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TheQuestionMan

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Everything posted by TheQuestionMan

  1. Too bad, cause I think there is gold in them there files.
  2. Need a hand writing translation program. So many illegible files QM
  3. Where's Waldo? Of the Champions Universe
  4. Always thought the masked vigilante in the background of Dark Champions was Seeker's alternate superhero/vigilante ID.
  5. Abandoned Subway Systems in a New York, Los Angeles, etc...
  6. Martial Arts (Ranged) Blaster Fu Hmmm... QM
  7. One of my pet peeves with 6E is the lack of examples for both Combat and Penalty Skill Levels. Combat Skill Levels +4 OCV, Only vs Rapid Attack Modifiers/Penalties Penalty Skill Levels +?
  8. Genocide Attacked the Heroes Base last three sessions. Where Street Angel got to Push + Haymaker at least 4 4d6 RKA attacks. Then the mutant Supremacists IMAGE showed up to assist and try to recruit the Heroes. Our Team Leader declined on our behalf and one of the IMAGE team member Troll executed the 5 unconscious Genocide Agents we had captured. The IMAGE team was in worse condition than our team and tried to escape via a portal. Street Angel put Troll down with a Rapid Attack (Ranged) 4d6 RKA attacks. The rest of the IMAGE team tried to escape through VOID's portals. In the melee we captured Troll, but the rest escaped including our former teammate who has joined Team IMAGE. We followed them through two of their safe houses. Before being forced to back off. Anyway Street Angel has 20+ character points and wants to buys some skills. Rapid Attack (Ranged) - Used on Troll. Increasing his 4d6 RKA somehow. Suggestions. QM PS: I am raising his EGO slowly.
  9. We are doing an event where after exhaustive use if his healing powers he loses the abilities to Teleport, but manages to squezze some lightspeed boost to his running. Not enough to compete with our resident speedster, but enough. My GM was concerned that I was transforming him into a solo Hero, but I managed to convince him otherwise. Just a 2nd in command and face type. Again thanks folks QM
  10. Hmmm... Use a Favor from PRIMUS for some Advanced Training (Silver Avenger level EGO, Mental Defense, & BODY) and Toughening. Need a Professor X type for EGO increase. Thanks Guys. QM
  11. Street Angel Dagr "Dag" Bowen VAL CHA Cost Roll Notes 20 STR 10 13- HTH Damage 4d6 END [2] 23 DEX 26 14- 20 CON 10 13- 23 INT 13 14- PER Roll 14- 10 EGO 0 11- 25 PRE 15 14- PRE Attack: 5d6 8 OCV 25 10 DCV 25 1 OMCV -6 3 DMCV 0 6 SPD 30 Phases: 2, 4, 6, 8, 10, 12 10 PD 8 10/20 PD (0/10 rPD) 10 ED 8 10/20 ED (0/10 rED) 10 REC 6 40 END 4 15 BODY 5 40 STUN 10 Movement Cost Meters Notes RUNNING 0 20m/40m,/40m/80m END [2/4] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 189 Cost Powers Living Light Physiology, all slots Only In Alternate Identity (-1/4), Unified Power (-1/4) - END= 7 1) Light Strobe: +2 DCV (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END= 7 2) Speed of Light: +1 SPD (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END= 7 3) Enhanced Stamina: +10 REC (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END= 5 4) Enhanced Endurance: +40 END (8 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END= 3 5) Light Enhanced: Nightvision (5 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=0 7 6) Bright Eyes: Sight Group Flash Defense (10 points) (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=0 20 7) Photonic Shield: Resistant Protection (10 PD/10 ED) (30 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=0 - END= 40 Living Light Manipulation: Multipower, 60-point reserve, (60 Active Points); all slots Only In Alternate Identity (-1/4), Unified Power (-1/4) - END= 4f 1) Bolt: Energy Blast 12d6 (60 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=6 4f 2) Blast: Killing Attack - Ranged 4d6 (60 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=6 4f 3) Flare: Sight Group Flash 12d6 (60 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=6 2f 4) Create Light: Sight Group Images, +4 to PER Roll, Reduced Endurance (1/2 END; +1/4), Area Of Effect (16m Radius; +3/4) (44 Active Points); Only To Create Light (-1), Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=2 3f 5) Blinding Light: Darkness to Sight Group 9m radius, Personal Immunity (+1/4) (56 Active Points); No Range (-1/2), Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=6 3f 6) Body of Light: Desolidification (affected by Darkness & Mental Powers), Reduced Endurance (1/2 END; +1/4), Invisible Power Effects (Inobvious to [sight Sense Group]; +1/4) (60 Active Points); Not Through Places Light Cannot Enter (-1/4), Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=2 3f 7) Lightbending: Invisibility to Sight and Radio Groups and Active Sonar , No Fringe, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=2 4f 8) Healing: Healing BODY 5d6, Can Heal Limbs (55 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=5 4f 9) Detoxification: Major Transform 5d6-1 (Sick Person Into Well Person), Reduced Endurance (1/2 END; +1/4) (56 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=2 3f 10) Restoration: Aid END & STUN 5d6, Reduced Endurance (1/2 END; +1/4), Expanded Effect (x2 Characteristics) (+1/2) (52 Active Points); Only Restores to Starting Values (-1/2), Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=2 - END= 13 Living Lightspeed: Multipower, 20-point reserve, (20 Active Points); all slots Only In Alternate Identity (-1/4), Unified Power (-1/4) - END= 1f 1) Blur: Running +20m (20m/40m total) (20 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=2 1f 2) Streak: Running 5m, Noncombat Acceleration/Deceleration (+1), MegaScale (1m = 10 km; +1 1/4) (16 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=2 - END= Intensive Training - END= 4 1) Parkour Expert: Clinging (normal STR) (10 Active Points); Not on Smooth Surfaces (-1/2), Costs Endurance (-1/2), Cannot Resist Knockback (-1/4) - END=1 13 2) Parkour Expert: Running +8m (20m/40m total), Usable As Running and Leaping (+1/4) (13 Active Points) - END=1 Powers Total: 162 Cost Martial Arts Jeet Kun Do 4 1) Block/Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll 4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 4) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on 5 5) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 4 6) Punch/Elbo Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike 3 7) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls 1 8) Weapon Element: Clubs Martial Arts Total: 28 Cost Skills 3 Acrobatics 14- 0 Acting 8- 3 AK: Los Angeles 14- 3 Breakfall 14- 3 Charm 14- 3 Climbing 14- 6 +2 with Bolt, Blast, & Flash 3 Concealment 14- 3 Conversation 14- 3 Deduction 14- 3 High Society 14- 3 Interrogation 14- 0 Language: English (completely fluent; literate) (4 Active Points) 1 Language: Spanish (basic conversation) 0 Paramedics 8- 3 Persuasion 14- 3 PS: Dancer 14- 6 +2 with all Range Modifiers 3 Scholar 1 1) KS: Criminal Law & Procedures (2 Active Points) 11- 2 2) KS: The Criminal Underworld (3 Active Points) 14- 1 3) KS: The Gang World (2 Active Points) 11- 1 4) KS: The Law Enforcement World (2 Active Points) 11- 2 5) KS: The Superhuman World (3 Active Points) 14- 3 Shadowing 14- 3 Stealth 14- 3 Streetwise 14- 3 Tactics 14- 3 Teamwork 14- 0 TF: Everyman Skill, Small Motorized Ground Vehicles 0 WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat Skills Total: 74 Cost Perks 0 Favor: Silver Avenger Webster (GM Award) 0 Favor: Victory Girl (GM Award) 2 Positive Reputation: It's Street Angel! (A medium-sized group) 14-, +1/+1d6 4 Team Contribution Perks Total: 6 Cost Talents 3 +1/+1d6 Striking Appearance (vs. all characters) 12 Combat Luck (6 PD/6 ED) Talents Total: 15 Value Complications 0 Dependent NPC: Sandy "Lux" Bowen Infrequently (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 15 Enraged: When Innocents Harmed (Take BODY) (Uncommon), go 11-, recover 11- 15 Hunted: Shadowdragon Frequently (As Pow; Harshly Punish) 15 Psychological Complication: Code vs Murder (Uncommon; Total) 10 Psychological Complication: Distrust of Authority Figures (Common; Moderate) 15 Psychological Complication: Protective of the Innocents (Common; Strong) 15 Social Complication: Secret Identity Frequently, Major 5 Vulnerability: 1 1/2 x STUN Darkness Attacks (Uncommon) 5 Quirk: Hates Bullies, Enjoys Dancing, Healing Others. Free Running, & Thrillseeker. Complications Points: 105 Base Points: 450 Experience: 39 Experience Unspent: 15 Total Character Cost: 474
  12. Captain Australia (Mutant Brick) - Omega level Outriders (Loose-knit group of Australian Heroes) Alpha level Phase II (Australian government sponsored superhero team) Dark Brotherhood (Wild, uncontrolled group of supervillains) Entropi (Supervillain wielding the staff of Entropy, alien artifact one belonging to Prince of the Universe) Initial Prime, alien artifact aka the Keystone of Reality a Cosmic Locus. Despoiler (European Enemies) The Shape (Villains International) UNTIL Defenders and Team Unity training facilities. Seeker, Martial Artist and Weapons Master.
  13. Greetings Programs, I understand the mechanics easily enough it is justifying and roleplaying it where I that I have hit a gamers block. How to justify raising your Characteristics. I want to raise my characters EGO and BODY, but need to know how to sell it to my GM. 10 EGO eventually to 23 15 BODY eventually to 20 Defense Maneuver I-IV Rapid Attack Defensive Attack
  14. Australia - International Heroes http://www.internationalhero.co.uk/o/ozzie.htm New Zealand - International Heroes http://www.internationalhero.co.uk/n/newzealand.htm Indonesian - International Heroes http://www.internationalhero.co.uk/i/indonesia.htm Phillipines - International Heroes http://www.internationalhero.co.uk/p/phillipi.htm
  15. Maintenance of the CCTV System is also a problem according a buddy of mine who works on them. Hollywood has it all wrong. QM
  16. Megavillains get Megascale Plot Devices
  17. Junkpile X-Men 2099 http://marvel.wikia.com/wiki/Junkpile_(Earth-928)
  18. Resistent Defense, Alblative(-1/2)
  19. Destrium - Closest to Questionite. Kendrium - Lesser form of Questionite. Questionite - Strongest known metal. Note; Radioactive has had strange effects on subjects. Neutronium - Hyper dense metal. More later QM
  20. Greetings Programs, I was thinking about the Perks Universal Jack of all Trade, Scholar, Scientist, Traveller, Linguist, Transport/Weapons Familiarity plus some Overall Skill Levels would be a good way to model an "Active" Immortal's Skills. (Hero System Player's Guide Vol. 1 & 2.) Next Perks, Talents, and Powers. Cheers QM
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