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Mr. R

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Everything posted by Mr. R

  1. So first up the new Lord Mocker Hope you like it so far! To power down - Really? When I just pumped him up? OK get rid of the flight. This keeps him ground bound. To power up - Hearing Flash, AE cone, Force Wall. Basically anything that will add to his attacks. Also an active sonar system would be logical!
  2. September 2021 SSSCCCRRRREEEE! BANG! Clatter, clatter, clatter! “That felt good!” Mocker exclaimed! “Well we did upgrade the power level by 50%. Also your sonic defenses are improved!” Frank commented. “What about these boot jets?” Mocker asked. “They are NOT boot jets! They are redirection ports for your Sonic Emitter that allows you to maneuver in the air using your sonic abilities!” Frank yelled! “Yeah, yeah, as long as they allow me to fly away from my enemies!” Mocker announced! “So I am bringing the band back together. You in?” Frank mused a bit “Will we occasionally mess with that Corp that ruined my life?” “Absolutely! I was thinking of starting with Mace. We could use another tech person!” commenter Mocker. “Naw, he died five years ago!” Frank announced. “Really? On the job?” Mocker inquired. “Nope. Cancer!” Frank said. “You send flowers?” Mocker asked curiously. “Nope. Cash!” “But you may want to check one of his old work-warehouses in Toronto! I hear that someone has been using it, and it sure isn’t Mace!” Frank intoned. “Toronto? Like Canada? What was he doing up there? Mocker asked incredulously. “Believe it or not there’s an old folks home there for supers! Mace got in after his diagnosis. He was pretty happy. Anyway he still took some consulting work and the occasional fabrication job from me. So if someone is using his old lab, maybe we should get to know them?” surmised Frank . “I’ll check it out. You get your suit up and running!” Mocker flew off into the night! Frank went back to his main workshop, went to a panel and flipped a secret switch. A side door opened into a secret room containing a gleaming armored suit. “Hello FIST!”
  3. One month later June 2021 Frank Streeter sat at the work table in his workshop. Well his number three workshop. BUT, it was the only one that Mocker knew of. After hearing about the robberies and beatings, he surmised that Mocker needed some repairs, and was heading here for a fix up. So Frank sat and waited. Soon his outer perimeter alarm beeped. Checking the cameras, he wasn’t sure. He was preparing to flip the anti personnel switch, when he heard the work code they used to use. So he opened up the last door. “You look like sh*t!” “Yeah!” Mocker replied. “I need fixing!” “No duh!” said Frank. “Get up on the table and see what we need to do! WOW! This is gonna cost. You bring enough cash?” Mocker tossed him a satchel. “All I could get on short notice! And I don’t want just fixing, but upgrading.” Frank looked at the gems and jewels. “I am going to outsource some of this. Argent is not cheap!” Mocker started, “Argent? Not Trade?” “Trade!” Frank scoffed, “They tried to steal my suit. They are mixed up with that Corp that tried to steal it in the first place!” “So what upgrades?” And Mocker started describing his vision…
  4. For my next set I am going to do something a bit.. different. I am going to modernize a classic villain team, and tell it as a story. So I present to you: The Return of the Crushers Part 1 Date: Unknown BZZZZ. BZZZZ. BZZZZPPP! Emergency power system online. Diagnostics commencing. Legs injured. Left arm unusable. Sonic Emitters off line. Memory accessed. Unit Name: Mark R — Mocker?--- Yes! Where is he? Visual systems working, so he must be in darkness. Feeling around, he figured a man sized crate. Feels like wood. Right arm is still functional, can he free himself? Five minutes later he was out of the box. Apparently he was in storage in some sort of warehouse. That looked abandoned. Investigating, he figured this was a warehouse holding momentos from an East Coast super hero team. Breaking into the office, he found a functioning computer and got it to function. 2021? His last memory was 1999, he was in battle and was knocked into a major power source that overloaded all his circuits and resulted in a shut down. He spent the next few hours to find out about history for the next 20 years. Now onto fixing himself. Fortunately the warehouse had a decent engineering bay and he was able to effect basic repairs to his legs and left arm. Now time for upgrades. His first idea was to find FIST and have him fix him up, but that would take money. Fortunately he had a few emergency staches that he could access. Days later police had reports of a strange metallic man breaking into junk yards and old subway tunnels. In a few cases he left some gang members and homeless people beaten and in one case dead. And it appeared that nothing was stolen. Something was coming!
  5. Well there's this prophesy! She's also 17 years old, so if you want to add a DF teenager, go ahead. To power down - Get rid of the Ego Attack with trigger and reduce her MP to 50 AP. If you really want to weaken her, make it 40 AP. To power up - raise the MP to 100 AP. This will allow her to activate two powers at once. As well you could make the cloak have some enchantment, like flying and invisibility.
  6. Hello darkness my old friend... Shadow Powers, Spy Skills, Questioning Beliefs. Yep she tick all the boxes. To power down - Get rid of MA damage classes, and reduce shadow abilities by 10 AP each! To power up - Add a Teleport through Shadow and a NND Shadow touch to the EC. As it is she's expensive due to her skill set, not her powers!
  7. I'm not from around here! For those times where you want somebody to say "WHY?". An alien questioning our actions is a time honoured trope. To power down - Reduce Str, Dex, Con to 20 and lower the Boost to 20 pts (4d6 effect) To power up - Str to 30, Con to 25, increase PD ED buy 5pts each. Note he should have a Distinctive Features at least at 10 pts, maybe 15!
  8. Another classic build! Again with a classic build! To power down - reduce SPD to four and the MP to 60 pts! To power up - Bring Gadget Pool to 60 pts, flight to 25" and +2 to Ranged Combat
  9. Another homage to a classic! If you are going for a homage, make it good. This one is pretty likable. To power down - Reduce Str and Dex to 20 each, Flight to 20" and get rid of the HTH attack To Power up- Increase Str to 30 , add a X4 NCM to swim and X8 to flight. Also bring her PD and ED to 15/15
  10. She's reminds me of someone! So she's like the Sandman, but nice. To power down- Reduce armour to 12/12, tunneling to 4", and the MP to 45 AP To power up- Raise armour to 15/15, tunneling to 8" and add a sand screen (Darkness) to the MP!
  11. For those darker moments Use this guy if you want your campaign to take a darker turn. Also GURPS does not have a cost for normal real world equipment. So that list is just from what they mentioned in his description. Feel free to change it if you wish. To power down- link the Invisibility and the gliding to the desolid. To power up- add some Martial Arts usable with the knife. To really add to him, add a few smoke and flashbangs and give him Flash Defense
  12. SCIENCE! So a battlesuit with a difference. Be aware he can generate a LOT of collateral damage. To power down - Reduce flight to 10" and explosion to 8d6 To power up - Raise armour to 15/15 and single target EB to 11d6 as well. Also reduce vulnerabilities to 1 1/2 X !
  13. "You're a hard person to find!" I really like this build as it is another non combat type, BUT... To power down- Dex 15 and SPD 3 with no self heal or metabolism abilities To power up- Increase metabolism abilities and self heal and animal sooths to 50 AP or even 60 AP. Also though she is non violent, she will run into those who are so some defensive Martial Arts, like Aikido, would totally suit her!
  14. He's big and bright To power down - Reduce extra Str to +10, reduce the the EC to 40 AP and the MP to 50 AP. To power up- Make extra Str +27, add nigh vision, Double the radii in the Images and Darkness and raise the EB to 12d6
  15. As a mental power, does it need one? IF so then Add it in, but that really adds to her expense!
  16. She's a goddess! She's obviously not a combat monster so powering her down would not do much. If you insist, the reduce SPD to 3 and get rid of the confuse touch. If you want to go further make all the abilities at 40 AP, so 8d6. Powering her up - make her Computer Touch also work on humans. This would make her much more combat capable!
  17. He's Shiny To power down- reduce strength to 50 and PD and ED to 20 each To power up- Strength to 80, PD and ED to 30 each, some running and a bunch more skills, and change the HTH to all combat
  18. High flyer To power down- Reduce EB to 10d6, Flight to base, eliminate the Ranged Skill Levels To power up- 25/25 Force Field. Add a single target flash and an explosive EB.
  19. Brick form To power down- reduce Str to 50 (55 w/DI) and remove HTH skills To power up- raise Str to 65 (70 w/DI) add +6" Run, Superleap, PD/ED 30 each.
  20. The base form.... Basically a normal with no powers. To power down- Are you serious? To power up- some more skills like deduction, some forensic science. A costume for the Dam Resist. Don't do too much as he is the normal everyman!
  21. The darker side of a legacy Story hooks galore with this one. To power down- Get rid of the Gadget Pool To power up- Increase to EB to 12d6 and the Entangle to 7d6. Make flight 25". Change the HTH level to All Combat.
  22. She's a <bleep> disturber To power down- reduce vision to +6, Armour to 10/10, Strength to 30, and Get rid of DCV levels To Power up- Str to 35, flight to 25 with a X4 NCM. She isn't really a fighter, but a Move-by with those stats would be good, and her tackling someone will hurt even a brick.
  23. Just as an aside, IF you were to do this trick in Greyhawk, which countries would you do this too? Also you mentioned many of the forest and hill and mountains that have sizable demihumans. Which are MOST likely to have their own government? Finally, as we know, the human cultures all have different pantheons. Should the demihumans get the same treatment? (Should the dwarves of the Hellfurnaces Mtns have the same gods that are worshipped in those viking analog lands all the way to the east?)
  24. He's a big shot To power down- reduce Str to 35, PD/ED to 25 and eliminate the HTH skill To Power up- Dex to 23, Change HTH to all combat ,an extra 2 levels in growth and PD/ED to 35 each.
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