Jump to content

Certified

HERO Member
  • Posts

    7,380
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Certified

  1. https://dl.dropboxusercontent.com/u/3101711/StreetFighter20.html
  2. Eisenreich After the defeat of the Axis Powers in World War II survivors of the Übermensch Brigade slipped into hiding taking with them the scientists and records they could save. Hardlines and survivors banded together to form the Eisenreich or Iron Empire. It is unknown when and where the Eisenreich first formed but today they maintain a network of underground cabal’s secretly plotting a new world order. Knowing they needed to rebuild the Eisenreich went underground, deep underground. Using powerful drills and refurbished U-Boats the Eisenreich began their work. Slowly consolidating their resources they connected natural tunnels believed to be inaccessible from the surface. The stockpiles allowed the Eisenreich the time needed to establish new identities and fronts on the changing world above.
  3. High Powered Super Martial Arts Variant: Atemi Master 16 Wisdom/Offense Devastating MA Penetrating MA3 Paralyzing Touch (Trapping) MA Variable Trap MA Power Pass MA Untouchable Trap MA Secondary Role Defense MA Full Role MA Locked Power: Trapping May Only be used with Penetrating. Trapping always uses Untouchable Trap. TY Limited Power: Penetrating may only be used against opponents with a traditional anatomy. MI Cost 18 + 6 + 18 + 6 + 6 + 6 + 6 + 6 + 6 - 2 -1 = 75 Unlike most martial artists, the Atemi Master is dedicated to the understanding and exploitation of Pressure Points. With a touch they are able to paralyze targets crippling foes with ease. Talent Notes: Common Talents for Atemi Masters include Herbalism and Medical.
  4. Instant Regeneration (Armor) MA
  5. If I had to attribute Jack to any particular inspiration it would be Dirge from Xombie, primarily his Shovel as a weapon. I really liked the idea of using a non-traditional weapon.
  6. Blast (Variable) The Character's attack is capable of driving their foes back, even sending them flying huge distances. A Minor Blast Power knocks the Target prone. A Typical Blast Power Pushes the Target back 1 range Increment and knocks the target Prone. A Major Blast Power Pushes the Target back 2 Range Increments and knocks the Target Prone. Active Defense reduces the distance by 1 Range Increment and prevents being knocked Prone. The Target suffers 2 Wounds per Range Increment. This Damage if figured separately from the initial hit and represents the added strain of resisting the Blast complications of being knocked back. Option: Boost Knock: Each additional Instance of Blast increases the distance by 2 Range Increments. Note: Blown Away: If the target is Blasted beyond the Edge of Conflict assume the target is out of the scene unless they possess a Power with New Movement and the Boost Speed Option. For these Characters assume additional Range Increments to allow the Character back into the action.
  7. http://www.collegehumor.com/video/6948903/tinderella-a-modern-fairy-tale
  8. http://www.huffingtonpost.com/2013/11/19/trey-radel-drug-testing_n_4305348.html
  9. Classic Spirit Speaking Variant: Hellfire 10 Mental/Offense Ranged MI Devastating MA Boost Devastation MA Total Devastation MA Wreathed In The Inferno (Secondary Role: Defense) MA Armor MA Painful MA Cost: 12 + 2 + 6 + 6 + 6 + 6 + 6 + 6 = 50 The Character is somehow bound to the inferno. Able to call forth crippling blasts of Hellfire they can obliterate targets with a wave of their hand. This infernal flame rings them, guards them, for whatever purpose, searing the flesh of those who dare approach.
  10. http://en.wikipedia.org/wiki/Freeganism
×
×
  • Create New...