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Agent333

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Everything posted by Agent333

  1. Re: Is seduction all wrong? Considering how PRE is used (without skills) it seems to be a measure of Impressiveness and Self-Confidence. In my book, being impressive is not the same as being charming or alluring. You'd have to practice using your impressiveness to make others think you are charming and suave. I think the Seduction skill is a great way to reflect that, for three points you can now get people who notice you to think you are the cat's meow (and the ladies or gentlemen to see you as a prospective sexual conquest).
  2. Re: Another: StarWars in my Sandbox SWEET! I like very much. Thank you for sharing, Rick. Keep 'em coming
  3. Re: Clone Wars Jedi. Yeah, a friend and I alternated GMing a STAR WARS game with Jedi using the package I posted here . It was a blast, but it did tend toward the "Samurai Jack" feel rather than the films. We used the "Force blade fencing" maritial art and the force-blade writeup from Star Hero. The characters were built on 350, so it was a more skill-heavy version of Supers (with equipment and vehicles for free/money of course). Go to Lord Liaden's post about other games being converted to HERO and scroll down a bit to find all the Star Wars entries. It's a lot of help and you'll find it here . Have fun!
  4. Re: Character for review: Grifter Having played a version of Gambit on 350 points, I'd say Grifter could hold his own in a group quite nicely. Alone he's gonna have a tough time. For me, I'd drop 8 of his PRE points into his Running (10" total), and use another 2 points from the PRE to buy DEX roll levels thus: DEX roll +2, Only with Dive for Cover (-1) Real Cost = 2 points guys built like Grifter need to be able to get away from AE and Explosions if they can (my Gambit got KO'd a lot B4 I used the DFC Dex levels)
  5. Agent333

    Super Pope?

    Re: Super Pope? Dude! The Pope knows "Transformers: the movie"? I knew there was something sneaky about that pope-mobile
  6. Re: Flipped Die Rolls I did the same thing about five years ago for the same reasons. I wanted the math to be more intuitive and easy to pick up for new players (amazing how confused they become when you ask them to roll high for damage but low for everything else). I borrowed my method from Bill King's game "Wasteworld", the idea was to convert existing skill roll values into a simple add or subtract bonus to a 3D6 roll. I decided to take existing skill values and subtract 11, this gives me a range of skill numbers from -3 to +5 (8- to 16- respectively). Your target number in every roll is 10, your 3D6 roll plus bonus must exceed this number. Therefore: 3D6 + Skill bonus > 10 If you use this method, be warned that I skewed the numbers to my own sense of play. To accurately represent the percentages given by HERO skills, subtract 10 (not 11) from the skill level when converting. We run combat exactly as you described. I find it alot easier to run since combat doesn't come up as often as you might think in our games. Flipping the die roll system has worked great for me, and it requires very little in the way of changing the system. I hope you have the same experience, good luck bringing your friends to the fold.
  7. Re: My Champions page Very Nice. Once the navigational links are working it'll be real easy to get around in there. I freaking love the campaign and I sure wish I could play. Alas, I'll try to steer my GM in your sites direction hoping he'll adopt some of your ideas (I wanna fight me some Nazis, gorrammit!)
  8. Re: X-men characters Here's my surprise: Travel size minis you can take anywhere with you. I print my character images as 1"x1/2" portraits I fold and tape into a "chit". I print out undersized hex maps that can easily fit on a coffee table and have me some good clean superhero fun. http://www.geocities.com/myndovamadda/Travel_size.zip The file is 5.5 Megs so dial-up users be warned, it will take a while. I've gotten a lot of enjoyment out of this set of chits and I hope you can too. Let me know what you think about this as an "RPG to go" option.
  9. Re: X-men characters I have to admit, not really. I failed to look up any other write-ups of Dazzler when I was doing her character. I took her powers directly from the Ultimate X-men and my MSH character entry. I merely took her ability to convert sound to light as a SFX and a good excuse for a 1/4 limitation. Thanks DrFaust, I appreciate it. It's been alot of fun and I miss the days of the 250 project. I guess this is my attempt at a kind of 350 project for the X-men. I'll have more surprises in a couple of days.
  10. Re: X-men characters This version of Kitty Pryde is closer to her earliest appearances in the x-men comic. SHADOWCAT Val: Char: Cost 10 STR 0 23 DEX 39 20 CON 20 10 BODY 0 20 INT 10 20 EGO 20 10 PRE 0 16 COM 3 10 PD 8 10 ED 6 5 SPD 17 10 REC 8 40 END 0 25 STN 0 Total Cost = 131 Super Powers 130 Phasing Desolidification (effected by magic); Usable As Attack (+1), 4x mass (+1/2), Usable Simultaneously (+1/2) END only to activate (+1/4) 10 18 Electrical Disruption Hand Attack 1D6; NND [only vs. Electrical machines/ robots] (+1), Does Body (+1), Damage Shield (+1 ¼), Autofire [10 shots] (+2), 0 END (+1), Affects the Real World (+2), Linked to Desolidification (-1/2), Hand Attack (-1/2), STR does Not add (-1/2) 0 17 Resolidification Hand Attack 1D6; NND [not against Super-dense materials or desolid-capable targets] (+1), Does Body (+1), Damage Shield (+1 ¼), Autofire [5 shots] (+1 ½), 0 END (+1), Affects the Real World (+2), Linked to Desolidification (-1/2), Hand Attack (-1/2) STR does not Add (-1/2) 0 13 Air Walking Flight 8â€; No Turn Mode (+1/4), Linked to Desolidification (-1/2) 1 6 Micro-weave Kevlar Suit Damage Resistance 10 PD/ 10 ED; OIF (-1/2) 4 Physical Training Running +2†Skill/ Talent/ Perq 2 WF Common Melee 5 +1 with Melee 5 Computer Programming 14- 3 Electronics 13- 3 Systems Operation 13- 3 Security Systems 13- 3 Deduction 13- 3 Concealment 13- 3 Stealth 14- 1 Lang: Japanese Disadvantages Dis Fea: Detects as a Mutant -10 Soc Lim: Mutant minority -10 Psy Lim: Code vs. Killing (Common, Strong) -20 Psy Lim: Fearlessly Heroic (Com, Strong) -15 Psy Lim: Curious (Common, Strong) -15 Susceptible to phasing through super- Dense materials (Un, 3D6, instant) -15 Hunted by the Brotherhood (more, 8-) -15 Character Total = 350 points House Rules: Kitty's Desolidification should also have the ARW advantage on it, but since this pushed the cost just too high I've decided to allow Kitty to phase others while still desolid herself. It's either that or a Cheese-burger deluxe power like NND Transform on a Autofire Damage shield. Since Kitty is a very non-combat oriented character (for the most part) I felt this route was more appropriate. Electrical Disruption is a super-double-cheese way of getting 10D6 of NND for cheap, a real no-no. I used Energy Blast instead of Dispel vs. Electronics since it should be capable of damaging robotic characters and the like (read: Sentinels). Resolidification is another cheese power that Kitty will use VERY rarely since it simulates her ability to either phase solid objects into opponents or to actually reach into a person and phase precious body parts out/off of them (a power that's alluded to in the comics but I've never seen her do it). Kitty's Flight has the No Turn Mode advantage sice it's supposed to simulate her running speed.
  11. Re: X-men characters Here's a couple new low-powered x-men. First is Dazzler, but this one is based on the version seen in Ultimate X-men. DAZZLER Val: Char: Cost 10 STR 0 30 DEX 60 25 CON 30 12 BODY 4 18 INT 8 14 EGO 8 18 PRE 8 18 COM 4 10 PD 8 15 ED 10 5 SPD 10 10 REC 6 50 END 0 30 STN 0 Total Cost = 156 Super Powers 14 Lightshow Images vs. Sight, +4 to Per; 2†radius (+1/4), 0 END (+1/2), Only to create light (-1), No Range (-1/2), Not in Vacuum or Darkness vs. Hearing (-1/4) 0 36 Dazzle Flash vs. Sight 6D6; Armor Piercing (+1/2), Not in Vacuum or Darkness vs. Hearing (-1/4) 4 42 Laser Lights Multipower (active: 75); Beam Only (-1/4), No Knockback (-1/4), Not in Vacuum or Darkness vs. Hearing (-1/4) 4u. #1) Light Burst I EB 10D6 vs. ED; 0 END (+1/2) 0 4u. #2) Light Burst II EB 12D6 vs. ED; ½ END (+1/4) 3 4u. #3) Light Burst III EB 15D6 vs. ED 7 4u. #4) Laser Beam RKA 5D6 vs. ED 7 4u. #5) Focused Laser RKA 3D6+1; Armor Piercing (+1/2) 7 8 Overload Energy Blast +6D6 to Slot #3; Beam (-1/4), No KB (-1/4), Not in Vacuum or Darkness vs. Hearing (-1/4), Activation: 14- (-1/2), 3x END (-1), Only in very loud Environments (-1/4) 9 30 Light Shield Force Field 10 PD/ 15 ED; 0 END (+1/2), Not in Vacuum or Darkness vs. Hearing (-1/4) 0 5 Light Resistant Damage Resistance 0 PD/ 15 ED; Only vs. Laser/Light attacks (-1/2) 4 Light Protection Flash Defense 6pts; Linked with Force Field (-1/2) 4 Physical Training Running +2†Skill/ Talent/ Perq Experienced Fighter Martial Art 4 Punch/ Kick +0, +2, 5D6 4 Block +2, +2, block/abort 4 Dodge ---, +5, dodge all/abort 4 +1 DC to Martial Art 3 Acrobatics 15- 3 Breakfall 15- 3 Climbing 15- 3 Stealth 15- 3 Streetwise 13- 3 Performance (singing, guitar) 13- 2 Artist (Songwriting) 13- Disadvantages Dis Fea: Tattoos and Body Piercings -5 Dis Fea: Detects as a Mutant -10 Soc Lim: Mutant minority -10 Psy Lim: Protective of Innocents (Com, St) -15 Psy Lim: Contempt for Society (Com, St) -15 Psy Lim: Short Tempered (Common, Mod) -10 Psy Lim: Overconfident (Common, Mod) -10 Rivalry with other local Punk Rock bands -5 Watched by Police (More, NCI, 8-, Lim Area) -5 Hunted by Brotherhood (More, 8-) -15 Quirk: Rude and insensitive demeanor -1 Quirk: Incorrigible Flirt -1 Quirk: Procrastinator -1 Quirk: Hates “Rednecks†-1 Quirk: manic-depressive tendencies -1 Character Total = 355 points House Rules: No real liberties with the rules here. The character is just radically altered from her usual Marvel Universe self in terms of personality. I made use of the Performance and Artist skills mentioned on Nightcrawler's and Colossus' writeups.
  12. Re: X-men characters Again, the idea isn't to make accurate portrayls of the characters. It's merely to make passable versions of the X-men at 350-355 points. Certainly they can all use another 200-300 (usually more) points to be accurate to the comics as they stand now. I was trying to give myself and beginning players templates to play or use as examples for their own characters. EDIT: For excellent writeups of the X-men that's much more accurate, I suggest going to the Wild Hunt . Some of the chracters are in 4th ed, but they are constantly being updated to 5th. It's my favorite version of the X-men for Champions.
  13. Re: Gimme a cool challenge... Sweet! I hadn't thought of the military uniform, very WWII chic. If you have one in his traditional red,white, and blue duds that's be great as well (I love that image of Uncle Sam rolling up his sleeves ready to get some work done. Like kicking some Ratzi tail all the way back to Berlin! HOOO-WA!)
  14. Re: X-men characters Cool! Thanks!
  15. Re: Gimme a cool challenge... I know this is a real pedestrian request, but since I use a lot of paper minis it would be a great help. Any chance you have, or could make, Uncle Sam from the old Quality Comics days (DC owns Uncle Sam now, I beleive). I'd love to use him in my Champions game sometime.
  16. Re: X-men characters Here's a low point version of Magneto. He' works well in a group with other Brotherhood mutants, but on his own he'd get creamed by the x-men. MAGNETO Val: Char: Cost 13 STR 3 23 DEX 39 23 CON 26 15 BODY 10 23 INT 13 23 EGO 26 20 PRE 10 14 COM 2 10 PD 7 10 ED 5 5 SPD 17 10 REC 4 50 END 2 40 STN 3 Total Cost = 170 Super Powers 15 Magnetic Powers Elemental Control (active: 30) 15 a) Ride the Magnetic Waves Flight 10â€; 0 END (+1/2) 0 25 Electromagnetic Blast EB 8D6 vs. ED 4 15 c) Electromagnetic Field Force Field 10 PD/10 ED; 0 END 0 35 d) Magnetic Manipulation Telekinesis 30 STR; 0 END, Only vs. Metal Objects (-1/2) 0 12 Protective Field Life Support: Self Contained Breathing, Intense Heat/ Cold, High/ Low Pressure, High Radiation, Linked to Force Field (-1/2) 183 Master of Magnetism VPP (active: 100); No Skill Roll (+1), ½ Phase to change (+1/2), Only to create or Enhance magnetic effects (-1/2) Helm of Magneto 20 1) Invisibility to Mental Sense Group; 0 END (+1/2), Persistent (+1/2), OAF (-1) 20 2) Mental Defense: 45 points; OAF (-1) 1 Young for his age Longevity (200 year lifespan) Skill/ Talent/ Perq 16 +2 w/ All Combat 4 +2 OCV w/ Telekinesis 2 WF Com Melee 2 WF Small Arms 3 Leadership 14- 3 Interrogation 14- 3 Oratory 14- 3 Persuasion 14- 3 Conversation 14- 3 Inventor 14- 3 Computer 14- 3 Electronics 14- 3 Mechanics 14- 3 Magnetic Tricks 14- 3 Scientist 1 SS Biology 11- 1 SS Genetics 11- 1 SS Physics 11- 1 SS Medicine 11- 5 Base (50pt hidden laboratory) 10 Perk: Wealthy 6 Reputation: Liberator of the Mutant race (World, +2/ +2D6) 0 Lang: Polish (native) 4 Lang: English 2 Lang: German 1 Lang: Hebrew Disadvantages Dis Fea: Detects as a Mutant -10 Soc Lim: Mutant minority -10 Psy Lim: Megalomaniac (Common, Strong) -15 Psy Lim: Fanatic for Mutant liberation (Common, Total) -20 Psy Lim: Code of Honor (Uncommon, Total) -15 Rep: Mutant Terrorist Leader (8-, extreme) -10 Hunted by US Government (More, NCI, 8-) -20 Experiance Bonus -250 Character Total = 600 points House Rules: Since I was making x-men that were comparable to their stats as beginning heroes, I wanted Magneto to be at an equally beginning level (for a super-villain that is). This version can pull down some really mean abilities with his VPP (such as enhancing his EB to 28D6), but he's still pretty vulnerable. To make a scarier version of this guy increase his DEX, CON, PRE and EGO to 30; Increase his END to 100+ and double the active points of his elemental control powers. His hidden laboritory is worth 50pts instead of 25pts because I allow all equipment and bases to be bought for 10 points per one points spent. P.S. Can anyone tell me if that link to the paper miniatures is working, I can't seem to make it work on my end
  17. Re: Hand to Hand Attack Over Priced? I came to the same conclusion about HA and what really distinguishes, as far I can tell, is whether it can be allowed in a Framework or not. HA can fit anywhere, but a characterisitc has certain limitations about where it can be placed (This is my understanding, If I'm wrong please correct me). Myself, I put HA in Frameworks and I buy limited Strength outside framworks like this: STR +10; No Figured (-1/2), Damage Only (-1/4). I sure to be wrong, but the "Non-persistent" (-1/4) limitation may be applicable here as well, lowering the cost by a full HALF. IMO that would be just too cheap.
  18. Re: X-men characters Incase any of you use paper minis, here's a link to the minis I made for my game at home. The file is 1.1 meg in size. My minis are a little big so I included an appropriately sized hex map section to print out. Print these on card-stock paper for sturdier minis. http://www.geocities.com/myndovamadda/X-MEN_Minis.zip
  19. Re: X-men characters That's all the x-men I've done so far. I've done a few members of the Brotherhood and Magneto and may post them as well. Till then, here's a Sentinel for you to beat up on. SENTINEL MARK I Val: Char: Cost 75 STR 65 20 DEX 30 10 CON 0 10 BODY 0 20 INT 10 0 EGO 0 20 PRE 10 10 COM 0 10 PD 15 10 ED 27 4 SPD 10 --- REC 0 0 END -10 --- STN 0 Total Cost = 147 Super Powers 20 Robot Body Knockback Resistance –10†15 Robot Body Does Not Bleed (automaton) 45 Robot Body Takes No Stun (automaton) 30 Robot Body Damage Resistance 10 PD/ 10 ED 45 Robot Body Total Life Support 37 Tireless 0 END on 75 Strength 12 Tireless 0 END on 12†Running 1 Tireless 0 END on 2†Swimming 4 Robot Arms Stretching 1â€; 0 END (+1/2), Always Direct (-1/4), No NCM (-1/4), No Velocity Damage (-1/4) 12 Robot Legs +6†Running 19 Visual Sensors Infrared, Ultra-violet, Microscopic x1000 18 Auditory Sensors Active Sonar, Ultrasonic Hearing 27 Radio Sensors HRRP, Radar 23 Sensor Enhancements +1 w/ All Perception Rolls, Telescopic w/ Sight and Radar (+10 vs. Range) 27 Mutant Detector Detect Mutant DNA, as a sense, ranged 360 degree, Telescopic (+10 vs. Range), Tracking 32 Onboard Computer System Absolute Range Sense, Absolute Time Sense, Bump of Direction, Lightning Calculator, Universal Translator +2 120 On-board Weaponry Multipower (active: 120) 12u. #1) Offensive Array EB 12D6 vs. ED; 0 END (+1/2), Variable SFX (+1/2) 12u. #2) Lethal Array RKA 4D6; 0 END, Variable SFX (+1/2) 9u. #3) Wrap Cables Entangle 6D6/ 6 DEF; 0 END, Area Effect: One Hex (+1/2), No Walls (-1/4) 12u. #4) Knock Out Gas Drain 6D6 Stun, 0 END, 5/ 5min (+1/2) 6u. #5) Missiles EB 12D6; 0 END; Explode (+1/2), Deflectable (-1/4), Full Phase (-1/2) 60 Flight Capability Multipower (active: 60) 6u. #1) Combat Flight Flight 20â€; 0 END (+1/2) 6u. #2) Sonic Flight Flight 17â€; 0 END, Mega-hex (+1/4) Skill/ Talent/ Perq 30 +3 Overall Skill Level 3 Stealth 13- 3 Tactics 13- 1 Climbing 8- 3 Concealment 13- 2 Lang: English 4 K.S. Mutants 15- Disadvantages Dis Fea: Big Scary Robot (not con, ext) -25 Psy Lim: Obeys Program Orders (VC, Totl) -25 Phys Lim: Large Body (12’tall, 1,500 lbs) -5 Phys Lim: Affected by Cyberkinesis (EGO 25) -5 Vuln: 2x BODY from electrical attacks -10 Vuln: 2x Effect from Magnetic attacks -10 Character Total = 780 points House Rules: These Sentinels are somewhat fragile, considering the average damage the X-men put down. This was intentional since the idea is to simulate the "can dish it out, but can't take it" aptitude they've displayed in animation and early comics. The Mark I Sentinels are meant to be used in groups. For a Quick fight, throw in one Sentinel per X-man present. For a close battle increase this to 2 per. 3 Sentinels per X-man means you better pray the Phoenix shows up soon 'cause you're gonna be toast (at least with 350 point X-men).
  20. Re: X-men characters This is a take on Angel that differs from the norm. It's loosely based on Angel as he appeared in Chuck Austen's infamous run on Uncanny X-men last year. ANGEL Val: Char: Cost 30 STR 20 30 DEX 60 25 CON 30 15 BODY 10 13 INT 3 13 EGO 6 16 PRE 6 16 COM 3 25 PD 19 10 ED 5 5 SPD 10 11 REC 0 50 END 0 45 STN 2 Total Cost = 174 Super Powers 50 Wings Multipower (active: 75); Restrainable (-1/2) 5u. #1) Combat Flying Flight 20â€, 4x NCM; ½ END (+1/4), Combat Acceleration/ Deceleration (+1/4) 4 1u. #2) Cruising Gliding 20†0 16 Expert Flying +8 Skill Levels w/ Flight 8 Sharp Eyes +2 w/ Sight perception, +4 Telescopic Sight 11 Healing Factor Regenerate 1 Body/ turn, Regrow limbs 11 Healing Blood Healing 1D6 Body; Reset Rate [each turn] (+1 ½), Gestures (-1/4), Others Only (-1/2), Side Effect: 2D6 EB per use to Simulate the bleeding damage Angel takes (-1/2) 2 7 Endurance Training ½ END on 30 Strength (+1/4) 1 22 Bastard Sword HKA 2D6; 0 END (+1/2), OAF (-1) 0 6 Micro-weave Kevlar Suit Damage Resistance 10 PD/ 10 ED: OIF (-1/2) Aerobatic Fighting Martial Arts 5 Passing Strike +1, +0, 6D6 +v/5, F Move 5 Flying Grab -2, -1, Grab 2 limbs, 40 STR, F Move 5 Passing Throw +0, +0, 6D6 +v/5, F Move, target falls 5 Flying Dodge ---, +4, dodge all, abort, F Move 1 Use MArtial Art w/ Swords Skill/ Talent/ Perq 2 WF Common Melee 3 +1 w/ Martial Arts 3 Acrobatics 15- 3 Breakfall 15- 3 Stealth 15- 3 Teamwork 15- 3 Concealment 12- 3 Navigation (air) 12- Disadvantages Dis Fea: Detects as a Mutant -10 Soc Lim: Mutant minority -10 Dis Fea: Big Wings (effort, noticed) -10 Psy Lim: Fearlessly Heroic (Com, Total) -20 Psy Lim: Thrill seeker (Common, Strong) -15 Psy Lim: Contempt for Society (Com, Mod) -10 Hollow Boned Vulnerable to Normal Physical Attacks (Common, 1 ½x Body) -10 Hunted by Brotherhood of Mutants (More powerful, 8-) -15 Quirk: Restless Nature, always moving -1 Quirk: To relax, flies as high as he can -1 Quirk: Acts like a righteous hero -1 Quirk: Intolerant of mutant bigots -1 Quirk: Closet nudist -1 Character Total = 355 points House Rules: (edit: reduced Flight to balance points. What I get for making a character at 3 a.m.)
  21. Re: X-men characters ICEMAN Val: Char: Cost 15 STR 5 23 DEX 39 20 CON 20 15 BODY 10 12 INT 2 13 EGO 6 13 PRE 3 12 COM 1 5 PD 2 5 ED 1 5 SPD 17 13 REC 12 60 END 10 40 STN 7 Total Cost = 135 Super Powers 4 Temperature Acclimation Life Support vs. Heat and Cold 20 Ice Powers Elemental Control (active: 40) 20 a.) Ice Body Armor +15 PD/ +15 ED, visible (-1/4) 13 b.) Ice Slides Flight 20â€; Must be within 15†of a solid Surface (-1/4), Physical Manifestation (-1/4), Side Effect: Leaves big chunks of ice in his wake (-0) 4 60 Ice Powers Multipower (active: 60) 6u. #1) Ice Blast I 12D6 EB vs. ED 6 6u. #2) Ice Blast II 8D6 EB; 0 END (+1/2) 0 6u. #3) Ice Blast III 8D6 EB; Accurate (+1/2) 6 6u. #4) Ice Blast IV 16D6 Dispel; Any one fire power (+1/4) 6 6u. #5) Chilled 6D6 EB; NND [not vs. LS Cold] (+1) 6 3u. #6) Ice Bonds Entangle 6D6/ 6 DEF; Vulnerable to Fire/ Heat attacks (-1) 6 3u. #7) Ice Block Entangle 4D6/ 4DEF; AE: one hex (+1/2), Vulnerable to Fire/ Heat Attacks (-1) 6 6u. #8) Ice Walls Force Wall: 6 PD/ 5 ED, 2†long; 0 END (+1/2) Uncontrolled (+1/2) 0 4u. #9) Ice Sheet Change Environment 32â€, -5 DEX roll to Move on surface; Personal Immunity (+1/4), Only Effects targets on the ground (-1/4) 6 6u. #10) Ice Shard RKA 2 ½D6; Armor Piercing (+1/2) 6 4u. #11) Ice Fist HA +8D6; 0 END (+1/2), Hand Attack (-1/2) 0 1u. #12) Reform Body Regeneration 1 Body/ turn, Regrow limbs Skill/ Talent/ Perq 12 +4 w/ Ice Powers 4 +2 vs. Range w/ Ice Powers 5 Rapid Attack (ranged) 2 Running +1†[7" total] 3 Ice Tricks [iNT based] 11- 3 Teamwork 14- 3 Stealth 14- 3 Persuasion 12- 3 Seduction 12- 3 Conversation 12- Disadvantages Dis Fea: Detects as Mutant -10 Soc Lim: Mutant minority -10 Psy Lim: Fearlessly Heroic (VC, Strong) -20 Psy Lim: Incorrigible Prankster (Com, Mod) -10 Psy Lim: Overconfident (Very Com, Mod) -15 Psy Lim: Hopeless Romantic (Un, Mod) -5 Hunted by Brotherhood (More, 8-) -15 Vulnerable to Heat/ Fire (1 ½ x STUN) -10 Rivalry with Pyrokinetic Characters -5 Character Total = 350 points House Rules: MP slot #8 Ice Walls is a simulation of how I envisioned Iceman's ice generation power working in comics and animation. I have allowed Iceman to Sweep the creation of these walls to simulate his ability to swath an area with free standing ice walls. These walls can even be used to create temporary bridges and to hold doorways closed. It's considered these walls normally melt rather quickly (reduce PD and ED by half every 5 minutes).
  22. Re: X-men characters STORM Val: Char: Cost 15 STR 5 23 DEX 39 20 CON 20 13 BODY 6 13 INT 3 13 EGO 6 15 PRE 5 20 COM 5 10 PD 7 10 ED 6 5 SPD 17 10 REC 6 40 END 0 30 STN 0 Total Cost = 125 Super Powers 5 See Nature’s Energy Detect Electrical Energy w/ Sight 20 Weather Powers Elemental Control (active: 40) 25 a) Lightning Bolt RKA 2D6; 0 END (+1/2) 0 20 Wind Riding Flight 20†4 16 c) Wind Shield Force Field 15 PD/ 15 ED; 0 END (+1/2), Must be aware of attack (-1/4) 0 78 Weather Powers Multipower (active: 78) 7u. #1) Weather Control I Change Environment 8â€, +/- 4 Temp Levels, Varying Combat Effects; Varying Effects [Any Weather Conditions] (+1) 7 4u. #2) Weather Control II Change Environment 8â€, +/- 4 Temp Levels, Varying Effects [Any Weather] (+1) Mega Hex [1†= 1km] (+1/4), No Range (-1/2) 6 6u. #3) Air Manipulation I Telekinesis STR 25; Area Effect: 8†cone (+1), Affects Whole Object (-1/4) 6 6u. #4) Air Manipulation II Telekinesis STR 50; Affects Whole Object (-1/4) 6 4u. #5) Blizzard Energy Blast 3D6; NND [L.S. Cold or fire powers], (+1), Area Effect: 5†radius (+1), Continuous (+1), Limited Range: 20†(-1/4) 6 4u. #6) Call Lightning RKA +2D6+1 to Lightning Bolt [4DK+1] Indirect on 75 points RKA (+1/4), Only during storms (-1/4) 5 5u. #7) Super Charged RKA +5D6 to Lightning Bolt [7DK], 2x END (-1/2) 14 1u. #8) Weather Sense Clairsentience, Precognition; No Range (-1/2), Precognition Only (-1), Only to Foresee Weather (-1), Time Modifiers (-1/2) 4 Skill/ Talent/ Perq 5 Leadership 13- 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Stealth 14- 3 Sleight of Hand 14- 3 Lockpicking 14- 3 Survival (temperate) 12- 4 +2 w/ Flight Disadvantages Dis Fea: Detects as a Mutant -10 Soc Lim: Mutant minority -10 Phys Lim: Unconsciously summons storms When stressed (Infrequently, Slightly) -5 Psy Lim: Code vs. Killing (VC, Moderate) -15 Psy Lim: Protective of Innocents (VC, St) -20 Psy Lim: Claustrophobia (Un, Total) -15 Enraged if teammates are severely hurt or mortally wounded (Un, 11-, +3) -10 Hunted by Brotherhood (More, 8-) -15 Quirk: Black woman w/ white hair and blue eyes -1 Quirk: Speaks English w/ African accent -1 Quirk: Gardens to relax -1 Character Total = 353 points House Rules: Storm's MP can be used to enhance the RKA in her EC. Once again, YMMV. Storm has the Leadership skill [PRE based 3 pts, +1/ 2pts] which allows her gain the atttention of, and lead subordinates on the field of battle. A successful roll allows Storm to reduce PRE attacks against her teammates by -1D6 (-2D6 for a critical roll).
  23. Re: X-men characters BEAST Val: Char: Cost 30 STR 20 30 DEX 60 25 CON 30 16 BODY 12 23 INT 13 15 EGO 10 15 PRE 5 8 COM -1 15 PD 9 15 ED 10 5 SPD 10 11 REC 0 50 END 0 45 STN 1 Total Cost = 179 Super Powers 6 Big Feet Extra Limbs; Inherent (+1/4) 5 Sensitive Eyes Nightvision 9 Sensitive Nose +2 w/ Smell/ Taste, Discriminatory 13 Endurance Training ½ END on 30 STR and 12†Running 15 Tough Skin Armor +5 PD/ +5 ED 10 Ducking and Dodging +2 DCV vs. All Attacks 10 Deductive Hit Find Weakness w/ Punch/ Kick +0 12 Swift Running +6†[12" total] 2 Swift Swimming +3†[5" total 6 Jump Leaping +6†[12" total] Experienced Fighter Martial Arts 4 Punch/ Kick +0, +2; 10D6 3 Grab -1, -1; 50 STR 4 Escape +0, +0; 55 STR 3 Throw +0, +1; 8D6 +v/5 8 +2 Damage Classes to Martial Art Skill/ Talent/ Perq 3 Stealth 16- 3 Climbing 16- 3 Contortionist 16- 3 Teamwork 16- 5 Acrobatics 17- 5 Breakfall 17- 5 +1 w/ DEX skills 3 Computer Programming 14- 3 Demolitions 14- 3 Electronics 14- 3 Inventor 14- 3 Mechanics 14- 3 Security Systems 14- 3 Paramedic 14- 3 Systems Operation 14- 3 Concealment 14- 3 Sci: Biology 14- 3 Sci: Genetics 14- Disadvantages Dis Fea: Detects as aMutant -10 Dis Fea: Big Hairy and Blue (effort, react) -15 Soc Lim: Mutant minority -10 Psy Lim: Code vs. Killing (Common, Strong) -15 Psy Lim: Scientific Curiosity (Com, Total) -20 Psy Lim: Pacifist (Common, Strong) -15 Hunted by Brotherhood (More, 8-) -15 Quirk: Feels like an outcast -1 Quirk: Uses big words and obscure quotes constantly -1 Quirk: Needs glasses to read small print -1 Character Total = 353 points House Rules: FINALLY! A character made straight out of the book! *whew*
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