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etherio

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  1. Re: NEMESIS SQUADRON: New Game Packet! Good stuff here...looks like your campaigns are a blast!
  2. Re: Project XIII: images from my campaign I'll be looking for a good format that works on the boards. If you like, I could email html versions to you.
  3. Re: Project XIII: images from my campaign EUMELOS VAL CHA Cost Roll Notes 23 STR 13 14- HTH Damage 4 1/2d6 END [2] 15 DEX 10 12- 20 CON 10 13- 13 INT 3 12- PER Roll 12- 23 EGO 13 14- 10 PRE 0 11- PRE Attack: 2d6 5 OCV 10 8 DCV 25 8 OMCV 15 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 13 PD 11 13/23 PD (0/10 rPD) 13 ED 11 13/23 ED (0/10 rED) 10 REC 6 35 END 3 10 BODY 0 35 STUN 8 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 83m/166m Characteristics Total: 168 Powers: IMMORTALITY, all slots Inherent (+1/4) 41 1) Beyond Mortal Needs: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Self-Contained Breathing) - END=0 10 2) Inhuman Healing Rate: Regeneration (1 BODY per Hour) - END=0 - END= HELM OF POSEIDON, all slots OIF (-1/2), Quintessential Energy (-1/4) 5 1) Quintessential Vision: Detect "Unnatural" (supernatural and extraplanar) Objects and Energies A Large Class Of Things 12- (Sight Group); OIF (-1/2), Sense Affected As More Than One Sense Mystical Senses (-1/4), Quintessential Energy (-1/4) - END=0 7 2) Poseidon's Defense: Mental Defense (13 points total); OIF (-1/2), Quintessential Energy (-1/4) - END=0 5 3) Energetic Conversion: Absorption 11 BODY (energy, Quintessential Energy Source END ); OIF (-1/2), Linked (Quintessential Shield; Greater Power is Constant or in use most or all of the time; -1/4), Quintessential Energy (-1/4) [Notes: Not vs. supernatual or extraplanar energies. END Reserve is replenished 4 END for each 1 BODY absorbed.] - END=0 9 4) Quintessential Energy Source: Endurance Reserve (48 END, 8 REC) Reserve: OIF (-1/2), Quintessential Energy (-1/4); REC: Slow Recovery 1 Minute (-1), OIF (-1/2), Only recovers in the presence of natural energies (-1/4), Quintessential Energy (-1/4) - END=0 - END= 59 QUINTESSENCE POWERS: Multipower, 104-point reserve, all slots OIF Helm of Poseidon (-1/2), Quintessence Powers (-1/4) 3f 1) Quintessential Bolt: Blast 12d6, Alternate Combat Value (uses OMCV against DCV; +0) (60 Active Points); OIF Helm of Poseidon (-1/2), Quintessence Powers (-1/4) - END=6 3f 2) Quintessential Barrier: Barrier 12 PD/14 ED, 0 BODY (up to 4m long, 4m tall, and 1/2m thick), Non-Anchored, Alternate Combat Value (uses OMCV against DCV; +0) (58 Active Points); Costs Endurance (to maintain; -1/2), OIF Helm of Poseidon (-1/2), Quintessence Powers (-1/4) - END=6 9v 3) Quintessential Levitation Disc: Flight 83m, Usable As Swimming (+1/4) (104 Active Points); OIF Helm of Poseidon (-1/2), Cannot Glide (-1/4), Physical Manifestation (-1/4), Quintessence Powers (-1/4) - END=10 2f 4) Quintessential Shield: (Total: 43 Active Cost, 22 Real Cost) Resistant Protection (10 PD/10 ED) (Impermeable); OIF Helm of Poseidon (-1/2), Nonpersistent (-1/4), Quintessence Powers (-1/4) (Real Cost: 13) plus Resistant (+1/2); OIF Helm of Poseidon (-1/2), Quintessence Powers (-1/4) for up to 26 Active Points of 13 PD/ED (Real Cost: 13) - END=1 Powers Total: 153 Skills: 3 PSE: Historical Scholar 2 1) Cryptography 12- 1 2) Forgery (Art Objects) 12- 4 3) KS: Unrecorded History 14- 1 4) KS: Occult Lore 11- 1 5) KS: Mythologies and Religions (2 Active Points) 11- 1 6) KS: Supernatural World (2 Active Points) 11- 1 7) KS: World Geography (2 Active Points) 11- 1 8) Language: Latin (fluent conversation) 1 9) Language: Greek (fluent conversation) 0 10) Language: Mandarin (basic conversation) 1 11) Language: Ancient Egyptian (fluent conversation) 1 12) Language: Hebrew (fluent conversation) 1 13) PS: Researcher/Scholar 11- 11 14) +3 with all skill rolls based on scholarship 0 Acting 8- 3 Breakfall: [sTAND 0 PHASE WITH ROLL; AVOID SHOVE AT -1 PER 1 ON ATTACK ROLL; HALF DMG FROM THROWS AT -1 PER 2D6; HALF DMG FROM FALL AT -1 PER 4M; AVOID DMG AND PRONE FROM KB AT -1 PER 4M] 12- 3 Climbing 12- 3 Concealment 12- 0 Conversation 8- 3 Deduction 12- 0 CK: London 11- 0 Language: Atlantean (basic conversation) 3 Language: English (completely fluent) 3 Navigation (Land, Marine) 12- 3 Power 14- 0 PS: Ancient Profession 11- 0 Shadowing 8- 3 Stealth 12- 2 Survival (Marine Surface) 12- 3 Teamwork 2 TF: Equines, Riding Animals, Small Wind-Powered Boats 2 WF: Blades, Bows 6 +2 with Spectral Powers Skills Total: 69 Perks: 5 Money: Well Off Perks Total: 5 Talents: 5 Eidetic Memory Talents Total: 5 Complications: 10 Psychological Complication: Hunts the 'Mindless Ones' (Uncommon; Strong) 20 Psychological Complication: Code Against Killing (Common; Total) 10 Psychological Complication: Superstitious (Uncommon; Strong) 5 Distinctive Features: Mystical 'Mark' (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: Anachronistic (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Physical Complication: Identifies Poorly with the Modern World (Frequently; Barely Impairing) 10 Hunted: Mystic Foes Infrequently (As Pow; Harshly Punish) Complications Points: 75 Base Points: 325 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Other Info: Real Name: Eumelos Identity: The world at large is unaware of Eumelos' existence Other Aliases: The Atlantean, Mr. Eumelos Occupation: Antiquities dealer Legal Status: No citizenship Place of Birth: Atlantis Group Affiliations: New Outsiders; occasional ally of Dr. Shiang Lung Known Relatives: All of Eumelos' relatives have long since deceased Height: 6' 0" Weight: 205 lbs Eyes: Brown Hair: Brown BACKGROUND Eumelos was a citizen of the island nation that popular mythology has come to know as Atlantis. That island nation, a large land-mass in the middle of the Meditteranean Sea, was a center of culture and technology for pre-historic Europe. Atlantean arts and philosophy were advanced well beyond those of other cultures of their time, and much of their style of dress, architecture, religious belief, and philosophy influenced the classical societies that would rise in the wake of its demise. Atlantis met its end at the hands of supernatural, extraplanar creatures known as the 'Mindless Ones,' who in an attempt to conquer Earth sank Atlantis with their perverse mystical power. Eumelos' role in his culture is unclear as of this writing. However, his status was significant enough that when the his island home was facing imminent destruction, he was entrusted with protecting the 'Helm of Poseidon,' an item of power that represented both the literal and figurative power of the monarchs of Atlantis. Eumelos has since wandered the Earth, guarding the helm and using its power to occasionally fight against the supernatural threat of the Mindless Ones that destroyed his homeland. He has discovered, with time, that for reasons unknown to him he has become immortal, alive and unaging throughout the ensuing thousands of years. PERSONALITY Eumelos is an anachronism, unable to completely fit into any society that he joins. His mannerisms and values have been influenced by so many cultures over the years that he stands out as very foreign...old-fashioned even...to those in any culture of the modern era. POWERS Eumelos' primary superhuman power is his inexplicable immortality. For unknown reasons, after fleeing the sinking island of Atlantis, he ceased to age or to suffer from various other mortal limitations. Eumelos does not age, and he does not need to breathe, eat, drink, or excrete. He may eat for pleasure, but he does not require sustenance for survival. Eumelos is immune to all known poisons and diseases. He will not become ill from exposure to ionizing or lethal particle radiation, and he is immune to the effects of hypothermia, even to the extremes of cold encountered in arctic environments. He is unaffected by high pressure and can withstand deep-sea environments with little discomfort. It is unknown if Eumelos would suffer from the vacuum and temperature extremes found in outer space. Additionally, Eumelos has an incredibly accelerated healing rate which enables him to recover from severe wounds within hours. He also is possessed of slightly superhuman strength and resilience. These characteristics developed with the advent of his immortality and may be side-effects of that trait. Eumelos also has a remarkably accurate memory, which combined with his long lifespan, makes him an expert in a number of scholarly areas. EQUIPMENT Eumelos bears the 'Helm of Poseidon,' an artifact of power worn by the rulers of ancient Atlantis as both a symbolic and real representation of their power as monarchs. The helm is a product of Atlantean 'natural philosophy,' the practical quasiscientific theory around which advanced Atlantean technology was based. (Aristotle's later musings were inspired by mearly forgotten remnants of this powerful knowledge.) The Helm of Poseidon can convert energies of the natural world into a pure, idealized, and quasi-solid form, and with a conscious effort from its wearer, it can issue this translucent, golden energy forth from its surface. Eumelos refers to this energy as 'quintessence,' and he can use it in several different ways. Eumelos can project a bolt of pure quintessence of remarkable power and project it a target, guided by his willpower. He can also create a barrier of quintessence that is highly resistant to attack and is unaffected by the pull of gravity. Eumelos can create a disc of quintessence beneath his feet upon which he can levitate at high speeds (over 150 mph), and which can support a passenger if necessary. Eumelos can also blanket his form in quintessence, creating a protective field that can withstand large amounts of damage, including large-caliber firearms projectiles. Natural energies such as fire, light, electricity, etc. absorbed by this field are converted into quintessence for use by the helm. However, a significant attack, although converted, may still harm Eumelos. The Helm of Poseidon confers upon its wearer a degree of protection from attacks against the mind of its user. Its sensitivity to natural forces also enables its bearer to recognize the "unnatural," such as magical, mystical, or extraplanar (from a plane with different physical rules) items or energies. Because of the nature of quintessence, his energy powers do not interact with the unnatural, and therefore have no effect on such.
  4. Re: Project XIII: images from my campaign CRICKET SLEDS VAL CHA Cost Roll Notes 1 Size 5 2.5m X 1.25m 20 STR 5 13- 13 DEX 6 12- 0 OCV -15 3 DCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 6 PD -2 6 PD (6 rPD) 6 ED -2 6 ED (6 rED) 11 BODY 0 Movement Meters FLIGHT 51m/204m Characteristics Total: 11 Powers: PROPULSION SYSTEMS 20 1) APHID-Lift Turbines: Flight 20m, Usable As Swimming (+1/4), Sideways Maneuverability full velocity (+1/2); Extra Time (Extra Phase, Only to Activate, -1/2), Needs a fluid medium (-1/4) - END=0 20 2) High-Output Forward Propulsion Configuration: Flight 31m, x4 Noncombat; Extra Time (Extra Phase, Only to Activate, -1/2), Needs a fluid medium (-1/4) - END=0 - END= FUSELAGE 12 1) Armored Hull: Resistant Protection (6 PD/6 ED); Limited Coverage Nearly 360 Degrees (Coverage does not protect occupants; -1/2) - END=0 - END= COMMUNICATIONS/SENSORY SYSTEMS 7 1) GPS System: Detect Exact Location on Earth A Single Thing 16- (Radio Group); Sense Affected As More Than One Sense Sight (-1/2) - END=0 3 2) Compass Display: Bump Of Direction - END= - END= AUXILIARY SYSTEMS 6 1) Rebreather Console: Life Support (Self-Contained Breathing); Restrainable (-1/2), Nonpersistent (-1/4) - END=0 Powers Total: 68 Complications: 15 Distinctive Features: Hi-Tech Flying Craft (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Physical Complication: Requires Occasional Recharging (Infrequently; Greatly Impairing) Complications Points: 30 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 79 Other Info: Make: Life Systems Model: APHID-Sled Personal Transport Owner: New Outsiders Registration/Legal Status: Unregistered aircraft Required TF: Personal-Sized APHID-Lift Craft HISTORY Dr. Edgar Allen designed and built the Cricket Sleds as crimefighting tools for use by members of the New Outsiders who do not have convenient and rapid means of air transport. Those components which could not be fabricated in his personal workspace were contracted out to several manufacturers modularly, so as to conceal their intent. POWER PLANT The Crickets are powered by a high-yield battery system designed by Dr. Allen and improved through collaberation with Dr. Udo Warner (Volt). The sleds' batteries are highly efficient, reducing waste through energy-recapture systems such as acceleration dampers and friction-heat converters. They constantly recharge from any available environmental energy source, drawing power from solar energy, external charge differentials, fluid heat layer disparities, and atmospheric static discharges. The storage capacity and superconductive nature of the Voltanium material contributed by Dr. Warner, combined with the efficiency of the system, allow for days of operation without significant drain on power reserves. The Crickets' batteries do, however, require occasional charging and maintenance, and refueling can be done through most standard electrical power sources. PROPULSION SYSTEMS The Crickets' propulsion systems are comprised of several APHID (Aero-PHIbeous Drive) turbines. APHID-Lift systems can operate in gaseous or liquid environments, but do require a fluid medium to provide propulsion. The Crickets have multidirectional turbines that allow for maneuvering in three dimensions. Their maximum airspeed is about 190 mph. As a submersible, a Cricket can move at a rate of 37 mph. SPECIAL SYSTEMS Each Cricket Sled has a GPS location system and compass display, to aid in Navigation. The sleds have a retractable regulator device, attached to a CO2 scrubber and oxygen reclamation device contained within the hull of the vehicle. With these tools, a pilot (and up to one passenger) can breathe underwater indefinitely, provided the regulator is not removed or damaged.
  5. Re: Project XIII: images from my campaign SCARAB VAL CHA Cost Roll Notes 7 Size 35 10X5m 45 STR 0 18- HTH Damage 9d6 END [4] 10 DEX 0 11- 0 OCV -15 3 DCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 15 PD -2 15 PD (15 rPD) 15 ED -2 15 ED (15 rED) 17 BODY 0 Movement Cost Meters Notes FLIGHT 50m/1600m Characteristics Total: 30 Powers: PROPULSION SYSTEMS 20 1) APHID-Lift Turbines: Flight 20m, Usable As Swimming (+1/4), Full Reverse (+1/4), Sideways Maneuverability full velocity (+1/2); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Needs a fluid medium (-1/4) - END=0 25 2) High-Output Rearward-Facing APHID Turbines and Wing Assembly: Flight 30m, x32 Noncombat; Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Needs a fluid medium (-1/4) - END=0 - END= FUSELAGE 15 1) Passcode Protected Entry and Ignition Systems: Security Systems 15- - END= 56 2) Armored Hull: Resistant Protection (15 PD/15 ED), Hardened (+1/4) - END=0 8 3) Pressurized and Insulated Hull: Life Support (Electrically Insulated ; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold) - END=0 10 4) Rebreather Systems: Life Support (Self-Contained Breathing) - END=0 3 5) Landing Gear: Extra Limbs (6); Only for lifting and holding objects (-1/2) - END=0 - END= COMMUNICATIONS/SENSORY SYSTEMS, all slots OAF Bulky (-1 1/2) 4 1) Audio/Video Communications Panel: High Range Radio Perception (Radio Group), +1 to PER Roll; OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight and/or Hearing (-1/2) - END=0 8 2) Sonar Display Panel: Ultrasonic Perception (Hearing Group), +2 to PER Roll, Increased Arc Of Perception (360 Degrees); OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight (-1/2) plus Active Sonar (Hearing Group), +1 to PER Roll (16 Active Points); OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight (-1/2) - END=0 5 3) Radar-Absorbent EM Field Control Console: Invisibility to Radio Group , Reduced Endurance (0 END; +1/2); OAF Bulky (-1 1/2), Lockout with radio communications (-1/2), Bright Fringe (-1/4) - END=0 3 4) GPS System: Detect Exact Location on Earth A Single Thing 16- (Radio Group); OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight (-1/2) - END=0 1 5) Compass Display: Bump Of Direction; OAF Bulky (-1 1/2) - END= 7 6) Public Address System: Hearing Group Images, +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2); OAF Bulky (-1 1/2), Set Effect (Only to amplify user's voice; -1), No Range (-1/2) - END=0 10 7) Spotlight: Sight Group Images, +/-5 to PER Rolls, Reduced Endurance (1/2 END; +1/4), Area Of Effect (4m Radius; +1/4); OAF Bulky (-1 1/2), Only To Create Light (-1) - END=1 INTERIOR FEATURES 8 1) Holding Cells: Resistant Protection (6 PD/6 ED), Hardened (+1/4); Partial Coverage (covers 6 Hexes; -1 3/4) [Notes: Two 1m radius cells, 21 PD/ED Hardened] - END=0 2 2) Food Supplies/Recyclers: Life Support (Eating: Character does not eat); Only to simulate supplies and synthesizer; lost trace material must be replenished (-1/4) - END=0 - END= EMS/LAB STATION, all slots OAF Bulky (-1 1/2) - END= 3 1) Mini-Lab/Emergency Medical Station: +2 with all Scientific and Medical Skills; OAF Bulky (-1 1/2) - END= 3 2) DNA Electrophoresis Equipment: Detect A Single Thing (DNA) 15- (Unusual Group), Discriminatory, Analyze; Extra Time (20 Minutes, -2 1/2), OAF Bulky (-1 1/2), Requires A Roll (Biology or Forensics Skill roll; Must be made each Phase/use; -1), Concentration (0 DCV; -1/2) - END=0 - END= Powers Total: 191 Complications: 15 Distinctive Features: Bug-Shaped Flying Craft (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Physical Complication: Requires Occasional Recharging (Infrequently; Greatly Impairing) 10 Hunted: Law Enforcement Frequently (As Pow; NCI; Watching) Complications Points: 40 Base Points: 247 Experience: 0 Experience Unspent: 0 Total Character Cost: 221 Other Info: Make: Life Systems Model: APHID-Carrier Recon Vehicle Owner: Gold Bug (Edgar Allen, PhD) Registration/Legal Status: Unregistered aircraft Required TF: Carrier-Sized APHID-Lift Craft HISTORY Dr. Edgar Allen designed and built the Scarab vehicle as a crimefighting tool. Those components which could not be fabricated in his personal workspace were contracted out to several manufacturers modularly, so as to conceal their intent. POWER PLANT The Scarab is powered by a high-yield battery system designed by Dr. Allen and improved through collaberation with Dr. Udo Warner (Volt). The ship's batteries are highly efficient, reducing waste through energy-recapture systems such as acceleration dampers and friction-heat converters. They constantly recharge from any available environmental energy source, drawing power from solar energy, external charge differentials, fluid heat layer disparities, and atmospheric static discharges. The storage capacity and superconductive nature of the Voltanium material contributed by Dr. Warner, combined with the efficiency of the system, allow for days of operation without significant drain on power reserves. The Scarab's batteries do, however, require occasional charging and maintenance, and refueling can be done through most standard electrical power sources. PROPULSION SYSTEMS The Scarab's propulsion system is comprised of several APHID (Aero-PHIbeous Drive) turbines. APHID-Lift systems can operate in gaseous or liquid environments, but do require a fluid medium to provide propulsion. The Scarab has multidirectional turbines that allow for maneuvering in three dimensions. It also has high-powered, rear-mounted turbines that operate only in atmosphere and allow for rapid forward acceleration, providing a maximum airspeed of over Mach 2. As a submersible, the Scarab can move a a rate of 37 mph. The Scarab has leg-like landing gear that are not capable of ground-based movement. They can, however, be used for grasping and lifting large objects when transport of items that cannot fit inside the cabin is necessary. SPECIAL SYSTEMS The Scarab is pressurized and insulated, able to operate safely in deep sea, high-altitude, and arctic environments. It has a reserve food and oxygen supply; with the aid of CO2 scrubbers, elimination reclamation units in the lavatory, and food synthesizers, the Scarab can keep its occupants in relative comfort in unforgiving environments for very long periods. Two rerinforced holding cells in the rear of the cabin can provide the same life-sustaining services for perpetrators under temporary arrest. The Scarab has an advanced communications and sensory system operated from stations within the cabin, including: cellular hi-range visual and audio radio capability, active and passive sonar, compass, and GPS system. The Scarab lacks radar, as it has an active electromagnetic field generator that masks its radar signature but interferes with radio and radar capabilities from within the craft as well when active. External spotlights, headlights, and public address systems are operated from workstations inside the cabin as well. The Scarab has a sophisticated passcode entry system. WEAPON SYSTEMS The Scarab has no offensive systems as of yet.
  6. Re: Project XIII: images from my campaign GOLD BUG Edgar Allen, PhD VAL CHA Cost Roll Notes 55 STR -2 20- HTH Damage 11d6 END [6] 13 DEX 6 12- 24 CON 0 14- 23 INT 13 14- PER Roll 14-/21- 13 EGO 3 12- 15 PRE 5 12- PRE Attack: 3d6 9 OCV 0 7 DCV 0 3 OMCV 0 3 DMCV 0 5 SPD 0 Phases: 3, 5, 8, 10, 12 8 PD 0 8/28 PD (0/20 rPD) 7 ED 0 7/27 ED (0/20 rED) 15 REC 0 45 END -2 10 BODY 0 48 STUN 0 Movement Cost Meters Notes RUNNING -12 12m/24m END [1] SWIMMING -1 7m/14m END [2] LEAPING -2 6m 6m forward, 3m upward FLIGHT 65m/130m Characteristics Total: 8 Powers: MYONEURAL BODYSUIT, all slots IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) - END= 4 1) Motor Neuron Enhancers: +8 STR; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) - END=1 15 2) Nerve Propagation Enhancers: +3 SPD (30 Active Points); IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) - END= 20 3) Sympathetic Reflex Enhancers: +4 DCV; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus +4 OCV (20 Active Points); IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) - END=0 27 4) Pain/Fatigue Inhibitors: +14 CON; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus +11 REC; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus +6 PD; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus +5 ED; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus +28 STUN; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus +35 END; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) - END=0 8 5) Prosthetic Leg-Nerve Inductors: Running +12m (12m total); IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus Leaping +6m (6m forward, 3m upward); IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus Swimming +5m (7m total); IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) - END=3 - END= EXOSKELETAL BUG-SUIT, all slots OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) - END= 37 1) Carapace: Resistant Protection (20 PD/20 ED) (Impermeable), Hardened (+1/4); OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) - END=0 19 2) Muscle-Mimicking Motors: +39 STR; OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) - END=4 13 3) Piezoelectric Beetle Wings with APHID Lifters: Flight 40m, No Turn Mode (+1/4); OIF (Damageable Component of a Defense Power; -3/4), Wings (-1/2), Restrainable (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (Needs electrical source to recover charge; -1/2), Needs atmospheric medium (-1/4), Special Effect Limitations- Electronics (-1/4) - END=[1 cc] 5 4) Electrostatic Wall-Walking: Clinging (58 STR); OIF (Damageable Component of a Defense Power; -3/4), Some surfaces not responsive (-1/4), Special Effect Limitations- Electronics (-1/4) - END=0 - END= HELMET, all slots OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) - END= 5 1) Communications Gear: High Range Radio Perception (Radio Group); OIF (Damageable Component of a Defense Power; -3/4), Sense Affected As More Than One Sense Hearing (-1/2), Special Effect Limitations- Electronics (-1/4) - END=0 2 2) Air Filters: Life Support (Expanded Breathing: Atmospheres Breathable with Filtration); OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) - END=0 15 3) Optical Filter/EnhancerSuite: Infrared Perception (Sight Group); OIF (Damageable Component of a Defense Power; -3/4), Sense Affected As More Than One Sense Normal Sight (-1/2), Special Effect Limitations- Electronics (-1/4) plus Microscopic ( x100) with Normal Sight; OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) plus +9 versus Range Modifier for Sight Group; OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) plus Sight Group Flash Defense (6 points); OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) - END=0 5 4) Hand-Eye Synchronizers: +2 OCV; OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) - END= - END= 22 SIDEARM: Multipower, 65-point reserve, 12 Charges (-1/4), Charges distribution must be chosen at base (-1/4), Extra Time (Delayed Phase, 1/2 phase to change slots; -1/4); all slots OAF (-1), Special Effect Limitations- Electronics (-1/4) - END= 3f 1) Web Charges: Entangle 3d6, 7 PD/4 ED, Takes No Damage From Blunt, piercing attacks Limited Group (+1/4), Entangle and character both take damage from other attacks, unless Webs are targeted (+1/4) (64 Active Points); OAF (-1), 12 Charges (-1/4), Special Effect Limitations- Electronics (-1/4) - END=[12] 3f 2) Stinger Darts: Blast 4d6, Attack Versus Alternate Defense (Appropriate Resistant PD; All Or Nothing; +0), Damage Over Time (4 damage increments, damage occurs every four Segments, can be negated by Medical treatment, stimulant, or similar; +2 1/4) (65 Active Points); OAF (-1), 12 Charges (-1/4), Special Effect Limitations- Electronics (-1/4) - END=[12] 2f 3) Vapor Grenades: Sight, Smell/Taste and Radio Groups Flash 3 1/2d6, Not vs. sealed eye coverings or appropriate life support (+0), Constant (+1/2), Area Of Effect (16m Radius; +3/4) (63 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Minute each (-1/4), Special Effect Limitations- Electronics (-1/4) - END=[4 cc] 3f 4) Ultrasonic Chirper Rounds: Sight and Mental Groups, Ultrasonic Perception, Active Sonar, Combat Sense and Spatial Awareness Flash 4d6, AVAD (Appropriate Hearing Flash Defense; +1/2) (64 Active Points); OAF (-1), 12 Charges (-1/4), Special Effect Limitations- Electronics (-1/4) - END=[12] 1f 5) Hornet Projectile-Bots: Killing Attack - Ranged 3d6+1, Only works against brandished firearms (+0), Area Of Effect Nonselective (16m Cone; +1/4) (62 Active Points); OAF (-1), No Range (-1/2), Each target in area uses 1 charge (-1/2), 12 Charges (-1/4), No Knockback (-1/4), May be Blocked, Deflected, etc. (-1/4), Special Effect Limitations- Electronics (-1/4) - END=[12] - END= 25 MISSION-SPECIFIC GEAR: Variable Power Pool, 21 base + 25 control cost, Slots only changeable at base (-1); all slots OIF (-1/2), Special Effect Limitations- Electronics (-1/4) - END= 0 1) Wheelchair APHID-Lift Mode: Flight 25m, 1 Continuing Fuel Charge lasting 1 Hour (-0) (25 Active Points); OIF Bulky (-1), Slot must be assigned with Wheelchair Standard Mode (-1/2), Must pilot chair to maneuver (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 8 - END=[1 cc] 0 2) Wheelchair Standard Mode: Running 7m, Reduced Endurance (0 END; +1/2) (10 Active Points); OIF Bulky (-1), Slot must be assigned with Wheelchair APHID-Lift Mode (-1/2), Requires occasional recharging (-1/4), Must pilot chair to maneuver (-1/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 3 - END= 0 3) Toolkits: +1 with all Non-Combat Skills (10 Active Points); Only for tasks where tools would be helpful (-1/2), OIF (-1/2), Special Effect Limitations- Electronics (-1/4) Real Cost: 4 - END= 0 4) Micro Trauma Kit (Difibrillator, Anti-Coagulants, Epinephrin, Morphine, etc.): +4 with Paramedics (8 Active Points); OAF (-1), Special Effect Limitations- Electronics (-1/4) Real Cost: 3 - END= 0 5) Scent Emitter/Masker: Shape Shift (Smell/Taste Group), Imitation, Instant Change, 1 Continuing Fuel Charge lasting 1 Hour (-0) (17 Active Points); OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 8 - END=[1 cc] 0 6) Resonant Laser/Parabolic Antenna: (Total: 23 Active Cost, 9 Real Cost) Partially Penetrative with Normal Hearing; OAF (Damageable Component of a Defense Power; -1 1/4), Special Effect Limitations- Electronics (-1/4) (Real Cost: 2) plus +12 versus Range Modifier for Hearing Group; OAF (Damageable Component of a Defense Power; -1 1/4), Special Effect Limitations- Electronics (-1/4) (Real Cost: 7) Real Cost: 9 - END=0 0 7) Chemical Sniffer/Analyzer Antenna: (Total: 22 Active Cost, 8 Real Cost) Tracking with Normal Smell; OAF (Damageable Component of a Defense Power; -1 1/4), Sense Affected As More Than One Sense Sight (-1/2), Special Effect Limitations- Electronics (-1/4) (Real Cost: 2) plus Discriminatory with Normal Smell; OAF (Damageable Component of a Defense Power; -1 1/4), Sense Affected As More Than One Sense Sight (-1/2), Special Effect Limitations- Electronics (-1/4) (Real Cost: 2) plus Analyze with Normal Smell; OAF (Damageable Component of a Defense Power; -1 1/4), Sense Affected As More Than One Sense Sight (-1/2), Special Effect Limitations- Electronics (-1/4) (Real Cost: 2) plus +7 PER with Normal Smell; OAF (Damageable Component of a Defense Power; -1 1/4), Sense Affected As More Than One Sense Sight (-1/2), Special Effect Limitations- Electronics (-1/4) (Real Cost: 2) Real Cost: 8 - END=0 0 8) APHID-Turbine Hydrospecialized Boots: Swimming 34m, Reduced Endurance (0 END; +1/2) (25 Active Points); OIF (Damageable Component of a Defense Power; -3/4), Turn Mode (-1/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 11 - END= 0 9) Thoracic Arms: (Total: 18 Active Cost, 7 Real Cost) Extra Limbs (2); OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) (Real Cost: 2) plus +5 STR; OIF (Damageable Component of a Defense Power; -3/4), Only for Grabs (-3/4), Only when using all four arms (-1/4), Special Effect Limitations- Electronics (-1/4) (Real Cost: 2) plus +1 with HTH Combat; OIF (Damageable Component of a Defense Power; -3/4), Only when using all four arms (-1/4), Special Effect Limitations- Electronics (-1/4) (Real Cost: 3) Real Cost: 7 - END=1 0 10) Zero-G Gas Thrusters: Flight 12m (12 Active Points); OIF (Damageable Component of a Defense Power; -3/4), Only works in microgravity (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 4 - END=[1 cc] 0 11) Rebreather: Life Support (Self-Contained Breathing) (10 Active Points); OAF (Damageable Component of a Defense Power; -1 1/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 4 - END=0 0 12) Insulated Dive Sheath: Life Support (Safe in High Pressure; Safe in Intense Cold) (3 Active Points); OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 1 - END=0 0 13) Orbital EVA Sheath: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (8 Active Points); OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 4 - END=0 0 14) Diamond/Teflon Powered Cutting Tool: Killing Attack - Hand-To-Hand 1 point (1 1/2d6 w/STR), Penetrating (x3; +1 1/2) (12 Active Points); OAF (-1), 8 Charges (-1/2), Inaccurate (1/2 OCV; -1/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 4 - END=[8] - END= 23 REDUCTION-STORAGE HARDWARE: Summon 191-point 'Bug-Bots' and Vehicles, Expanded Class of Beings (Limited Group; +1/2), Slavishly Devoted (+1); 1 Charge (Recovery limited to recharge of 'reverser' and/or use of Reduction Chamber in HQ; -2 1/2), OIF (-1/2), Special Effect Limitations- Electronics (-1/4) - END=[1] Powers Total: 257 Skills: 3 PSE: Inventor 2 1) PS: Entrepeneur Inventor 14- 2 2) Inventor 14- 2 3) Electronics 14- 2 4) Mechanics 14- 2 5) Science Skill: Electronic Engineering 14- 2 6) Science Skill: Piezoelectric Engineering 14- 2 7) Science Skill: Mechanical Engineering 14- 2 8) Science Skill: Chemical Engineering 14- 2 9) Science Skill: Aerospace Propulsion 14- 2 10) Science Skill: Robotics 14- 2 11) Science Skill: Physiology 14- 2 12) Science Skill: Neurology 14- 2 13) Science Skill: Optics 14- 2 14) Science Skill: Acoustics 14- 1 15) Weaponsmith (Chemical Weapons) 14- 0 Acting 8- 0 Climbing 8- 3 Combat Piloting: [FULL VEHICLE DCV WITH ROLL] 12- 3 Deduction 14- 3 Concealment 14- 0 Conversation 8- 3 Criminology 14- 3 Cryptography 14- 3 Forensic Medicine 14- 3 High Society 12- 3 KS: Famous Puzzles, Riddles, and Unsolved Enigmas 14- 0 CK: Los Angeles 11- 3 Paramedics 14- 0 Persuasion 8- 0 PS: Treasure Hunter 11- 0 Shadowing 8- 3 Stealth 12- 3 Systems Operation 14- 3 Teamwork 5 TF: APHID-Lift Vehicles, Carrier-Sized POD-Walkers, Helicopters, Large Motorized Boats, SCUBA, Small Motorized Ground Vehicles Skills Total: 73 Perks: 6 Money: Wealthy 57 Vehicles & Bases Perks Total: 63 Complications: 10 Hunted: Registered Superhero- Watched by US Govt Frequently (As Pow; NCI; Watching) 15 Social Complication: Secret ID Frequently, Major 15 Physical Complication: Paraplegic without Myoneural Bodysuit (Infrequently; Greatly Impairing) 5 Distinctive Features: Paraplegic when not wearing Myoneural Bodysuit (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Psychological Complication: Fascinated with Puzzles and Mysteries (Common; Moderate) 15 Psychological Complication: Unwilling to Kill (Common; Strong) 5 Dependent NPC: Gerard Crothers Infrequently (Normal; Useful Noncombat Position or Skills) Complications Points: 75 Base Points: 400 Experience: 6 Experience Unspent: 5 Total Character Cost: 401 Other Info: Real Name: Edgar Allen, PhD Identity: Secret; known to New Outsiders and Project Prometheus Other Aliases: None Occupation: Entrepeneurial prosthetics designer, treasure hunter, former civilian DoD engineer Legal Status: US Citizen, formerly wanted by the US govt, but with no criminal convictions Place of Birth: Los Angeles, CA Group Affiliations: Member of the New Outsiders, CEO of Life Systems LLC Known Relatives: Dr. Stanford Allen (father), Dr. Meredith Taylor Allen (mother) Height: 6' 2" Weight: 280 lbs Eyes: Blue Hair: Black BACKGROUND Edgar Allen was a brilliant young engineering prodigy, earning several doctorates by his mid-20s. Against the wishes of his parents, both accomplished research scientists, Allen chose to follow his curiosity instead of their examples and embarked on a career as an independent treasure hunter, seeking ancient shipwrecks for profit and adventure. He was successful for a time, but during a dive Allen was injured in an accident, leaving him paraplegic. Allen's paralysis forced him to rethink his career choice, and he then worked for a time developing 'aerophibian' propulsion technologies (turbines that can operate efficiently in both gaseous and fluid media) for the US Dept of Defense. A personal project of Allen's during his tenure with the DoD was research into cybernetic prosthetic solutions for nervous system injuries like his own. He eventually developed a piezoelectric 'myoneural sheath' bodysuit to serve as an external replacement for his damaged nervous system, enabling him to walk again. At that time, Allen realized that the military would have far too many abusive applications for his inventions, and he quit government employment, hiding the success of his 'APHID-Lift' propulsion project and launching a new one-man company, 'LifeSystems' LLC, with the patent for his new myoneural sheath. He developed the Gold Bug identity as a means to use his inventions to fight crime anonymously, thus keeping his designs out of military hands. PERSONALITY Edgar Allen is a friendly, pleasant individual. He believes in the basic goodness of humankind and is quick to trust and to forgive. As a crimefighter, he is primarily motivated by a desire for adventure and discovery. He enjoys puzzles and mysteries immensely, and finds that a "career" as a superhero provides him with plently of both. Because he wishes to keep his inventions from military use to prevent their power from being abused, he enjoys the anonymity of his identity as Gold Bug. That, coupled with the freedom and physical power his battlesuit affords him, contribute to him being more comfortable in his heroic identity than in his "civilian" identity. POWERS Edgar Allen has no innate superhuman abilities. However, in his crimefighting activities as Gold Bug, he uses a variety of innovative and often powerful devices of his own design. Dr. Allen is a world-class scientist and has made cutting-edge advances in several different fields, including robotics, cybernetics, polymerization, aerospace propulsion, optics, and acoustics. He is also an excellent natural detective and has trained himself in forensic crime scene analysis techniques. EQUIPMENT Gold Bug has a variety of devices that he uses to fight crime. His primary arsenal includes a few distinct items: Edgar Allen wears a myoneural sheath that enables him to walk, swim, and enjoy other activities as if he were not paraplegic. The sheath transforms signals from his central nervous system into piezoelectric signals that the device uses to both directly move his limbs and to stimulate his muscles to move independently. While wearing the sheath, Allen has physical abilites that are exceptional, but within the range of normal human ability. The sheath is form-fitting and inobvious under clothing. Allen often wears it under street clothes for freedom of movement during undercover surveillance, although he is careful to avoid recognition, since in his civilian identity he maintains the fiction that his own injuries are untreatable wth the device. While adventuring as Gold Bug, Allen wears over the sheath an armored battlesuit densely packed with powerful piezoelectric motors. The motors take their cues from signals from his myoneural sheath and magnify his strength by a factor of more than 100. With the suit, Gold Bug can lift over 50 tons. His armored suit includes a helmet that has within it a suite of advanced communications and optical devices including: satellite radio communications, infra-red filters, telescopic lenses, and microscopic lenses. His helmet also has filters that remove foreign vapors and particles from the air he breathes. Attached to his battlesuit, Gold Bug wears a set of piezoelectric insectoid wings that, combined with hidden APHID-Lift turbines, can propel him through the air at a maximum speed of approximately 75 mph. The steering jets and wings in the device are extremely nimble, providing him with remarkable maneuverability in the air. The boots of Gold Bug's battlesuit have generators that generate a static ion differential, enabling him to adhere strongly to most surfaces. Gold Bug has an arsenal of special sidearms, and he chooses one for each outing. They include: the Arachno Pistol, which projects chemical webbing or tranquilizing dats; the Hornet Pistol, which projects tiny 'bug bots' that seek out firearms and destroy them; the Chirper Pistol, which sonically induces vertigo; and the Vapor Pistol, which throws canisters of a tear-gas-like substance that also foils radio waves with suspended metallic particles. Gold Bug has invented several automated 'bug bots' that operate on non-digital analog electronics to respond to their environs with behaviors that resemble animal-like intelligence. Each bot has special characteristics that make it useful for a specific purpose, such as the digging 'Worker Bug' and the tiny, optically sensitive 'Surveillance Bug.' Gold Bug has adapted 'shrink-ray' technology developed by the villainous Dr. Sinuous into a bulky 'Reduction Chamber' wherein he shrinks bug bots and Cricket Sleds to a very small size for storage on his utility belt. On his belt, he also carries a one-charge 'anti-reduction' device with which he can return one reduced item on his belt to normal size and functionality. Additionally, Gold Bug has an array of other devices and tools that he chooses from to specially equip himself for different missions. He also makes use of various custom-built vehicles which utilize his unique APHID-Lift technology (see 'Scarab' and 'Cricket Sled').
  7. Re: Project XIII: images from my campaign AVATAR Jacob Cross VAL CHA Cost Roll Notes 30 STR 5 15- HTH Damage 6d6 END [2] 28 DEX 10 15- 20 CON 5 13- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 26 PRE 5 14- PRE Attack: 5d6 9 OCV 20 9 DCV 20 3 OMCV 0 3 DMCV 0 5 SPD 20 Phases: 3, 5, 8, 10, 12 22 PD 4 22 PD (0 rPD) 22 ED 2 22 ED (0 rED) 11 REC 0 44 END 0 10 BODY 0 40 STUN 3 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 1 32m 32m forward, 16m upward FLIGHT 36m/72m Characteristics Total: 101 Powers: TAURUS STONE, all slots OIF Unbreakable (Sapphire; -1/2), Unified Power (Taurus Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 4 1) Tauran Vigor: Regeneration (1 BODY per Hour); OIF Unbreakable (Sapphire; -1/2), Unified Power (Taurus Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END=0 7 2) +15 STR; OIF Unbreakable (Sapphire; -1/2), Unified Power (Taurus Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END=1 2 3) Tauran Stamina I: +5 CON; OIF Unbreakable (Sapphire; -1/2), Unified Power (Taurus Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 2 4) Tauran Stamina II: +24 END; OIF Unbreakable (Sapphire; -1/2), Unified Power (Taurus Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 3 5) Tauran Resilience I: +14 STUN; OIF Unbreakable (Sapphire; -1/2), Unified Power (Taurus Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 3 6) Tauran Resilience II: +7 REC; OIF Unbreakable (Sapphire; -1/2), Unified Power (Taurus Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 5 7) Tauran Fortitude I: +11 PD; OIF Unbreakable (Sapphire; -1/2), Unified Power (Taurus Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 5 8) Tauran Fortitude II: +11 ED; OIF Unbreakable (Sapphire; -1/2), Unified Power (Taurus Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= - END= LEO STONE, all slots OIF Unbreakable (Peridot; -1/2), Unified Power (Leo Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 13 1) Leonine Grace I: +13 DEX; OIF Unbreakable (Peridot; -1/2), Unified Power (Leo Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 6 2) Leonine Preternatural Leaping: Leaping +26m (32m forward, 16m upward); OIF Unbreakable (Peridot; -1/2), Unified Power (Leo Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END=1 3 3) Leonine Preternatural Climbing: Clinging (normal STR); Costs Endurance (-1/2), OIF Unbreakable (Peridot; -1/2), Cannot Resist Knockback (-1/4), 'Climbable' surfaces only (-1/4), Requires superhuman STR and DEX (-1/4), Unified Power (Leo Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END=1 5 4) Leonine Grace II: +2 DCV; OIF Unbreakable (Peridot; -1/2), Unified Power (Leo Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 5 5) Leonine Presence: +11 PRE; OIF Unbreakable (Peridot; -1/2), Unified Power (Leo Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 2 6) Leonine Resilience I: +5 PD; OIF Unbreakable (Peridot; -1/2), Unified Power (Leo Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 3 7) Leonine Resilience II: +7 ED; OIF Unbreakable (Peridot; -1/2), Unified Power (Leo Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 4 8) Leonine Ferocity: +1 with HTH Combat; OIF Unbreakable (Peridot; -1/2), Unified Power (Leo Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 2 9) Leonine Eyes: Nightvision; OIF Unbreakable (Peridot; -1/2), Unified Power (Leo Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END=0 1 10) Leonine 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] (Custom Adder) 15-; OIF Unbreakable (Peridot; -1/2), Unified Power (Leo Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= - END= LIBRA STONE, all slots OIF Unbreakable (Opal; -1/2), Unified Power (Libra Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 4 1) Libran True Sight: Detect Astrological Aura A Single Thing 14- (Sight Group), Discriminatory; OIF Unbreakable (Opal; -1/2), Sense Affected As More Than One Sense Mystical (-1/4), Unified Power (Libra Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END=0 15 2) Libran Intuition: Danger Sense: [HALF PHASE; FULL DCV AND MAY ABORT WITH A ROLL; WITH HALF ROLL KNOWS ATTACK AND MAY ATTACK SOURCE] (self only, any danger, Function as a Sense); OIF Unbreakable (Opal; -1/2), Unified Power (Libra Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) 15- - END= 9 3) Libran Death Visions: Retrocognitive Clairsentience (Sight And Smell/Taste Groups, Normal Touch And Normal Hearing), +3 to PER Roll; Extra Time (1 Minute, -1 1/2), Retrocognition Only (-1), Blackout other senses (-1/2), No Range (-1/2), Only Through The Senses Of Others (-1/2), Time Modifiers (-1/2), Only to see last moments of a corpse's life (-1/2), OIF Unbreakable (Opal; -1/2), Unified Power (Libra Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END=6 7 4) Libran Augury: +2 with all Non-Combat Skills; Only in situations where augury would be helpful (-1/2), OIF Unbreakable (Opal; -1/2), Must have had access to contemplate the night sky (-1/4), Unified Power (Libra Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 5 5) Libran Dharma Manipulation: Luck 3d6, Usable By Other (+1/4), Recipient must be within Limited Range of the Grantor for power to be granted, Grantor pays the END whenever the power is used; Side Effects (-1), Costs Endurance (-1/2), OIF Unbreakable (Opal; -1/2), Requires A Roll (14- roll; -1/4), Unified Power (Libra Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) [Notes: This Luck power uses an optional variant described in the Powers section of the 5th edition rulebook. When Avatar uses a re-roll, he attempts the Activation Roll. A failure means the re-roll does not take place, and the GM rolls ALL 3 Unluck dice as a side effect, consulting the 'Unluck' Disadvantage for effects in the event that one or more 1s are rolled. Avatar can "bless" another character, granting one or more dice of Luck to them. He pays all END and Side Effect penalties when he does so.] - END=2 3 6) Libran Karmic Transfer: Healing BODY 3d6, Can Heal Limbs; Increased Endurance Cost (x6 END; -2 1/2), 1 Charge (-2), Side Effects, Side Effect occurs automatically whenever Power is used (-1), Costs Endurance (-1/2), Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2), Others only (-1/2), OIF Unbreakable (Opal; -1/2), Cannot heal damage rec'd while behaving immorally (-1/4), Unified Power (Libra Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) [Notes: Avatar takes damage equal to 1/2 of the BODY healed] - END=18 7 7) Libran Karmic Mirror: Entangle 1d6, 3 PD/1 ED, Alternate Combat Value (uses OCV against DMCV; +1/4), Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks, STR only to break out (+1); 3 Charges (-1 1/4), Entangle Has 1 BODY (-1/2), Mental Defense Adds To EGO (-1/2), No Range (-1/2), OIF Unbreakable (Opal; -1/2), Target may use DCV or MDCV to avoid attack (-1/4), Unified Power (Libra Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END=[3] - END= SAGITTARIUS STONE, all slots OIF Unbreakable (Topaz; -1/2), Unified Power (Sagittarius Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 2 1) Hunter's Pursuit: Tracking with Detect Astrological Aura A Single Thing; OIF Unbreakable (Topaz; -1/2), Unified Power (Sagittarius Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END=0 7 2) Hunter's Stealth: Invisibility to Hearing Group , Reduced Endurance (0 END; +1/2); OIF Unbreakable (Topaz; -1/2), Only to simulate Stealth (-1/4), Unified Power (Sagittarius Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END=0 3 3) Hunter's Fortitude: Life Support (Eating: Character only has to eat once per week; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) (6 Active Points); OIF Unbreakable (Topaz; -1/2), Unified Power (Sagittarius Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END=0 4 4) Hunter's Weaponmastery: Hunter's Weaponmastery: Common Melee Weapons, Common Missile Weapons, Flails, Nets, Staffs, Whips ; OIF Unbreakable (Topaz; -1/2), Unified Power (Sagittarius Stone Powers; -1/4), Mystical Zodiac Source (-1/4) - END= 5 5) Hunter's Accuracy: +2 OCV; OIF Unbreakable (Topaz; -1/2), Unified Power (Sagittarius Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 5 6) Hunter's Reflexes: +1 SPD; OIF Unbreakable (Topaz; -1/2), Unified Power (Sagittarius Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= 4 7) Hunter's Bowmanship: (Total: 9 Active Cost, 4 Real Cost) +2 with Bow; OIF Unbreakable (Topaz; -1/2), Unified Power (Sagittarius Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) (Real Cost: 2) plus Penalty Skill Levels: +5 vs. range penalties with bows with to offset a specific negative OCV modifier with any single attack; OIF Unbreakable (Topaz; -1/2), Unified Power (Sagittarius Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) (Real Cost: 2) - END=0 1 8) Hunter's Weapon-Crafting: Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12-; OIF Unbreakable (Topaz; -1/2), Unified Power (Sagittarius Stone Powers; -1/4), Special Effect Limitations (Mystical Zodiac Source; -1/4) - END= - END= 22 SAGITTARIAN ARMS: Multipower, 84-point reserve, Slots only changeable at base (-1), Only archaic- or unpowered-type arms (-1/2); all slots OAF (-1), Requires WF (-1/4) [Notes: Avatar can carry two weapons at a time. They are collapsible and are sheathed on his back. The Bow slots count as one weapon, but Avatar must choose how many sharp or blunt arrows he takes on a mission (total of 8).] - END= 1f 1) Staff: (Total: 38 Active Cost, 15 Real Cost) Hand-To-Hand Attack +4d6, Reduced Endurance (1/2 END; +1/4); OAF (-1), Hand-To-Hand Attack (-1/4), Requires WF (-1/4) (Real Cost: 9) plus Autofire (3 shots; +1/4); OAF (-1), Requires WF (-1/4) for up to 20 Active Points of Hand to Hand Attack, Reduced Endurance (0 END; +1); Requires 2 hands (-1/2) (Real Cost: 7) plus Stretching 2m, Reduced Endurance (0 END; +1/2); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), Requires WF (-1/4) (Real Cost: 1) - END=1 2f 2) Mace: (Total: 38 Active Cost, 16 Real Cost) Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/4), Requires WF (-1/4) (Real Cost: 13) plus Stretching 1m, Reduced Endurance (0 END; +1/2); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), Requires WF (-1/4) (Real Cost: 1) - END=0 1f 3) Flail: (Total: 38 Active Cost, 14 Real Cost) Hand-To-Hand Attack +5d6; OAF (-1), Hand-To-Hand Attack (-1/4), Requires WF (-1/4) (Real Cost: 9) plus +2 OCV; Only to counteract DCV bonuses from shields, etc and to defeat Block maneuvers (-1), OAF (-1), Requires WF (-1/4) (Real Cost: 3) plus Stretching 2m, Reduced Endurance (0 END; +1/2); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), Requires WF (-1/4) (Real Cost: 1) - END=2 1f 4) Bow- sharp arrows: Killing Attack - Ranged 2 1/2d6, 8 Recoverable Charges (-0) (40 Active Points); OAF (-1), 2-handed (-1/2), Beam (-1/4), Requires WF (-1/4) - END=[8 rc] 1f 5) Bow- blunt weighted arrows: Blast 8d6, 8 Recoverable Charges (-0) (40 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Requires WF (-1/4) - END=[8 rc] 2f 6) Spear: (Total: 39 Active Cost, 16 Real Cost) Killing Attack - Hand-To-Hand 1d6 (2d6+1 w/STR), Range Based On STR (+1/4), Armor Piercing (+1/4), Reduced Endurance (1/2 END; +1/4); OAF (-1), Requires WF (-1/4) (Real Cost: 10) plus Stretching 2m, Reduced Endurance (0 END; +1/2); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), Requires WF (-1/4) (Real Cost: 1) plus +2 OCV; OAF (-1), Not usable with other Arms (-1/4), Requires WF (-1/4) (Real Cost: 4) - END=1 2f 7) Broadsword: (Total: 38 Active Cost, 17 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (3d6 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/4); OAF (-1), Requires WF (-1/4) (Real Cost: 15) plus Stretching 1m, Reduced Endurance (0 END; +1/2); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), Requires WF (-1/4) (Real Cost: 1) - END=1 2f 8) Battle Axe: (Total: 45 Active Cost, 20 Real Cost) Killing Attack - Hand-To-Hand 2d6+1 (3 1/2d6 w/STR), Armor Piercing (+1/4); OAF (-1), Requires WF (-1/4) (Real Cost: 18) plus Stretching 1m, Reduced Endurance (0 END; +1/2); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), Requires WF (-1/4) (Real Cost: 1) - END=4 1f 9) Whip: (Total: 40 Active Cost, 13 Real Cost) Hand-To-Hand Attack +4d6, Reduced Endurance (1/2 END; +1/4); OAF (-1), Hand-To-Hand Attack (-1/4), Needs room to swing (-1/4), Requires WF (-1/4) (Real Cost: 8) plus Stretching 7m, Reduced Endurance (0 END; +1/2); OAF (-1), Always Direct (-1/4), no Noncombat Stretching (-1/4), Only To Cause Damage or Grab (-1/4), Requires WF (-1/4) (Real Cost: 3) plus +1 OCV; Only for Disarm and Trip (-1), OAF (-1), Requires WF (-1/4) (Real Cost: 1) - END=1 1f 10) Knives: Killing Attack - Hand-To-Hand 1d6 (2d6+1 w/STR), Range Based On STR (+1/4), Autofire (3 shots; +1/4), Reduced Endurance (0 END; +1) (37 Active Points); OAF (-1), 8 total knives (-1/4), Requires WF (-1/4) - END=0 1f 11) Net: Entangle 1d6, 6 PD/3 ED, Takes No Damage From Attacks Limited Group (+1/4), Area Of Effect (1m Radius; +1/4) (41 Active Points); 1 Recoverable Charge (Recovers only if Net not destroyed; -1 1/2), OAF (-1), Range Based On Strength (-1/4), Requires WF (-1/4) - END=[1 rc] 1f 12) Shield: (Total: 40 Active Cost, 14 Real Cost) +2 DCV; OAF (-1), Requires WF (-1/4) (Real Cost: 4) plus +2 OCV; Only for Blocking (-1), OAF (-1), Requires WF (-1/4) (Real Cost: 3) plus Deflection; OAF (-1), No Range (-1/2), Not vs. Very Fast Attacks (-1/4), Requires WF (-1/4) (Real Cost: 6) - END=2 - END= PARAWING KEVLAR CLOAK, all slots OIF (-1/2), Lockout (-1/2), Restrainable (-1/2) - END= 7 1) Memory-Form Airfoil Shape: Flight 36m; Gestures, Requires Gestures throughout (Requires both hands; -1), Cannot hover- minimum 1/2 move (-1/2), Restrainable (-1/2), OIF (-1/2), Lockout (-1/2), Requires superhuman STR and DEX or operates as parachute only (-1/4), Needs to run or leap for takeoff (-1/4), Needs full wingspan (-1/4) - END=4 5 2) Energy-Distributive Kevlar Polymer: Resistant (+1/2) for up to 23 Active Points of 13 PD/10 ED, Reduced Endurance (0 END; +1/2); OIF (-1/2), Lockout (-1/2), Restrainable (-1/2), Requires a free hand (-1/4), Requires A Roll (14- roll; -1/4) - END=0 - END= OTHER EQUIPMENT 4 1) Cowl Communications Device: High Range Radio Perception (Radio Group) (12 Active Points); Cannot receive or transmit sight images (-3/4), Sense Affected As More Than One Sense Hearing (-1/2), IIF (-1/4), Real Technology (-1/4) - END=0 Powers Total: 210 Martial Arts: Hand-to-Hand Commando Training 4 1) Jab/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 5 2) Overhand Punch/Thrust Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 3 3) Judo Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 5 4) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 40 STR to take weapon away 5 5) Scramble: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 1 6) Weapon Element: Empty Hand, In Flight Martial Arts Total: 23 Skills: 3 PSE: Mercenary Soldier 1 1) CuK: Islamic 11- 2 2) Interrogation 14- 1 3) KS: Politics of World Conflict 11- 1 4) Language: Cantonese (fluent conversation) 1 5) Language: Russian (fluent conversation) 1 6) Language: Arabic (fluent conversation) 1 7) Language: Spanish (fluent conversation) 2 8) Paramedics 12- 1 9) PS: Mercenary 11- 2 10) Stealth 15- 3 11) Survival (Tropical, Desert) 12- 2 12) Tactics: [HINTS ABOUT OPPONENTS' NEXT MOVE, ETC. WITH ROLL] 12- (3 Active Points) 3 13) WF: Small Arms, Blades, Bows 0 Acting 8- 3 Breakfall: [sTAND 0 PHASE WITH ROLL; AVOID SHOVE AT -1 PER 1 ON ATTACK ROLL; HALF DMG FROM THROWS AT -1 PER 2D6; HALF DMG FROM FALL AT -1 PER 4M; AVOID DMG AND PRONE FROM KB AT -1 PER 4M] 15- 3 Combat Driving: [FULL VEHICLE DCV WITH ROLL] 15- 3 Concealment 12- 0 Conversation 8- 3 Deduction 12- 2 KS: NYC Underworld 11- 0 CK: NYC 11- 0 Language: English (idiomatic) 3 Lockpicking 15- 0 Persuasion 8- 0 PS: US Army Special Forces 11- 0 Shadowing 8- 3 Streetwise 14- 3 Systems Operation 12- 3 Teamwork 12- 3 TF: APHID-Lift Vehicles, Parachuting, Basic, Small Motorized Ground Vehicles 10 +1 with All Attacks 3 Fast Draw: Sagittarian Arms [DRAW WPN 0 PHASE; CHANGE CLIP HALF PHASE WITH ROLL; GO 1ST IN HELD ACTIONS CONTEST WITH ROLL] 15- Skills Total: 66 Perks: 3 Positive Reputation: Violent Vigilante (A medium-sized group) 11-, +3/+3d6 2 Contact: SSG Max Ahrens 11- Perks Total: 5 Complications: 0 Distinctive Features: Magical Aura When in Possession of Zodiac Stones (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 15 Social Complication: Secret Identity Frequently, Major 10 Psychological Complication: Struggles to Repair His Karma (Common; Moderate) 15 Psychological Complication: Vengeful (Common; Strong) 10 Psychological Complication: Violent (Common; Moderate) 5 Psychological Complication: Contempt for Cowards (Uncommon; Moderate) 10 Negative Reputation: Violent Vigilante, Frequently 10 Hunted: Seekers of the Zodiac Stones Infrequently (As Pow; Harshly Punish) 0 Hunted: US Govt Law Enforcement Frequently (As Pow; NCI; Watching) Complications Points: 75 Base Points: 400 Experience: 9 Experience Unspent: 4 Total Character Cost: 405 Other Info: Real Name: Jacob Cross Identity: Secret; known to New Outsiders and Project Prometheus Other Aliases: None Occupation: Security trainer, former mercenary, former soldier Legal Status: US Citizen, formerly wanted by the US govt, but with no criminal convictions Place of Birth: New York, NY Group Affiliations: Founding member of the New Outsiders, former member of US Army Special Forces Known Relatives: Ronald Cross (father), Marilyn Cross (mother) Height: 6' 0" Weight: 185 lbs Eyes: Brown Hair: Brown BACKGROUND Jacob Cross was a mercenary by trade: a career soldier who cared only for the bottom line. That all changed when he signed on to an operation to retrieve four priceless gems from an elderly mystic living in a remote region of India. Cross and his team, acting on information provided by their unknown employer, eventually located their target. The man at first refused to reveal the location of the gems, but after several hours of interrogation, the mystic led Cross to the stones' location and personally handed them to the mercenary. At the moment the gems changed hands, he whispered to Cross, "Here, lost one, these stones and I no longer need one another. Your journey will now begin." As he took possession of the first stone, a large opal,Cross became literally and clearly aware of the weight of his past evils on his soul. He knew then that whatever it was...karma, sin, or the scorn of the gods, he was at that moment already damned. He learned from the aged yogi that the gems were part of a set of twelve mystical icons representing the domains of the zodiac, and that the opal, the Libra Stone, had given him the ability to sense his own moral balance. Cross then began a quest to redeem himself by serving the greater good. He has dedicated himself to protecting the innocent and acting as an agent for justice. What started as a selfish attempt to save his own soul is slowly transforming his outlook and personal morality. Although he still struggles with his violent, vengeful nature, he can sense each true good deed cleansing the taint on his spirit and easing him closer to salvation. PERSONALITY Avatar is a headstrong, fearless individual. He has a vengeful nature and is quick to use violence as a solution. His fear of damnation and his guilt for his past misdeeds drive him to uncompromisingly deliver harsh punishment to the guilty and to seek vengeance for their victims. The influence of the Libra Stone, however, and his exposure to more selfless individuals is slowly tempering his behavior. POWERS Avatar has no innate superhuman abilities. All of his powers are derived from the magical Zodiac Stones that he carries. Due to his career as a soldier and mercenary special operative before becoming Avatar, however, Jacob Cross has a variety of skills and abilities that are useful to him as a crimefighter. His relevant skills include competency with a wide variety of firearms, the ability to survive in unforgiving environments due to his special training, deadly skill in close combat, and fluency in several different languages, among other talents. EQUIPMENT Avatar wears on his belt four of the powerful 'Zodiac Stones': ancient, indestructible gems that bestow supernatural abilities on those who possess them. Each bearer of a particular stone will gain different abilities, depending on his or her astrological auspex and personality. The four Zodiac Stones in Avatar's possession have given him a variety of supernatural powers. The Taurus Stone, a sapphire, provides Avatar with superhuman strength, stamina, and resilience. He can lift and carry nearly two tons and can withstand impacts and injury that would cripple a normal man. Additionally, the stone provides him with an accelerated healing rate, such that he can recover from near-mortal wounds in less than a day. The Leo Stone, a peridot, provides him with preternatural grace and agility, along with enhancing his natural senses. With it, Avatar is superhumanly agile and acrobatic, able to scale nearly sheer surfaces with ease and leap incredible distances. The stone also enables him to see clearly in low-light conditions. Additionally, its leonine qualities make his visage more fearsome and steady his resolve. The Libra Stone, an opal, attunes Avatar's senses to the balance of forces in the universe and to the astrological auras of those around him. With the opal, Avatar can detect the "auspex" of anyone he sees, sensing it accurately enough to identify an individual by his or her auspex alone. He is sensitive to the equilibrium of the energies in the world around him to the degree that he can mystically sense a threat to his person. With a conscious effort, Avatar can manipulate the balance of positive and negative forces in his soul and in the souls of others. Avatar refers to those energies as "karma." With a touch, he can karmically manipulate others' auspex to paralyze his opponents with mystical visions of their sins, heal his allies' wounds by taking the negative energies into his own body, or view the last moments of the life of an unfortunate corpse. With a conscious effort, Avatar can even affect the flow of events around him by manipulating his own karmic balance, causing what appears to be improbable luck. It has been noted that Avatar's mystical senses and abilty to affect the karma of others has no effect on other Zodiac Stone bearers. The Sagittarius Stone, a topaz, provides Avatar with the skills of a hunter elevated to a superhuman degree. He can follow a mystical trail of lingering auspex energy left by an individual whom he has met before. That tracking sense, combined with the ability to move absolutely silently, increased accuracy, and the fortitude to go for days without sleep or sustenance, combine to make him a lethal predator. The topaz also provides Avatar with an innate knowledge of the manufacture and use of classical and medieval weaponry. In his hands, a primitive weapon becomes supernaturally powerful. Avatar has an arsenal of archaic-style weaponry from which he selects to arm himself for missions. Avatar also makes use of other equipment, provided to him by a military contact from his days doing government work. Most significant is his Parawing Cloak, designed for potential use by Neodrenaline-powered super-soldiers. The cloak's unique semi-batlike shape and design allows a superhumanly athletic user to take flight and to maintain altitude as if the cape were wings. Additionally, it is made of a highly efficient Kevlar composite that distributes and dissipates energies from what might otherwise be lethal attacks.
  8. Re: Project XIII: images from my campaign I don't have a good export format for the boards, so for now, I'll post descriptions and pics and attach the hdc files. In order to view and export our characters properly, you'll need our extension templates and export formats. They're attached to this post. Remember to check the pathnames on the first line of text in the extension templates and make sure that they match the locations where you save your templates.
  9. Re: Project XIII: images from my campaign Edit: Does anyone have a good export format for the HERO boards? The plain text formats don't work well, because they rely on tab strokes that don't translate to the board format.
  10. Re: STUN multipliers in 6e I asssume you're talking about a situation where an attack has either the advantage 'Increased STUN Multiplier' or the limitation 'Decreased STUN Multiplier.' In either case, the order of addition doesn't matter. Add the die roll, the modifier for the location, and any increase or decrease built into the power. If the end result is less than 1, then treat it as 1. Of course, after defenses, the minimum STUN taken should be equal to the BODY taken after all defenses and modifiers, as in the rules as written. I like this variant, but I'm starting to lean toward just determining the STUN damage done as normal with a 1d3 (plus increase or decrease), then applying defenses, then multiplying for hit location...the same as with BODY and N STUN. It seems simpler and more intuitive, and I like the results.
  11. Re: STUN multipliers in 6e Well said. I was hoping, though, to not have to make these points in this thread. Coming here and arguing against the need for a house rule is like going to Sunday school and preaching atheism. Silly and pointless...and persisting in such shows an annoying egocentrism.
  12. Re: STUN multipliers in 6e Thanks, Bones.
  13. Re: STUN multipliers in 6e Please keep in mind that there are a number of comments in quotes in his statements that were never said by me.
  14. Re: STUN multipliers in 6e I posted this remark in the thread starter for a very specific reason: That is...I wanted to have a discussion with like-minded people. The whole debate about the need for a house-rule is purely opinion. Our opinions differ. There is nothing wrong with defining a topic for a thread. It's common practice to do so, and it's common courtesy to stay within the topic of a given forum...both on the internet and in real life...especially when the person hosting the conversation asks you to do so. Hence my moving this discussion here to be polite to Chris Goodwin. Have your own debates on other topics elsewhere. You are being very rude.
  15. Re: STUN multipliers in 6e You obviously have not understood anything that I've said regarding the whole plot device discussion. I'm honestly weary of you crashing this conversation. Do me a favor and find someone else to heckle.
  16. Re: STUN multipliers in 6e Even on the internet it is possible to be rude, my friend.
  17. Re: STUN multipliers in 6e I never said that guns and swords only don't kill people in movies as a plot device. I said that it rarely comes up in a story as anything other than a plot device. Which I believe is absolutely true. No...suspension of disbelief defines heroic fiction. Plot devices are a literary means to accomplish a particular advancement in a plot...whatever the genre.
  18. Re: Project XIII: images from my campaign
  19. Re: STUN multipliers in 6e My intention was never to make damage more lethal. My intention was to reduce the STUN damage from KAs to make it more consistent with the KA STUN damage that occurs in a campaign that doesn't use the hit location chart. The option I presented makes combat LESS lethal, in fact, for PCs. In the rules as written, a PC is more likely to be knocked out by any given attack...and villains aren't terribly prone to rendering first aid to the heroes and putting them in a holding cell.
  20. Re: STUN multipliers in 6e Your actions belie your words.
  21. Re: STUN multipliers in 6e Hence my remarks that you (and archermoo) obviously like things the way the have always been. Some of us don't and are disappointed that the hit location chart wasn't adjusted along with the STUN die roll.
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