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Certified

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Posts posted by Certified

  1. Re: Need Perjoratives!

     

    I find the anti-super tenor of this thread offensive and disturbing. How would you feel if you had superpowers and people called you names like this?

     

    I don't know it depends on what the super powers were and how easily I can justify "pacifying" a riot, are their cameras around and/or do my powers allow me to edit electronic recording devices?

     

    /Not a villain

    //Really

    ///The Comedian Lives

  2. Re: Need Perjoratives!

     

    Crutch: As supers often resolve real problems with ease.

    Faded Glories: Supers who once stood for an ideal or nation that is no longer valid or has veered from their former selves.

    Fallout: If there was a global creation event. This also implies they should have died with the event.

    Gestapo: Referring to Supers who uphold the law or their laws with or without sanctioned police powers.

    Larks: Like a Bird, they are there to look good and fly away whenever they fell like it.

    Pot Luck Powerhouse: Referring to supers with a mix of powers that seem unrelated.

    Rejects: For Supers with less than amazing powers.

  3. Re: Campaign Concept: Political Cape-rs

     

    What comes to mind reading this is compromise. We have our President who was able to bypass the political system up to this point by way of name recognition and charitable deeds. Now however he is thrown to the wolves so to speak.

     

    I like that you kept him out of one of any political party but at some point he will have to take stances on a huge array of issues.On a high level the political system itself seems to be is set up as a series of checks and balances to promote compromise and moderate approach. Without getting bogged down in details between the branches, parties and everything in between this seems like a major issue facing the campaign. Heroes are used to overcoming challenges politics seems to be more about what are you willing to sacrifice to archive your goals.

     

    To divorce the concept of good and evil, every politician has a point of view that is justified by personal perspective. If these beliefs are perceived as evil by the PCs how then will they cope when the President is forced to comprise with these parties to achieve some larger goal?

     

    Additionally the concept of abuse of power and threat escalation comes to mind. What happens when A hotel in Rovinialtia is taken over by insurgents and the PC heroes go rescue them? Normally, the day is saved everyone rejoices and things move on. Now, it is a blatant show of force by a foreign government that makes other leaders nervous, do we have a super squad too?

     

    This seems like excellent fun but I think going into it there would need to be at least some discussion of campaign tone and making sure everyone has the understanding that this is for fun. People can be very touchy about their political views.

     

    I look forward to seeing how this goes if you find someone to run the campaign.

  4. Re: [Character] Omega 27

     

    Just a suggestion, but one equation I share often is Con+ Def = avg damage

     

    Your's is 38, which means a 12D6 attack averages a Stun result. In a MA type that may mean trouble.

     

    It does mean lost phases.Additionally FW is a power that trades phases for more offence. So...your speed may be low for this build.

     

    I'd also lose some of the DCV levels...I'd likely suggest Dex 23 to 26, and Speed 6....

     

    YMMV...

     

    Thanks for the equation that could definitely be usefully for character design. Omega 27 wasn't really designed to go up against superpowered threats alone. Part of his concept is peak human so a lot of his abilities are below what many consider standard.

     

    The one that seems to be the biggest is his Dexterity and Speed. I decided to go with a Speed 5 because the NCM is 4 with a hard cap of 6. This puts him above almost all non-super threats.

     

    Your point on Find Weakness is extremely valid. With out the additional phases of a high speed to use it he's at a severe disadvantage. This is especially true if he's also using Missile Deflection. The concept behind Find Weakness is I pictured Omega 27 as very analytical. I thought Find Weakness would be a good way to help compensate against high PD opponents. That said I think some of his early XP may be spent on skills like Analise. As up till this point Omega 27 has only fought with instructors, basically skilled normals is what I pictured, it would make since that he would look for easy ways to end the combat relying on his superior abilities. Now that he is no longer isolated he will be facing real threats and having to learn to compensate for the higher challenge.

     

    Part of the character design was to see if Dexterity 20 Speed 5 could be a viable when even the pregens from the main book all have a Speed of 6.

     

    On a related note, at some point I'm planning a campaign where average PC Speeds are 4 - 5. That's not to say higher Speeds are out but, they should be part of the character concept. This would be true for the NPCs as well. This should allow the PCs more points to flesh out the character concept. It stops being Speed inflation if we stop inflating Speed.

  5. Re: A name looking for an archtype

     

    Brings to mind a android/robot that looks like a metallic skeleton. I could see gadgets too. Get some high tech wizardry with a death motif. Maybe a evaporation ray lat leaves behind emaciated husks that are little more than skeletons with flesh pulled over them. The evil calling card.

  6. Re: [Character] Omega 27

     

    There are benefits and disadvantages to not having a "legal" identity. No Social Security Number or Identification Card means no job. But it also means no taxes. And it also means Omega 27 is "off the grid", it makes it easier for him to drop out of sight. Kind of like being SINless in Shadowrun.

     

    I'd suggest Social Limitation: No Legal Identification - 10 points

     

    of course that means you need another 10 points in Disadvantages then.

     

    I would suggest Distinctive Feature: Altered DNA (Not Concealable, Only Detected by Technological Means - DNA Test) - 5 Points

     

    and

     

    Susceptabilty: Cellular Modifications or Changes (Uncommon, Instant, 1d6) - 5 Points This would represent his body fighting anything that would try to mimic, alter or affect his cell structure such as a transporter beam or another person healing him or other such things. It also does give him a weakness that is based on his "nonstandard DNA", sort of a flaw in the Omega Series.

     

     

     

    You could drop the Vulnerability all together and buy Psychological Limitation: Naive - 20 points This allows him to slowly buy off this disadvantage as he learns more about the world. This also makes all situations where he could be manipulated a factor of his common sense (i.e. Ego Roll) not a factor of his personality. A con man would be able to grift him but not because the con man was especially good, but because Omega 27 didn't know any better.

     

    These are just my thoughts. Either way I hope they help.

     

    I think these changes could work. I like moving the Vulnerability to something that can bought off over time not as just one lump sum. When I get back to the house I'll update the file and edit the character here.

  7. Re: [Character] Omega 27

     

    Also nothing in your background suggests why and how Omega 27 maintains a Secret ID. I don't see how it is appropriate.

     

    I took Secret ID because I thought Omega 27 would have a lot of identity related problems. Lacking any public records of his existence it creates many social problems outside of the normal heroing. Secret ID seemed to be the best fit for these problems.

     

     

    You could also lower the PRE a bit to represent the naivety of the character' date=' [/quote']

     

    I wasn't sure how high to take his PRE I wanted to represent a powerful force of personality and general charisma. At the same time I did want some of the naivety to come through so I took the Venerability to Persuasion. I may change this to Presence Attacks but this would also imply he can be easily cowed.

     

     

    The Find Weakness is just plain nasty odds are Omega 27 will be successful at least once against an average character' date=' thus resulting in an 8d6 Defensive Strike vs. Half Defenses or heaven forbid a 2d6 KA against 1/4 Defenses.[/quote']

     

    Yep, Find Weakness is nasty, I thought it would be a good way to compensate for not having any real high end attack for battling supers.

  8. Inspired from a couple of threads that have been going around, not in any order beyond when I found them: Create this Character, I liked the idea of an escaped experiment and have been wanting to do a super solder for a while. Power suggestions for a "Perfect" human being, lots of cool ideas thrown around in this thread, I don't know why I was thinking about it today but I went to it for some power ideas. Then there is the ongoing Dex/Speed debates, Omega 27 is designed to be a peak human with minor superpowers. As he develops I'm curious what will come out as more important for the character, quicker actions or evolving his powers. Anyway there you go, Enjoy. :cool:

     

    Omega 27

    Alternate IDs: None (Has not chosen a name yet)

    Value Char Base Cost Roll Notes

    20 STR 10 10 13- 4d6 / 400.0kg

    20 DEX 10 30 13-

    20 CON 10 20 13-

    18 BODY 10 16 13-

    20 INT 10 10 13- PER Roll 13-

    18 EGO 10 16 13-

    18 PRE 10 8 13- 3 1/2d6

    14 COM 10 2 12-

    18 PD 4 14

    18 ED 4 14

    5 SPD 3.0 20

    8 REC 8 0

    40 END 40 0

    38 STUN 38 0

    Movement

    Running: 8"/16"

    Swimming: 4"/8"

    Leaping H: 4"

    Leaping V: 2"

    Basic Combat Stats

    BaseOCV: 7 BaseDCV: 7 BaseECV: 6

    Adjustments: Adjustments: Adjustments:

    Total: Total: Total:

    Levels: +1 Overall, +3 with DCV

    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

    18 PD (18 rPD) 18 ED (18 rED) 8 MD 4 PwrD

    END: 40 STUN: 38 BODY: 18

     

    Martial Arts

    16 +4 HTH Damage Class(es)

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

    5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike

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

    4 Reversal: var Phase, -1 OCV, -2 DCV, 55 STR to Escape; Grab Two Limbs

    Skills

    10 Genetic Memories: +1 Overall [Notes: The Atlas Group is unaware that Omega 27 contains fragments of memoires from sequence donors. Omega 27 believes this may be related to the memory like properties of his cellular makeup.]

    15 +3 with DCV

    3 Acrobatics 13-

    3 Breakfall 13-

    3 Climbing 13-

    3 Cryptography 13- [Notes: This is not formal training. Omega 27 has a natural affinity for code breaking. ]

    3 Deduction 13-

    Perks

    2 Deep Cover [Notes: Atlas Group records are classified.]

    Talents 5 Eidetic Memory

    3 Lightning Calculator

    Powers

    15 Crystal Heart Blade: Multipower, 30-point reserve, (30 Active Points); OAF (-1)

    3u 1) Slash: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR) (30 Active Points) vs PD. 3

    3u 2) Twisting The Blade: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Armor Piercing (+1/2) (30 Active Points) vs PD. 3

    2u 3) Flick of the wrist: Missile Deflection (Any Ranged Attack) (20 Active Points) 0

    18 Crystalline Cell Structure: Damage Resistance (18 PD/18 ED) 0

    40 Analyze Opponent : Find Weakness 13- with All Attacks 0

    7 Regeneration: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 0

    5 Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Longevity: 200 Years; Sleeping: Character only has to sleep 8 hours per week) 0

    4 Iron Will: Mental Defense (8 points total) 0

    4 Natural Abilities: Power Defense (4 points) 0

     

    Disadvantages

    Distinctive Features: No physical blemishes and limited body hair. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5

    Distinctive Features: Altered DNA (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort - DNA Test) 5

    Watching: GEO 14- (Mo Pow, NCI, Watching) 20

    Watching: Atlas Group 14- (Mo Pow, NCI, Watching) 20

    Watching: MBI 11- (As Pow, NCI, Watching) [Notes: Omega 27 is not a registered Metahuman and has no legal records. Like all non-registered Metahumans his activities are being tracked. This has offered him some defense from GEO as they avoid the eye of the government.] 10

    Money: Destitute 10

    Psychological Limitation: Code Versus Killing Common, Moderate 10

    Psychological Limitation: Seclusive (Common, Strong) 15

    Psychological Limitation: Naive (Common, Total) [Notes: Omega 27�s lacks a understanding regarding human interaction.] 20

    Social Limitation: No Legal Identificatio (Occasionally, Major) 10

    Social Limitation: Harmful Secret (Frequently, Severe) 20

    Susceptibility: Cellular Modifications or Changes 1d6 damage Instant (Uncommon) 5 20

    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

    Defensive Strike 1/2 +1 +3 8d6 Strike

    Defensive Throw 1/2 +1 +1 Block, TargetFalls

    Reversal var -1 -2 55 STR to Escape; Grab Two Limbs

    Character Costs

    Characteristics: 166 Martial Arts: 33

    Skills: 40 Perks: 2

    Talents: 8 Powers: 101

     

    Base Points: 200

    Disadvantages: 150

    Unspent Exp: 0

    Spent Exp: 0

    Total: 350

     

    Character Information

    Height: 1.90 m Hair: White/Clear

    Weight: 117.00 kg Eyes: Gold

     

    Appearance: Omega 27 has light bronze skin and silvery white almost transparent hair. He wears a simple white body suit given to him during his time at the Atlas Group.

     

    Background: Designed by scientists at the Atlas Group subject Omega 27.0415 is the latest in experiments in generic research and Metahuman anatomy. DNA sequence Omega, prototype number 27. The DNA sequence used was derived from samples taken from survivors of the original KB exposure at the Strasbourg Event. Using technology [Omitted TS 44214 Required] the fourteen DNA strains were combined and modified for an estimated maximum effect with minimal abnormal variance. Series Alpha through Nova showed continued progress in this regard. The only outward facing mutation in the Omega series is the crystalline refraction in cellular repositories, hair, nails.

    Omega 27 seems to have a minor control of the mineral deposits his body naturally produces allowing him to craft thin crystal like blades. This process takes between eight and twelve hours.

    Early tests showed a high level of reasoning and intuitive ability. Omega 27 has been given training in both hand to hand self defense and weapons training. This is in addition to basic language and simple education. The Atlas Group has implanted mental conditioning within Omega 27 to respect human life and need to protect others.

    Omega 27 is only one of nine living subjects and the first to reach the final stages of testing. We have engineered his release during transport through the San Fernando Valley. Omega 27 is being monitored now in live tests.

    The Atlas Group has already begun production on an Omega 28 altering the DNA sequence to create a female prototype. The current mark is 228 we are estimating a similar number of rejected fetuses to Omega 27 before we can begin production. Should the Omega 27 and 28 prove to be a reproducible specimen the estimated build out time is two years for laboratory and facility expansion and six years production time. These estimates are based on the original figures modified for current standards and training time for Omega 27.

     

     

    Personalilty: Born in a lab Omega 27 has been kept from the full details of his past. He is aware that he was designed as a military experiment to test human potential, his purpose being the protection of non-combatants. Although he has a respect for the scientist and instructors he fears being recaptured. Omega 27 wants to learn the truth behind the experiments that created him. Unable to escape his need to protect others Omega 27 has taken a longer approach to discovering the truth behind his origins. Aware that he is being watch he acts as a crime fighter waiting for the opportunity to raid the equipment of those monitoring his activities without alerting them. In the meantime he has committed to studying other areas of interest to broaden his limited skills.

     

    Quote: "..."

  9. "You're listening to Klost home of the Apocalypse. The call in question of the day is who will be the new king? I'm sending in an ICBM across the wasteland for all of you on the yellow brick road to Vegas looking for a hero. If you find one send him my way, baby."

     

    Didn't want to keep eating at the American Samurai's Thread so I thought a split might help. A home for build ideas and the creations to come maybe yes?

     

    For those not familiar Six String Samurai

     

    Lots of talk about Buddy, any thoughts on the Kid, Death and his Minions?

     

    I shall now return to waiting for the sequel.

  10. Re: "Slow Poke"

     

    Would this work? It wouldn't get the job done on the first shot but even with some power defense it should get the job done.

     

    75 Slow Down There Speedy: Multipower, 75-point reserve

    7u -- 1) Suppress Dex 6d6 (standard effect: 18 points), Affects Desolidified Any form of Desolidification (+1/2), Cumulative (144 points; +1) (75 Active Points) vs Dex.7

    7u -- 2) Suppress Speed 6d6 (standard effect: 18 points), Affects Desolidified Any form of Desolidification (+1/2), Cumulative (144 points; +1) (75 Active Points) vs Speed.7

  11. Re: Character Wuji

     

    I agree that Wuji is stretched very thin. Giving him a base of common maneuvers that a "real" martial artist might have in addition to his super level abilities does seem a bit redundant. I started with the martial maneuvers to represent the first levels of his training and what a normal person might archive.

     

    The real world Bāguàzhǎng is divided into the different styles based on the original Haichuan's students. In trying to have each of these styles accounted for the point crunch came in and there was a lot more I would have liked to have done. However, this is why I separated out the Yin Style and the Liang Style.

    As for OCV/DCV I know there's the ongoing debate on what is super Dex and SPD. The fact that all the supers listed in 5th edition revised all have Dexterities above 20 and Speeds 5 or 6 doesn't help.

     

    My take on this was to start Wuji at what could be considered near the peak of normal human performance. What I would like to do if this character saw game play would be to focus on rounding things off. Bringing the other styles to be on par with the Yin Style and increasing his Dexterity.

     

    Wuji is at the beginning of his career as a hero and has lots of room to grow. There is the feeling that a martial artist should really go for high CVs but to stay true to the background I wanted to make sure each of the Styles and Trigrams were represented.

     

    Notes on the Martial Art and Styles:

     

    Not all of the powers, skills and maneuvers match exactly to the real Bāguàzhǎng. However, I wanted to have some fun with the concept of a "super" martial art that felt fully fleshed out and I think it would have been difficult to avoid this. The history behind Bāguàzhǎng really appealed to me for this. From what I read the full martial art was never passed on, only portions of it. The various styles listed for Wuji are the styles taught by Haichuan's first students.

     

    - - -

     

    Wow, after looking over that post let me just thank you all for taking the time to read over the character. Just from looking at the material provided these are all very valid suggestions and I do appreciate the criticism. I do hope you enjoyed reading through the character as much as I enjoyed creating him.

  12. One martial artist coming up. Thought I would have some fun with the speed discussions going on recently. Wuji is missing a few skills I had originally wanted for him including Feint and Cryptology to represent his training in both martial arts and the Taoist philosophies. I also think I kind of skimmed over the Gao Style, Kun and Qian Trigram.

     

    However I like how he turned out overall even if his defenses are a bit low, I'm hoping the combination of multiple defenses will compensate. Anyway, enjoy:

     

    Wuji

    Alternate IDs: Erik Troy

    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-

    15 EGO 10 10 12-

    13 PRE 10 3 12- 2 1/2d6

    12 COM 10 1 11-

    19 PD 4 0

    19 ED 4 0

    6 SPD 3. 3 27

    8 REC 8 0

    36 END 36 0

    36 STUN 36 0

     

    Movement

    Running: 31"/62"

    Swimming: 2"/4"

    Leaping H: 3 1/2"

    Leaping V: 1 1/2"

    Teleporting: /20"

     

    Basic Combat Stats

    BaseOCV: 8

    BaseDCV: 8

    BaseECV: 5

    Levels: +2 with HTH Combat, +1 with DCV

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

    19 PD (15 rPD)

    19 ED (15 rED)

    0 MD

    0 PwrD

    END: 36

    STUN: 36

    BODY: 18

     

     

    Martial Arts

    Maneuver

    8 Qian Trigram (+2 HTH Damage Class(es))

     

    Bāguàzhǎng-Shin

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

    4 2) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 38 STR to Disarm

    4 3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 7 1/2d6 Strike

    3 4) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 5 1/2d6 +v/5, Target Falls

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

    3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6 1/2d6 Strike, Target Falls

    3 7) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 5 1/2d6 Strike; TargetFalls

     

    Skills

    10 Gao Style: +2 with HTH Combat

    5 Kun Trigram: +1 with DCV

    3 Acrobatics 14-

    3 Breakfall 14-

    3 Climbing 14-

    3 Deduction 13-

    3 Language: Cantonese (fluent conversation; literate)

    0 Language: English (completely fluent; literate) (4 Active Points)

    3 Language: Mandarin (fluent conversation; literate)

    3 Scholar

    2 1) KS: Bāguàzhǎng (3 Active Points) 13-

    2 2) KS: Chinese History (3 Active Points) 13-

    4 3) KS: I Ching (5 Active Points) 15-

    2 4) KS: Taoism (3 Active Points) 13-

    3 Survival 13-

    3 Tactics 13-

     

    Talents

    30 Combat Luck (15 PD/15 ED)

     

    Powers 50 Yin Style: Multipower, 75-point reserve, (75 Active Points); all slots Requires A Skill Roll (KN: I Ching; -1/2)

    5u 1) Kan Trigram: Killing Attack - Hand-To-Hand 2d6-1 (2d6 w/STR), No Normal Defense ([standard]; Nerve Strike; +1), Does BODY (+1) (75 Active Points); Requires A Skill Roll (KN: I Ching; -1/2) vs PD. 7

    3u 2) Gen Trigram: (Total: 70 Active Cost, 27 Real Cost) Energy Blast 10d6 (50 Active Points); No Range (-1/2), Linked (Teleportation; Lesser Power can only be used when character uses greater Power at full value; -1/2), Requires A Skill Roll (KN: I Ching; -1/2) (Real Cost: 20) plus Teleportation 10" (20 Active Points); Linked (Energy Blast; Lesser Power can only be used when character uses greater Power at full value; -3/4), Can Only Teleport To Floating Fixed Locations (Target of EB; -1/2), Requires A Skill Roll (KN: I Ching; -1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 7) 7

    4u 3) Zhèn Trigram: Telekinesis (40 STR) (60 Active Points); Requires A Skill Roll (KN: I Ching; -1/2) 6

    5u 4) Xun Trigram : Energy Blast 5d6+1, Damage Shield (Offensive; +3/4), Continuous (+1) (74 Active Points); Requires A Skill Roll (KN: I Ching; -1/2) vs ED. [Notes: Wuji is bathed in an aura of fire that embraces him like wings from his shoulders.] 7

    3u 5) Li Trigram: Running +25" (31" total) (50 Active Points); Requires A Skill Roll (KN: I Ching; -1/2) 5

    3u 6) Dui Trigram: Energy Blast 4d6, Personal Immunity (+1/4), Double Knockback (+3/4), Area Of Effect (4" Radius; +1) (60 Active Points); No Range (-1/2), Requires A Skill Roll (KN: I Ching; -1/2) vs PD. 6

    16 Cheng Style: Find Weakness 13- with All Attacks (40 Active Points); Does Not Apply Against Certain Types Of Defenses Affects One Type Of Defense (Hard Armors; -1), Extra Time (Extra Segment, -1/2) 0

    14 Liang Style: Multipower, 43-point reserve, (43 Active Points); OAF (Seven Star Staff; -1), Lockout (Yin Style; -1/2); all slots Requires A Skill Roll (KN: I Ching; -1/2)

     

    1u 1) Liang Style: Hand-To-Hand Attack +8 1/2d6 (43 Active Points); OAF (Qi Xing Gan - Seven Star Stick; -1), Hand-To-Hand Attack (-1/2), Lockout (Yin Style; -1/2), Requires A Skill Roll (KN: I Ching; -1/2)

    4

    2u 2) Liang Style: Hand-To-Hand Attack +3 1/2d6, Hole In The Middle (+1/4), Area Of Effect (2" Radius; +1) (40 Active Points); Hand-To-Hand Attack (-1/2), Requires A Skill Roll (KN: I Ching; -1/2) 4

     

    Disadvantages

    Dependence: Meditation Powers Gain 14- Activation Roll (Very Common, 1 Turn) [Notes: Wuji must meditate for 1 hour each day when he wakes up to purify his spirit and prepare his body. ] 25

    Distinctive Features: White Hair and Green Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5

    Hunted: Clan of Five Tigers 11- (Mo Pow, Harshly Punish) [Notes: Members of the Five Schools of Bāguàzhǎng they seek to eliminate those who seek to kill Wuji as an outsider not privileged to the honor of studying under the One True Master. ] 20

    Watching: GEO 11- (Mo Pow, NCI, Watching) 15

    Psychological Limitation: Must master the Five Styles of Bāguàzhǎng-Shin (Common, Strong) 15

    Psychological Limitation: Perfectionist (Common, Moderate) 10

     

    Psychological Limitation: Code Against Killing (Common, Moderate) 10

     

    Rivalry: Professional (Han Yin � Pupil of Haichuan cast out before Wuji arrived.; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 10

     

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

     

    Social Limitation: Harmful Secret (Frequently, Severe) [Notes: Wuji has trained under the last surviving master of Bāguàzhǎng-Shin and knows his current location. ] 20

     

    Character Costs

    Characteristics: 128

    Martial Arts: 34

    Skills: 52

    Perks: 0

    Talents: 30

    Powers: 106

     

    Base Points: 200

    Disadvantages: 150

    Unspent Exp: 0

    Spent Exp: 0

    Total: 350

     

    Character Information

    Height: 1.85 m

    Hair: White

    Weight: 97.00 kg

    Eyes: Green

     

    Appearance: With jade green eyes and silvery white hair Erik’s appearance is striking. Erik was born with naturally blue eyes, as he matured they slowly changed color along with his hair. Normally he wears loose fitting slacks and open collared shirt. Before any conflict, he will remove the shirt if given the opportunity. After the altercation in Shanghai he has learned that it is best to keep his identity a secret and commonly uses a simple ceramic mask over his eyes when acting as Wuji and a brown wig as Erik.

     

    Background: When Erik was a child he was taken to China with his parents for a business conference. As a small child he did not understand that sometimes businessmen had to work with less than reputable people to accomplish their goals. On their second night both of Erik’s parents were slain. The child was taken by Triad assassins. Kept for months caged like a dog Erik was eventually sold.

    Taken to the SacredMountains and delivered to an elderly man to be a servant. Erik spent the next twenty years under Haichuan the last surviving master of the Bāguàzhǎng-Shin. Between his chores he studied the master’s every action along with his apprentice Han Yin.

    He watched and learned, practiced their every action. When they fought he understood. Yin sought only the power of the Bāguàzhǎng-Shin and had no understanding of the true teachings. When Han Yin betrayed Haichuan Erik intervened. Tricking him the child lured him to unsure footing and forced him over the cliff side. Erik was twelve at the time.

    Grateful Haichuan accepted the child as his new pupil. The venerable master found himself surprised to see how much the boy had learned from observation. It pleased him to see the western boy take to the Bāguàzhǎng-Shin and the Taoist principles. Each form coming naturally to him.

    During this time Erik continued his duties as a servant. His loyalty to his master aside he did not wish to see another forced into slavery. When a child arrived delivered by the Triads he was outraged. Faced with his failure as a student and having forced another boy into servitude he confronted Haichuan. His master told him simply, the boy was already a slave here he may at least find peace with his duties. It was time for Erik’s true training to begin.

    He would grow to be a man learning to manipulate his chi in the sixty four stances of Bāguàzhǎng-Shin. Honing his body, Eric pushed himself past the perceived limits of the human mind. On the twentieth anniversary of his arrival master Haichuan bestowed upon him the name Wuji, for it was the virtue he could not master.

    To know when to act and when not to act, a principle teaching that Erik both exemplified and struggled to understand. Master Haichuan sent Erik to find the mastery he could not teach. Sending him from the SacredMountains, Erik would have to find his own destiny.

    Lost Erik followed the route through the mountains unsure where to go or how to attain his goal. It wasn’t long before he found himself floating through underground areas using the name Wuji. His skills unmatched it wasn’t long before he drew the attention of those he remembered to well. Outside a cheep hotel in Shanghai Erik was attacked by several members of the local Triad. They attacked with guns. He killed them with a rage he did not know he had. For a brief moment he was not Wuji he was the scared child abandoned by his father’s foolish ambition. It was then he understood what he needed to do.

    Buried within him was a rage even he had not understood; the sense of betrayal by his parents and the fear of those months in captivity. If he was to understand Wuji he would first have to make peace with his past.

    Piecing together memories now over twenty years old Erik found his way to Hong Kong and eventually back to the states. He knows his father worked for a company named Global Environmental Operations. He has yet to find anything on his mother. It was as if she never existed. As he seeks to understand his past he also finds himself plagued by the guilt of his own crimes.

     

    Personality: Pragmatic he sees the crimes of others as both a way to atone as well a method to continue his training. From stopping street crime to hunting down the American crime lords he sees each battle as a challenge and another step towards his goals.

     

    Quote: “If that is your choice so be it. Defend yourself with dignity.”

  13. Re: Create this character!

     

    Ok, it took me a bit but here you go:

     

    The Rat Man

    Alternate IDs: Test Subject 791

     

    Value Char Base Cost Roll Notes

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

    18 DEX 10 24 13-

    20 CON 10 20 13-

    20 BODY 10 20 13-

    8 INT 10 -2 11- PER Roll 11-

    18 EGO 10 16 13-

    10 PRE 10 0 11- 2d6

    6 COM 10 -2 10-

    4/14 PD 4 0

    4/14 ED 4 0

    5 SPD 2.8 22

    9 REC 8 2

    40 END 40 0

    39 STUN 39 0

     

    Movement

    Running: 6"/12"

    Swimming: 2"/4"

    Leaping H: 3 1/2"

    Leaping V: 1 1/2" Teleporting: /20"

     

    Basic Combat Stats

    BaseOCV: 6 BaseDCV: 6 BaseECV: 6

    Adjustments: Adjustments: Adjustments:

    Total: Total: Total:

    Levels: +3 with HTH Combat

     

    Phases: 3, 5, 8, 10, 12

    4/14 PD (0/10 rPD) 4/14 ED (0/10 rED) 10 MD 0 PwrD

    END: 40 STUN: 39 BODY: 20

     

    Skills

    15 Feral Brutality: +3 with HTH Combat

    3 Breakfall 13-

    3 Climbing 13-

    3 Interrogation 11-

    0 Language: English (basic conversation) (1 Active Points)

    3 Navigation 11-

    3 Riding 13-

    3 Stealth 13-

    13 Survival 16-

    5 Tracking 12-

     

    Talents

    20 Animal Friendship

    15 Beast Speech

     

    Powers

    30 Beast Skin: Armor (10 PD/10 ED) 0

     

    33 So many of them: Desolidification (affected by AOE attacks), Costs END Only To Activate (+1/4) (50 Active Points); Linked (Rat Swarm; Lesser Power can only be used when character uses greater Power at full value; -1/2) 4

     

    37 A Thousand Little Claws: Killing Attack - Hand-To-Hand 1d6, +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2), Affects Physical World (+2) (56 Active Points); Linked (Rat Swarm; Lesser Power can only be used when character uses greater Power at full value; -1/2) vs ED. 6

     

    10 Knockback Resistance -9" (18 Active Points); Linked (Rat Swarm; Lesser Power can only be used when character uses greater Power at full value; -3/4) 0

     

    3 Inhuman Mind: Mental Defense (10 points total) (6 Active Points); Linked (Rat Swarm; Lesser Power can only be used when character uses greater Power at full value; -3/4) 0

     

    12 To me my Feral Minions : Mind Control 4d6 (Animal class of minds), Telepathic (+1/4) (25 Active Points); Limited Class Of Minds [single species/type of mind] (Rodents; -1) vs Animal. 2

     

    21 Rat Swarm: Shrinking (0.2475 m tall, 0.1738 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Costs END Only To Activate (+1/4) (37 Active Points); No Growth Momentum (-1/4), Easily Perceived (-1/4), Physical Manifestation (Devides into a swarm of rats; -1/4) 3

     

    10 Scatter Swarm: Teleportation 10", Safe Blind Teleport (+1/4) (25 Active Points); Linked (Rat Swarm; Lesser Power can only be used when character uses greater Power at full value; -3/4), Increased Endurance Cost (x2 END; -1/2), Only When In Contact With The Ground (-1/4) 4

     

    Character Information

    Height: 1.98 m Hair: Yellow

    Weight: 89.00 kg Eyes: Brown

     

    Appearance: A tattered mass of rags covers a deformed body. His eyes as wild as the unkempt hair, jaw open gleaming teeth whisper out, let us rend for you.

     

    Background: Analysis: Test Subject 791 (The Rat Man)

     

    An orphan acquired at the age of three, Test Subject 791 was placed under the care of the Institute for Metahuman Research. There he was subjected to a battery of tests as the explored the semi-active mutant state, exposing him to multiple stimuli to try and trigger further mutation.

    Two years of testing had so far been unsuccessful until introducing Test Subject 791 to carrier rats. Each a host to various diseases they served as a catalyst activating the child�s mutagenic properties.

    Test Subject 791 showed Xenomorph qualities, able to not only reshape his body but split his form into multiple rats. Tests indicated a defiant mass/change ratio. The subjects food intake was increased and new exercises introduced to increase maximum muscle mass.

    The body mass increase worked as planned and the Test Subject was able to divide his body between an increasing numbers of rodents. Intelligence testing indicated a form of hive mind linked the divided body of Test Subject 791.

    At this time researchers are still reviewing tapes of his captivity to determine how the subject was able to escape the San Angelo facility. Early theories include swapping a divided rat with one of the carrier rodents then consuming the swapped animal to hide evidence. However, at this time it is unclear at what range Test Subject 791 can control the divided form.

    Early reports from the field indicate Test Subject 791 has been spotted in the warrens of San Angelo. Eye whiteness gave a description of a swarm of rats disarming and overpowering two gang members as they assaulted a man. The swarm then immediately fled. It is my belief that this behavior maybe some form of psychological trauma from the research process. As this operation was not sanctioned by the BMA it is advised that all evidence of this project be washed.

     

     

    Personalilty: Survive. They will come for you. Your brothers call this place home. Overcome the fear. Find your home. Do not let them take you again. Do not let them hurt you. Do not let them hurt those that call this place home.

     

    Quote: "Squeak Squeak"

     

    Portrait

    Disadvantages

     

    Distinctive Features: Bestial/Swarm or Rats (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15

     

    Hunted: Science Research Team 8- (As Pow, Capture) 10

     

    Hunted: IMR 14- (As Pow, NCI, Harshly Punish) 25

     

    Money: Destitute 10

     

    Physical Limitation: No Hands while Shapeshifted (Infrequently, Greatly Impairing) 10

     

    Psychological Limitation: Code Against Killing (Common, Moderate) 10

     

    Psychological Limitation: Somber and Melancholy (Common, Moderate) 10

     

    Psychological Limitation: Fears the big city (Very Common, Strong) 20

     

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

     

    Social Limitation: Does not understand human culture (Very Frequently, Major) 20

     

    Vulnerability: 1 1/2 x STUN From Poisons and Toxins (Very Common) 15

     

    Vulnerability: 1 1/2 x STUN Affects Desolifide Attacks (Common) 10

     

    Character Costs

    Characteristics: 108 Martial Arts: 0

    Skills: 51 Perks: 0

    Talents: 35 Powers: 156

     

    Base Points: 200

    Disadvantages: 150

    Unspent Exp: 0

    Spent Exp: 0

    Total: 350

     

    Note: The character has 2 hunted disadvantages. The first is the science research team responsible for creating the Rat Man. The second is the extermination squad.

  14. Re: Wings of the Valkyrie update

     

    Reading up on this it made me think of a story line from City of Heroes. The premise is that a Nazi solder is sent into the future to get supplies to aid the failing war effort. I know that there are people who play CoH so I will leave the description at that. Well, and it made a lot more since before when they had the 5th Column not the Council.

     

    The point being this, the concept of changing WWII with the aid of superpowers or superscience is a recurring theme in the genre. There was a Justice League story arc that ran 2 or 3 episodes on the idea of changing the outcome of the war. The articles I’ve read on Wings of a Valkyrie seem to revolve around to controversial for Role Playing Games at that time. Why couldn’t they update this story? The weight of the plot forces players to think about their choices and the story can be used to revitalize campaigns that may have grown stale.

     

    That said, I believe that trying to tackle the subject matter should include notes on the real world history as well as the setting and alternative settings. (Note: there would likely need to be multiple alternates based on likely player/NPC actions.) The characters in the story would need to be truly fleshed out with strong personalities and motivations for each of them.

     

    Comics have been used to play with alternative histories. Through the years the stigma of D&D is evil has for the most part faded from the media. I remember an episode of Cops where they pointed out a stack of White Wolf books in a kid’s car. Why can’t a Role Playing Game take on serious subjects? It is possible to write something that is both thought provoking and enjoyable. Why couldn’t a RPG do it?

  15. Re: Watch out! New Superhero in town!!

     

    Now with slightly more Super powers:

    Rollerman

     

    Value Char Base Cost Roll Notes

    15 STR 10 5 12- 3d6 / 200.0kg

    23 DEX 10 39 14-

    15 CON 10 10 12-

    18 BODY 10 16 13-

    18 INT 10 8 13- PER Roll 13-

    13 EGO 10 6 12-

    15 PRE 10 5 12- 3d6

    16 COM 10 3 12-

    3/23 PD 3 0

    3/23 ED 3 0

    7 SPD 3.3 7

    6 REC 6 0

    30 END 30 0

    34 STUN 34 0

    Movement

    Running: 50"/400"

    Swimming: 2"/4"

    Leaping H: 10"

    Leaping V: 5"

     

    Basic Combat Stats

    BaseOCV: 8 BaseDCV: 8 BaseECV: 4

    Adjustments: Adjustments: Adjustments:

    Total: Total: Total:

    Levels: +3 with Martial Maneuvers, +3 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, 7, 9, 11, 12

    3/23 PD (0/20 rPD) 3/23 ED (0/20 rED) 0 MD 0 PwrD

    END: 30 STUN: 34 BODY: 18

     

    Martial Arts

    Pts. Maneuver

    5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove

    5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on; FMove

    3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 3d6 +v/5 Strike; You Fall, Target Falls; FMove

    5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 25 STR to Disarm; FMove

    5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3d6 +v/5; FMove

    5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 3d6 +v/5; TargetFalls; FMove

    4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, 3d6 +v/5; FMove

     

    Skills

    9 +3 with Martial Maneuvers

    15 +3 with DCV

    9 Acrobatics 17-

    9 Breakfall 17-

    3 Contortionist 14-

    3 Gambling 13-

    7 Inventor 15-

    2 Navigation (Land) 13-

    7 SS: Battlesuit Engineering and Design 17-

    2 Survival (Urban) 13-

     

    Powers

    Pts. END

     

    40 Rollersuit: Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2) 0

     

    20 Hell on Wheels: Desolidification (40 Active Points); Only To Protect Against [Limited Type Of Attack] (Damage from Move Through Style Manuvers used by Rollerman; -1) 4

     

    34 Rolling Thunder: Energy Blast 12d6 (60 Active Points); OIF (-1/2), Limited Power Power loses about a fourth of its effectiveness (Can only be used if Rollerman is already using Rollerwheels power or has used Rollerwheels in the last Phase.; -1/4) vs ED. 6

     

    4 Rollerjump: Leaping +7" (10" forward, 5" upward) (Accurate) (12 Active Points); Limited Power Power loses about half of its effectiveness (Can only be used if Rollerman is already using Rollerwheels power or has used Rollerwheels in the last Phase.; -1), Linked (Rollersuit; Lesser Power can only be used when character uses greater Power at full value; -3/4) 1

     

    9 To Fast to Hit: Missile Deflection (Any Ranged Attack) (20 Active Points); Linked (Rollersuit; Lesser Power can only be used when character uses greater Power at full value; -3/4), Requires A Skill Roll (Acrobatics; -1/2) 0

     

    33 Rollerwheels: Running +44" (50" total), x8 Noncombat (98 Active Points); Linked (Rollersuit; Lesser Power can only be used when character uses greater Power at full value; -1/2), OIF (-1/2), Restrainable (-1/2), Requires A Skill Roll (Acrobatics; -1/2) 10

     

    13 Rolling Speed: +3 SPD (30 Active Points); Linked (Rollersuit; Lesser Power can only be used when character uses greater Power at full value; -3/4), OIF (-1/2)

     

    Character Information

    Height: 1.83 m Hair: Brown

    Weight: 71.00 kg Eyes: Brown

     

    Disadvantages

     

    Physical Limitation: No Use of Hands in the Rollersuit (All the Time, Greatly Impairing) 20

     

    Psychological Limitation: Need for Speed (Always Ready to Race) (Very Common, Moderate) 15

     

    Psychological Limitation: Code Versus Killing Common, Strong 15

     

    Psychological Limitation: Brash (Common, Moderate) 10

     

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

     

    Social Limitation: Famous (Frequently, Minor) 10

     

    Vulnerability: 1 1/2 x STUN Gravity and Magnetic Attacks (Very Common) 15

     

    Vulnerability: 1 1/2 x Effect Entangles (Very Common) 15

     

    Vulnerability: 2 x Effect Flash Attacks, Sight Group (Common) 20

     

    Vulnerability: 1 1/2 x STUN Knockback (Very Common) 15

     

    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

    Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove

    Flying Grab 1/2 -2 -1 Grab Two Limbs, 25 STR for holding on; FMove

    Flying Tackle 1/2 +0 -1 3d6 +v/5 Strike; You Fall, TargetFalls; FMove

    Passing Disarm 1/2 -1 -1 Disarm, 25 STR to Disarm; FMove

    Passing Strike 1/2 +1 +0 3d6 +v/5; FMove

    Passing Throw 1/2 +0 +0 3d6 +v/5; TargetFalls; FMove

    Sacrifice Lunge 1/2 +2 -2 3d6 +v/5; FMove

     

    Character Costs

    Characteristics: 99 Martial Arts: 32

    Skills: 66 Perks: 0

    Talents: 0 Powers: 153

     

    Base Points: 200

    Disadvantages: 150

    Unspent Exp: 0

    Spent Exp: 0

    Total: 350

     

    Sorry, I know I should add a back story to character but tonight was play with numbers night...

  16. Re: Watch out! New Superhero in town!!

     

    What level of hero are we looking for? Just going for a heroic level based off of the videos I have this incarnation of Rollerman

     

    Rollerman

     

    Value Char Base Cost Roll Notes

    10 STR 10 0 11- 2d6 / 100.0kg

    18 DEX 10 24 13-

    10 CON 10 0 11-

    10 BODY 10 0 11-

    15 INT 10 5 12- PER Roll 12-

    13 EGO 10 6 12-

    10 PRE 10 0 11- 2d6

    10 COM 10 0 11-

    2/7 PD 2 0

    2/7 ED 2 0

    5 SPD 2.8 2

    4 REC 4 0

    20 END 20 0

    20 STUN 20 0

     

    Movement

    Running: 26"/208"

    Swimming: 2"/4"

    Leaping H: 2"

    Leaping V: 1"

     

    Basic Combat Stats

    BaseOCV: 6 BaseDCV: 6 BaseECV: 4

    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

    2/7 PD (0/5 rPD) 2/7 ED (0/5 rED) 0 MD 0 PwrD

    END: 20 STUN: 20 BODY: 10

     

    Martial Arts

    Pts. Maneuver

    5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 20 STR to Disarm; FMove

     

    Skills

    5 Acrobatics 14-

    3 Breakfall 13-

    3 Contortionist 13-

    3 Inventor 12-

    2 Navigation (Land) 12-

    6 SS: Battlesuit Engineering and Design 15-

     

    Powers

    15 Rollersuit: Armor (5 PD/5 ED) 0

     

    15 Rollerwheels: Running +20" (26" total), x8 Noncombat (50 Active Points); Linked (Rollersuit; Lesser Power can only be used when character uses greater Power at full value; -1/2), OIF (-1/2), Restrainable (-1/2), Requires A Skill Roll (Acrobatics; -1/2), Only On Appropriate Terrain (Smooth Surfaces; -1/4) 5

     

    6 Rolling Speed: +2 SPD (20 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only for Non-Combat Movement; -1 1/2), OIF (-1/2), Linked (Rollersuit; Lesser Power can only be used when character uses greater Power at full value; -1/2)

     

    Character Information

    Height: 1.83 m Hair: Brown

    Weight: 71.00 kg Eyes: Brown

     

    Disadvantages

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

     

    Physical Limitation: No Use of Hands in the Rollersuit (All the Time, Greatly Impairing) 20

     

    Psychological Limitation: Need for Speed (Always Ready to Race) (Very Common, Moderate) 15

     

    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

    Passing Disarm 1/2 -1 -1 Disarm, 20 STR to Disarm; FMove

     

    Character Costs

    Characteristics: 37 Martial Arts: 5

    Skills: 22 Perks: 0

    Talents: 0 Powers: 36

     

    Base Points: 50

    Disadvantages: 50

    Unspent Exp: 0

    Spent Exp: 0

    Total: 100

  17. Re: Strange Hero Concepts: Discuss Your Own!

     

    Long ago, we played a game where the GM said you could play anything you wanted.

     

    Tom: Can I be a sentient sphere of energy with the power to warp reality?

    GM: Sure. So , Dave, what do you want to be?

    Dave: I'd like to be a giant cube that eats sentient spheres of energy...

     

    Funny you should say that...

     

    After playing a ton of CoH I wanted to do something that could not be emulated in the MMO and so Fallout was born. He's your run of the mill giant mass of radioactive energies held together by force of will.

  18. Re: EMERGENCY HELP: I need an adventure idea STAT

     

    B-Rated you say, how about?

     

    A Body of evidence...

     

    In a small not far from where the party normally resides, but off the beaten path, graves are being despoiled and the bodies taken. The town is in horror because it’s not just the newer graves but the old CivilWarCemetery on the edge of town by the swamps. Although abandoned years ago, the Civil War Cemetery is a sense of pride to the small town. The local Sheriff and his deputies are baffled and that’s where the party comes in. (Groovy Mystery Machine not included.)

     

    Clues:

     

    There was a fire in the hospital two months ago before the grave robber started every few people escaped and over half the bodies were never accounted for.

     

    The library was robbed just before the hospital fire and all that was stolen were their collective works of H.P. Lovecraft along with a copy of The Egyptian Book of the Dead and the Tibetan Book of the Dead.

     

    A local high school professor had been doing work on animating dead muscle and tissue through the application of electricity.

     

    Possible Events: Here of some small town events that may be going on and effected by the thefts.

     

    Civil War Reenactment: With no supernatural elements: The tension breaks and the participants break down into a huge brawl. Many are injured or worse as paranoia continues to mount. With supernatural elements: After the reenactment some of the participants see one man in a ragged Confederate Uniform heading to the swamp. Upon closer inspection it is obvious he was no actor.

     

    Sadie Hawkins Dance at the High School: With no supernatural elements: A drunken student plows his car into the school gymnasium. He is mourning the loss of his girlfriend who died of pneumonia three months ago. With supernatural elements: Two teenagers are seen sitting in the parking lot. One is recognized as the boyfriend of a girl who had died three months ago. Since then he had dropped out of school and no one had seen him since. The girl’s face is masked by a veil or some other plot device.

     

    Local Fair (Korn Optional): With no supernatural elements: One of the local affluent woman of the town rallies those gathered to start making accusations of anyone present as the possible grave robber. Others join in as the town falls further into mass hysteria. With supernatural elements: uh… Zombie party time! Everybody keep calm we’ve found the bodies.

     

    Possible Culprits:

     

    The Easy Target: The High School Prof has watched the Reanimator one to many times and is having a go at it now. Without supernatural elements: the professor needed bodies to continue his research but could not get funding from the school. As the town became aware of the thefts he grew increasingly more desperate for results. With supernatural elements: He succeeds.

     

    The one nobody expected: A Nurse from the local hospital has lost her mind and is no longer able to see those she’s cared for die. With no supernatural elements: The fire was an accident that only fuelled her madness. She started by destroying the bodies of those she had cared for then began tracing back her roots and destroying the bodies of her bloodline. In her basement is a hand dug pit of lye and boric acid she has been using to destroy the corpses. With supernatural elements: The fire trapped her in the hospital and before being burned to death she made a pact with a supernatural entity to brink back those who she had caused to die. The consequences of this were not her intentions but so long as she lives more zombies will awaken. She is too scared of what will happen to her soul to kill herself and does not know another way to kill the Zombies. (For those wondering, many dark supernatural entities like to make odd pacts with hapless peoples just to see them squirm at the consequences.)

     

    The insane lover: A high school boy looses her girlfriend to pneumonia and will stop at nothing to bring her back. With no supernatural elements: It was he who robbed the library. The fire was started when he tried to bring his girlfriend back at the morgue. Each body another attempt, the corpses left in his girlfriend’s home where he has killed her parents. With supernatural elements: As above he failed in the morgue but has since been successful in recreating the ritual, to an extent. Although able to reanimate the bodies the child has no control over the Zombies. Each attempt was to learn how to control them. Unfortunately, he was mistaken; crafting greater intelligence into the last two Zombies he was convinced he could now control them. Resurrecting his former lover he is slain at the dance and turned into her Zombie slave.

    ---

    I can have trip to Hollywood now?

  19. Re: Surviving fall from orbit

     

    Combining what's been said we have:

    To Survive:

    LS: Safe in Low Pressure/Vacuum

    LS: Radiation

    LS: Self Contained Breathing

    rPD/rED 30

    Resistant Damage Reduction for both PD and ED at 50%

     

    Since the heat of reentry would more than likely last more than a single phase and could whittle down the hero before they even land I would also add something like:

     

    Trigger Desolid verses Fire/Cold Only verses Environmental Effects cannot be used to pass through objects. (This may need to be purchased as 2 powers)

     

    This would resolve the issues of heat from reentry without immunizing them from actual Fire or Cold based attacks.

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