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OzMike

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  1. Re: [Group] Mega Force

     

    Prepare yourself for...

     

    Shockwave

    Val Char Cost Roll Notes

    60 STR 50 21- Lift 102.4tons; 12d6 [6]

    20 DEX 30 13- OCV: 7/DCV: 7

    30 CON 40 15-

    20 BODY 20 13-

    13 INT 3 12- PER Roll 12-

    14 EGO 8 12- ECV: 5

    25 PRE 15 14- PRE Attack: 5d6

    10 COM 0 11-

     

    30 PD 18 Total: 30 PD (15 rPD)

    20 ED 14 Total: 20 ED (10 rED)

    4 SPD 10 Phases: 3, 6, 9, 12

    18 REC 0

    60 END 0

    65 STUN 0 Total Characteristic Cost: 208

     

    Movement: Running: 6"/12"

    Flight: 20"/40"

    Leaping: 12"/24"

    Swimming: 2"/4"

     

    Cost Powers END

    120 Terrakinetic Powers: Multipower, 150-point reserve, (150 Active Points); all slots Only When In Contact With The Ground (-1/4)

    9u 1) Footstomp: Energy Blast 8d6, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4), Area Of Effect (36" Radius; +1 1/2) (150 Active Points); No Range (-1/2), Only When In Contact With The Ground (-1/4) 7

    9u 2) Handclap: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4), Area Of Effect (21" Cone; +1) (150 Active Points); No Range (-1/2), Only When In Contact With The Ground (-1/4) 7

    12u 3) Pinpoint Shockwave: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2), Indirect (Any origin, always fired away from attacker; +1/2), Double Knockback (+3/4) (150 Active Points); Only When In Contact With The Ground (-1/4) 7

    9u 4) Whipcrack: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4), Area Of Effect (40" Line; +1) (150 Active Points); No Range (-1/2), Only When In Contact With The Ground (-1/4) 7

    12u 5) Groundfist: Entangle 5d6, 8 DEF (standard effect: 5 BODY, 8 DEF) (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Sight Group), Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2) (149 Active Points); Only When In Contact With The Ground (-1/4) 6

     

    45 Ground Riding: Flight 20", Position Shift, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Only In Contact With A Surface (-1/4) 2

    24 One With The Earth: Knockback Resistance -15" (30 Active Points); Only When In Contact With The Ground (-1/4)

    8 One With The Earth: Clinging (normal STR) (10 Active Points); Only When In Contact With The Ground (-1/4)

    30 Stone Speaking: Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range (37 Active Points); Only When In Contact With The Ground (-1/4)

    12 Skin Like Stone: Damage Resistance (15 PD/10 ED)

    14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

     

    Dirty Infighting

    Maneuver OCV DCV Notes

    1 Weapon Element: Barehanded, Clubs

    4 Block/Chin Block +2 +2 Block, Abort

    4 Eye Gouge -1 -1 Flash 4d6

    4 Kidney Blow -2 +0 HKA 1d6 +1

    4 Low Blow -1 +1 2d6 NND

    4 Punch/Backhand +0 +2 14d6 Strike

    3 Throw +0 +1 12d6 +v/5, Target Falls

     

    Perks

    1 Fringe Benefit: Criminal rank (member in gang, organized crime group, or the like)

    5 Money: Well Off

     

    Talents

    3 Bump Of Direction

     

    Skills

    10 +2 with HTH Combat

    3 Bribery 14-

    3 Demolitions 12-

    3 Gambling 12-

    3 Mechanics 12-

    3 Streetwise 14-

    2 WF: Small Arms

     

    Total Powers & Skill Cost: 364

    Total Cost: 572

     

    200+ Disadvantages

    10 Hunted: The Mafia 8- (Mo Pow, NCI, Watching)

    10 Susceptibility: Not being in contact with a surface, 1d6 damage per Turn (Uncommon)

    20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

    20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)

    10 Reputation: Violent Thug, 11-

    15 Psychological Limitation: Loyal to the Family (Common, Strong)

    15 Psychological Limitation: Loyal to Harlequin (Common, Strong)

    15 Psychological Limitation: Vengeful (Common, Strong)

    10 Psychological Limitation: Revels in Destruction (Common, Moderate)

    10 Unluck: 2d6

    10 Vulnerability: 2 x STUN Air Attacks (Uncommon)

    10 Vulnerability: 2 x Effect Air Attacks (Uncommon)

    217 Experience Points

     

    Total Disadvantage Points: 155

     

  2. Re: [Group] Mega Force

     

    Including...

     

    Rubberman

    Val Char Cost Roll Notes

    30 STR 20 15- Lift 1600.0kg; 6d6 [3]

    23 DEX 39 14- OCV: 8/DCV: 8

    23 CON 26 14-

    15 BODY 10 12-

    23 INT 13 14- PER Roll 14-

    14 EGO 8 12- ECV: 5

    23 PRE 13 14- PRE Attack: 4 1/2d6

    4 COM -3 10-

     

    12/22 PD 6 Total: 12/22 PD (0/10 rPD)

    12/22 ED 7 Total: 12/22 ED (0/10 rED)

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

    11 REC 0

    46 END 0

    42 STUN 0 Total Characteristic Cost: 156

     

    Movement: Running: 6"/12"

    Leaping: 31"/62"

    Swimming: 2"/4"

     

    Cost Powers END

    30 Malleable: Physical Damage Reduction, Resistant, 50%

    30 Tough: Armor (10 PD/10 ED)

    14 'Bounces' back: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

     

    22 Rubbery Body: Elemental Control, 44-point powers

    23 1) Bouncy: Leaping +25" (31" forward, 15 1/2" upward) (Accurate), Reduced Endurance (0 END; +1/2) (45 Active Points)

    11 2) Malleable: Desolidification , Costs END Only To Activate (+1/4) (50 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2) 4

    18 3) Stretchy: Stretching 6", Reduced Endurance (0 END; +1/2) (45 Active Points); no Noncombat Stretching (-1/4)

    Notes: Also up to +2D6 Velocity Damage

    11 4) Bendy: +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points); No Figured Characteristics (-1/2), Limited Power Only for Grabs and Entangles (-1/2)

     

    20 Rubbery Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents)

    13 Rubbery Body: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type of Attack (Poisons, diseases, chemicals; -1/2)

    10 Sticky: Clinging (normal STR)

    16 Sticky: Knockback Resistance -10" (20 Active Points); Only When In Contact With A Surface (-1/4)

    3 Stretchy and Tough: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum)

     

    14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

     

    Martial Arts - Bouncy Arts

    Maneuver OCV DCV Notes

    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

    5 Flying Grab -2 -1 Grab Two Limbs, 40 STR for holding on; FMove

    5 Passing Disarm -1 -1 Disarm, 40 STR to Disarm; FMove

    5 Passing Strike +1 +0 6d6 +v/5; FMove

    5 Passing Throw +0 +0 6d6 +v/5; Target Falls; FMove

     

    Perks

    5 Money: Well Off

     

    Talents

    3 Ambidexterity (-2 Off Hand penalty)

     

    Skills

    10 +2 with HTH Combat

    18 +6 with Move-By, Move Through, Dive For Cover

    3 Acrobatics 14-

    3 Breakfall 14-

    3 Combat Driving 14-

    3 Combat Piloting 14-

    3 Contortionist 14-

    3 Gambling 14-

    3 High Society 14-

    3 Mechanics 14-

    3 PS: Stage Magician 14-

    3 Shadowing 14-

    3 Sleight Of Hand 14-

    3 Stealth 14-

    3 Streetwise 14-

    3 Tactics 14-

    3 Teamwork 14-

     

    Total Powers & Skill Cost: 341

    Total Cost: 497

     

    200+ Disadvantages

    10 Distinctive Features: Ugly and mishapen face (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    10 Enraged: If looks discussed (Common), go 8-, recover 14-

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

    20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

    10 Psychological Limitation: In love with Jinx (Common, Moderate)

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

    5 Physical Limitation: (Infrequently, Slightly Impairing)

    15 Psychological Limitation: Chivalrous - will not punch or hit women (but will restrain them) (Common, Strong)

    15 Psychological Limitation: Everything is 'theatre', does things for dramtic effect (Common, Strong)

    15 Psychological Limitation: Obssessed with 'pretty' things (Common, Strong)

    10 Unluck: 2d6

    20 Vulnerability: 2 x Effect Cold powers (Common)

    137 Experience Points

     

    Total Disadvantage Points: 160

     

  3. Re: [Group] Mega Force

     

    Next...

    Jinx

    Val Char Cost Roll Notes

    15 STR 5 12- Lift 200.0kg; 3d6 [1]

    20 DEX 30 13- OCV: 7/DCV: 7

    20 CON 20 13-

    15 BODY 10 12-

    18 INT 8 13- PER Roll 13-

    18 EGO 16 13- ECV: 6

    18 PRE 8 13- PRE Attack: 3 1/2d6

    16 COM 3 12-

     

    6/22 PD 3 Total: 6/22 PD (0/16 rPD)

    6/22 ED 2 Total: 6/22 ED (0/16 rED)

    4 SPD 10 Phases: 3, 6, 9, 12

    7 REC 0

    40 END 0

    33 STUN 0 Total Characteristic Cost: 115

     

    Movement: Running: 6"/12"

    Leaping: 3"/6"

    Swimming: 2"/4"

     

    Cost Powers END

    14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

     

    14 Armoured Clothing: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2), IIF (-1/4)

     

    30 Lucky: Luck 6d6

    17 Lucky: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Limited Power Power loses about a third of its effectiveness (Luck-based; -1/2), Nonpersistent (-1/4)

    20 Luckily That Just Missed: +6 with DCV (30 Active Points); Limited Power Power loses about a third of its effectiveness (Luck-based; -1/2)

    17 Luckily That Blow Only Grazed Me: Physical Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about a third of its effectiveness (Luck-based; -1/2), Nonpersistent (-1/4)

    17 Luckily That Blast Only Grazed Me: Energy Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about a third of its effectiveness (Luck-based; -1/2), Nonpersistent (-1/4)

     

    63 Jinx Powers: Multipower, 142-point reserve, (142 Active Points); all slots Side Effects (Side Effect only affects the environment near the character; Power strikes one random friend within range; -3/4), Activation Roll 14- (-1/2)

    5u 1) That's A Really Bad Malfunction: Dispel Technological Object 20d6, One At A Time (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (One Hex; +1/2) (135 Active Points); Side Effects (Side Effect only affects the environment near the character; Power strikes one random friend within range; -3/4), Activation Roll 14- (-1/2), Limited Range (25") (-1/4)

    5u 2) That Power Shouldn't Work: Dispel Any one power 20d6, any single mutant power one at a time (+1/4), Area Of Effect Accurate (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (135 Active Points); Side Effects (Side Effect only affects the environment near the character; Power strikes one random friend within range; -3/4), Activation Roll 14- (-1/2), Limited Range (25") (-1/4)

    6u 3) Pulled A Muscle, Clumsy In Combat: Drain STR, DEX, SPD, Running, Swimming, Leaping 3d6, Limited Range (25") (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (One Hex; +1/2), all listed simultaneously (+2) (127 Active Points); Side Effects (Side Effect only affects the environment near the character; Power strikes one random friend within range; -3/4), Activation Roll 14- (-1/2)

    6u 4) Nothing Is Going Right For You, Is It?: Negative Skill Levels (-5 with Any Skill), Limited Range (25") (+1/4), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (One Hex; +1/2) (137 Active Points); Side Effects (Side Effect only affects the environment near the character; Power strikes one random friend within range; -3/4), Activation Roll 14- (-1/2)

    5u 5) Magic Is Unreliable: Dispel Any one power 20d6, any single magic power one at a time (+1/4), Area Of Effect Accurate (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (135 Active Points); Side Effects (Side Effect only affects the environment near the character; Power strikes one random friend within range; -3/4), Activation Roll 14- (-1/2), Limited Range (25") (-1/4)

    5u 6) Did You Fall?: Energy Blast 8d6, Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (One Hex; +1/2), Indirect (Any origin, any direction; +3/4), Double Knockback (+3/4) (140 Active Points); Side Effects (Side Effect only affects the environment near the character; Power strikes one random friend within range; -3/4), OIF (Environment of opportunity; -1/2), Activation Roll 14- (-1/2), Limited Range (25") (-1/4)

     

    Perks

    5 Money: Well Off

    3 Computer Link

     

    Skills

    3 Acting 13-

    3 Breakfall 13-

    3 Climbing 13-

    3 Combat Driving 13-

    3 Computer Programming 13-

    3 Lockpicking 13-

    3 Mechanics 13-

    3 Paramedics 13-

    3 Persuasion 13-

    3 PS: Thief 13-

    3 Security Systems 13-

    3 Seduction 13-

    3 Stealth 13-

    3 Sleight Of Hand 13-

    3 Streetwise 13-

    3 Systems Operation 13-

    4 TF: Common Motorized Ground Vehicles, Snowmobiles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

    3 Electronics 13-

    3 Gambling 13-

    3 Inventor 13-

     

    Total Powers & Skill Cost: 293

    Total Cost: 408

     

    200+ Disadvantages

    20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

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

    15 Psychological Limitation: Code vs Killing (Common, Strong)

    10 Psychological Limitation: Greedy (Common, Moderate)

    10 Psychological Limitation: In love with Speedfreek (Common, Moderate)

    15 Psychological Limitation: Protective of Blindsight (Common, Strong)

    10 Reputation: Petty Thief, 11-

    108 Experience Points

     

    Total Disadvantage Points: 100

     

  4. Re: [Group] Mega Force

     

    Thanks for the kind comments folks. I've been trying to complete each character as I post, but it's taking a while. So instead, I'll just post what I have and update backgrounds etc as requested.

  5. Re: [Group] Mega Force

     

    Here's another member...

    Blindsight

    Val Char Cost Roll Notes

    10 STR 0 11- Lift 100.0kg; 2d6 [1]

    15/25 DEX 15 12- / 14- OCV: 5/8/DCV: 5/8

    15 CON 10 12-

    12 BODY 4 11-

    33 INT 23 16- PER Roll 16-

    23 EGO 26 14- ECV: 8

    10 PRE 0 11- PRE Attack: 2d6

    14 COM 2 12-

     

    5/13 PD 3 Total: 5/13 PD (0/8 rPD)

    6/14 ED 3 Total: 6/14 ED (0/8 rED)

    3 SPD 5 Phases: 4, 8, 12

    5 REC 0

    30 END 0

    25 STUN 0 Total Characteristic Cost: 91

     

    Movement: Running: 6"/12"

    Leaping: 2"/4"

    Swimming: 2"/4"

     

    Cost Powers END

    14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

    14 Armoured Clothing: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2), IIF (-1/4)

    15 Sword Cane: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)

    1u 1) Blade: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)

    1u 2) Cane: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)

    1u 3) Irritating Powder: Sight Group Flash 6d6 (30 Active Points); 1 Charge (-2), OAF (-1) [1]

    1u 4) Taser: Killing Attack - Ranged 1/2d6, +8 Increased STUN Multiplier (+2) (30 Active Points); 4 Charges (-1), OAF (-1) [4]

     

    60 Already rolling with the blows: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

    54 Can sense fate: Danger Sense (general area, out of combat, Analyze, Discriminatory, Function as a Sense, Targeting Sense) 18-

    20 Her mind is elsewhen...: Mental Defense (25 points total)

    10 It's hard to surprise a precog: Defense Maneuver I-IV

    50 Knows what you are going to do before you even do it, and can tell her teamates: +10 DEX, Ranged (+1/2), Usable Simultaneously (up to 8 people at once; +1) (75 Active Points); No Figured Characteristics (-1/2)

    39 Seeing within, seeing without: Spatial Awareness (Unusual Group), +2 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees)

    20 True Precogntion: Precognitive Clairsentience (Hearing, Touch And Smell/Taste Groups And Spatial Awareness), Discriminatory (70 Active Points); Precognition/Retrocognition Only (-1), No Conscious Control (Only Effects cannot be controlled; -1), No Range (-1/2) 7

    2 Weapon Element: Barehanded, Blades, Clubs

    5 Defensive Block +1 +3 Block, Abort

    5 Disarming Throw +0 +0 Grab Weapon, 35 STR to take weapon away; Target Falls

    4 Martial Disarm -1 +1 Disarm; 40 STR to Disarm

    4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

    4 Martial Escape +0 +0 45 STR vs. Grabs

    4 Martial Strike +0 +2 8d6 Strike

    3 Martial Throw +0 +1 6d6 +v/5, Target Falls

    16 +4 HTH Damage Class(es)

     

    Perks

    4 Contacts (4 points' worth)

    3 Anonymity

    3 Computer Link

    2 Reputation: Top class precog (A large group) 8-, +2/+2d6

     

    Talents

    3 Absolute Time Sense

    3 Bump Of Direction

    12 Combat Luck (6 PD/6 ED)

    18 Evasive

    5 Resistance (5 points)

     

    Skills

    3 Acting 11-

    3 Breakfall 12- (14-)

    3 Criminology 16-

    3 Deduction 16-

    1 Forgery (Money (Counterfeiting)) 8-

    3 Paramedics 16-

    2 PS: Bodyguard 11-

    2 PS: USSS Agent 11-

    3 Scholar

    2 1) KS: Counterfeiting (3 Active Points) 16-

    2 2) KS: Federal Criminal Law And Procedure (3 Active Points) 16-

    2 3) KS: Financial Crimes And Frauds (3 Active Points) 16-

    10 4) KS: The Future (11 Active Points) 24-

    2 5) KS: The Law Enforcement World (3 Active Points) 16-

    3 Streetwise 11-

    3 Tactics 16-

    2 WF: Small Arms

     

    Total Powers & Skill Cost: 449

    Total Cost: 540

     

    200+ Disadvantages

    20 Hunted: Secret Service 8- (Mo Pow, NCI, Capture)

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

    20 Psychological Limitation: Follows her fate (Very Common, Strong)

    15 Psychological Limitation: Protective of those she perceives as innocent (Common, Strong)

    15 Psychological Limitation: Generous - gives her money away to those in need etc (Common, Strong)

    20 Physical Limitation: Blind (All the Time, Greatly Impairing)

    10 Vulnerability: 2 x Effect Luck based powers (Uncommon)

    220 Experience Points

     

    Total Disadvantage Points: 120

     

    Background/History: She died alone again. Everytime death came, she was alone. She'd always been alone.

     

    No one who came to the orphanage wanted the strange little blind girl who spoke to people who weren't there and knew things they shouldn't. No one would play with her, but that was fine by her. She'd only feel feel and hear and smell them dying sometime anyway. But she could feel the sun on her face, smell the flowers in spring, and hear the innocent laughter of the other orphans, so she was content. She wasn't dead. Yet.

     

    One day a dark man was coming and he wanted her, not the others, but she knew what the dark man had done. He'd smelt like incense and sulfur and rich food and blood, and despite not wanting to she'd heard things said in words she didn't understand by things she didn't want to know and one word had risen unbidden in her mind... DEMON. So she ran six hours before he was going to come. On the eve of her thirteenth birthday.

     

    She returned after the dark man had gone. She was safe. She heard someone say it must have been a gas leak or an electrical fault - the wiring was old after all - then heard the dark man ask coldly "Where is the child? You were her keeper" and Dr Bumble, the manager of the orphanage say fearfully "I-I don't know sir. She was here at lights out"and the dark man was saying "They must be appeased with blood" and then the others were screaming and then they were burning and she knew that she was in the past again and she was screaming and then...

     

    She got out of the hospital by doing the things she saw she would do, even though it took time and the voices of the others would come to her from time to time. She'd learnt to keep quiet about the things she'd seen and saw, and simply did what she saw herself doing, lest others suffer as the children had. At this point, her powers were tested, found to be true, and the government made her an offer.

     

    She thought perhaps that joining the Secret Service would allow her to protect the innocent, but instead she was only protecting the corrupt and bloated. And she saw links to the dark man in some of her visions the longer she stayed and deduced only one way out. So one day she waited in the shadows as a man, not the dark man, cut the throat of her charge and left. She then left, drifting to avoid the hunting feds, and waited until the day she'd meet Harlequin, Jinx and the others. And for a time, a long time, she'd be with them and be able to do something.

     

    But always death would come again, and she'd die alone.

     

    Personality/Motivation: Blindsight is a fatalist, in that she follows her perceived fate. Her psychological makeup makes it seem odd that she would choose to associate with Mega Force, but her visions showed her that she is with Mega Force, so she is resigned to her fate. While with the group she does what she can to care for Jinx and Gunk, both of whom she percieves as innocent, and tries to curb the more anti-social tendencies of other group members. She will rarely try to avoid her fate, as the consequences of doing this in the past have led to the death of innocents.

     

    Quote: "Don't. Please. I know how it ends."

    *He's going to move there next...*

     

    Powers/Tactics: Blindsight is a powerful precog, a talented martial artist, and a brilliant field tactician. The latter two are greatly enhanced by the former, to the point where she knows what people are going to do before they do it and is able to communicate this quickly and efficiently to her teammates.

     

    Campaign Use: Blindsight is a tragic figure who believes that the death she percieves for herself will happen and that all her other precognitive 'visions' must be followed. She is not a villain in the classic sense, and could be persuaded to the side of 'light', but only if she could bring Jinx and Gunk with her.

     

    DEMON's interest in her is deliberately left up in the air for the GM to deal with as they will.

     

  6. Re: [Group] Mega Force

     

    Hehe..."Gunk is Sticky". Now he's my kinda guy! One question though' date=' just outta curiosity, how come you went with a TK Damage Shield instead of a Clinging (buy it a second time) Damage Shield? Great character, I'll rep again when I can.[/quote']

     

    Well, Clinging isn't exactly an attack power for starters but it did cross my mind. Secondly, Clinging wouldn't restrict a character's ability to move, access focii, perform gestures etc... The other option was an Entangle Damage shield, but that didn't work the way I wanted it to, so I stuck with the TK.

     

    And it works GREAT on martial artists and bricks:sneaky:

  7. Lots of fun to use.

     

    Cowboy

    Val Char Cost Roll Notes

    15 STR 5 12- Lift 200.0kg; 3d6 [1]

    29 DEX 57 15- OCV: 10/DCV: 10

    23 CON 26 14-

    15 BODY 10 12-

    18 INT 8 13- PER Roll 13-

    14 EGO 8 12- ECV: 5

    20/30 PRE 10 13- / 15- PRE Attack: 4d6/6d6

    12 COM 1 11-

     

    8/18 PD 5 Total: 8/18 PD (0/10 rPD)

    8/18 ED 3 Total: 8/18 ED (0/10 rED)

    6 SPD 21 Phases: 2, 4, 6, 8, 10, 12

    8 REC 0

    46 END 0

    35 STUN 0 Total Characteristic Cost: 156

     

    Movement: Running: 7"/14"

    Leaping: 3"/6"

    Swimming: 2"/4"

     

    Cost Powers END

    67 Mystic Sixguns: Multipower, 150-point reserve, (150 Active Points); all slots Restrainable (-1/2), Activation Roll 14- ("Misfire"; -1/2), No Knockback (-1/4)

    5u 1) Blazing Away - Multiple Targets: RKA 2d6, Reduced Endurance (0 END; +1/2), Affects Desolidified Any form of Desolidification (+1/2), +3 Increased STUN Multiplier (+3/4), Area Of Effect (128" Radius; +2), Selective (+1/4) (150 Active Points); No Range (-1/2), Activation Roll 14- (-1/2), Restrainable (-1/2), Can Be Missile Deflected (-1/4), No Knockback (-1/4)

    6u 2) Blazing Away - Single Target: RKA 3d6, Reduced Endurance (0 END; +1/2), Affects Desolidified Any form of Desolidification (+1/2), LOS (+1/2), +3 Increased STUN Multiplier (+3/4) (146 Active Points); Restrainable (-1/2), Activation Roll 14- ("Misfire"; -1/2), Beam (-1/4), No Knockback (-1/4)

    6u 3) Aimed Shot: RKA 2d6, Reduced Endurance (0 END; +1/2), LOS (+1/2), Area Of Effect Accurate (One Hex; +1/2), Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (+1/2), +6 Increased STUN Multiplier (+1 1/2) (150 Active Points); Restrainable (-1/2), Activation Roll 14- ("Misfire"; -1/2), Can Be Missile Deflected (-1/4), No Knockback (-1/4)

     

    15 Armoured Duster: Armor (10 PD/10 ED) (30 Active Points); Activation Roll 14- (-1/2), OIF (-1/2)

    7 Swirling Duster: +3 with DCV (15 Active Points); OIF (-1/2), Activation Roll 14- (-1/2)

    5 Cool in a Crisis: +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (Defensive Only; -1)

    1 Weapon Element: Handguns

    4 Basic Shot +0 +0 Strike, +2 DC

    4 Ranged Disarm +0 +0 Disarm, +3 DC to Disarm

    5 Offensive Trip +1 -1 Strike +v/5, Target Falls

     

    Perks

    9 Harley-Davidson VRSCA V-Rod "Bessie": Vehicles & Bases

     

    Talents

    3 Absolute Range Sense

     

    Skills

    12 +4 with Handguns

    3 Acrobatics 15-

    3 Analyze: Combat 13-

    3 Breakfall 15-

    3 Combat Driving 15-

    3 Fast Draw 15-

    2 Gambling (Card Games) 13-

    3 KS: Firearms 13-

    3 KS: The Mercenary World 13-

    5 KS: The Old West 15-

    3 PS: Hired Gun 15-

    3 Riding 15-

    3 Streetwise 13- (15-)

    2 TF: Common Motorized Ground Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles

    4 WF: Early Firearms, Handguns, Small Arms

    2 Weaponsmith (Firearms) 13-

     

    Total Powers & Skill Cost: 194

    Total Cost: 350

     

    200+ Disadvantages

    5 Distinctive Features: Speaks like he's in the Old West (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    15 Enraged: If Bessie is destroyed (Uncommon), go 14-, recover 14-

    10 Hunted: Bulldozer 11- (Less Pow, Harshly Punish)

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

    15 Hunted: Nighthawk 11- (As Pow, Capture)

    15 Psychological Limitation: Code of the Mercenary (Common, Strong)

    15 Psychological Limitation: Gunslinger Mentality (Common, Strong)

    5 Psychological Limitation: Obsessed with the Old West (Uncommon, Moderate)

    15 Psychological Limitation: Thrillseeker (Common, Strong)

    10 Reputation: Gun for hire, 11-

    10 Rivalry: Professional (Lazer; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

    15 Experience Points

     

    Total Disadvantage Points: 135

     

    Background/History: John Erikson, the son of a Texan oil tycoon, was always obsessed with the Old West. He felt like he'd been born 100 years too late. He collected Old West memorabilia; he taught himself to ride a horse; he even learnt to shoot and draw just like they used to. He craved the freedom of the old ways, the freedom for a man and his sixgun to decide his own destiny, and woe betide any man who'd try to stop him. Somehow he felt that life was passing him by.

     

    One day he saw a pair of exquisite pistols of a design he'd never seen before up for auction. He knew he had to have them, and neither Man nor God nor even the Devil were going to stop him. They cost him his inheritance and nearly all that he owned, but in the end they were his. When he first picked them up he knew that they were meant for him, and he for them. He sold the rest of his possessions and took to the road on his steel horse and became Cowboy, Gun-for-Hire.

     

    Personality/Motivation: Cowboy is a man with an affection for things past, but more than that he seeks action and adventure. He enjoys taking on other gun using characters and showing them how to really shoot, but won't kill them unless asked. Or unless they push it.

     

    Quote: "Stop jabberin' boy. Draw!"

     

    Powers/Tactics: Cowboy's physical abilities, whilst physically impressive, are still within the realm of human. He is incredibly agile and fast, can take a beating, and is cool in a crisis.

     

    His mystic sixguns enable him to shoot anyone with 250 yards of his person in the head, and he never seems to run out of bullets. He can also focus on one target for greater effect. The guns also allow him to aim without missing, and to shoot intangible objects. His duster is a specially armoured with spectra-weave, and swirls about in combat making Cowboy a hard target to hit.

     

    Campaign Use: Cowboy is a mercenary, or hired gun in Old West parlance. He works for whomever pays him, and does his job.

     

     

     

  8. Mega Force are an elite mercenary group and homage to an existing comic book team that I have used with great success. They are slightly cheesy by name in tribute to a really bad 80's telemovie, but that doesn't mean you have to play them as cheesy and useless. The way they play is usually determined by the mood of their leader.

     

    Also, some characters are more complete than others I'm afraid.

     

    First up, a favourite of mine and the players...

     

    Gunk

    Val Char Cost Roll Notes

    60 STR 50 21- Lift 102.4tons; 12d6 [6]

    8 DEX -6 11- OCV: 3/DCV: 3

    40 CON 60 17-

    30 BODY 40 15-

    8 INT -2 11- PER Roll 11-

    8 EGO -4 11- ECV: 3

    30 PRE 20 15- PRE Attack: 6d6

    0 COM -5 9-

     

    30 PD 18 Total: 30 PD (30 rPD)

    30 ED 22 Total: 30 ED (30 rED)

    3 SPD 12 Phases: 4, 8, 12

    20 REC 0

    80 END 0

    80 STUN 0 Total Characteristic Cost: 199

     

    Movement: Running: 9"/18"

    Swimming: 2"/4"

     

    Cost Powers END

    30 All weapons and attacks are the same to Gunk: Damage Resistance (30 PD/30 ED)

    20 Attacks go straight through Gunk: Knockback Resistance -10"

    90 Body of Gunk: (Total: 90 Active Cost, 90 Real Cost) Physical Damage Reduction, Resistant, 75% (Real Cost: 60) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

    50 Body of Gunk: LS (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)

    22 Gunk can reach you: Stretching 3", Reduced Endurance (0 END; +1/2) (22 Active Points)

    32 Gunk doesn't see the world as we do: Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees), Range

    30 Gunk doesn't think like we do: Mental Defense (32 points total)

    45 Gunk has Big and Blobby Fists: Area Of Effect (up to One Hex; +1/2) for up to 60 Active Points of STR, Reduced Endurance (0 END; +1/2) (45 Active Points)

    10 Gunk has no weak points: Lack Of Weakness (-10) for Resistant Defenses

    10 Gunk is Sticky: Clinging (normal STR)

    141 Gunk is Sticky: Telekinesis (60 STR), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4) (247 Active Points); Limited Power Only to grab and hold (-1/2), Limited Power Must touch/be touched (-1/4)

    54 Gunk is self-healing and cannot die: Healing 5 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (150 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

    Notes: Resurrection does not work if burnt to a cinder

     

    Skills

    10 +2 with HTH Combat

     

    Total Powers & Skill Cost: 544

    Total Cost: 743

     

    200+ Disadvantages

    15 Distinctive Features: Big, green and blobby - humanoid gunk (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    10 Enraged: At loud noises (Common), go 8-, recover 14-

    20 Enraged: STUN taken (Common), go 14-, recover 14-

    20 Physical Limitation: Blind (All the Time, Greatly Impairing)

    5 Physical Limitation: Large - up to 4 times normal size (Infrequently, Slightly Impairing)

    25 Physical Limitation: Mute (All the Time, Fully Impairing)

    15 Psychological Limitation: Loyal to those that treat Gunk with kindness (Common, Strong)

    Notes: Loyal to Jinx, Blindsight, Rubberman, Harlequin

    10 Reputation: Big Blobby Green Humanoid, 11-

    20 Vulnerability: 2 x STUN Cold Attacks (Common)

    10 Vulnerability: 2 x STUN Vibratory attacks (Uncommon)

    393 Experience Points

     

    Total Disadvantage Points: 150

     

    Background/History: Gunk burbled happily in his tank. It liked being in its tank. It made it feel all squershily somewhere inside. Not that inside was a concept that really mattered to Gunk. All parts of Gunk were Gunk. It had been in its tank for a long time, but that didn't matter. It was quite content. Suddenly there were loud noises nearby, and Gunk writhed. Something outside its tank was disturbing Gunk, and Gunk was not happy.

     

    Tommy and Frank removed their hands from their ears and shone a torch around the room they had just blasted open. Raiding old supervillain bases was lucrative, but dangerous. Just the other week an old secruity mummy had activated in one of the Clockwork Pharoah's old haunts, and they had had to run for it. Sure, it had caused havoc once it got out and the local goody-two-shoes in tights was still resting up in hospital despite destroying it, but they didn't make the stupid machine. Plus VIPER paid a lot for the stuff they brought in. When it worked and wasn't broken.

     

    "Dude will you look at all this stuff? It's like out of one of those old movies," Tommy said, stepping into the room. The torchlight picked out old vacuum tubes and other old-school scientific apparatus like test tubes.

     

    Frank was more cautious and eyed the room. He could see the benches around the edge, the pipes and wires leading everywhere, and the distinct lack of dust. "No dust," he muttered.

     

    "What was that?" Tommy shouted.

     

    "No dust," Frank said more loudly.

     

    Tommy walked further into the abandoned lab, making a mental list. If any of this stuff was working, they were in for a pretty good...

     

    *Squlech*

     

    "What was that?" Tommy shouted, reaching for a scientific... gizmo he'd call it.

     

    "Didn't say nothin'," Frank shouted back from the front of the lab, setting up the loot trolley. Then Frank looked up in time to see a large, blobby figure reach out with a slurpy splat, and Tommy was gone.

     

    "Ahhhh!" Frank screammed as he ran. He'd never liked Tommy anyway.

     

    *Burble* went Gunk, and followed.

     

    ---------------------------------------------

     

    Gunk's origins are shrouded in mystery. No one knows if it was created in the lab, held prisoner there and experimented on, or is an alien life form. After its initial rampage was over, Gunk was finally knocked out releasing its (thankfully) unconscious victims.

     

    Personality/Motivation: Gunk's primary motivation is to be content. If left alone, Gunk will squelch happily in place. However, due to its appearance that is often not what happens. Loud noises, particulalry those over 150 db cause Gunk discomfort, and Gunk will do anything to stop it.

     

    Also Gunk has shown an incredibly loyalty towards those that show it kindness, which implies some form of intelligence.

     

    Quote: None. Gunk is Mute. Although it does make nice squleching noises.

     

    Powers/Tactics: Gunk is incredibly resilient and incredibly strong. Its body is made up of... welll... gunk. Gunk can hit things hard, and its sticky body will absorb most objects it comes into contact with.

     

    Campaign Use: Gunk is a brick who is particularly nasty against people who engage in HTH combat. Gunk can also be used as a roaming menace for lower powered characters.

     

    Appearance: Gunk is a large mass of green phlegm-like gunk that is vauguely humanoid in shape.

     

     

  9. Re: Etrigan's Arts

     

    A new (and better I think!) color version of Mindstorm:

     

    mindstorm_small.jpg

     

    It looks like a silver vs bronze age colouring contest :) I think both are fine.

     

    How would he look if the current yellow were black(ish) and the yellow a dark purple (ish)? With the cape maybe one of those two colours?

  10. Re: World Watchers Beta Team

     

    James 'Mimic' Caruso

    James is a small quiet man who goes about his day-to-day job as an accountant as if he were born to the job. He has an eye for detail and a way with numbers that would normally make him a very rich man, if only he weren't so quiet and unassuming and unambitious. He is also unflappable, methodical, and some would even say emotionless. They'd be wrong - he just has incredible self control. He actually finds his chosen career quite boring, despite being incredibly good at it.

     

    His appearance is always immaculate, even if he buys his suits off the rack he has one of those frames that makes them fit perfectly. He tends to like the colours brown and beige, eats the same thing for lunch every day (tuna fish sandwich), and is always on time.

     

    He lives alone in a 2 bedroom apartment in the nice part of town with his dog Carson, a purebred bloodhound, and spends his nights reading Sherlock Holmes and Agatha Christie mysteries. He is mostly content, but dreams of the day where his powers could really make a difference.

     

    James' powers are twofold, and he finds both slightly embarrassing. Firstly, he has minor shapeshifting abilities that allow him to alter his size by about 6 inches, and stretch to about the same. Secondly, he is able to create and duplicate any sound he has heard. The second power allows him to draw attention to himself, but he finds the thought mortifying.

     

    He'd choose to wear a domino mask, hat, nice 3 piece suit, and a cape like the pulp heroes of old if he went to an interview, and would use his powers to make himself seem louder and more impressive than he is.

     

    However, while his powers are relatively useful, it's his sharp perceptive mind and unflappable demeanour that would make him a valuable addition to a team.

  11. Re: World Watchers Beta Team

     

    Danger Kid (and Ruff)

    Danger Kid looks like your ordinary tween/teen - dreses in blue jeans, hi-tops, has blonde hair that looks like it's never seen a comb - except that he wears his great grandpa's flying goggles on his head and a red tshirt with the letters DK written on it in white. He carries a skateboard most places and desperately wants to be a superhero, or at least a superhero's sidekick.

     

    He has the irrepressible belief of youth in his own invulnerability, plus he has a single power - he actually is practically invulnerable. Consequently, he constantly throws himself into dangererous situations in an attempt to 'help'. Hence his name.

     

    Ruff is his pet dog - a terrier cross. Crossed with what? Who knows - is it important? Ruff is incredibly protective of Danger Kid, and can often be found fearlessly siccing the 'bad guys' as he and Danger Kid have 'adventures'. Ruff also has invulnerability similar to Danger Kid's and packs a mean bite that can pierce almost anything.

     

    Danger Kid (and Ruff) would do almost anything to join a hero team, and won't take no for an answer easily. He'd think it was some sort of test, and so set out to prove himself worthy. Danger Kid believes in traditional heroic ideals that seem out of place with his generation. He also believe that catching bad guys is more important than school and homework.

  12. Re: The return of... HIDEOUS!

     

    I figure that it depends on the effect you want...

     

    You want it to kill/hurt people? Killing Attack. Probably NND, Does Body (Defense is successful Ego roll). Area Effect as you suggested. Some sort of Limitation like "must look at face". Damage shield too?

     

    You want it to drive them insane or make them quivering wrecks? Ego or Pre Drain.

     

    You want it to stun them so badly that they can't move or look away? BOECV Mental Entangle/Paralysis.

     

    Other mental effects? Telepathic Mind Control (probably the way I'd do it).

     

    Be careful of using this as a damaging attack though - it would be a player killer in most games, as well as a killer of many NPC's. I guess that's why I'd lean towards the Mind Control option.

  13. Re: Does having 16-20 BODY in a Char. Max. game break things?

     

    Amusingly enough, I rarely have to injure a player in my games. I encourage them to use stealth and tactics to get around, and to take cover in combat. The rub is when someone gets the drop on them and tells them to surrender/drop their weapons or the like. If a character has 20 BODY and is being covered by a mook with a 1d6+1 RKA pistol aimed at thier vitals, there is a 50% chance that the damage done will not be lethal. I can arm all my mooks with 2d6 RKAs, but then I'm screwing the poor guy who decided to only take 12 BODY in the interests of realism. Effectively 20 BODY characters just triggers an arms race which encourages all the bad guys to carry bigger sticks (or guns, or the like).

     

    As for bleeding rules, I'm pretty sure that a guy who comes from the hit point school of thought will envision a paramedics roll as a "cure light wound" to stop the bleeding.

     

    Then use 2 mooks for that 20 BOD character :) Or the only mook with the machine pistol. Or the captain of the mooks, who has a bigger gun...

     

    ... or just ask the player to spend the points elsewhere.

  14. Re: Chimpira's Art Dump

     

    Here is something I just inked. Not in love with it and I might give it another crack at a later date and redraw the whole shabam.

     

    I like it (rep).

     

    She looks sad and haunted. A flawed character - very nice.

     

    Oh, and everything else is great too. The bunch of dudes in a circular layout looks great (post before the sad Angel Fae).

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