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etherio

HERO Member
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About etherio

  • Rank
    Golden Age Superhero
  • Birthday 10/09/1971

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  • Biography
    HERO loyalist
  • Occupation
    Educator
  1. Re: Project XIII: images from my campaign Thanks!
  2. Re: Project XIII: images from my campaign Grendel above is reposted after revising the character build.
  3. Re: Project XIII: images from my campaign Manhunter's first vehicle, the... Raptor
  4. Re: Project XIII: images from my campaign Latest version of "Santero"... Took off the skulls per request.
  5. Re: Project XIII: images from my campaign Here's an updated image, based on feedback from the GM. Note that the name 'Santero' is just one I came up with for my own inspiration. It may not be the character's final name.
  6. Re: Project XIII: images from my campaign
  7. Re: Project XIII: images from my campaign After finishing Manhunter's pic, I'm jealous. I like him better than mine
  8. Re: Project XIII: images from my campaign Here's my offering for Mancer's PC in the campaign. I hope he likes the finished pic.
  9. Re: Project XIII: images from my campaign And thanks for the comments, folks!
  10. Re: Project XIII: images from my campaign
  11. Re: Project XIII: images from my campaign No brother Voodoo...Diablo, Falcon, Puma, and Karnak.
  12. Re: Project XIII: images from my campaign Here's a manip I made for a fellow player. His character is still in development, and I made this to try to help and inspire. It's unsolicited, though, so I'm not sure if he'll want to use it.
  13. Re: Project XIII: images from my campaign I'll be wrapping up a short fantasy campaign soon, and then Mojo Bones will be running a low-powered supers game for us. Here's my character: Val**Char**Cost**Roll**Notes 15****STR*****5******12-****Lift 200.0kg; 3d6 [1] 18****DEX*****16******13-****OCV:**8/DCV:**10 20****CON*****10******13- 10****BODY****0****** 13****INT*******3******12-****PER Roll 12- 18****EGO*****8******13-****ECV:**3 - 3 15****PRE******5******12-****PRE Attack:**3d6 18****PD*********8******Total:**18 PD (8 rPD) 18****ED*********16******Total:**18 ED (0 rED) 5****SPD*******30******Phases: 3, 5, 8, 10, 12 8****REC*******4 20****END*****0 36****STUN***8******Total Characteristic Cost:**181 Movement: Running:**20m/40m Flight:**20m/40m Leaping:**4m/62m/16m/248m Swimming:**4m/8m Cost**Powers**END 25**Psychic Abilities:**Multipower, 51-point reserve, (51 Active Points); all slots 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 2f**1) Psychokinetic Lightning Bolt:**Blast 8d6, Armor Piercing (+1/4) (50 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 5 2f**2) Psychokinetic Flame Projection:**Blast 8d6, Area Of Effect (8m Cone; +1/4) (50 Active Points); No Range (-1/2), 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 5 2f**3) Psychokinetic Ectoplasm Bolt:**Blast 5d6, Affects Desolidified Any form of Desolidification (+1/2), Attack Versus Appropriate Mental or Power Defense (ED; All Or Nothing; +1/2) (50 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 5 2f**4) Transvective Leaping:**Leaping +58m (4m/62m forward, 2m/31m upward) (x4 Noncombat), Reduced Endurance (0 END; +1/2) (51 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Not usable when Orgone Well is depleted (-1/4), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 2f**5) Transvective Levitation:**Flight 20m, Reduced Endurance (1/2 END; +1/4), Usable [As Second Mode Of Movement] (Swimming; +1/4), No Gravity Penalty (+1/2), Invisible Power Effects (Invisible to [one Sense Group]; +1/2) (50 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 2 ** **Other Psychic Abilities, all slots 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Special Effect Limitations (Psychic) (-1/4), Unified Power (Psychic Phenomena; -1/4) 4**1) Radiesthesia:**Detect human auras, magnetism, and other esoteric energies A Large Class Of Things 12- (Sight Group); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Sense Affected By Flashes to Normal Sight Normal Sight (-1/4), Special Effect Limitations (Psychic) (-1/4), Unified Power (Psychic Phenomena; -1/4) ** 12**Orgone Well:**Endurance Reserve (53 END, 6 REC) Reserve: Unified Power (Psychic Phenomena; -1/4); REC: Slow Recovery 1 Minute (-1), Limited Recovery (Only recovers while meditating; -1), Unified Power (Psychic Phenomena; -1/4) ** **Chimeric Polyploid DNA 8**1) Morphogenetic Field Control:**Shape Shift (Sight Group, limited group of shapes), Imitation, Costs END Only To Change Shape (+1/4); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Affects Body Only (-1/2), Concentration (0 DCV; -1/2), Limited Effect (Normal sight only; -1/4) 2 13**2) Chimeric Adaptibility:**Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Sleeping: Character does not sleep) 12**3) Resilient Tissue Structures:**Resistant Protection (8 PD) ** **Preternatural Athleticism 3**1) Natural Agility:**Acrobatics: [+1 OCV PER 3 ON SKILL ROLL; AVOID TRIPS AND SHOVES AT -1 PER 1 ON ATTACK ROLL; AVOID THROWS (NOT DMG) AT -3; AVOID SOME ENV PENS] 13- 7**2) Wall-Crawling:**Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), Only to simulate exceptional climbing ability (-1/4) Perks 3**Anonymity Skills 3**Parapsychology Expert 1**1) PS: Parapsychology 11- 1**2) KS: Psychic Phenomena 11- 1**3) Language: German (completely fluent; literate) ** 3**Genetics Expert 1**1) Science Skill: Biology 11- 1**2) Science Skill: Genetics 11- 1**3) KS: Genetic Engineering Projects and Accomplished Personnel 11- ** 0**Acting 8- 0**Climbing 8- 3**Concealment 12- 0**Conversation 8- 0**Deduction 8- 0**AK: Home City 11- 0**Language: English (idiomatic; literate) 0**Paramedics 8- 0**PS: Researcher 11- 0**Shadowing 8- 3**Stealth 13- 0**TF: Small Motorized Ground Vehicles Total Powers & Skill Cost:**115 Total Cost:**296 300+ Disadvantages 10**Distinctive Features: Inhuman features (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10**Physical Complication: Magnetically responsive body (Infrequently; Slightly Impairing) 20**Psychological Complication: Will not kill (Common; Total) 5**Psychological Complication: Envies those with "normal" human interactions (Uncommon; Moderate) 5**Psychological Complication: Seeks to solve the mystery of his origin (Uncommon; Moderate) 5**Social Complication: Doesn't fit in - lives outside the system Infrequently, Minor 5**Vulnerability: 1 1/2 x Effect Telepathic attacks (Uncommon) Total Disadvantage Points:**296 Background/History:**The details of Grendel's origins are unknown. Grendel was discovered as a child by monster-hunter and hoax-buster Carson Greeley shortly after the fall of the Berlin Wall and reunification of Germany. Greeley was responding to local accounts of a monstrous child raiding farms and attacking livestock in a rural part of what had recently been East Germany. Intrigued by locals' stories and by rumored evidence that a KGB cloning facility may have been operating in the area before the political upheaval, he scoured the hills in the area and baited traps with food. With perseverance, Greeley eventually found a very young boy with an inhuman appearance and some paranormal abilities living in a feral state, unable to communicate with or relate to others. He took the child into his care and raised him in secret in the United States, helping the boy to learn to control the superhuman abilites that accompany his unusual form. Isolated from society by his differences, the boy empathized with the alienation of the monster in the epic 'Beowulf,' and he eventually adopted the name 'Grendel' as his own. Personality/Motivation:**Grendel seeks to discover the definitive truth of his origin. He hopes to understand how he came to be and if there are others like him. While pursuing that mystery, he uses his superhuman talents to help others as his adopted father helped him. Grendel's empathic nature makes it impossible for him to kill even animals, and his isolated nature makes him sympathetic to others with similar struggles. Powers/Tactics:**Grendel has a unique genetic makeup. Rather than being a diploid organism, having two sets of chromosomes, he has multiple sets of chromosomes with ever-shifting genetic order. His father coined this condition 'polyploidism.' As a result of genetic makeup, Grendel has an inhuman, almost monstrous, appearance. However, his condition also results in certain advantageous characteristics. Grendel is in superb physical condition and has the strength, speed, and agility of an exceptional athlete. His tissue bonds are superhumanly resilient, affording him significant protection from injury and preventing grave harm from attacks up to small arms fire. He has no need for sleep. Grendel's mutable DNA structure also allows him to, through a little-understood process, change his physical features at will. He can adopt any phenotype he can imagine, including "normal" human features, but he cannot drastically alter his body volume. Grendel can mimic the visual appearance of individuals, but cannot as yet duplicate an individual's voice, scent, or other less-obvious characteristics. It takes several seconds of intense concentration for Grendel to complete a morphological change. Once transformed, he can maintain a given appearance with only slight effort, but he will revert to his natural appearance if stunned ot incapacitated. In addition to his physical abilities, Grendel is sensitive to psychic energies and is able to manipulate them in various ways. Presumably, this is also a result of his unique genetic code, but the mechanism remains a mystery. Grendel can sense magnetism, human auras, and psychic energies with little effort...seeing them as visibly luminescent qualities. He can psychokinetically propel himself in an arc through the air with little effort, and with more concentration, he can accomplish sustained levitation. Grendel can also project psychokinetic energies from his hands (this may be a subconscious limitation of his own devising) in the form of flames, electricity, ectoplasmic force, or other related phenomena. Grendel's ability to summon and focus these abilities is greatly enhanced when he has in his grasp a polarized quartz crystal. In the course of studying his genetic condition throughout his life, Grendel has become proficient in the biological sciences, particularly genetics. He follows news and publications within the genetic engneering community, looking for clues to his origins. Early in life, Grendel and his adopted father noticed similarities between his psychic abilities and phenomena described in the research of many 19th century German parapsychologists. As an aide to his training and perhaps as a means to help discover his true origins, Grendel has educated himself in that field as well.
  14. Re: Project XIII: images from my campaign Excellent! Just like a plaintext export I was using, but with the bugs missing. Thanks! I'll update posts this afternoon.
  15. Re: Project XIII: images from my campaign Okey doke... So I couldn't find an export format for the boards. I used a plain text format and organized the results a bit for display here and edited the last posts of our characters. I didn't fix all the formatting weirdness, but it should be good enough for those of you who don't have HeroDesigner to transcribe the characters. I'll post the rest when I get the other players to flesh out their backgrounds, etc. Enjoy!
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