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Certified

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Everything posted by Certified

  1. 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.
  2. 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.
  3. Instant Regeneration (Armor) MA
  4. 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.
  5. 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.
  6. http://www.collegehumor.com/video/6948903/tinderella-a-modern-fairy-tale
  7. http://www.huffingtonpost.com/2013/11/19/trey-radel-drug-testing_n_4305348.html
  8. 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.
  9. http://en.wikipedia.org/wiki/Freeganism
  10. https://www.youtube.com/watch?v=JY5eELnVISc
  11. http://www.somethingpositive.net/
  12. https://www.youtube.com/watch?v=550Qe5I9uyo&list=UU1yBKRuGpC1tSM73A0ZjYjQ
  13. Poison Creation Sickening Touch 6 (Exceptional Power) Constitution/Offense Lingering MA Defended By: Might MA Cost: 8 + 6 + 6 The Character secrets a subtle poison either by touch or bite that lingers in the target’s body causing pain. Sickening Touch - Expanded (Low Power) Add The Following Increase The Value To 8 Boost Duration MA Continuous MA Naturally Resistant MA Cost: 2 + 6 + 6 + 6 = 20 (40 Total) As the venom in the Character’s body becomes more virulent so does their resistance to the position. A handshake or extended kiss may be enough to cripple, even kill. Poison Creation (Classic Power) Add The Following Increase The Value To 12 Additional Instance of Boost Duration MA Devastating MA Drain Constitution (Split Effect) MA Suffocating MA Boost Suffocation MA Breathless MA Cost: 4 + 6 + 6 + 6 + 6 + 6 = 34 (74 Total) The Character’s natural poison induces anaphylaxis causing the airways to constrict and a general weakening of the immune system Left unchecked the Character’s Poison can easily kill. Venomous Cloud (High Power) Add The Following Increase The Value To 15 Radius MI Selective MA Additional Instance of Boost Duration MA Lock On MA Boost Devastation MA Expanded Drain: Strength And Constitution MA Cost: 3 + 2 + 6 + 6 + 6 + 6 + 6 = 29 (109 Total) The poison secreted by the Character is now airborne. Capable of infecting anyone in the area or coating targets in a sticky venomous film that weakens its victims until clensened. Targets can become immunocompromised severally weakening them. Plague Factory (Cosmic Power) Add The Following Increase The Value To 20 Additional Instance of Boost Duration MA Increase The Value of Radius to MA Sticky MA 2 Additional Instances of Expanded Drain: Strength and Constitution Trees) MA2 Cost: 5 + 6 + 4 + 6 + 12 = 33 (142 Total) A walking Plague Factory the Character’s Poison is capable of wearing down the defenses of even the toughest of heroes.
  14. Classic Light Generation Variant: Ultra Energy Beam 14 Mental/Offense Line TY Blast MA Devastating MA Boost Devastation MA Penetrating MA Total Devastation MA Cost: 16 + 4 + 6 + 6 + 6 + 6 + 6 = 50 The Character is able to generate amazing blasts of raw energy. Incredibly destructive these beams are capable of cutting through hardened steel or concussive blasts that can send targets flying in all directions depending on the Character’s focus.
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