Jump to content

Mr. R

HERO Member
  • Posts

    2,213
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Mr. R

  1. A lot of these abilities are the low level and more powerful versions are available, IF you can stomach the cost!

     

    Quote

    6    Strike  Crusader's Strike:  Healing BODY 3d6 (30 Active Points); 1 Charge (-2), Limited Power Power loses about two-thirds of its effectiveness (Only if you hit in HTH; -1 ½), Self Only (-½)    [1]


    7    Strike Foe Hammer:  Armor Piercing (+½) for up to 45 Active Points of HTH attack up to 45 AP (22 Active Points); 1 Charge (-2)    [1]


    9    Strike Divine Surge:  Deadly Blow:  +4d6 ([limited circumstances]) (28 Active Points); 1 Charge (-2)


    8    Strike Entangling Blade:  Entangle 5d6, 0 DEF (50 Active Points); 1 Charge (-2), No Defense (-1 ½), Limited Power Power loses about half of its effectiveness (Only to stop movement; -1), No Range (-½)    [1]


    22    Strike Doom Radiant Charge:  (Total: 75 Active Cost, 22 Real Cost) Killing Attack - Ranged 2d6 (30 Active Points); 1 Charge (-2), No Range (-½), Limited Power Power loses about a third of its effectiveness (Used as part of charge; -½) (Real Cost: 7) plus Force Field (15 PD/15 ED), Limited Power Power loses less than a fourth of its effectiveness (Lasts one turn; +0), Uncontrolled (+½) (45 Active Points); 1 Charge (-2) (Real Cost: 15)    [1]

     

    Crusader's Strike can add to the stance above.  This can make for a long lasting combat as the warrior seems to heal as he is fighting.  High level versions can be gross, (One version gives a complete HEAL as a result of the strike.)

     

    Foe Hammer and Divine Surge make for nasty finishers.

     

    Entangling Blade is another stay here and fight strike

     

    The Charge is a great opener.

     

    Next up Diamond Mind or "My mind says I hit you here!"

     

     

     

     

  2. Devoted Spirit is a school that doesn't add to damage, but rather adds to your durability.  The Online Game Dark Age of Camelot had a class called the Paladin and one of their abilities was a self heal as long as they were in combat.  Played right, they were un-killable.

     

    So, the Stances

     

    Quote

    11    Stance Iron Guard's Glare:  Negative Combat Skill Levels (-3 to opponent's OCV), Reduced Endurance (0 END; +½) (22 Active Points); Limited Power Power loses about half of its effectiveness (Only to penalize opponent who attacks someone other than him; -1)
         
    11    Stance Martial Spirit:  Healing BODY 1d6, Reduced Endurance (0 END; +½), Area Of Effect (2" Radius; +1), Selective (+¼) (27 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only if you hit in HTH; -1 ½)
         
    39    Stance  Thicket of Blades:  Killing Attack - Ranged 2d6, Personal Immunity (+¼), Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Continuous (+1) (97 Active Points); Limited Power Power loses about half of its effectiveness (Only vs those who try and move past ; -1), No Range (-½)

     

    So Iron Guard's Glare is the classic "hit me not the squishy" ability.  As long as you keep this up, your opponent has problems engaging anyone other than you.  

     

    Martial Spirit is the Paladin ability I described above.  The AE selective represents that you can target an ally as well as your self.  If you don't want that, then remove the AE ability (This makes the Stance cost 6 pts).  Also this is a low level version.  Want to up the power, make it 2d6 or 3d6.

     

    Thickets of Blades is "I weave a shell of steel around me" Damage should be based on what they do in HTH, so if you have a 1d6+1 HKA, then this should cap at 1d6+1 RKA.  As it is, this is a high level ability and cost appropriately!

     

     

     

     

  3. Next set of maneuvers then onto the next School.  Also note that these are the low level abilities and that there are MORE powerful versions of some of these

     

    Quote

    19    Strike Death Mark:  Energy Blast 6d6, Personal Immunity (+¼), Area Of Effect (4" Radius; +1) (67 Active Points); 1 Charge (-2), No Range (-½)    [1]


    15    Strike Fire Snake:  Energy Blast 6d6, Personal Immunity (+¼), Area Of Effect (14" Line; +1) (67 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only vs targets on the ground; -1), No Range (-½)    [1]


    19    Counter Leaping Flame:  Teleportation 30", Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When attacked; +¼) (75 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only to tport to attacker; -1)    [1]


    29    Strike Salamander Charge:  (Total: 124 Active Cost, 29 Real Cost) Running +6" (12" total) (12 Active Points); 1 Charge (-2) (Real Cost: 4) plus Energy Blast 10d6, Personal Immunity (+¼), Area Of Effect (24" Line; +1) (112 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only along Run Path; -1), No Range (-½) (Real Cost: 25)    [1]

     

    Death Mark is your basic PBAE ability, and like the Blinding Flourish, be careful who is next to you.

     

    Fire Snake is another AE ability.

     

    Salamander Charge is the classic leaving a fire trail along your wake.  If you think it is TOO powerful, feel free to reduce the damage to 5 or 6d6 dice.  That would reduce the cost to 17 pts.

     

    The one to be wary of is Leaping Flame, but remember that combat port is 15" and it can only be used once!

     

     

     

    Next up Devoted Spirit OR watch me heal as I beat on you!

     

     

     

  4. First set of Maneuvers

     

    Quote

    10    Strike Blinding Flourish:  Sight Group Flash 3d6, Personal Immunity (+¼), Area Of Effect (2" Radius; +1) (34 Active Points); 1 Charge (-2), No Range (-½)    [1]


    5    Boost Burning Blade:  Energy Blast 3d6, Lingering up to 1 Turn (+½) (22 Active Points); 1 Continuing Charge lasting 1 Turn (-1 ½), Limited Power Power loses about half of its effectiveness (Only to add to HTH dam; -1), No Range (-½)    [1 cc]


    11    Strike Hatchling's Flame:  Energy Blast 4d6, Area Of Effect (5" Cone; +1) (40 Active Points); 1 Charge (-2), No Range (-½)    [1]


    9    Counter Fiery Riposte:  Killing Attack - Ranged 1 ½d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼) (31 Active Points); 1 Charge (-2), No Range (-½)    [1]
     

     

     

    Blinding Flourish is just what it looks like.  Just be careful not to get your allies in the AE.

     

    The Boost turns your sword into a flaming sword and yes it stacks with the Stance from above, and as always make it a RKA if you want.  And yes, that is 30 AP of effect.  Just remember that these maneuvers are ONE Charge, so use judiciously.

     

    Hatchling's Flame can be up graded, just remember the AP cap you may have, but the book has equivalent to 7d6 and 12d6 versions.  (Yeah this is high power but in ADnD these are gained at 10th and 16th level, so imagine what mages and clerics and druids are pumping out)

     

    The Fiery Riposte is just what it says.  Get rid of the flame aspect and this becomes a special regular attack.  The trigger is being attacked in HTH.  

  5. I'll start with the Stances to Desert Wind

     

    Quote

    10    Stance Fire's Blessing:  Force Field (10 ED), Reduced Endurance (0 END; +½) (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs Fire; -½)
         
    21    Stance Holocaust Cloak:  Energy Blast 2d6, Personal Immunity (+¼), Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Continuous (+1) (32 Active Points); No Range (-½)
         
    18    Stance Fiery Assault:  Energy Blast 3d6, Reduced Endurance (0 END; +½), Continuous (+1) (37 Active Points); Limited Power Power loses about half of its effectiveness (Only to add to HTH damage; -1)
         
    14   Rising Phoenix:  Flight 12", Reduced Endurance (0 END; +½) (36 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to float up to 2 meters above ground; -1 ½)

    Fire's Blessing can be made more powerful by adding extra ED, I'd max it at 20 to 25.

     

    Holocaust Cloak (Please no Princess Bride Comments) can be made a RKA.  It is that area of fire that surrounds a person when they are all powered up.

     

    Fiery Assault makes your sword a burning blade (and yes it will add to some of the upcoming maneuvers) and if you want make it a RKA.

     

     

    Final Note

    All of these can be reskinned for other elements / SFX.  Cold and Ice,  Water,  Lightning.  Thus this one set could be the basis for a whole set of elemental styles.

  6. A while ago, there was a discussion about making non mages feel special, and I made a comment about the Book of Nine Swords and how you could appropriate some of the ideas from there to use to make your warrior and rogue types feel special.

     

    Well a couple of weeks ago I was cleaning out my closet, and found my copy, and so as an intellectual exercise, I decided to convert some of these ideas.

     

    A couple of Notes if you decide to use them.

     

    Stances 

    the idea is that ONLY one stance can be used at a time, so my suggestion is to place them in a MP.  Most come out to about 30 AP.  Yes it is pricy, but some give you a real power boost.  Remember versatility costs extra!

     

    As far as the Maneuvers (Strikes, Counters, Boosts) I would take a page from Killer Shrike, set up a VPP (with a house rule that the total number of real points you can use are three times the max of the Pool)  (Look here for reference  https://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/vancianPreparedVPP.aspx   ).  You will have to make the -1/2 Lim of only for BoNS techniques.

     

    Also note that I did NOT do all the abilities as some were just … improvements to an earlier ability.  Like Hatchling's Flames later becomes Dragon's Flames then Wyrm's Flames.  Just up the damage and figure the new cost.

     

    So I present the Book of Nine Sword (abridged)

  7. I was thinking about the game world I am developing and the idea of Languages.

     

    Now I was thinking about a common trade tongue, but since the main part of the setting is a large Basin Lake/Sea and the similarity to the Mediterranean, I was thinking of doing something similar.  One city state took control of the Basin for 300 years, and so I am thinking about doing the following:

     

    Old Tenryk lead to the following dialects

    Aerelios/ Danris- due to the fact that both are on that LARGE river leading out of the Gefting Sea

    Kerqod- Kerqod is isolated in that it has mountains or hills on three side and the Sea on the bottom.  I could see it developing its own.

    Rasul- On the bottom shore of the sea, but has access to the Trammel Highlands and so I can see a blending

    Thomar- Also on the bottom shore of the sea, but at the other end and close to Fey.  Fey has its own language and so again I see a blending!

     

    (All have a 1 point similarity with each other)

     

    The Far Speech Used by the people that border the east coast of the Gefting Sea as well as the Far Ocean and the Far Isles

    Feyan- The most magically powerful/learned country

    Reuchia- Currently broken, but a common language unites the people 

    Far Isles- The islands of the Far Ocean

     

    (All have a 1 point similarity with each other)

     

     

    The Language- Spoken by the people of the Forbek Steppes and the Trammel Highlands

     

    (All have a 1 point similarity with each other)

     

    Kulaki

    Named after the new anti slave city state, it is also spoken by the people of the Divided Plains as well as those in the three bays that lead to the oceans

     

    (All have a 1 point similarity with each other)

     

    Now ----

     

    How much of a similarity should each family have with the others?

     

    I was thinking Old Tenryk has a 2 point similarity to Far Speech

     

    The Language is not similar to to Old Tenryk or Far Speech

    But it has a 2 point similarity with Kulaki

     

    Thoughts!

  8. Who's that girl!

     

    Quote

    2023 Hero New Crushers 7 Vixen

        Val    Char    Cost    Roll    Notes
        10    STR    0    11-    Lift 100.0kg; 2d6
        27    DEX    51    14-    OCV:  9/DCV:  9
        18    CON    16    13-
        13    BODY    6    12-
        18    INT    8    13-    PER Roll 13-
        20    EGO    20    13-    ECV:  7
        15    PRE    5    12-    PRE Attack:  3d6
        20    COM    5    13-

        8    PD    6        Total:  8 PD (8 rPD)
        8    ED    4        Total:  8 ED (8 rED)
        5    SPD    13        Phases:  3, 5, 8, 10, 12
        6    REC    0
        36    END    0
        27    STUN    0    Total Characteristic Cost:  134

    Movement:    Running:    12"/24"
        Leaping:    2"/4"
        Swimming:    2"/4"

    Cost    Powers    END
    5    Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)
    12    Running +6" (12" total)    1
    13    Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB), Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Always On (-½)
    2    Life Support  (Longevity: 400 Years)
    16    Mental Defense (20 points total)
         
    62    Multipower, 62-point reserve
    3u    1)  Emotion Control:  Mind Control 10d6, Telepathic (+¼) (62 Active Points); Limited Power Power loses about half of its effectiveness (Emotions only; -1)    6
    6u    2)  Emotional Overload:  Ego Attack 5d6, Reduced Endurance (½ END; +¼) (62 Active Points)    2
    6u    3)  Sensory overload:  Sight Group Flash 5d6, Reduced Endurance (½ END; +¼), Based On EGO Combat Value (Mental Defense applies; +1) (56 Active Points)    2


    4    Martial Block    +2    +2    Block, Abort
    4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
    4    Martial Strike    +0    +2    6d6 Strike
    3    Martial Throw    +0    +1    4d6 +v/5, Target Falls
    5    Offensive Strike    -2    +1    8d6 Strike
    3    Legsweep    +2    -1    5d6 Strike, Target Falls
    8    +2 HTH Damage Class(es)

     

        Perks
    3    Money:  Well Off

     

        Talents

    3    Absolute Time Sense
    3    Simulate Death
    12    Combat Luck (6 PD/6 ED)

     

        Skills
    3    Acrobatics 14-
    3    Breakfall 14-
    3    Climbing 14-
    3    Disguise 13-
    3    Navigation 13-
    3    Oratory 12-
    3    Persuasion 12-
    3    Shadowing 13-
    3    Stealth 14-
    2    TF:  Common Motorized Ground Vehicles
    3    Paramedics 13-
    3    PS: Appraise 13-
    3    KS 13-
    3    High Society 12-
    3    Survival 13-
    10    +1 Overall
    8    +1 with All Combat

     

    Total Powers & Skill Cost:  239
    Total Cost:  373

     

    200+    Disadvantages
    15    Physical Limitation:  Only one Meter tall (Frequently; Greatly Impairing)
    15    Psychological Limitation:  Overconfident (Common; Strong)
    10    Susceptibility:  Attacked with Mental Power 2d6 damage Instant (Uncommon)
    25    Enraged:  When attacked with mental power (Uncommon), go 14-, recover 8-
    15    Hunted:  Until 8- (As Pow; NCI; Capture)
    5    Distinctive Features:  (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    88    Experience Points

    Total Disadvantage Points:  373
    Earned Experience:  0
    Spent Experience:  88
    Unspent Experience:  0

    Background/History:  
    She's a mutant.  Nope she's the victim of a mad scientist's experiment.  Nope, she's the daughter of a fairy queen.  Nope, she's the descendant of a kitsune.  All that is really known is she's been around for at least seventy years and speaks as if she's older.  When asked why, she says just for fun!

     

    Personality/Motivation:  
    Vixen likes to disturb, cause chaos.  She doesn't want to watch the world burn, just shake up the status quo a bit.  Right now,  Mocker's crew seem to fit the bill!

     

    Quote:  

    Powers/Tactics:  
    Vixen is a combo Martial Artist and Mentalist.  Her Martial Arts are not top tier, but are enough to be a surprise to anyone seeking to physically overpower her.  Her Mental Abilities are where she stronger.  She can overload a person's emotional senses, forcing them to feel any emotion she wants. Favourites are fear, apathy and occasionally anger.  In addition if she wishes she overload them to the point that the target takes damage from their own emotions.  Finally she can overload the sight nerves of a target.

    In a combat, Vixen will try and hide in a crowd and snipe.  A favourite costume is a pre teen child or even a young teen.  From there she'll aid her teammates with a Sensory Overload or an Emotion Control.  If the opponent it very tough, she'll use an Emotional Overload!

     

    Campaign Use:  
    Mysterious origin.  And a wild card.

     

    Appearance:  
    If it were not for the fact that she's only one meter tall, Vixen would appear to be in her mid twenties.  She has long red wavy hair and brown eyes.  If she must be in costume she prefers a red leotard with black accents and a black mask.  

     

     

    Power up-  The sensory overload suggest maybe a Mental Illusion.  And it would fit.  Also a bit more Martial Arts would not be out of line!

     

     

     

  9. A month later Frank and Gabriella were no closer to getting in touch with Vixen.  They had put out feelers and greased some palms and still no luck.

     

    Then one day Max and Frank got a notice that Mace’s old base was being occupied.  And a message “Nice place.  Heard you were looking for me.  Might as well meet here!” Signed “V”!

     

    Frank looked at Max who looked at Mocker.  

     

    “Might be a trap!” Mocker said.

     

    Max answered, “There are easier ways to set us up!  So do we check it out?”

     

    “I Will.” said Mocker.

     

    “Alone?” said Frank.

     

    “Nope.  The rest of you will be around for back up!  If this is a trap, I want it to be as painful for them as possible!”

     

    A few hours later they were at the old farm house.  

     

    Mocker entered the Lab and found a little lady in a black and red leotard sitting a work table eating dinner.

     

    “I have a bottle of wine cooling, but I don’t know if you drink.. Wine?” she said.

     

    “Yes I can, but it has no effect on me.  You went to a lot of trouble to get us here.  You could have just talked at the bar.  Why all the trouble?” Mocker queried.

     

    “Well I needed to have you check out.  I brought extra food, you can call the others in if you want, and we can discuss the terms of my contract!” she said.

     

    “You seem awfully sure of yourself young la…”  “Please!  Call me Vixen!”

  10. This is a MUCH more serious one from an old Adventurer Club Scenario

     

    The team is asked to use their advanced vehicle to get a Heart across the country to a very young transplant patient.

     

    BUT...

     

    The Patient is a mutant and the IHA desires that he dies as an example.

     

    So during the flight they ambush the team flying over the Mountains.  Now the team must get out of the wreckage, evade the kill teams sent after them and get the package to the hospital in time.

     

    If you want to modify it, do like in Young Justice.

     

    Patient is heir to a throne or company or .....

     

    Team attacking are mercs hired by uncle/cousin/ competitor.

  11. He keeps it simple...

     

    Quote

    2023 Hero New Crushers 4 Bull

        Val    Char    Cost    Roll    Notes
        65    STR    55    22-    Lift 204.8tons; 13d6 [6]
        18    DEX    24    13-    OCV:  6/DCV:  6
        28    CON    36    15-
        15    BODY    10    12-
        9    INT    -1    11-    PER Roll 11-
        10    EGO    0    11-    ECV:  3
        20    PRE    10    13-    PRE Attack:  4d6
        10    COM    0    11-

        25    PD    12        Total:  25 PD (25 rPD)
        25    ED    19        Total:  25 ED (24 rED)
        4    SPD    12        Phases:  3, 6, 9, 12
        19    REC    0
        56    END    0
        62    STUN    0    Total Characteristic Cost:  177

    Movement:    Running:    12"/24"
        Leaping:    23"/46"
        Swimming:    7"/14"

    Cost    Powers    END
    15    Energy Damage Reduction, Resistant, 25%
    15    Physical Damage Reduction, Resistant, 25%
    24    Damage Resistance (25 PD/24 ED)
    10    Leaping +10" (23" forward, 11 ½" upward)    1
    5    Swimming +5" (7" total)    1
    12    Running +6" (12" total)    1
         
    16    Naked Advantage: Reduced Endurance (½ END; +¼) for up to 65 Active Points (16 Active Points)
    10    Regen:  Healing 1 BODY, Can Heal Limbs, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (34 Active Points); Extra Time (Regeneration-Only) 5 Minutes (-1 ¾), Self Only (-½)
         
    15    How is it he is never caught?:  Luck 3d6

        Talents
    15    Combat Sense 11-

        Skills
    3    Climbing 13-
    3    Concealment 11-
    3    KS 11-
    3    Navigation 11-
    3    Stealth 13-
    9    Survival 14-
    7    Tracking 13-
    2    TF:  Common Motorized Ground Vehicles
    3    Persuasion 13-
    3    Streetwise 13-
    10    +2 with HTH Combat

    Total Powers & Skill Cost:  186
    Total Cost:  363

    200+    Disadvantages
    15    Psychological Limitation:  Likes to fight (Common; Strong)
    15    Hunted:  Police 8- (As Pow; NCI; Capture)
    15    Physical Limitation:  Large 228 cm 200 kg (Frequently; Greatly Impairing)
    15    Psychological Limitation:  Overconfident (Common; Strong)
    15    Enraged:  Combat (Common), go 11-, recover 14-
    20    Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    68    Experience Points

    Total Disadvantage Points:  363
    Earned Experience:  0
    Spent Experience:  68
    Unspent Experience:  0

    Background/History:  
    Most people know Bull from his time with the Crushers.  Easily dupped, with a one track mind when it came to combat, it was only his great luck that kept him out of jail.  Then he and Marionette were on a job post Crushers, and something exploded which ripped a hole to another dimension.  Bull was about to run when Marion commanded him to plug the hole with his body.  He obeyed (He had no choice) and was sucked in to that other world, a high tech swords and sorcery type world.  Quickly captured by the natives, he was placed in the gladiator pits.  Fighting to survive every day made Bull a better fighter and fog in his brain cleared up.  His captors never noticed that and were surprised when Bull staged a break out.  Making his way to the wilderness mountains nearby, he at first just tried to survive, but eventually he became involved with a local warlord and his plans to take over the continent.  At the final battle, a hole again appeared.  Bull lost no time jumping into it and found himself back on earth.  But where two years happened for him, it was twenty here.  When he ran into Mocker (Lucky wasn't it), he was quick to jump on board.

     

    Personality/Motivation:  
    Bull still is very simple in his motivations.  He likes to fight, and after the last two years, he want enough cash to live easy.  

     

    Quote:  

     

    Powers/Tactics:  
    Previously Bull was very simple in his tactics, hit, check status of opponent, if necessary, hit again.  He still keeps it simple, but now will look at terrain for surprise moves, or material he can use to foul an enemy.  Also it seems some secondary powers kicked in during his sojourn and he is much more durable than before.

     

    Campaign Use:  
    Bull is another working class villain.  But his possible feud with Marionette could be spun into a story arc.

     

    Appearance:  
    Bull is BIG.  228 cm and 200 kg.  He has long black hair which he wears in a tail.  His costume is a pair of boxing like trunks in black, simple black boots and what look like silver bracers (manacles?) at his wrists!

     

     

    To power up- More PD and ED, Dex of 20 and SPD of 5 would be a start.  Another +1 or +2 to CSL Would also work!

     

     

     

     

  12. Mocker made his way through the wilderness of the Cascade Mountains.  He’d heard stories of a hairy mountain man raising hell in the area, and hoped it was Bull.  But a sudden snow storm

    had hit and he was forced to go to ground.  Fortunately the cold weather didn’t bother him and so he continued to trudge through the snow.  

     

    That was when he found the first body.  High tech gear, but not TRADE.  The nomenclature was unfamiliar to him so he continued on.  Later he found two more bodies.  Whoever had attacked them was swift and incredibly strong.  Bull?!

     

    Over the next rise he saw a squad of the agents setting up an attack to what seemed a target hiding in a dense wooded area.  

     

    “Let's see what pans out!” Mocker thought.  

     

    As the agents started their atack, a giant of a man erupted from the snow to their right.  

     

    “WT>>>>!  How?”  But it was too late, he was among them using his great strength to pound each successive agent unconscious.  Within a minute, it was over, the giant standing over seven trained agent types.  The giant started looting the bodies.  Mocker approved.  He stepped into view.

     

    The giant looked up and his eyes widened “Mocker?”

     

    “Bull?” Mocker quizzed!  “You’re a bit different.”

     

    “Yeah, being stuck in a different world for two years changes you a bit.” Bull said.

     

    “Two years? Bull!  It’s 2023, over twenty years!”  Mocker exclaimed!

     

    “For me it was two.  Had to fight for my life daily until I escaped into the mountains.  There I learned to live off the land.  Eventually I got caught up in a BBEG plot to destroy the world, got zapped by his malfunctioning device and ended up back here.  But I can guess that you’re not here to catch up on old times!  You got plans?  If so I’m in.  I’m tired of living like a mountain man!”  Bull stated!

     

    “Nice.  Now all we need is Marion….” At Bull’s growl, Mocker stopped.  “I take it you didn’t part on good terms?”

     

    “No, we did not.  Getting even with her was one of the few things that kept me going all those years!” Bull yelled!

     

    One of the agents groaned and began to get up.  Mocker screamed him back into unconsciousness.  “Who are these guys?”  

    “No idea.  Snowstorm hit and next thing I know they are tracking me.  I had to do a lot of wood craft to lay false trails and ambushes.”  Bull stated matter of factly.

     

    Mocker was at a loss for words.  The old Bull was never so devious.

     

    “OH well, not my problem.  C’mon, I’ll introduce you to the new Crushers!” Mocker said!

  13. Yes, I can do something about the weather

     

    Quote

    2023 Hero New Crushers 5 Storm King

        Val    Char    Cost    Roll    Notes
        10    STR    0    11-    Lift 100.0kg; 2d6
        18    DEX    24    13-    OCV:  6/DCV:  6
        25    CON    30    14-
        13    BODY    6    12-
        15    INT    5    12-    PER Roll 12-
        12    EGO    4    11-    ECV:  4
        20    PRE    10    13-    PRE Attack:  4d6
        18    COM    4    13-

        8+15    PD    6        Total:  8/23 PD (0/15 rPD)
        8+15    ED    3        Total:  8/23 ED (0/15 rED)
        4    SPD    12        Phases:  3, 6, 9, 12
        7    REC    0
        50    END    0
        31    STUN    0    Total Characteristic Cost:  104

    Movement:    Running:    6"/12"
        Flight:    15"/30"
        Leaping:    2"/4"
        Swimming:    2"/4"

    Cost    Powers    END
    49    Change Environment 64" radius, +2 Temperature Level Adjustment, -2 Temperature Level Adjustment, -5 to Characteristic Roll or Skill Roll, Alterable Size, Long-Lasting 20 Minutes, Multiple Combat Effects, Costs END Only To Activate (+¼), Personal Immunity (+¼) (111 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -¾), No Range (-½)    9
         
    22    Elemental Control, 44-point powers
    30    1)  Wind riding:  Flight 15", Reduced Endurance (½ END; +¼), Invisible to Sight Group (+½) (52 Active Points)    2
    30    2)  Storm Shield:  Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼), Invisible to Sight Group (+½) (52 Active Points)    2
    23    3)  One with the Storm:  Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points)
         
         
    75    Multipower, 60-point reserve, all slots Indirect (Same origin, always fired away from attacker; +¼) (75 Active Points)
    5u    1)  Lightning:  Energy Blast 10d6 (50 Active Points)    5
    6u    2)  Thunder:  Energy Blast 4d6, Area Of Effect (4" Radius; +1), No Normal Defense ([Standard]; +1) (60 Active Points)    6
    6u    3)  Fog:  Darkness to Sight Group 6" radius (60 Active Points)    6
    5u    4)  Flash Bang:  Sight and Hearing Groups Flash 9d6 (50 Active Points)    5

     

        Perks
    5    Favor

     

        Talents
    8    Combat Shooting

     

        Skills
    3    Acting 13-
    3    Gambling 12-
    3    High Society 13-
    1    Language English (imitate dialects; literate) (6 Active Points)
    4    Language Spanish (completely fluent; literate)
    4    Language French (completely fluent; literate)
    3    Lipreading 12-
    3    Navigation 12-
    3    Paramedics 12-
    3    Seduction 13-
    2    TF:  Common Motorized Ground Vehicles
    10    +1 Overall

     

    Total Powers & Skill Cost:  306
    Total Cost:  410

    200+    Disadvantages
    20    Psychological Limitation:  Greedy (Very Common; Strong)
    15    Psychological Limitation:  Claustrophobic (Common; Strong)
    10    Psychological Limitation:  Lecherous (Common; Moderate)
    20    Hunted:  Until 8- (Mo Pow; NCI; Capture)
    10    Reputation:  Coward, 11-
    135    Experience Points

    Total Disadvantage Points:  410
    Earned Experience:  0
    Spent Experience:  135
    Unspent Experience:  0

    Background/History:  
    Gabriella Reyes grew up poor and small in Florida's panhandle.  Her family was part of the Cuban refugee exodus, but though they were lauded for escaping Communism, later, after the luster had worn off, then the subtle (and not so subtle) disrespect started.  Regularly mocked for being poor, Latina, lower class, and what ever struck the fancy of the white families.  Then in her twenties, Gabriella started noticing that weather seemed to change due to her emotions.  For the next year she experimented, until she got a good handle on her powers.  Then she started pulling scores.  Never something big, but enough to bring her out of poverty.  But still she wants more.  She's tired of being poor.  Storm King will take her place in the rich part of life!  (Note she chose Storm King partially to make people confused, partially because why are kings male(?) and because Reyes means king in Spanish!) 

     

    Personality/Motivation:  
    Gabriella is greedy.  If an operation promises money, she's all in.  Also Gabriella has a lustful side.  She appreciates the male form.   She will make passes at any good looking male opponent.  
     
    Quote:  

    Powers/Tactics:  
    Storm King is a fairly talented weather manipulator.  Besides the control of the weather she possesses the ability to fly, shield herself, and go invisible.  All her attacks do not originate from her, which means she can hide and shoot.  Usually she will take to the air and target other fliers first, then target ground bound opponents.  Favoured attacks are the Flashbang then the Lightning.  Thunder is used for groups.  Fog is used for escapes!

     

    Campaign Use:  
    Romantic interest with an unsuspecting hero.  Also any plot that involves cash will have her involved. 

     

    Appearance:  
    Latin female 155 cm and 65 kg with Shoulder length black hair and brown eyes.  Her costume is a one piece bodysuit in light grey, with a short skirt and a small shoulder cape / hood in dark grey. 
     

     

    Despite the name, she's your usual stormer type.

     

    To power up-  Dex 21 and SPD 5.  Then bring MP to 60 AP (90 with the Indirect).  If still not enough more slots in the MP may be in order!

     

  14. HUH?  

     

    Well if this was a trap, it was a damn silly one.

     

    After knocking the door opened to a very fancy looking bar, very high class.  There sitting at the bar was the lady, dressed to the nines.  She looked at him a bit disapprovingly “You’re underdressed!”

     

    “If you had given me some heads up, I would have brought my suit!’ Frank answered indignantly!

     

    “Well you’re here.  What are you drinking (Please don’t say White Russian)?” as she gestured towards the bar.

     

    “Rum and Coke with a twist of lime.”  Frank ordered, “So what is this place?”

     

    “Think of it as an old style speakeasy, for supers!” the lady commented.  

     

    Frank immediately looked around for possible enemies. “Relax” she said, “This week is the Villains Week.  Next week is for Heroes.  It's sort of like the tailor from Spiderman, the one who worked on heroes and villains on alternate days of the week.  Also this is considered neutral by both sides.  Even Supers need to relax”

     

    Frank sipped his drink and admitted the rum was top notch.  “I’m impressed.”

     

    “So talk,” she ordered.  “Why seek me out?”

     

    Frank explained, her eyes widening as he went along.  “So let me get this straight, you thought I may have been the child of that cowardly jerk and inherited his powers, and were going to use that to try and get me to join?”

     

    “Yeah.  I take it by the way you talk about him, you met ole Stormy?” Frank mentioned.

     

    “Once, and I kicked his but.  But your offer sounds interesting.  I could use some bigger scores, and a chance to get rid of the stigma that twit saddled me with.”  At Frank’s raised eyebrow she explained “His rep as a coward has applied to many other weather workers.  So a chance to be rid of it would be nice.”

     

    Frank got up to leave “So you in?”

     

    “Certainly.  But where are you going, the night is young!” she asked huskily.  Frank sat back down.  “So what do I call you?”

     

    “My handle is Storm King.  But for tonight you can call me Gabiella!

  15. “Should’ve checked the weather report!” Frank complained as he drove through a southern storm.  “I’ll never find a weather controller during a rainstorm!”

     

    Frank slowed his van as he came to a red light, then the street in front of him lit up like a bad Christmas tree!

     

    “What the @&^$!”  As his  eyes cleared he saw an armoured car getting battered by a series of lightning bolts.  Eventually the truck came to a stop, and the back door was targeted by another series of blasts.  When it was knocked off, then a second light burst, followed by a peel of thunder rolled across the street.  

     

    He noticed that the guards were unconscious and someone(?) was going through the contents.  Eventually they must have found what they were looking for because one set disappeared in mid air.  

     

    Frank took a chance and ran out yelling for a meeting.  After about a minute, and hearing sirens, he sped off himself.  About an hour later,(after activating the colour change and new license plates on his van) he was driving out of the city.  A sudden fog prompted him to slow down and a flash in front of it made him stop.  A young lady walked out of the fog, “Not here.  Two days. At Enrico’s Restaurant!”  Then she disappeared and the fog lifted.

     

    Frank looked up the place on his laptop.  “Great, a dive bar!  Couldn’t she have picked something less cliche!”   

  16. 9 hours ago, Rich McGee said:

    Man, he's going to burn through ammo like mad when he's going all-out.  If you powered him up adding some more magazines might be helpful.

     

    I've done a fast-blaster in the past myself, but she was focused on throwing stuff at supersonic speeds, like Bullseye on energy drinks.  :)

     

    Maybe give him a throwing knife - OAF with one recoverable charge - for emergencies and silent kills?

    Good idea!  Especially the extra mags!

  17. He's fast

     

    Quote

    2023 Hero New Crushers 2 Mercury Mercenary

        Val    Char    Cost    Roll    Notes
        15    STR    5    12-    Lift 200.0kg; 3d6 [1]
        27    DEX    51    14-    OCV:  9/DCV:  9
        20    CON    20    13-
        10    BODY    0    11-
        13    INT    3    12-    PER Roll 12-
        15    EGO    10    12-    ECV:  5
        13    PRE    3    12-    PRE Attack:  2 ½d6
        20    COM    5    13-

        8+6    PD    5        Total:  8/14 PD (0/6 rPD)
        8+6    ED    4        Total:  8/14 ED (0/6 rED)
        7    SPD    33        Phases:  2, 4, 6, 7, 9, 11, 12
        7    REC    0
        40    END    0
        28    STUN    0    Total Characteristic Cost:  139

    Movement:    Running:    36"/144"
        Leaping:    3"/6"
        Swimming:    2"/4"

    Cost    Powers    END
    12    Armor (6 PD/6 ED) (18 Active Points); OIF (-½)
    10    Luck 2d6
    81    Super Running:  Running +30" (36" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (81 Active Points)    3
         
    25    Blaster:  Energy Blast 8d6, 4 clips of 16 Charges (+¼) (50 Active Points); OAF (-1)    [16]
    24    Energy Grenade:  Energy Blast 8d6, Explosion (+½) (60 Active Points); OAF (-1), 8 Charges (-½)    [8]

        Perks
    2    Money:  Well Off
    3    Well-Connected
    5    Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact

        Talents
    12    Combat Luck (6 PD/6 ED)

        Skills
    3    Acrobatics 14-
    3    Breakfall 14-
    10    Defense Maneuver I-IV 
    3    Disguise 12-
    3    Lockpicking 14-
    3    Security Systems 12-
    3    Stealth 14-
    3    Streetwise 12-
    7    Tactics 14-
    6    TF:  Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, Small Planes, Two-Wheeled Motorized Ground Vehicles
    16    +2 with All Combat

    Total Powers & Skill Cost:  234
    Total Cost:  373

    200+    Disadvantages
    10    Physical Limitation:  4X caloric intake (Frequently; Slightly Impairing)
    15    Psychological Limitation:  Mercenary Code (Common; Strong)
    15    Psychological Limitation:  Casual Killer (Common; Strong)
    20    Hunted:  Until 8- (Mo Pow; NCI; Capture)
    10    Vulnerability:  1 ½ x STUN Gases Poisons (Common)
    10    Vulnerability:  1 ½ x Effect Gases Poisons (Common)
    93    Experience Points

    Total Disadvantage Points:  373
    Earned Experience:  0
    Spent Experience:  93
    Unspent Experience:  0

    Background/History:  
    Mike Resnic always tried to buck thing.  Until he joined the army.  There he got some training and discipline that he needed.  But it also unlocked a more blood thirsty aspect of his personality.  When he got out, he got into the mercenary business.  Then somehow he got his powers, well power.  He could run real fast.  Many siad he could become a speedster operative.  

    Nope!

    If he was going to join the super powered club, it was not as  classic move by speedster.  Commissioning a few weapons and a basic suit of armour, he was going to be a blaster with a lot of movement.  Then the offer came.  Now Merc is going to show why he deserves to be in the big leagues!

    Personality/Motivation:  
    He like the lifestyle.  He truly is an old school mercenary soldier.  Once bought, he stays bought until his contract runs out!

    Quote:  

    Powers/Tactics:  
    Merc is a blaster.  He could do some classic speedster moves, but he prefers to move and shoot.  Or drop a grenade at someone's feet.  Also his army training makes him good at small unit tactics, something he'll push for the New Crushers.
     
    Campaign Use:  
    Merc has a list of bodies behind him.  Also his blood thirsty attitude could rankle some PCs.

    Appearance:  
    African American male 170 cm and 75 kg.  He has short black hair and a small beard and mustache, and brown eyes.  His costume is black and army green with a small satchel to hold his grenades.  His rifle is more a carbine sized weapon black and grey!

     

    He's a blaster with a difference.

    To power him up - Increase the Blaster and Grenades to 10d6. Maybe a pair of pistols? Add some super swimming. But do not make him a traditional speedster. He's a blaster with a cool twist.

     

     

     

     

     

  18. Max used his contacts to follow the speedster, but he was hampered by not having any movement abilities.  Finally in Chicago he was checking some leads when he heard about a super’s battle downtown.  

     

    “Maybe I’ll get lucky!” he thought.

     

    So quickly donning his battle gear, he made his way downtown, just in time to see the speedster (or was it blaster?) zip by a cross street.  Heading to the corner he saw his former client run by the hero called Shade and drop something at his feet as he zoomed by.  This was followed by an explosion that sent shade flying across the street, but did little to really damage him. 

     

    “Dam!” Max thought, “all that will do is piss Shade off.”  Shade was a heavy hitter and Max knew his future partner was going to lose if the fight went on too long.  

     

    Morningstar decided to intervene.  He tosses a wire grenade at Shade’s feet, momentarily stopping him.  “Shoot him now!” Morningstar yelled.  Soon the speedster was firing into Shade, Knocking him off balance.  Morningstar rushed in and swung at his opponent with a nasty uppercut that connected.  

     

    Soon he and the speedster had Shade on the ropes.  When he got knocked into the river, they both decided to get as far away as possible (max getting a lift from his ally)

     

    Later at a greasy spoon they talked.

     

    “Name’s Mike btw. But you already knew that.  So why you out of Toronto?”

     

    “Well that workshop got raided and I got offered a job.”

     

    “Really?  Bashing or fabricating?” Mike asked

     

    “A bit of both” Max answered, and explained what had happened with Mocker.

     

    “Mocker… Mocker.. Yeah he was active about 20 years ago.  Is he still around?” Max exclaimed.

     

    “Well he is an android and doesn’t age.  And he wants to get his gang up and running again.  But most of them are retired, or dead.  So he’s looking for replacements.  That is where you come in.  A speedster with a blaster, you are… different.  But enough like his old team member Mercury Mercenary.  So you in?” Max queried.

     

    “Call me Merc!”

  19. Days later Mocker was with Frank and Max at a very old Crusher hide out.  Frank and Max looked at the old equipment.  Max whistled “Man you could make money selling this as collectables!”  Frank cringed, “Hey, they were state of the art when I first made them, but yeah, we need some tools.”

     

    “What we need is to get a few more members.  And I don’t mean Vulture or Hornet.” Mocker stated.

     

    “Well we can forget both of them anyway.  Vulture got cured and Hornet had his debt paid off by some rich dude, and he retired.  Same with Shocker, he finally turned himself in, did his time, got out and hooked up with Evergreen.  Now they work for some environmentalist think tank.” Frank stated.

     

    “Shrew?” Mocker asked.  “Disappeared.” Frank said. “Last seen in Hong Kong.”

     

    “And Merc?”

     

    “Lost his powers and retired!” Frank stated.

     

    “So that leaves Marionette, Bull and Storm Lord!” Mocker said.  

     

    “Scratch Lordy also.  That think tank of Evergreen pays him a retainer for weather related problems.  He was mainly in it for the money, and now they pay him well to do almost nothing.  BUT!  I think the rangy dude got a lady pregnant, because I heard of a weather controller mixing it up down south.  She may be interested!” Frank commented.

     

    Max piped in “If you're looking for a speedster, I made a gun for a fast dude a few weeks ago.  I can look him up!”

     

    “Gun?” asked Frank.

     

    “Yeah!  He said, quote “...running by doing clothesline is too old school!” unquote!” Max mentioned!

     

    “OK, Frank, you look into this Storm King (for a lady?).  Max track down this speedster!  Meanwhile I’ll check info about Bull and Marion!” Mocker ordered!

     

  20. Let's get ready to rumble!

     

     

    Quote

    2023 Hero New Crushers 6 Morningstar

    Val Char Cost Roll Notes
    20 STR 10 13- Lift 400.0kg; 4d6 [2]
    20 DEX 30 13- OCV: 7/DCV: 7
    20 CON 20 13-
    15 BODY 10 12-
    18 INT 8 13- PER Roll 13-/17-
    12 EGO 4 11- ECV: 4
    18 PRE 8 13- PRE Attack: 3 ½d6
    16 COM 3 12-

    10+8 PD 6 Total: 10/18 PD (0/8 rPD)
    10+8 ED 6 Total: 10/18 ED (0/8 rED)
    5 SPD 20 Phases: 3, 5, 8, 10, 12
    8 REC 0
    40 END 0
    35 STUN 0 Total Characteristic Cost: 125

    Movement: Running: 6"/12"
    Leaping: 4"/8"
    Swimming: 2"/4"

    Cost Powers END
    16 Armor (8 PD/8 ED) (24 Active Points); OIF (-½)

    16 Morning Star: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +½), Armor Piercing (+½) (40 Active Points); OAF (-1), Hand-To-Hand Attack (-½)
    9 Morning Star: Stretching 4" (20 Active Points); OAF (-1), no Noncombat Stretching (-¼) 2
    15 Carrier Electricity: Energy Blast 10d6 (50 Active Points); OAF (-1), No Range (-½), Linked (Morning Star; -¼), 12 Charges (-¼), Limited Power Power loses about a fourth of its effectiveness (Damage from Morning Star and Carrier treated as separate attacks; -¼) [12]

    8 +4 PER with Smell/Taste Group
    10 Tracking with Smell/Taste Group
    20 Targeting with Smell/Taste Group

    24 Smoke Grenade: Darkness to Sight Group 6" radius (60 Active Points); OAF (-1), Range Based On Strength (-¼), 4 Continuing Charges lasting 1 Minute each (-¼) [4 cc]
    12 Tangle Wire: Entangle 6d6, 0 DEF (60 Active Points); No Defense (-1 ½), 4 Charges (-1), OAF (-1), Range Based On Strength (-¼), Cannot Form Barriers (-¼) [4]

    4 Martial Block +2 +2 Block, Abort
    4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
    4 Martial Strike +0 +2 6d6 Strike
    4 Martial Disarm -1 +1 Disarm; 30 STR to Disarm
    5 Passing Strike +1 +0 4d6 +v/5; FMove
    2 Weapon Element: Axes, Maces, Hammers, and Picks, Default Element, Empty Hand

    Perks
    5 Money: Well Off

    Talents
    6 Combat Luck (3 PD/3 ED)

    Skills
    3 Acrobatics 13-
    3 Breakfall 13-
    3 Computer Programming 13-
    3 Cryptography 13-
    3 Demolitions 13-
    3 Electronics 13-
    3 Inventor 13-
    3 Mechanics 13-
    3 Paramedics 13-
    3 Persuasion 13-
    3 Science Skill: Metallurgy 13-
    3 Science Skill: Electrical Engineering 13-
    3 Shadowing 13-
    3 Stealth 13-
    3 Tracking 13-
    3 Survival 13-
    3 Streetwise 13-
    2 TF: Common Motorized Ground Vehicles
    10 +1 Overall
    16 +2 with All Combat

    Total Powers & Skill Cost: 243
    Total Cost: 368

    200+ Disadvantages
    15 Psychological Limitation: Bully (Common; Strong)
    15 Psychological Limitation: Code of Honor (Common; Strong)
    15 Hunted: Trade 8- (As Pow; NCI; Harshly Punish)
    15 Psychological Limitation: Overconfident (Common; Strong)
    108 Experience Points

    Total Disadvantage Points: 368
    Earned Experience: 0
    Spent Experience: 108
    Unspent Experience: 0

    Background/History:
    Maximillian Starkoff was always in trouble. Though he was smart enough, he also had a mean streak. He liked to fight was was the worst kind of bully. But eventually thinks got too hot for him and he was forced to flee or be arrested. But he could not help getting into trouble. Eventually he took refuge in an abandoned house near Toronto. While investigating around, he found the secret door in the garage and its coded lock. Getting his hand on a decent laptop and some software, he started to try to break it. He figured anyone who went to all this trouble had to have something very valuable. After three days he got in.

    After some looking around he figured he was in an underground workshop, and soon found it belonged to Mace. He started to look at the schematics and designs, and knew he could build them. He started making some money, but after a collection went bad, he built some items for himself for personal protection. Then Mocker knocked in his door. But the job sounds like fun, so Morningstar joined up.

    Personality/Motivation:
    Max has an interesting view. He has a code of honour, but it conflicts and loses to his bullying. Also he is overconfident in his abilities.

    Quote:

    Powers/Tactics:
    Max is a low level mutant with an exceptionally acute sense of smell. He can even use it to triangulate in combat. He can also track with it.

    On top of this he is a talented mechanic and electrician. So he has built a number of devices to help him: A padded suit, a mace with a telescoping head with an electrical charge device, smoke grenades and wire grenades that will wrap around the target and hinder them.

    In a fight he will throw a wire grenade at a target, then attack with his mace. If the fight goes bad, he'll use a smoke grenade to hide his movement, or launch a surprise attack (because he can target them)

    Campaign Use:
    Low powered muscle. But also another source of gadgets for others!

    Appearance:
    185 cm and 72 kg. He has brown hair medium length, and brown eyes. His costume is a brown and black padded suit with a utility belt for his grenades. His weapon is a medium sized mace.

     

     

     

    This is the working class villain. He'll want to make money easily. He doesn't mind a dust up, but won't go out of his way to get back at someone.

    To power up - I'd create a grenade VPP. Flash bangs, sonic grenades, gas grenades. But upgrading his mace will also work, or make him more Martial Artist with a point of SPD and some Dex ( +6 to dex and +1 to Spd would be dangerous)

  21. Oct 2021

     

    Mocker approached what looked like an abandoned house in the countryside.  

     

    Well if this was where Mace planted his workshop, he did a great job hiding it! Mocker thought!  Let’s see if Frank's info was any good! 

     

    Mocker went behind the house into the garage and activated the hidden panel.  A palette on the floor moved aside to reveal a set of stairs going down.  

     

    Mocker activated his Shield, just in case.  And started down the stairs.  Eventually he came to a metal door.  Trying the handle, he found it locked.  Oh well, so much for being quiet!

     

    SCCCCRRRREEEE!  Scratch one lock.  Mocker kicked in the door and leapt into the darkened room.  And promptly got smacked by a mace at the end of a metal wire.  

     

    THAT HURT!  

     

    SCREEEEEE!  Mocker lashed out into the darkness, but if anything was there, it moved!  Another mace head came out of the darkness, but it narrowly missed.  Mocker moved into the darkness.  Now we’re even! He thought.

     

    Another mace came out of the darkness and wrapped around his arm.  AAARRRGGG!  Electricity coursed through him.

     

    If this isn’t mace, Mocker thought, then he is a clone!

     

    SCREEEEE!  Thud!  Sounds like I connected!

     

    Mocker found a light switch.  Flipping it he found his opponent pushing himself off the floor ready to go back at it.  Mocker hit him with the Stunning Scream and placed him out for the count.  

     

    About a minute later the young man woke up.

     

    “So WHO are you?!”  Mocker queried.

     

    “My name is Max.”

     

    “And how did you get in here?”

     

    Silence!  

     

    SCRRREEE!  Dented wall!  

     

    “I’ll ask again.  How did you get in here?”  Mocker said coldly.

     

    “It took me about three days to get past the entry codes, but eventually I made it in.  After looking around I realized whose place I was in.  Figured since he was dead, he wouldn’t mind.  I’ve been spending my time making stuff to sell on the black market using notes he left behind.”  Max intoned.

     

    “But the other day on a delivery, some goons in high tech tried to rob me.  I barely fought them off, came back here, and was getting ready to rabbit out of here when you blasted in.”  Max said.

     

    “Describe them,”  Mocker said.  After hearing the description “TRADE!”  

     

    “TRADE?” Max asked.  “Trade what?”

     

    “Not what, who.  Technological Research and Development Enterprises.  They want to own all high tech items and ideas.” Mocker sneered.  “Hey kid, join with me and my friend and we’ll keep them off your back.  At the same time we’ll bash some heads and make some cash, IF you don’t mind getting your hands a bit dirty?!”

     

    Max grinned.  “I like the bashing part!”

     

    “So what do I call you?” Mocker asked,  “Mace is dead, and I don’t want to be reminded of it.”

     

    Max mused, picked up the mace off the floor,  “How about Morningstar?”

  22. I may speak softly, but I carry a big FIST!

     

    Quote

    2023 Hero New Crushers 3 FIST

    Val Char Cost Roll Notes
    10 STR 0 18- Lift 12.8tons; 9d6
    20 DEX 30 13- OCV: 7/DCV: 7
    15 CON 10 14-
    10 BODY 0 11-
    15 INT 5 12- PER Roll 12-
    15 EGO 10 12- ECV: 5
    15 PRE 5 12- PRE Attack: 3d6
    14 COM 2 12-

    8+25 PD 6 Total: 8/33 PD (0/25 rPD)
    8+25 ED 5 Total: 8/33 ED (0/25 rED)
    5 SPD 20 Phases: 3, 5, 8, 10, 12
    5 REC 0
    30 END 0
    23 STUN 0 Total Characteristic Cost: 93

    Movement: Running: 6"/12"
    Flight: 20"/40"
    Leaping: 9"/18"
    Swimming: 2"/4"

    Cost Powers END
    37 Armor (15 PD/15 ED), Hardened (+¼) (56 Active Points); OIF (-½)
    18 Armor (10 PD/10 ED), Hardened (+¼) (37 Active Points); Ablative BODY Only (-½), OIF (-½)
    14 Adaptation filters: Life Support (Longevity: 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (21 Active Points); OIF (-½)

    27 Boot Jets: Flight 20", 1 Continuing Charge lasting 6 Hours (+0) (40 Active Points); OIF (-½) [1 cc]

    17 Strength Augmentation: +35 STR (35 Active Points); No Figured Characteristics (-½), OIF (-½) 3
    10 Padded suit: +10 CON (20 Active Points); No Figured Characteristics (-½), OIF (-½)
    10 Padded Suit: +15 STUN (15 Active Points); OIF (-½)

    50 Blaster: Energy Blast 12d6, 32 Charges (+¼) (75 Active Points); OIF (-½) [32]
    40 Point Defense System: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points)

    7 +2 with Ranged Combat (10 Active Points); OIF (-½)

    Perks
    6 Contact (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 11-

    Talents
    2 Absolute Range Sense (3 Active Points); OIF (-½)
    2 Absolute Time Sense (3 Active Points); OIF (-½)
    2 Bump Of Direction (3 Active Points); OIF (-½)

    Skills
    3 Bribery 12-
    3 Concealment 12-
    3 Forgery 12-
    3 KS 12-
    3 Paramedics 12-
    3 Seduction 12-
    3 Streetwise 12-
    3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
    3 Acting 12-
    3 Disguise 12-
    3 Fast Draw 13-
    3 Persuasion 12-
    3 Shadowing 12-
    3 Stealth 13-
    3 Inventor 12-
    3 Electronics 12-
    3 Mechanics 12-
    3 Science Skill: Metallurgy 12-
    3 Science Skill: Physics 12-
    3 Science Skill: Mechanical Engineering 12-

    Total Powers & Skill Cost: 302
    Total Cost: 395

    200+ Disadvantages
    15 Hunted: Corp Mercs 8- (As Pow; NCI; Harshly Punish)
    15 Hunted: TRADE 8- (As Pow; NCI; Harshly Punish)
    15 Psychological Limitation: Obsessed with bringing down Corp (Common; Strong)
    10 Social Limitation: Criminal Record (Occasionally; Major)
    15 Psychological Limitation: Code of Honor (Common; Strong)
    5 Reputation: , 8-
    120 Experience Points

    Total Disadvantage Points: 395
    Earned Experience: 0
    Spent Experience: 120
    Unspent Experience: 0

    Background/History:
    Frank Streeter was a mechanic, electrician, and all around scientist working with Corp on a Man Amplification Program. The idea was suits of armour with a powerful blaster, boot jets, and an internal life support. But then the Corp tried to steal his ideas and sell the product on the black market. So Frank stole his creation, destroyed the notes and began his crusade against the Corp. But it didn't take long for the smear campaign to portray him as a rogue scientist took root. Soon a number of heroes were gunning for him, so he allied himself with criminals for self survival. Soon he branched out to fabrication and maintenance, which is how he met Mocker. When Mocker apparently died, he semi retired. But now Mocker is back and he plans to show Corp that the revenge was just postponed, not forgotten. F.I.S.T. is back.

    Personality/Motivation:
    F.I.S.T. has one overriding mission- to bring down the Corp that ruined his life. That he must ally himself with criminals is an unfortunate reality.

    Quote:

    Powers/Tactics:
    Frank has now powers outside of an inventive mind. But the F.I.S.T. (Futuristic Infantry Shock Troop) suit is an impressive battle suit. Originally it just had the armor, life support, boot jets and a powerful blaster. Since then he has up graded the suit with a strength augmentation system, padding/inertial dampeners, improved ablative armor and a point defense system.

    Campaign Use:
    The villain who is not really a villain. The Corp is corrupt, and if the truth were to come out, he would quickly ally with the heroes. Also he is a supplier of high tech items, and he may be a source of some item used against the heroes (or even by the heroes)

    Appearance:
    Out of his armor Frank stands 175 cm and is 80 kg. He had brown hair and hazel eyes. Curious fact is even though he is close to 70 years old, he appears about 45. The suit adds about 15 cm and 40 kg, is a bright silver with a set of blue stripes running down both arms!

     

    Mocker has no idea that this is a weak link in his team, but it will take a lot of role play and investigation to get FIST on their side. This could lead to a full on redemption arc!

    Forget powering down, this whole experiment is to power up. But if what I did is not enough...

    To power up - Power Blaster to 14d6. Add 15 to figured Str. To go a bit over the top, a 40 pt VPP representing modules he can add to the armor to customize it!

     

     

     

     

×
×
  • Create New...