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Certified

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Everything posted by Certified

  1. Favored Attack: Mind A Beating? 18 (Intelligence 12 + Secondary: Telekinetic 6) Dice 3 Energy 1 Damage: 4 Wounds Notes: Mock likes to create large firsts made of Telekinetic force, but has been known to mix this up, especially when he’s upset. Secondary Attack: I’m Telekinetic, you’re just Telepathetic! 24 (Intelligence 12 + Telepath 12) Dice 3 Energy 11 Notes: Meddling: Mock fills the Target with self doubt, and insecurity causing them to suffer a -12 to all rolls, for 2 Turns.
  2. http://www.goodreads.com/book/show/1381479.Elite_Deviance
  3. https://www.youtube.com/watch?v=5Krz-dyD-UQ
  4. http://www.dailyfailcenter.com/32098
  5. Genetics (Intelligence): This hard science deals with the fundamental building blocks of life. Genetics is more a Talent of understanding than function. Characters with the Genetics gain 1 Free level of Armor for each 5 Levels of their Talent when dealing with Attacks using the Drain Boon
  6. https://www.youtube.com/watch?feature=player_embedded&v=VlOxlSOr3_M
  7. http://www.dailyfailcenter.com/108121
  8. http://therewillbebrawl.com/episodesEpisode1.php
  9. http://www.thewalkingeye.com/?cat=11&paged=5 - - - Congratulations, good luck, and give them hell.
  10. Part 2: History - Background, Origin, Catalyst, and Drive With the Power Level established players then turn to their character’s background elements. These 4 Characteristics help to define who the character is, and why they are a hero. Background: The Player selects a History Talent, either Background, Career, or Education to help define the character’s more average side of life. This may be how they grew up, their job, or some other aspect that makes of the character’s history. Origin: Used to quickly summarize how the characters gained their powers and the nature of those powers. When selecting an Origin the Player and GM should decide when it comes into play. Players may use their Origin as a Supporting Characteristic in these circumstances. Some Origins emulate Talents and should be treated as such for any Bonuses the Talent provides. GMs should be careful to balance the effectiveness of the Character’s Origin. When selecting when it applies consider how often this may come up. Origins should only come into play in fitting situations not every other roll. In addition to helping summarize the character the Value of the Character’s Origin determines what their maximum Willpower can be. The world of Metahumans Rising has both a common Origin, and diverse Origins for Players to select from. Below are six example Origins, Players may select one of these but are encouraged to create their own. Dedication: The Character is not a Metahuman but possess powers or skills that far exceed the average person. The Character is defined by their dedication to their craft and elevated by their continued struggle for perfection. Characters with a dedicated Origin are driven, there is no challenge they cannot overcome given enough time. Characters may use this Origin to Support any Roll they could normally use the Never Back Down Talent. Empowered: Unlike most Heroes this Character does not possess special powers. Instead they rely on gear to make up the difference. This may be a collection of gadgets and devices, a suit of high tech armor, or even a mystical relic that imbues the Character with supernatural ability. These Characters often possess a large fortune to draw on to supply their gear, or a deep understanding of how the equipment works, or both. Characters selects one of the following options: Collector use this Origin to Support Bargain Finder Rolls. Craftsman use this Origin to any Maintenance Rolls relating to their gear or similar devices. Experiment: Power did not come to the Character naturally, something happened to make them the way they are. By choice or by force someone has used the Character for an experimental test and it has left them forever changed. Experimental characters often have to learn how to adapt quickly and rise to the occasion. Characters may use this Origin to Support any Roll they could normally use the Intuition Talent. Generational (AKA Mutant): A naturally born Metahuman these Characters had their powers forces upon them by genetic heritage. This may be a blessing or a curse. Generational Characters are forced to build a thick skin and shrug off painful comments. Like the original Metahumans exposed to Kaiser Box Generationals tend to be exceptionally long lived, adding to the distrust some people have for Metahumans. Characters may use this Origin to Support any Mental Defense Rolls. KB Exposure: Unnaturally long lived, of the original survivors of KB and KB II some Metahuman veterans of World War II still appear no older than their forties or fifties. KB survivors are of the first generations of modern Metahumans. Many have seen war and suffering others will never know. KB Exposure may also be thought of as Exposure in general for Characters introduced to strange environments or energies but Experiment does not seem fitting. Characters selects one of the following options: KB Survivor use this Origin to Support Wound Threshold Rolls Venerable use this Origin to Support any Study Rolls. Supernatural: Most people do not understand, nor do they accept that there is more to the world. Even with the fantastic nature of Metahumans there are others that practice an older art. Ancient rituals and rotes that when performed correctly unlock the fabric of reality. Every culture on Earth has their wise men, their Shamas, or Magus. Steeped in lore these Characters draw upon unknowable forces. Characters may use this Origin to Support any Occult Rolls. Catalyst: Once the Player establishes their Origin they then selects their Catalyst. This is the moment when a person with power, or training becomes a hero. This event may come before, or after the Character’s Origin, or may be directly tied to their Origin. The Catalyst event is something that forever changes the Character’s life and should have not be taken lightly. Players should consider what this trigger was and how it affects their Character.Like the Origin the Player will place a short summary note on the Character Sheet. Drives: The Player also selects their first Drive, this something that propels the Character forward when others turn away, such as “protect those that cannot protect themselves”, or “restore honor to my people.” While the Catalyst is why the Character became a hero, their Drives are what keeps them going. As with the Catalyst, the Player will note what their Character’s primary Drive is. Value: Each of these 4 History Characteristics begin with a Value of 2 and may be increased as normal. Players are encouraged to add additional Drives as fitting with their narrative, such as “never allow Cure to torture another Metahuman,” or “save Penny Dreadful from herself.” Players spend Creation Points or Experience to add new Drives as with other Talents. Gaining Willpower: During play when a Character is confronted by their Catalyst, or Drives, they are compelled to act. Acting on one’s Catalyst, or Drives may be dangerous, against their better judgement, such as walking into a clear trap. However, each time a hero willingly acts on their Catalyst, or Drives they add a point to their Willpower Pool. This Pool may be used to perform Features, these fantastic stunts allow the hero to land critical blows, recover from Wounds, even alter a Power on the spot. A Character’s Willpower is built around their Drives and Catalyst, the things that have defined them as a Hero. Characters Willpower Pool cannot exceed the Value of their Origin. Characters begin play with Willpower equal to their combined Drives.
  11. http://www.youtube.com/watch?v=Jg7ktpew2Tc&feature=c4-overview-vl&list=PL69BD06CC757E1D61
  12. You can get much farther with a kind word and a gun than you can with a kind word alone. Al Capone Read more at http://www.brainyquote.com/quotes/authors/a/al_capone.html#wAJ9EhojfSGWYqcU.99
  13. Hearing the commentary from Ludo, Alderbash, and Mileena, Mead kept his thoughts to himself until the woman spoke. “With all due respect to that meat skewer at your hip, the butcher job you did on them, I’m not touching those things. Now I might be able to scrape one of them, but our taskmaster there…” He nodded to Galt. ”…has his opinions too, and you can see he’s kicked them off into the dirt. So no point in me bothering.”
  14. https://lh6.googleusercontent.com/-XFzVnfc8KX8/UkGhymL2XMI/AAAAAAAAd_8/Lmpf3O5hNZI/w426-h756/545236_167054743499530_582489408_n.jpg
  15. http://www.dailyfailcenter.com/105000
  16. http://www.dailyfailcenter.com/sites/default/files/fail/aG9eQMZ_460s_v1.jpg
  17. http://crooksandliars.com/karoli/ga-gov-nathan-deal-taking-payola-obstruct-o
  18. http://www.1980-games.com/us/old-games/nintendo/j/Joust/big-game.php
  19. http://www.dailyfailcenter.com/sites/default/files/fail/aAYdRXE_460s.jpg
  20. http://www.d20pfsrd.com/traits/social-traits/princess-female
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