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Great Beyond

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Everything posted by Great Beyond

  1. Re: Need some name help: French Supers No list of French villains thieves and bandits can be complete without mention of gentleman thief Arsene Lupin http://en.wikipedia.org/wiki/Ars%C3%A8ne_Lupin And of course his grandson, Lupin III http://en.wikipedia.org/wiki/Ars%C3%A8ne_Lupin_III
  2. Re: Loved at home hated by the world. Me: flip the table and walk out? Well, probably not - but there better be one HELL of a story payout for such blatent railroading. Scarlet Arrow is not a pacifist, but she'd never ever kill *any*body, even the most bad of the bad guys. So accidently killing a bystander would be utterly devistating and pretty much force the retriment of the character, even without the whole "entire country angry at her" thing. Great Beyond has a serious Lone Ranger streak running through her, so she's turn herself over and trust that justice would clear her name. Since it sounds like a kangaroo court that's already decided that she's guilty before the trial even starts, the outcome would probably be terminal. So playing this scenario as-is would pretty much end the game for me, even if I didnt flip the table.
  3. Re: Soviet Superheroes I don't have a powerset in mind, but I do have a cool back-story / explanation for a Russian character. Back in the 40's, when the Iron Curtain wasn't all rusty and falling apart, the soviets did their own super solder program, coming up with the character in question. Very jingoistic, very hard line communist. The head of the program put this freshly minted solder on ice in cryogenic suspension until the time was right to deploy him in defense of Mother Russia. And there he stayed, until the USSR fell apart. As the perestroika and glasnost policies took off, the remnants of the old way were swept aside and forgotten. As the Soviet Union fell apart, and the military didn't have enough money to pay their troops, they started selling off old war surplus - included in the lots were cryogenic suspension equipment - including one never used super solder. So now we have a red commie to the core hardliner with no purpose and ton of culture shock, trying to make his way in a capitalist world. ***EDIT*** Ok, after digging around on my hard drive, I found some brainstorming notes from a couple of months back. I never did get around to writing these guys up, but it's a starting point. RUSSIAN Iron Curtain - metal coverd man Tank Red Menace - big robot! Molotov - fire blaster Ursa Major - Intelligent bear tank Tunguska Blast - Radiation blaster Tesla - Electrical control/suppression Pravda - Mentalist Bolshoi - martial artist dexterity based guy
  4. Re: Super City The Hot Lead Steel Foundry - In operation around the clock, 24 hours a day, with gigantic vats of molten metal constantly being poured from place to place - but narly a worker to be seen anywhere in the facility. Perhaps they all fell into a vat at one time or another, because the place doesnt have two handrails in the whole freakin' complex. Of course a constant rain of glowing hot sparks shower down from every piece of machinery - even the coke machine.
  5. Re: WWYCD #124 or so:Peace on Earth You know, ironically we have something like this in our game right now. Not the 24 hour moratorium on violence, but the very open relationships with our bad guys. The closest thing Scarlet Arrow has to a nemesis is her brother, who went off to be a super villain to get away from their parents and be his own man and show the world "I can make it on my own way" and that sort of thing. The kicker is that it's Scarlet's mission to redeem him - so she's always in touch, emailing him and calling him and stuff. There's been extended periods of time (like him coming over for dinner) so they talk all the time. It's just that when the family fights, they fight BIG! The nemesis of Scarlet's roommate is an ex-boy friend, and while Jade wont admit it, there's still a tiny little spark for him somewhere. And of course the boyfriend is all "Oh, she'll come around someday" and carrying a torch big-time. The last personal nemesis lost her powers and her memory and wound up in the group's lap. Instead of offing her, they decided to help rehabilitate her and turn her back to the light side while she gets her mental ducks in a row.
  6. Re: Minimum megascale inches? It may be a house rule that we've got in play. I'll collect some opinions from here to make sure I'm indeed not crazy, read the section on megascale telepoprt again and get all my facts in a row before we get together next weekend.
  7. A quick question - I was trying to build a Megascale teleport, and went with 5 inches at a x10,000 km setting. Realizing that this would pretty much overshoot any destination on the planet (more or less), I went to knock the number of inches down to about 2. As I was working out the numbers, one of the other players said "Cant do that - there has to be a 5 inch minimum for balance purposes." Quickly consulting my book, I dont see anything like that in rules, either under teleport or megascale. Is she right and I'm just not seeing it, or is she remembering an old edition rule?
  8. Re: Excalibur? Well, I'll be using Excalibur against my players this weekend, with all the suggestions encorperated. I'll be sure to tell how things go down monday morning!
  9. Re: Post Your Character Here!!!! However Kennedy here, my trick arrow defender (to steal a CoH term), is in current usage. . . . [b]Scarlet Arrow - Veronica Kennedy Lovecraft[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13 12- HTH Damage 2 1/2d6 END [1] 20 DEX 30 20 13- OCV 7 DCV 7 18 CON 16 18 13- 15 BODY 10 15 12- 18 INT 8 18 13- PER Roll 13-/16- 13 EGO 6 13 12- ECV: 4 19 PRE 9 19 13- PRE Attack: 3 1/2d6 14 COM 2 14 12- 8 PD 5 8/23 8/23 PD (8/23 rPD) 8 ED 4 8/23 8/23 ED (8/23 rED) 4 SPD 10 4 Phases: 3, 6, 9, 12 13 REC 12 13 50 END 7 50 50 STUN 19 50 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward [b]CHA Cost: 141[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 37 [b][i]Bow and Arrow[/i][/b]: Multipower, 90-point reserve, all slots Indirect (Same origin, always fired away from attacker; +1/4) (112 Active Points); all slots OAF (-1), Requires Both Hands (-1/2), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4) - END= 2u 1) [b][i]Arrow Attack[/i][/b]: Energy Blast 12d6, Increased Maximum Range (1,500"; +1/4) (75 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4) - END=[8] 2u 2) [b][i]Sniper Shot[/i][/b]: Killing Attack - Ranged 4d6, +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (1,875"; +1/4) (90 Active Points); OAF (-1), Extra Time (Extra Segment, -1/2), 8 Charges (-1/2), Requires Both Hands (-1/2), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4) - END=[8] 2u 3) [b][i]Sonic Arrow[/i][/b]: Energy Blast 5 1/2d6, Personal Immunity (+1/4), Based On EGO Combat Value (Standard Defenses apply; +1), Range Modifiers Apply (-1/4), Area Of Effect (6" Radius; +1) (84 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4) - END=[8] 2u 4) [b][i]EMP Burst[/i][/b]: Energy Blast 5d6+1, Personal Immunity (+1/4), Area Of Effect (6" Radius; +1), No Normal Defense ([standard]; +1) (88 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4) - END=[8] 2u 5) [b][i]Boxing Glove Arrow[/i][/b]: Energy Blast 8d6, Indirect (Same origin, always fired away from attacker; +1/4), No Normal Defense ([standard]; +1) (90 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4) - END=[8] 2u 6) [b][i]Acid Arrow[/i][/b]: Drain PD 5d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (87 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4) - END=[8] 2u 7) [b][i]Flash Arrow[/i][/b]: Sight and Hearing Groups Flash 7d6, Personal Immunity (+1/4), Area Of Effect (5" Radius; +1) (90 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4) - END=[8] 2u 8) [b][i]Glue Arrow[/i][/b]: Entangle 4d6, 4 DEF, Personal Immunity (+1/4), Area Of Effect (5" Radius; +1) (90 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Cannot Form Barriers (-1/4), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4) - END=[8] 2u 9) [b][i]Ice Arrow[/i][/b]: Entangle 8d6, 10 DEF (90 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4) - END=[8] 2u 10) [b][i]Suction Cup Arrow[/i][/b]: Telekinesis (40 STR), Persistent (+1/2) (90 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Works only towards character (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4) - END=[8] 2u 11) [b][i]Smoke Arrow[/i][/b]: Darkness to Sight Group 5" radius, Personal Immunity (+1/4), 8 Continuing Charges lasting 5 Minutes each (+1/2) (87 Active Points); OAF (-1), Requires An INT Roll (-3/4), Required Hands Two-Handed (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4) - END=[8 cc] 3u 12) [b][i]Oil Slick Arrow[/i][/b]: Change Environment 8" radius, -10 to Characteristic Roll or Skill Roll, -5" of any one mode of Movement, Long-Lasting 20 Minutes, Multiple Combat Effects, Personal Immunity (+1/4) (90 Active Points); OAF (-1), Requires Both Hands (-1/2), Only Affects characters on the ground (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4) - END=9 2u 13) [b][i]Itching Powder Arrow[/i][/b]: Drain DEX 4 1/2d6, Ranged (+1/2), Area Of Effect (One Hex; +1/2) (90 Active Points); OAF (-1), Requires An INT Roll (-3/4), 8 Charges (-1/2), Required Hands Two-Handed (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4) - END=[8] - END= Equipment - END= 30 1) [b][i]Body Armor[/i][/b]: Armor (15 PD/15 ED) (45 Active Points); IIF (-1/4), Real Armor (-1/4) - END=0 1 2) [b][i]That Costume Makes You Look Good[/i][/b]: +3 COM (2 Active Points); IIF (-1/4) - END= 5 3) [b][i]That Costume Makes You Look Scary[/i][/b]: +6 PRE (6 Active Points); IIF (-1/4) - END= 10 4) [b][i]Polarized mask[/i][/b]: Sight Group Flash Defense (15 points) (15 Active Points); IAF (-1/2) - END=0 3 5) [b][i]Advanced Optics[/i][/b]: Nightvision (5 Active Points); IAF (-1/2) - END=0 7 6) [b][i]Scarlet's Lucky Arrow[/i][/b]: +10 to Hit with Any One Arrow (30 Active Points); 1 Charge (-2), OAF (-1) - END=[1] 8 7) [b][i]Tracking device[/i][/b]: Detect A Single Thing 15- (Radio Group), Concealed (-7 with Detect PER Rolls), Increased Arc Of Perception (360 Degrees), MegaScale (1" = 1,000 km; +1) (34 Active Points); 2 Charges (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), IAF (-1/2), Requires Multiple Foci or functions at reduced effectiveness (+1/4) - END=[2] 5 8) [b][i]Fiberoptic Camera[/i][/b]: Clairsentience (Sight Group), Increased Maximum Range (100"; +0) (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Gestures (Requires both hands; -1/2), Extra Time (Extra Segment, -1/2), Physical Manifestation (-1/4), One Sense Only (-1/4), Attack Roll Required (-1/4), Can Be Missile Deflected (-1/4) - END=[1 cc] 1 9) [b][i]Suction Cup Arrow II[/i][/b]: Swinging 5" (5 Active Points); OAF (-1), Linked (Arrow Attack; Lesser Power can only be used when character uses greater Power at full value; -3/4), Gestures (Requires both hands; -1/2), Conditional Power Power Does Not Work In Water (-1/4) - END=1 2 10) [b][i]Quick Change[/i][/b]: Cosmetic Transform 1d6 (Street Clothes into Hero Clothes) (5 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), OIF (-1/2) - END=1 - END= Natural Abilities - END= 8 1) Damage Resistance (8 PD/8 ED) - END=0 20 2) [b][i]Good Ears[/i][/b]: Targeting with Hearing Group - END=0 3 3) [b][i]Damn good ears[/i][/b]: +3 PER with Normal Hearing - END=0 1 4) [b][i]Hover[/i][/b]: Flight 1", Difficult To Dispel (x2048 Active Points; +2 3/4) (7 Active Points); Increased Endurance Cost (x8 END; -3 1/2) - END=8 [b]POWERS Cost: 168[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] 4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm [b]MARTIAL ARTS Cost: 4[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] Combat Stuff 15 1) +5 with any three maneuvers or a tight group of attacks 8 2) Penalty Skill Levels: +4 vs. Range Modifier with a tight group of attacks 3 3) Fast Draw 13- Stealth Stuff 5 1) Stealth 14- 3 2) Shadowing 13- 3 3) Lockpicking 13- 3 4) Security Systems 13- 5 5) Concealment 14- 3 6) Sleight Of Hand 13- 3 7) Climbing 13- Arrow Making Stuff 3 1) Inventor 13- 9 2) Weaponsmith (Arrows, Bolts, And Darts, Bows) 16- Playing the Crowd Stuff 3 1) Conversation 13- 2 Language: Sign Language (fluent conversation) 3 3) Oratory 13- 3 4) Interrogation 13- 3 Scholar 1 1) KS: Kyujutsu (2 Active Points) 11- 1 2) KS: Special Effects Makeup (2 Active Points) 11- 1 3) KS: Team Sports (2 Active Points) 11- 3 Combat Driving 13- 2 PS: Assorted Arts and Crafts 11- 3 Tracking 13- 1 Survival 8- 3 Acrobatics 13- 3 Paramedics 13- [b]SKILLS Cost: 95[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 9 Vehicles & Bases 3 Vehicles & Bases [b]PERKS Cost: 12[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 3 Ambidexterity (-2 Off Hand penalty) 8 Combat Archery 8 Combat Shooting 3 Absolute Range Sense 6 Lightning Reflexes: +4 DEX to act first with All Actions [b]TALENTS Cost: 28[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 5 Distinctive Features: Minor Metagene (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) 5 Reputation: "Hey, aren't you the one who got thrown out of the Olympics for cheating?", 8- 5 Psychological Limitation: Sucker for the underdog (Uncommon, Moderate) 10 Psychological Limitation: Squeamish (Common, Moderate) 15 Psychological Limitation: Won't Kill (Common, Strong) 10 Psychological Limitation: Vegetarian (Common, Moderate) 5 Psychological Limitation: Competitive (Uncommon, Moderate) 5 Psychological Limitation: Self Esteem issues/depression prone (Uncommon, Moderate) 15 Social Limitation: Secret ID (Frequently, Major) 5 Hunted: Adoring Fan 8- (As Pow, Mildly Punish) [Notes: This would be Selina Corvus, Kennedy's closest friend on the Olympic team. When she found out about Kennedy's lone power, she sold her out to the officials and was promoted to team captain. Since then, there's been bad blood between the two, with Selina antagonizing her former friend whenever she can.] 15 Dependent NPC: Adoring Fan 8- (Normal; Unaware of character's adventuring career/Secret ID) [Notes: While Selina hates Kennedy, she is a HUGE fan of Scarlet Arrow, almost to the point of obsession and getting in the line of fire. Little does she know that her idol is her former friend. Kennedy, on the other hand hates her friend but will rescue as necessary - because that's what heroes do.] 10 Watched by: Athena 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: For whatever reason, the Goddess said "Hey, you'd make a great avatar!", and nudged events to get her outted to the Olympic team (an event that was going to go down anyway, she just accelerated the process). Being an athiest to the core, this is quite a turn of events for Kennedy.] 10 Hunted: The Other Side 8- (As Pow, Harshly Punish) [Notes: The law of cosmic balance demands that if one side gets an agent in the field (Scarlet), then The Other Side gets one too.] 10 Vulnerability: 2 x Effect Sound flashes (Uncommon) 10 Dependent NPC: Ariel 8- (Normal) 10 Dependent NPC: Marco 8- (Normal) 5 Dependent NPC: Starbucks 8- (Slightly Less Powerful than the PC) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 98 Total Exp Available: 109 Exp Unspent: 11 Total Character Cost: 448 BACKGROUND: While one in a million people have full blow meta-human powers, the number of folks who have the latent meta gene is significantly higher - about one in a thousand. Of the entire population of the planet, the number of people who have a minor power is also pretty high - about one in every hundred thousand. The best these people can ever do is minor party tricks - some telekinesis, the ability to see in the dark and so on. Normally this isn’t a big deal - unless you’re an up and coming Olympic athlete, like Kennedy Lovecraft. A promising young athlete, Kennedy was poised to take the top spot of the US archery team when the number two archery contender (and longtime friend) revealed her and her lone superpower. No super reflexes, no super speed - just the ability to fly very, very slowly - but it was enough for the Olympic committee to bar her from competing. Her Olympic dreams crushed, she could have wallowed in self pity. But Kennedy decided to use her skill for good, donning a mask and becoming . . . The Scarlet Arrow! PERSONALITY/MOTOVATION: Kennedy's parents were an also-ran. Mom was an Olympic contender in track, but was just never quite good enough to make the cut. Dad was a high school all star quarterback until he blew out his knee during a crucial play during the final seconds of The Big Game, losing it all for his team. He was never able to play football again, and retired from the sport in shame. Since they were unable to actually fulfill their dreams themselves, Kennedy's parents decided to live vicariously through their children, forcing their hobbies on them. Kennedy had an aptitude for archery, and took to it quite well. But she'd always been subjected to the "I'm only hard on you because it's what's best for you" school of parenting. So while Kennedy is a nice enough kid, she has some serious self esteem issues. She's exceptionally hard on herself for simple mistakes (like pulling the wrong arrow) that anyone could make. POWERS?TACTICS Aside from her minor flight, she has no Metahuman abilities. She is simply a very skilled archer, coupled with some gymnastic abilities and several skills she picked up running on the "seedy" side of the tracks. CAMPAIGN USE: Scarlet could be on either side of the law. She won't kill, but she has no problem breaking the law. The Heroes could easily run afoul of one of her humanitarian missions, like stealing a supply of medicine with the intent to distribute the stolen goods at a senior center in the poor part of town. APPERANCE: Scarlet is a 18 year old good looking girl, with long blond hair usually tied back in a pony tail. Her "work clothes" consist of a tight fitting red jumpsuit with white trim. Sadly no cape, since it interferes with the arrows slung on her back.
  10. Re: Post Your Character Here!!!! Sam is my character that while not retired isnt in current rotation at the moment. She's a flying blaster that does Ice and Fire attacks. [b]Great Beyond - Samantha Knight[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13 12- HTH Damage 2 1/2d6 END [1] 20 DEX 30 20 13- OCV 7 DCV 7 19 CON 18 19 13- 10 BODY 0 10 11- 18 INT 8 18 13- PER Roll 13- 18 EGO 16 18 13- ECV: 6 13 PRE 3 13 12- PRE Attack: 2 1/2d6 12 COM 1 12 11- 10 PD 7 10/20 10/20 PD (0/10 rPD) 11 ED 7 11/21 11/21 ED (0/10 rED) 5 SPD 10 5 Phases: 3, 5, 8, 10, 12 9 REC 4 9 56 END 9 56 52 STUN 25 52 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward [b]CHA Cost: 141[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 36 [b][i]Fire/Ice Blaster Pool[/i][/b]: Multipower, 81-point reserve, (81 Active Points); Conditional Power Power does not work in Common Circumstances (Ice doesnt work in hot/dry, fire doesnt work in cold/wet; -1/2), OIF (-1/2), Gestures (-1/4) - END= 8u 1) [b][i]Ice Blast[/i][/b]: Energy Blast 13d6, Reduced Endurance (1/2 END; +1/4) (81 Active Points) - END=3 8u 2) [b][i]Artic Breeze[/i][/b]: Energy Blast 7d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (10" Cone; +1) (79 Active Points) - END=3 6u 3) [b][i]Bitter Freeze Ray[/i][/b]: Entangle 6d6, 6 DEF, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Vulnerable (Uncommon; Fire attacks; -1/4) - END=3 7u 4) [b][i]Fire Sword[/i][/b]: Killing Attack - Hand-To-Hand 5d6 (5 1/2d6 w/STR) (75 Active Points) - END=7 5u 5) [b][i]Fire Sword Sweep[/i][/b]: Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2) (52 Active Points) - END=5 8u 6) [b][i]Char[/i][/b]: Energy Blast 5d6, Personal Immunity (+1/4), No Normal Defense (Target doesnt breath; +1), Area Of Effect (6" Radius; +1) (81 Active Points) - END=8 6u 7) [b][i]Ice Slick[/i][/b]: Change Environment 8" radius, -1 DCV, -1 OCV, -1" of any one mode of Movement, -6 to Characteristic Roll or Skill Roll, Alterable Size, Long-Lasting 20 Minutes, Multiple Combat Effects, Personal Immunity (+1/4) (79 Active Points); Only affects characters on ground (-1/4) - END=8 - END= 26 [b][i]Blizzard[/i][/b]: Energy Blast 10d6, Personal Immunity (+1/4), Armor Piercing (+1/2), Double Knockback (+3/4), Area Of Effect (13" Radius; +1) (175 Active Points); Increased Endurance Cost (x4 END; -1 1/2), 2 charges, continuous for 1 turn (-1), Half recovery for 1 minute (-1), OIF (-1/2), Extra Time (Full Phase, -1/2), Activation Roll 14- (-1/2), Conditional Power Power does not work in Uncommon Circumstances (Not in hot/dry; -1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4) - END=68 - END= 67 [b][i]Flight Pool[/i][/b]: Multipower, 100-point reserve, (100 Active Points); all slots OIF (-1/2) - END= 6u 1) [b][i]Fly[/i][/b]: Flight 28", No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2) (98 Active Points); OIF (-1/2) - END=0 1u 2) [b][i]Fast Fly[/i][/b]: Flight 12", MegaScale (1" = 1 km; +1/4), No Turn Mode (+1/4) (36 Active Points); Increased Endurance Cost (x3 END; -1), OIF (-1/2) - END=12 6u 3) [b][i]Fire Extinguishing[/i][/b]: Suppress Fire powers 13d6, Reduced Endurance (0 END; +1/2) (97 Active Points); OIF (-1/2) - END=0 3u 4) [b][i]Fly and Throw[/i][/b]: Hand-To-Hand Attack +13d6, Reduced Endurance (0 END; +1/2) (97 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase (and a half move), -1/2), Must follow grab (-1/2), OIF (-1/2) - END=0 - END= 6 +30 STR (30 Active Points); Increased Endurance Cost (x3 END; -1), Increase Lifting STR Only (-1), No Figured Characteristics (-1/2), Linked (Fly; -1/2), Cant add to damage (-1/2), OIF (-1/2) - END=9 7 +1 SPD (10 Active Points); OIF (-1/2) - END= 5 Mental Defense (9 points total) - END=0 5 Power Defense (5 points) - END=0 24 Armor (10 PD/10 ED) (30 Active Points); IIF (-1/4) - END=0 10 [b][i]Magic Sense[/i][/b]: Detect A Class Of Things 13- (Unusual Group), Discriminatory, Ranged (+1/2) (15 Active Points); IAF (-1/2) - END=0 [b]POWERS Cost: 250[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] 5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 23 STR for holding on; FMove 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 4 1/2d6 Strike [b]MARTIAL ARTS Cost: 12[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Scholar 2 1) KS (3 Active Points) 13- 2 2) KS (3 Active Points) 13- 2 3) KS (3 Active Points) 13- 2 4) KS (3 Active Points) 13- 3 Linguist 2 1) Language: Aramaic (completely fluent) (3 Active Points) 1 2) Language: Egyptian (fluent conversation) (2 Active Points) 1 3) Language: Klingon (fluent conversation) (2 Active Points) 2 4) Language: Latin (completely fluent) (3 Active Points) 1 5) Language: Sanskrit (fluent conversation) (2 Active Points) 1 6) Language: Welsh (fluent conversation) (2 Active Points) 3 PS: Shopkeeper 13- 5 PS: Stage Magic 15- 3 PS: Pool Shark 13- 9 Conversation 15- 7 Sleight Of Hand 15- 7 Contortionist 15- 7 Lockpicking 15- 3 Streetwise 12- 6 Gambling (Card Games, Dice Games, Roulette) 13- 6 Penalty Skill Levels: +2 vs. Range Modifier with All Attacks 3 Penalty Skill Levels: +2 vs. Flying Grab modifiers with a single attack [b]SKILLS Cost: 81[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 3 Contact: Business Contacts 12- 5 Money: Well Off [b]PERKS Cost: 8[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 4 Double Jointed 3 Ambidexterity (-2 Off Hand penalty) [b]TALENTS Cost: 7[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Dependent NPC: Miranda 11- (Normal; Also a Key segment) 5 Guardian of Mystical antiquities 10 Vulnerability: 2 x STUN Earth/Air magic (Uncommon) 10 Hunted: Red Ocktober 8- (As Pow, Harshly Punish) 15 Hunted: Council of Ten 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Hunted: Angry Earth 8- (Mo Pow, Capture) 5 Physical Limitation: Under orders from Council (Infrequently, Slightly Impairing) 10 Physical Limitation: Farsighted (Infrequently, Greatly Impairing) 15 Social Limitation: Secret ID (Frequently, Major) 10 Psychological Limitation: Glory Hound (Uncommon, Strong) 5 Psychological Limitation: Wanderlust (Uncommon, Moderate) 5 Psychological Limitation: Sucker for a sob story (Uncommon, Moderate) 10 Psychological Limitation: The Lone Ranger creed (Uncommon, Strong) 15 Psychological Limitation: Stright Shooter (Common, Strong) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 149 Total Exp Available: 149 Exp Unspent: 0 Total Character Cost: 499 BACKGROUND Donovan Knight was a stage magician working the Las Vegas strip. Despite great talent, he never rose above being a second tier opening act in the Casino circuits or beyond performing at children's birthday parties. When he died, he left the world in relative obscurity and with hundreds of happy children in his wake. His daughter Samantha always knew that her father was special, but she didn’t know exactly how special until she was going through her father's possessions. It was 1942 - Great Beyond lead the charge against the darkness as Hitler's evil talons sank themselves into the free countries of Europe. After many adventures and the defeat of the axis, he returned to the states and retired. Raised on the road, part of her father's act in a traveling circus, magic and the occult had always been a part of her life. But it had never been real - until now. Armed with his tomes of knowledge, artifacts of power and journals of his adventures, Sam sat back and began to read. It was a side of her father she never knew. It wasn’t too long after, late one night on part of the strip tourists shouldn’t go, when she came across a mugging. While she didn’t know much from her fathers bag of tricks, she knew she had to try something. With surprise was on her side, she saved the couple and thwarted the mugger. Afterwards, she was amazed on how good it felt to help people, to make a difference. After studying in earnest, she took up her father's cape - and Great Beyond flew again. PERSONALITY/MOTOVATION: In her youth, Sam was pretty freewheeling and immature, loving to travel whenever she could. From working on as a riverboat blackjack dealer in the south to helping load equipment for a punk band in England, she never turned down an opportunity to meet new people and see the world. When her father died, all that changed. Becoming the guardian of her sixteen year old sister Miranda, coupled with the newfound responsibility of being a superhero and a role model, she has to keep that side of herself in check. Despite her playful nature, she takes the superhero business very seriously. Perhaps it’s a little outdated, but she likes the Lone Ranger mentality - if a man must die, it's up to the law to decide that, not the person behind a mask. To treat other as one would want to be treated. Never dishonor your word or yourself. It may be hokey, but Sam sees nothing wrong with having some old fashion values, and being a role model. POWERS/TACTICS: Sam, without her Ring, is just another average citizen. She's picked up slight of hand and lock picking from her father, but beyond an assortment of skills from the other side of the tracks, she's just like everyone else. With her focus, she's able to tap into the primal ice and fire magic to great effect, relying mostly on the freezing blast to snare her opponents, resorting to the ranged as necessary - and usually only deploying the physically demanding Blizzard in times of great need. She's also learned to heat and cool the air around her, lifting her into the air. There's no doubt she can be formidable when needed, but Sam prefers to out-think and out-run her enemies instead of out-fighting them. CAMPAIGN USE: Since Sam is an (occasionally unwilling) freelance troubleshooter for the Council of Ten - a magical overseer watchdog group - she can easily be transplanted into the local city for a one-off mission. Or since she is the owner/operator of a small magic and occult shop (dealing in rare and obscure antiquities), she could be a contact in her civilian ID for matters occult. Sam sports shoulder length orange-ish red hair. She's in reasonable shape, and fairly good looking. Not drop dead gorgeous, but still easy on the eyes. Her hero costume tends to run along an old school cut - red suit, red large brim hat, long cape with a black lining. It's very much what The Shadow or The Gray Ghost would wear back in the 1940's.
  11. Re: Random campaign idea: Super Who Well, in our previous game, we used UNIT as our ubuquitous international troubleshooting military group. This time around we've not had any Who instances, but the team has been to the set in Cardiff a couple of times now, met David and John and had one of those "We love Mister Saxon" type cameos on the actual show.
  12. Re: Name that flag-suited hero! It doesnt meet the Captain requirement, but I've always liked "We the People" as a patriotic hero name.
  13. Re: Excalibur? Thing is - while I know about the legend in general terms (and a bit more now, since I've been doing reading for the game), I'm not all that familioare with it - so by sheer lack of knowledge, there will probably be lots of drift away from established canon. I guess I'm trying to go for the sword in general terms - big, powerful and mythical artifact, whoever has it is king of England, the wielder is tough as nails - that sort of thing. Think more four color action than authentic historical simulation. Well, the archvillian - he's not a mustache twirler, evil to the nines. He's actually out to do the right thing for The People, he just happens to think that he knows better than everyone and that the ends justify the means. I guess I'm looking for an Excalibur that's tough enough to let him stand up against 3 heros (up until they get the Anti-Excalibur Macguffin and turn things around). Which is why the "every defense under the sun" approach. There's no mental powers in the group, so I could drop that without too much worry. But you guys are right - I might roll the Damage Reduction down to 50% or so.
  14. Re: Excalibur? I dont have the exact link anymore - I found it while researching the background for the game, but in a nutshelll, Excalibur's scabbard is where all the good stuff is - injuries (like from loss of blood, for example) would not kill the bearer. Depending on the myth, wounds received by one wearing the scabbard did not bleed at all. The name Rhiannon doesnt get a lot of mention - I found it on a couple of pages, but that's about it. The aid, since it's from the scabbard side of the package, is body and stun n stuff.
  15. Re: What happens in Vegas... Depends - was he suppose to be there to help out? Or was this a "Hey - the place is being robbed! We better go stop them!" If it's just a "lets stop crime as we're passing by" moment - no big deal. Not everyone can be on the clock 24 hours a day. The situation was handled, and everything is fine. Zap wasnt needed, so we're good. If it were a pre-arranged thing, a "Ok, the robbery is going down tonight at 7. I'll be in the vault, you be at the blackjack tables ready to roll" thing - and Zap didnt show up? Then holy hell will decend from the skies. Scarlet Arrow will make sure his irresponsable actions will get front page time on her blog (with appropriate documentation and evidence to support her claims, of course). Considering the traffic that she tends to get, The Zapper will be at the center of a bad PR storm in short order. Great Beyond would bust down the door then and there and get all Gunnery Sergeant Hartman on him, right in front of god and everyone. There'd be no doubt in anyone's mind what she thought of him when she was done. Natasha might respond similar to GB, but would get more physical too. She wouldnt whup the crap out of him, but she'd probably give him a black eye or two.
  16. Ok, so in this weekend's game (probably), the good guys on vacation in England get to throw down with my archvillain who - if all goes well - will have gotten his hands on Excalibur and it's scabbard as the final stage of his master plan (you know, get Excalibur, overthrow the current government, rule England forever). Since there is probably going to be a fight, I figured I'd better come up with some numbers instead of just hand waving it. Here's what I have: Excalibur - * Killing Attack - Hand-To-Hand 5d6, Penetrating (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (x2; +1) (225 Active Points); OAF (-1) * Energy Damage Reduction, Resistant, 75% (60 Active Points); OAF (-1) * Physical Damage Reduction, Resistant, 75% (60 Active Points); OAF (-1) * Mental Damage Reduction, 75% (60 Active Points); OAF (-1) * +30 PRE (30 Active Points); OAF (-1) * Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OAF (-1) Rhiannon - * Healing BODY 7d6, Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (210 Active Points); OAF (-1) * Aid 6d6, Uncontrolled (+1/2), Continuous (+1) (150 Active Points); OAF (-1) * Power Defense (15 points) Now, it's suppose to be kind of unbalancing and high powered because A) It's freakin Excalibur, and I dont have to worry about it because I'm going to give them an anti-Excalibur MacGuffin that should take the wind out of it's sails duing the big fight outside of Buckingham Palace. But does that sound like it covers everything? Is that appropriately bad-assed enough? Anything I've forgotten? What do you think, sirs?
  17. Great Beyond

    Organic

    Re: Organic Natasha is a Super Genius, so she'd make sure all avenues have been explorded before pulling the plug. And since she has all kind of friends scattered through time and space, she very well may be able to turn this around. Great Beyond would honor his wish - and have the presence of mind to follow up on the recipiants, to make sure that problems arent caused by whomever got the spare parts. Scarlet Arrow would honor the wish, but it wouldnt occure to her about people getting powers after the fact, or that there might be problems. Or if she did, she'd assume that the people who know better (the doctors) have taken care of it.
  18. Re: "Sorry m'am, you'll have to check your hand grenades." Never said I was looking to get out the difficulties of having a focus. I just wanted to know how other folks dealt with the matter.
  19. My group of heroes recently found themselves graduating from being just local heroes to a more jet-setting country and global spanning group. And of course since we're never really dealt with villainy on such a far-flung scale, there's never been a need for teleporters or a team jet or anything like that. However, some of the recent cases had them catching a flight and traveling from one end of the country to the other. The problem is that Scarlet Arrow doesn't have any innate powers, simply relying on her various trick arrows instead. Of course seeing how the TSA are so paranoid that they wont even let hair gel on the planes, I imagine that they'd kick up quite a fuss over an acid tipped arrow that will eat through a 747 bulkhead in seconds. So - the question is: how do your large dangerous looking weapon toting heroes get your foci from point A to point B? Check 'em in your luggage and hope the inspectors don't notice (and hope the baggage handlers don't lose your luggage)? Travel in your hero garb and give someone the thrill of sitting next to Mister Fantastic from DC to Hollywood? Or do you get all Mr T and go "I aint gettin' on no plane!"
  20. Re: (really) Super Tuesday I only have one character that's over 35 and eligible for being a candidate (well, at least not sequentially, I mean. I have one that's probably about 65 now but it's only been 20 years since her birth), and that would be Great Beyond. And she would be gone so fast and so far away from any offers of being Madam President that you'd think she had 87 times non-combat on her running.
  21. Re: Character concept: a modern Lady of the Lake Oh man - I remember that one from ages and ages ago. Jeeze, Stormshadow is bad assed enough. Give him a superweapon like Excalibur and he'll be over the top (well, at least until minute 19, when the Joes beat down Cobra just in time for the PSA.) I'll have to go dig out my DVDs and watch it again, see if there's any good ideas to mine for my game.
  22. Re: Character concept: a modern Lady of the Lake *casts necormancy spell* So has anyone ever put together the numbers for Excalibur? I was thinking of doing a game where a Cobra-ish paramilitary terrorist orginization gets their hands on Excalibur and tries to seize control of the English government, and need to figure out the capabilities of the sword. I imagine that it would come with all kinds of PRE modifications ("That's right, whos the King now?") and some wicked killing attack dice. But instead of reinventing the wheel, I thought I'd ask the peanut gallery. Anyone ever stat this thing out?
  23. Re: City of Heroes The problem is that the two systems are completely different - so for our CoH game, we pertty much go for the overall feel of the character, instead of trying to accuratly model Unstoppable, Taunt, Blizzard and so on. It may not be completely accurate, but it works well enough for us.
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