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Certified

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Posts posted by Certified

  1. Re: Fallout (Too)

     

    a) What are his refueling needs? If he can charge up just by being anywhere, it's worth no points. If he needs to stop and rest for an hour every six hours, that's kind of a pain in the ass. What counts as 'ambient radiation'? Sunlight? Being inside a nuclear reactor? Eating weaponized plutonium? Sitting in a locked room, feeding off neutrinos? Getting an x-ray taken? Can he extend the time between recharges if he hardly uses his powers? Can he shorten the time between recharges if he pushes a lot? Why did you use this limitation instead of with a disadvantage or END Reserve? Is the answer 'to shave points'? You might get dirty looks from your GM.

     

    B) You're going to be toast the first time you meet Hydro-Man, or do anything near water. This is like Green Lantern being beaten up by a guy in a banana costume.

     

    A- I'm not sure if sunlight would cover it, maybe with the hour of downtime needed it might work. When we played in the last campaign Fallout lived inside a nuclear reactor. I would think some direct source of low level radiation like several microwaves or a wall of old televisions in addition to sunlight might be enough. That's one I would leave in GM's hands to make a final call. The other way I would set the powers up would be that he lost AP without direct exposure to radiation but Fuel Dependent seemed to be the closest I could get other than Dependence and I didn't want to take that six times.

     

    B- Depends is it this Banana? I removed the Limited from his Force Field to help with the Bananaman problem.

  2. Re: Fallout (Too)

     

    Removing the linked did shoot him well above 350. I've edited Fallout replacing the Linked with Limited based on his Susceptibility and reduced the overall power level of his Elemental Control. (Strength was dropped as well.) In addition I've added some clarity to the Fuel Dependency and expanded what powers require the radiation bath. Because Linked was removed, I moved the Lightening Calculator back to Talents. Also, Fast Strike was removed all together but can someone clarify why one cannot take a single martial maneuver?

     

    Hopefully this brings Fallout up to code as it were, enjoy.

  3. While going through the threads over on the Champions Online site I saw several requests for Growth powers. This got me thinking about Fallout. It's been almost a year since I've had a chance to play him and it's been over a year getting to familiarize myself with the current Hero System.Sure he's a giant ball of radiation but what would I have done differently? After scanning through the book I noticed a little rider to Growth saying if it's intended to be persistent buy the bonuses not the power. So it was 1 AM and I got that itch. While putting him together I noticed he began taking on a more nut cracker shape as I tried to focus on nature of his powers and how the Radiation could permeate everything. Here we go Fallout Too he's a bit more of a nut cracker than the first rendition but I tried to keep him in line with the original. Hope you enjoy:

     

    Fallout

    Val Char Cost Roll Notes

    40 STR 30 17- Lift 6400.0kg; 8d6 [4]

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

    23 CON 26 14-

    23 BODY 26 14-

    18 INT 8 13- PER Roll 13-

    20 EGO 20 13- ECV: 7

    13 PRE 3 12- PRE Attack: 2 ½d6

    0 COM -5 9-

     

    8+20 PD 0 Total: 8/28 PD (0/20 rPD)

    5+20 ED 0 Total: 5/25 ED (0/20 rED)

    5 SPD 20 Phases: 3, 5, 8, 10, 12

    13 REC 0

    46 END 0

    55 STUN 0 Total Characteristic Cost: 156

     

    Movement: Running: 6"/12"

    Flight: 22"/44"

    Leaping: 8"/16"

     

    Cost Powers END

     

    15 Radiation Fields : Elemental Control, 60-point powers, (30 Active Points); all slots Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Must absorb ambient radiation ; -¾), Limited Power Power loses about a fourth of its effectiveness (Cannot be used Underwater; -¼)

    Notes: This requires at least one hour of direct exposure to radiation without the use of his other abilities

     

    20 1) Irradiating Field : Energy Blast 3d6, Reduced Endurance (0 END; +½), Persistent (+½), Damage Shield (Offensive; +¾), No Normal Defense ([standard]; Radiation Shielding ; +1), Does BODY (+1) (71 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Must absorb ambient radiation ; -¾), Limited Power Power loses about a fourth of its effectiveness (No effect on lead. ; -¼) 0

     

    15 2) Density Manipulation : Flight 22", Position Shift, Costs END Only To Activate (+¼) (61 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Must absorb ambient radiation ; -¾), Limited Power Power loses about a fourth of its effectiveness (Cannot be used Underwater; -¼) 5

     

    15 3) Radiating Aura : Force Field (20 PD/20 ED), Costs END Only To Activate (+¼), Hardened (+¼) (60 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Must absorb ambient radiation ; -¾), Limited Power Power loses about a fourth of its effectiveness (Cannot be used Underwater; -¼) 5

     

    15 4) Piercing the Fusion Reaction : No Normal Defense ([standard]; Radiation Shielding ; +1), Does BODY (+1) for up to 30 Active Points of STR (60 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Must absorb ambient radiation ; -¾), Limited Power Power loses about a fourth of its effectiveness (No effect on lead. ; -¼) 6

    Radioactive Senses , all slots Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Must absorb ambient radiation ; -¾)

     

    14 1) Increased Arc Of Perception (360 Degrees) with all Sense Groups (25 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Must absorb ambient radiation ; -¾) 0

     

    7 2) Radio Perception/Transmission (Radio Group), Tracking (15 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Must absorb ambient radiation ; -¾), Limited Power Power loses about a fourth of its effectiveness (Blocked by lead.; -¼) 0

     

    11 Semi-Solid State : +4 with DCV (20 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Must absorb ambient radiation; -¾)

    Notes: This requires at least one hour of direct exposure to radiation without the use of his other abilities

     

    3 Malleable Form : Extra Limbs (9999) (5 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Must absorb ambient radiation ; -¾) 0

    Notes: This requires at least one hour of direct exposure to radiation without the use of his other abilities

     

    42 Living Body of Radiation : Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; 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) 0

     

    1 Inhuman Mind: Mental Defense (5 points total) 0

     

    10 Altered State of Being : Power Defense (10 points) 0

     

    Talents

    3 Lightning Calculator

     

    Skills

    3 Cryptography 13-

    3 Deduction 13-

    3 Paramedics 13-

    3 PS: American Football 17-

    3 Scientist

    2 1) SS: Biochemistry 13- (3 Active Points)

    2 2) SS: Biology 13- (3 Active Points)

    2 3) SS: Medicine 13- (3 Active Points)

    2 4) SS: Radiology 13- (3 Active Points)

     

    Total Powers & Skill Cost: 194

    Total Cost: 350

     

    200+ Disadvantages

     

    20 Distinctive Features: Swirling body of radiation (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

     

    10 Watching: The secret organization that caused Fallout’s rebirth. 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

     

    10 Physical Limitation: Alien Physique (Infrequently, Greatly Impairing)

     

    10 Physical Limitation: Extremely Large, cannot use normal clothes or items (Frequently, Slightly Impairing)

     

    10 Physical Limitation: Sinks like a stone in water, cant swim or float (Infrequently, Greatly Impairing)

    Notes: Due to Fallout’s unique nature when submerged in water he is forced to pullback to contain himself preventing any diffusion. While in this diminished state he is unable to swim.

     

    20 Psychological Limitation: Code Versus Killing Common, Total

     

    10 Psychological Limitation: Subject to strong media rumors about his moral character (Uncommon, Strong)

     

    20 Reputation: May cause cancer from exposure (false) , 14- (Extreme)

     

    20 Social Limitation: Public Identity (Many Enemies) Frequently (11-), Severe

     

    20 Susceptibility: Surrounded by lead or water 3d6 damage per Minute (Common)

     

    Total Disadvantage Points: 350

     

    Background/History: Jason Burrows was once an almost normal collage student, studying to become a Radiologist. With grades just above average and a fondness of sports Jason never conceived of the strange mutagenic powers growing within him. When one of his professors noticed that his body carried abnormal amounts of radiation his name and information was logged for future review. For whatever reason, Jason’s body did not dissipate any of the ambient radiation absorbed during day to day activities.

     

    Jason’s data was forwarded to an organization that preyed on weak mutants looking to capitalize on their abilities before they realized their potential. Monitoring his progress though collage his body already contained lethal levels of radiation before his senior year. Self contained, it was only detectable though blood sampling and other detailed analysis. To avoid harming the young man the professor who originally made the discovery kept Jason’s medical files confidential working with his doctors. This set Jason up for the event that forever changed his life.

     

    Just out of collage Jason was offered an internship with one of the leading hospitals in the country for cancer therapy specializing in radiotherapy. On his first day Jason was trapped inside a clean room with an experimental XBRT laser where he was bombarded with the ultra high levels of radiation. The beam controlled from the outside had been modified increase the output ten thousand fold, fatal to a normal man within seconds.

     

    On that day Jason Burrows died. His body burned away from the inside in a nuclear fire. Fallout was born, his consciousness existing within the field of static electricity created in ambient radiation. The resulting explosion of his birth destroyed nearly half the wing; eighteen dead in the explosion and another sixty four from radiation exposure in the weeks after. Since that day Fallout has undergone extreme scientific observation but so far it seems he can contain the radioactive elements that comprise his consciousness in a semisolid body.

     

    Personality/Motivation: When unidentified military forces attacked the research facility Jason was being held he was instrumental in their defense. Fallout has aided the military and policing organizations on numerous occasions helping to quell super powered threats. However, to this day seeks revenge on the organization that ended his chances at a normal life and has dedicated himself to stopping the machinations of science out of control. He accepts the need for experimentation and the progress of technology and does not fear scientific advancement but cannot abide by the loss of an individual’s right to choose.

     

    Quote:

     

    Powers/Tactics: In battle Fallout centers himself away from friendly combatants using his size and strength to maneuver opponents often throwing them around with ease. His semisolid state allowing him bursts with radioactive energy debilitating nearby foes. Note: When Fallout’s cohesion is threatened he will pull himself into a dense collection of matter appositely the size of a normal person, as described under appearance.

     

    Campaign Use:

     

    Appearance: A pulsing humanoid shaped ball of crackling radioactive energy. A red eye of force float within the center. With concentration Fallout can return to a semi-humanoid state. While humanoid his flesh retains the same red-green hue constantly flickering and rippling as if trying to burst free of the skin.

  4. Re: Post Your Character Here!!!!

     

    So I got inspired by this thread and then this thread came along. Since this character is essentially just a super powered homage with no real background I thought I would post her here see what people thought of the build.

     

    Nameless Woman

    Value Char Base Cost Roll Notes

    18 STR 10 8 13- 3 1/2d6 / 303.1kg

    23 DEX 10 39 14-

    18 CON 10 16 13-

    18 BODY 10 16 13-

    18 INT 10 8 13- PER Roll 13-

    18 EGO 10 16 13-

    13 PRE 10 3 12- 2 1/2d6

    12 COM 10 1 11-

     

    4/26 PD 4 0

    4/26 ED 4 0

    6 SPD 3.3 27

    8 REC 8 0

    36 END 36 0

    36 STUN 36 0

     

    Movement

    Running: 8"/16"

    Swimming: 2"/4"

    Leaping H: 6 1/2"

    Leaping V: 3"

     

    Basic Combat Stats

    BaseOCV: 8 BaseDCV: 8 BaseECV: 6

    Adjustments: Adjustments: Adjustments:

    Total: Total: Total:

    Levels: +1 with DCV

     

    Range 0-4 5-8 9-16 17-32 33-64 65-128

    RMod 0 -2 -4 -6 -8 -10

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

    4/26 PD (0/22 rPD) 4/26 ED (0/22 rED) 5 MD 0 PwrD

    END: 36 STUN: 36 BODY: 18

     

    Martial Arts

    Pts. Maneuver

    5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

    4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 5 1/2d6 Strike

    4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1

    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike

    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike

    3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3 1/2d6 Strike; Target Falls

    3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls

    2 Weapon Element: Ninja Weapons, Two-Handed Weapons

     

    Skills

    Pts.

    5 +1 with DCV

    3 Acrobatics 14-

    3 Breakfall 14-

    3 Climbing 14-

    3 Deduction 13-

    3 Interrogation 12-

    3 Linguist

    3 1) Language: Cantonese (completely fluent; literate) (4 Active Points)

    0 2) Language: English (idiomatic; literate) (5 Active Points)

    3 3) Language: Japanese (completely fluent; literate) (4 Active Points)

    3 4) Language: Mandarin (completely fluent; literate) (4 Active Points)

    3 Shadowing 13-

    3 Stealth 14-

    3 Streetwise 12-

    3 Survival 13-

     

    Perks

    Pts.

    1 False Identity

    1 Reputation: Retired Assassin (A small to medium sized group) 11-, +1/+1d6

    1 Fringe Benefit: Passport

     

    Talents

    Pts.

    30 Combat Luck (15 PD/15 ED)

     

    Powers

    Pts. END

     

    1 Iron Will: Mental Defense (5 points total) 0

     

    14 Motorcycle Leathers : Armor (7 PD/7 ED) (21 Active Points); OIF (-1/2) 0

     

    8 Missile Deflection (Any Ranged Attack) (20 Active Points); Linked (Master's Blade; Lesser Power can only be used when character uses greater Power at full value; -3/4), Limited Coverage [61-180] Degrees (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2

     

    37 Master's Blade: Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), Does BODY (+1), Attack Versus Limited Defense (Combat Luck and/or Dodge/Evasion SF Defense; +1 1/2) (112 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Lockout (-1/2) vs PD. 5

     

    40 Diǎnxuè: Killing Attack - Hand-To-Hand 2 1/2d6 (3d6 w/STR), No Normal Defense anatomy ([Equally Common Defense]; Hard Armors or non-human ; +1/2), Does BODY (+1) (100 Active Points); Extra Time (Extra Segment, -1/2), Increased Endurance Cost (x2 END; -1/2), No Knockback (-1/4), Concentration (1/2 DCV; -1/4) vs PD. 20

     

    Character Information

    Height: 1.83 m Hair: Blond

    Weight: 65.00 kg Eyes: Blue

     

    Disadvantages Pts.

    Dependent NPC: Daughter Zoe 8- (Incompetent) 15

     

    Distinctive Features: Steel Plate in head (Not Concealable; Noticed and Recognizable; Detectable By Simple Tests; Not Distinctive In Some Cultures) 5

     

    Enraged: Daughter is threatened (Uncommon), go 11-, recover 11- 15

     

    Hunted: Japanese Crime Families 11- (Mo Pow, NCI, Harshly Punish) 25

     

    Hunted: The New Breed 8- (As Pow, Harshly Punish) [Notes: As the Nameless Woman was once considered the one of the greatest assassins alive she is often targeted by younger assassins in an attempt to prove themselves. ] 10

     

    Hunted: Daughter of old friend/rival 8- (Less Pow, Harshly Punish) 5

     

    Reputation: Former Assassin , 8- (Extreme; Known Only To A Small Group) 5

     

    Reputation: Assassin, 8- (Extreme) 10

     

    Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe 20

     

    Social Limitation: Mercenaries Code of Conduct (Frequently, Severe, Not Limiting In Some Cultures) 15

     

    Social Limitation: Lives off the grid (Frequently, Major) 15

     

    Vulnerability: 1 1/2 x Effect From Hallucinogenic/Psychotropic Drugs (Common) 10

     

    Combat Maneuvers

    Name Phs OCV DCV Effect

    Block 1/2 +0 +0 Block, Abort

    Brace 0 +2 1/2 +2 vs. Range Mod

    Disarm 1/2 -2 +0 Can Disarm

    Dodge 1/2 -- +3 Abort, Vs. All Att

    Grab 1/2 -1 -2 Grab 2 Limbs

    Grab By 1/2 -3 -4 Move and Grab

    Haymaker 1/2 +0 -5 +4 DC, Delayed Phs

    Move By 1/2 -2 -2 STR/2 + v/5

    MoveThru 1/2 -v/5 -3 STR + v/3

    Set 1 +1 +0 Ranged Att Only

    Strike 1/2 +0 +0 STR or Weapon

    Defensive Block 1/2 +1 +3 Block, Abort

    Fast Strike 1/2 +2 +0 5 1/2d6 Strike

    Killing Strike 1/2 -2 +0 HKA 1d6 +1

    Martial Strike 1/2 +0 +2 5 1/2d6 Strike

    Offensive Strike 1/2 -2 +1 7 1/2d6 Strike

    Takedown 1/2 +1 +1 3 1/2d6 Strike; Target Falls

    Defensive Throw 1/2 +1 +1 Block, Target Falls

     

    Character Costs

    Characteristics: 141 Martial Arts: 30

    Skills: 46 Perks: 3

    Talents: 30 Powers: 100

     

  5. Re: Am I explaining genetics correctly?

     

    Actually' date=' China would have 1 (population over 1 billion, under 1.5), India would have 1 (same) ... I dunno about the rest. But those two would/should have one each, going purely by population statistics.[/quote']

     

    I thought China had a disproportionate number of males to females. Although I suppose at this high a level it would have to be like three to one.

  6. Re: Am I explaining genetics correctly?

     

    Based on population density China may likely have two or three of these empowered XXY peoples. It may be interesting to see them on opposite sides like one being a nationalist the other a Humans Rights Activist. Allies like Russia and the US being asked to assist puts them into very interesting political space.

  7. Re: Am I explaining genetics correctly?

     

    Sounds like an interesting premise and depending on how far you let the players take their powers could be an interesting mental exercise in justifying their powers.

     

    XXY: With the ratios presented above I doubt this would come up in game play unless you're looking at a story around it. In that case here would be my suggestions:

     

    The XXY would likely exhibit traits of the dominate gender, so for the most part male. However, they may have minor abilities of the other gender. Another possibility is that they exhibit powers at a high level of both genders but cannot control them, as the genetic marker that allows the subject to control their abilities is being confused by the flood of information. In game terms they may have a Cosmic VPP with Uncontrollable and a Trigger like emotional state/ fight or flight response.

     

    Hope this helps.

  8. Re: Excalibur?

     

    Another way to represent "unstoppable cutting weapons":

     

    AVLD vs Combat Luck/"Avoidance Defense". IOW, only PD/ED based on a SFX of "Not Getting Hit" applies to the weapon.

     

    I really like this power suggestion first thing I thought of was:

     

    "If on your journey, you should encounter God, God will be cut."

     

    Hattori Hanzo - Kill Bill

  9. Re: Best Basic 60 Point Power: Followers!

     

    Make it easy on the GM

    Give them the Distictive features: No dicernable personality:)

     

    Heh, a hero with his own legion of terror must be a reformed villain or a hero flirting with the idea of crossing over. Remember, the don't have personalities, make sure their helmets are clear and you can easily see their face.

  10. Re: What happens in Vegas...

     

    This discussion seems to have jumped into "spirited mode."

     

    To boil this down to universal this is how I interpreted the event:

     

    You work at a job, while you are off something comes up and you are called in. You try to call one of your co-workers to help resolve the incident but they can't be reached. They were not on duty or on call either. The incident at work is resolved without calling in the other person. You are their equal not their manager, how would you treat them?

  11. Re: Art question

     

    The treatment is good, the subjects on the other hand I'm not so sure about. I use a similar treatment for a book that I'm working on now. You can find directories of public images or cruise to any given ren-fair for fantasy style subjects. I would like to see how some live models turn out.

  12. Re: What happens in Vegas...

     

    Reinard the Fox would slip in, forcing himself under the door if neccesary, and then give Captain Zapper a reaming about responsibilities and how business, especially the business of stopping criminals, must come before pleasure. And then end it with, "By the way, we managed that ourselves without you, but you really need to get your priorities straight if you're going to be providing a service to your society."

     

    Can't ... resist...

     

    Must ...

     

    Comment ...

     

    Uh, I think he's got his priorities fairly strait at the moment and I'm just going to leave the providing a service thing alone....

  13. Re: Heroic battles

     

    One that I've wanted to do for a while is a fight inside a large plane. Be it a cargo plane with the bay doors open or a passenger plane where one side gets blown out. The former provides the hazards of falling out and damaging the plane causing a crash. The latter adds the elements of pressurizing the cabin, much more restricted room to move and a lot of innocent bystanders that cannot get out of the way.

  14. Re: The Forever Man

     

    Fallout would be at a loss on this one. As he is still dealing with the nature of his own powers he may try to console the immortal with ideas of responsibility to one's powers and using them for the greater good.

     

    Apollyon: Although he would be unlikely able to kill the Forever Man he would try and talk through his life with him to try and find the point he became exhausted by his long life. Looking for specific events that may have triggered the change in nature. If pushed he may attempt to use the Eye of Ruination (Mind Control) to purge some of the more traumatic memories from his consciousness in an effort to help him deal with his protracted lifespan or if need be create a mental block and "modern history" so that he might life at least one lifetime as a normal man before his powers reincarnate him again.

  15. Re: #1: Old-School Superman

     

    Just a quick build hope you like. I've added some limitations to bring some of the powers in line but I tried to keep it true to the character although I'm not sure if they ever applied to the classic incarnation of Superman.

     

    Classic Superman

     

    Alternate IDs: Clark Kent/ Kal-El

    Player:

    Campaign: / GameMaster:

    Genre:

     

    Value Char Base Cost Roll Notes

    80 STR10 10 25- 16d6 / 1.6ktons

    15 DEX 10 15 12-

    35 CON 10 20 16-

    35 BODY 10 20 16-

    18 INT10 8 13- PER Roll 13-

    23 EGO 10 26 14-

    20 PRE10 10 13- 4d6

    12 COM 10 1 11-

     

    16/41 PD 16 0

    10/35 ED 7 3

    5 SPD 2.5 25

    23 REC 23 0

    70 END 70 0

    93 STUN 93 0

     

    Movement

    Running: 34"/136"

    Swimming: 2"/4"

    Leaping H: 50"

    Leaping V: 25"

     

    Basic Combat Stats

    BaseOCV: 5 BaseDCV: 5 BaseECV: 8

    Adjustments: Adjustments: Adjustments:

     

    Total: Total: Total:

    Levels:

    Range 0-4 5-8 9-16 17-32 33-64 65-128

    RMod 0 -2 -4 -6 -8 -10

    Phases: 3, 5, 8, 10, 12

    16/41 PD (8/33 rPD) 10/35 ED (5/30 rED) 6 MD 0 PwrD

    END: 70 STUN: 93 BODY: 35

     

    Skills

    Pts.

    7 Acting 15-

    3 Breakfall 12-

    3 Hoist 13-

    5 PS: Journalist 15-

    3 KS: Law 13-

     

    Perks Pts.

    13 Contact: Lois Lane (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 17-

     

    Powers Pts. END

    Kryptonian Heritage , all slots Conditional Power Power does not work in Common Circumstances (All powers are negated in the presence of kryptonite (2"); -1/2), Limited Power Power loses about a fourth of its effectiveness (Powers fueled by Yellow Sun, without exposure to a yellow Sun powers loose 5 AP per week. ; -1/4) [Notes: I would have this as a lowered limitation value due to the "rare" nature of kryptonite but since everyone under the sun seems to know this weakness I bumped it up a bit.]

    43 1) Armor (25 PD/25 ED) (75 Active Points); Conditional Power Power does not work in Common Circumstances (All powers are negated in the presence of kryptonite (2"); -1/2), Limited Power Power loses about a fourth of its effectiveness (Powers fueled by Yellow Sun, without exposure to a yellow Sun powers loose 5 AP per week. ; -1/4) 0

    17 2) +15 BODY (30 Active Points); Conditional Power Power does not work in Common Circumstances (All powers are negated in the presence of kryptonite (2"); -1/2), Limited Power Power loses about a fourth of its effectiveness (Powers fueled by Yellow Sun, without exposure to a yellow Sun powers loose 5 AP per week. ; -1/4)

    17 3) +15 CON (30 Active Points); Conditional Power Power does not work in Common Circumstances (All powers are negated in the presence of kryptonite (2"); -1/2), Limited Power Power loses about a fourth of its effectiveness (Powers fueled by Yellow Sun, without exposure to a yellow Sun powers loose 5 AP per week. ; -1/4)

    25 4) Leaping +34" (50" forward, 25" upward) (x8 Noncombat) (44 Active Points); Conditional Power Power does not work in Common Circumstances (All powers are negated in the presence of kryptonite (2"); -1/2), Limited Power Power loses about a fourth of its effectiveness (Powers fueled by Yellow Sun, without exposure to a yellow Sun powers loose 5 AP per week. ; -1/4) 4

    34 5) +60 STR (60 Active Points); Conditional Power Power does not work in Common Circumstances (All powers are negated in the presence of kryptonite (2"); -1/2), Limited Power Power loses about a fourth of its effectiveness (Powers fueled by Yellow Sun, without exposure to a yellow Sun powers loose 5 AP per week. ; -1/4) 6

    35 6) Running +28" (34" total), x4 Noncombat (61 Active Points); Conditional Power Power does not work in Common Circumstances (All powers are negated in the presence of kryptonite (2"); -1/2), Limited Power Power loses about a fourth of its effectiveness (Powers fueled by Yellow Sun, without exposure to a yellow Sun powers loose 5 AP per week. ; -1/4) 6

    1 Mental Defense (6 points total) 0

    6 Damage Resistance (8 PD/5 ED) 0

     

    Character Information

    Height: 1.92 m Hair: Blue

    Weight: 100.00 kg Eyes: Black

     

    Disadvantages Pts.

    Dependent NPC: Lois Lane 14- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 20

    Hunted: Lex Luthor 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 20

    Psychological Limitation: Code Versus Killing Common, Total 20

    Psychological Limitation: Bound By Duty (Common, Strong) 15

    Psychological Limitation: Embodiment of Truth and Justice (Very Common, Total) 25

    Social Limitation: Secret Identity Frequently (11-), Major 15

    Social Limitation: Famous (Frequently, Minor) 10

    Susceptibility: Exposure to kryptonite (2") 2d6 damage per Phase (Uncommon) 20

    Vulnerability: 1 1/2 x STUN Kryptonite (Uncommon) 5

     

    Character Costs

    Characteristics: 138 Martial Arts: 0

    Skills: 21 Perks: 13

    Talents: 0 Powers: 178

     

    Base Points: 200

    Disadvantages: 150

    Unspent Exp: 0

    Spent Exp: 0

    Total: 350

     

  16. Re: Name that flag-suited hero!

     

    Is it important that he remain a Capitan?

     

    American Glory

    American Herald or Herald America (Although there might be some confusion with the spelling of the Herald)

    Founder Glory (I like this one for two reasons, one it implies that he is a source of pride in the US Flag and two it sounds like he finds the flag as his inspiration.)

    Incarnation of Glory

    Gallant Glory

    Glory Shield (That is to say he is a protector of Old Glory not a shield bearing hero.)

    Glory Born

    Incarnation of Glory

    National Glory

    Spirit of Glory or Glory's Spirit

    Standard Bearer (As in Battle Standard and Bearer of)

    - Flag Bearer

    - Glory Bearer

     

    Other Names:

    Eternal Glory (May be a better name for a religious themed character.)

    Stars and Bars (May be a better name for powers but I can only picture what those might be...)

    13 and 50 (Again may be a better power name)

     

    and Just for Kicks

    Title: The Hero who never Runs (as in the Red White and Blue, the colors that never run.)

  17. Re: What does it mean to be a hero?

     

    Wow. A lot of these responses are very vindictive and petty. :straight: Is this what gaming has come to? Is Captain Zapper really so horrible if he's not at your beck and call while on a trip to Las Vegas? Is this how a "super" hero responds?

     

    On the flip side, how can you blame Captain Zapper? How many t.v. show episodes have there been where "the beast with two backs" was interrupted by a phone call which either ruined the relationship or ended up being the last time they saw each other alive? Would you really stop or want your partner to stop bumping uglies because the phone rang? Maybe he did the decent thing and turned the phone off before he started. Don't be jealous because he has more stamina than you. :tsk:

     

    Agreed, just because you put on the Spandex doesn't mean you're there for every crime. Besides everybody, even heroes needs some "personal time."

  18. Re: What happens in Vegas...

     

    Apollyon: Unsure how he got hooked up with a guy named Capitan Zapp in the first place would likely ignore the event. There is nothing forcing most people to act like heroes, for this man that is what he needed at the time, the robbery was resolved no harm no foul. If the group of robbers had some kind of larger affiliation or if upon research after the fight they show a history of coordinated actions it may spark Apollyon's curiosity as to the circumstances of their meeting. Should Capitan Zapp's relationship with this person continue Apollyon may encourage him to research her background.

     

    Fallout: Feel very uncomfortable and sulk, missing his body. (Fallout is consciousness trapped within a self contained collection of radiation. His body was destroyed just after college.)

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