changed when Tom (To this day, he isn't sure if that's his real name), all of 12 years old, was rescued from the facility by a psychic named the Highwayman, who quickly took the boy under his wing, trying to deprogram him. Tom had four happy years as the Highwayman's sidekick until the IHA caught up with the two and killed his mentor, leaving the young man on his own. He fled, eventually making his way to Vancouver where he hoped he could stay low and get strong enough to fight the IHA directly.

     

    POWERS/TACTICS

    Tom's powers are kinetic in nature; his most frequently used power is his 'Kinetic Bolt', basically a focussed bolt of energy. His 'Variable Load', while not as powerful, can be used to catch opponents off guard. He can also form barriers with it, either for himself or to protect a small area. His Kinetic Blade is merely a blunt weapon that he can telekinetically stiffen to varying levels of toughness.

     

    Recently, he found that he could telekinetically reduce the wind resistance and friction around him, allowing him to run at fantastic speeds.

     

    His vulnerability to sonic attacks is the result of the IHA's conditioning.

     

    PERSONALITY/MOTIVATION

    Combination of survival and revenge; the IHA (even if by accident) created him, and killed the one person who took him in. Even with the benefit of the deprogramming the Highwayman did to him, he is still capable of irrational actions on rare occassions.

     

    Attempts at mind control bring back his memories of the IHA facility he was trained in, triggering a rage state. His high level of Mental Defense that he possesses (One of the areas that the Highwayman trained Tom in), prevents most attempts from succeeding, but even a minor success can have painful results for the attempted dominator. One member of VIPER's Dragon Branch (A low level psychic) learned this first hand when he tried to tell Tom to "put the funny looking weapon down."

    Character created with Hero Designer (version 2.42)

  18. Re: The NEW Champions of Vancouver -- What Would You Like To See?

     

    Thanks for the tips; I had originally envisioned him as sort of an 'all arounder' hence the two different CVs I picked up. Plus, that one level gives me a little extra edge when I have to break out the 10d Kinetic bolt. My Variable attack can support, IIRC, both Extended Range and No Range Modifiers. The campaign's started now, so it'll be QM's call if I can make any changes.

     

    As to the campaign, apologies for not writing anything about our little escapade before now. What we know so far is that:

    • The Champions of Vancouver are gone
    • Oracle and Myrmidon are interested in reforming the team. And approached us (at least, me) in my civilian ID.
    • We found the base, apparently deserted, and Musketeer spent several hours trying to get the computer system on line. The rest of the team did the manly 'let's show off our powers' to each other bit.

    It looks like my XP are going towards contacts, and possibly an IIF Mind Link with the rest of the team, if someone thinks to ask about building one. More as the story develops...

  19. Re: The NEW Champions of Vancouver -- What Would You Like To See?

     

    Just a minor character update; dropped one CSL from my Knife fighting and traded it in for 3 familiarities; Streetwise because he's working as a reporter, mechanics and lock picking for future psychokinesis tricks.

     

    For the sake of space and my own sanity (export templates...grr!), I'm posting him in HDC 2.42 format. Please, feel free to crack him open and pick out any quibbles.

     

    Sleep? NEVER!

     

    Pyre-Archer

    ...zzzzzzzzzzzzzzzz

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