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TheQuestionMan

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  1. 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 8 DCV 25 0 OMCV -9 6 DMCV 9 5 SPD 30 Phases: 3, 5, 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 8 20m/40m END [2] SWIMMING 0 4m/8m END [1] LEAPING 0 20m 20m forward, 10m upward Characteristics Total: 203 Cost Powers Living Light Physiology, all slots Unified Power (Light Powers) (-1/4) - END= 8 1) Enhanced Stamina: +10 REC (10 Active Points); Unified Power (Light Powers) (-1/4) - END= 6 2) Enhanced Endurance: +40 END (8 Active Points); Unified Power (Light Powers) (-1/4) - END= 4 3) Light Enhanced: Nightvision (5 Active Points); Unified Power (Light Powers) (-1/4) - END=0 8 4) Bright Eyes: Sight Group Flash Defense (10 points) (10 Active Points); Unified Power (Light Powers) (-1/4) - END=0 24 5) Photonic Shield: Resistant Protection (10 PD/10 ED) (30 Active Points); Unified Power (Light Powers) (-1/4) - END=0 - END= 32 Living Light Manipulation: Multipower, 40-point reserve, (40 Active Points); all slots Unified Power (Light Powers) (-1/4) - END= 3f 1) Bolt: Energy Blast 8d6 (40 Active Points); Unified Power (Light Powers) (-1/4) - END=4 3f 2) Blast: Killing Attack - Ranged 3d6-1 (40 Active Points); Unified Power (Light Powers) (-1/4) - END=4 3f 3) Flare: Sight Group Flash 8d6 (40 Active Points); Unified Power (Light Powers) (-1/4) - END=4 2f 4) Create Light: Sight Group Images, +4 to PER Roll, Reduced Endurance (1/2 END; +1/4), Area Of Effect (8m Radius; +1/2) (38 Active Points); Only To Create Light (-1), Unified Power (Light Powers) (-1/4) - END=1 2f 5) Blinding Light: Darkness to Sight Group 6m radius, Personal Immunity (+1/4) (37 Active Points); No Range (-1/2), Unified Power (Light Powers) (-1/4) - END=4 3f 6) Body of Light: Desolidification (40 Active Points); Unified Power (Light Powers) (-1/4) - END=4 2f 7) Lightbending: Invisibility to Sight Group , No Fringe (30 Active Points); Unified Power (Light Powers) (-1/4) - END=3 3f 8) Healing: Healing BODY 3d6+1, Can Heal Limbs (38 Active Points); Unified Power (Light Powers) (-1/4) - END=4 2f 9) Restoration: Aid END & STUN 4d6, Expanded Effect (x2 Characteristics) (+1/2) (36 Active Points); Only Restores to Starting Values (-1/2), Unified Power (Light Powers) (-1/4) - END=4 3f 10) Detoxification: Major Transform 4d6 (Sick Person Into Well Person) (40 Active Points); Unified Power (Light Powers) (-1/4) - END=4 - 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 8 2) Parkour Expert: Leaping +16m (20m forward, 10m upward) - END=1 Powers Total: 120 Cost Martial Arts Jeet Kun Do 4 1) Block: 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: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 4 6) Punch: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike 3 7) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls Martial Arts Total: 27 Cost Skills 3 Acrobatics 14- 0 Acting 8- 3 AK: Campaign City 14- 3 Breakfall 14- 3 Charm 14- 3 Climbing 14- 3 Concealment 14- 0 Conversation 8- 3 Deduction 14- 3 Interrogation 14- 3 KS: The Criminal Underworld 14- 2 KS: The Law Enforcement World 11- 2 KS: The Superhuman World (Everyman Skill) 14- 0 Language: English (completely fluent; literate) (4 Active Points) 0 Paramedics 8- 3 Persuasion 14- 1 PS: Dancer (Everyman Skill) 14- 0 Shadowing 8- 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: 47 Cost Talents 3 +1/+1d6 Striking Appearance (vs. all characters) Talents Total: 3 Value Complications 0 Dependent NPC: Tandy Bowen (Depowered) Infrequently (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills) 10 Distinctive Features: Mystic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 15 Psychological Complication: Code vs Murder (Uncommon; Total) 5 Hunted: Shadow of Fear Infrequently (As Pow; Mildly Punish) 10 Psychological Complication: Distrust of Authority Figures (Common; Moderate) 15 Psychological Complication: Protective of the Innocent (Common; Strong) 15 Social Complication: Secret Identity Frequently, Major 5 Vulnerability: 1 1/2 x Effect Darkness Powers (Uncommon) Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400
  2. Blindspot (tv series) Castle (tv series) Gotham (tv series) Limitless (tv series) Madam Secretary (tv series) Marvel's Agents of Shield (tv series) NCIS (tv series) NCIS New Orleans (tv series) Star Wars Rebels (tv series) Supergirl (tv series) The Librarians (tv series) Star Wars Rebels (tv series)
  3. Joker reminiscent of Hilary Clinyon in Tammy Fae Baker make up?
  4. Spatha 5E, Revised Player: Eddie Val Char Cost 20 STR 10 23 DEX 39 20 CON 20 18 BODY 16 23 INT 13 11 EGO 2 25 PRE 15 18 COM 4 10/20 PD 6 10/20 ED 6 5 SPD 17 10 REC 4 40 END 0 40 STUN 2 10" RUN 8 2" SWIM 0 4" LEAP 0 Characteristics Cost: 162 Cost Power Blood Powers 10 1) Blood Toughness: Damage Resistance (10 PD/10 ED) 5 2) Blood Calls to Blood: Detect Members of the Blood 14- (Unusual Group), Increased Arc Of Perception (360 Degrees), Sense (10 Active Points); Limited Power Blood Only (-1) 20 3) Blessing of Azor: Force Field (10 PD/10 ED) 5 4) Vision of the Blood: N-Ray Perception (Sight Group) (10 Active Points); Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2) 1 5) Blood of Azor: Life Support (Longevity: 200 Years) 40 Blood Powers: Multipower, 40-point reserve 2u 1) Energy Sword Blunt: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), No Knockback (-1/4) 2u 2) Energy Sword Edge: HKA 1d6+1 (2 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); No Knockback (-1/4) 2u 3) Energy Sword Flare: Sight Group Flash 6d6, Personal Immunity (+1/4) (37 Active Points); No Range (-1/2) 2u 4) Energy Sword Illumination: Sight Group Images x8" Radius (+3/4), +4 to PER Roll (38 Active Points); Only To Create Light (-1) 1u 5) Aura of Azor: +25 PRE (25 Active Points); Only To Make Presence Attacks (-1/2), Costs Endurance (-1/2) 4u 6) Energy Veil: Invisibility to Sight, Mental and Mystic Groups , Reduced Endurance (1/2 END; +1/4) (37 Active Points) 4u 7) Healing Energy : Healing BODY 3d6+1, Can Heal Limbs (38 Active Points) 4u 8) Combat: Teleportation 20" (40 Active Points) 4u 9) Non-Combat: Teleportation 10", x8 Noncombat, Safe Blind Teleport (+1/4) (37 Active Points) 3u 10) Hostage Rescue: Teleportation 10", Position Shift, Limited Range (10m; +1/4), Usable As Attack (defense is Teleportation Powers or Power Defense; +1 1/4) (37 Active Points); Must Pass Through Intervening Space (-1/4) Powers Cost: 109 Cost Martial Arts Maneuver Blood Combat Training 4 1) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike 4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm 4 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 5) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on 3 6) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls 1 7) Weapon Element: Hand To Hand, PSI Blade Martial Arts Cost: 23 Cost Skill 3 Acrobatics 14- 0 Acting 8- 1 AK: Campaign City (Everyman Skills) 14- 3 Breakfall 14- 3 Climbing 14- 3 Concealment 14- 0 Conversation 8- 3 Deduction 14- 3 High Society 14- 3 Interrogation 14- 1 Language: Ean (basic conversation) 0 Language: English (idiomatic; literate) (5 Active Points) 0 Paramedics 8- 3 Persuasion 14- 1 PS: Bodyguard (Everyman Skill) 14- 3 Scholar 1 1) KS: Criminal Law & Procedure (2 Active Points) 11- 1 2) KS: Ean & the Blood Folklore (2 Active Points) 11- 2 3) KS: The Criminal Underworld (3 Active Points) 14- 1 4) KS: The Law Enforcement World (2 Active Points) 11- 0 5) KS: The Superhuman World (Everyman Skill) 11- 3 Seduction (Charm) 14- 3 Shadowing 14- 3 Stealth 14- 3 Streetwise 14- 3 Tactics 14- 3 Teamwork 14- 0 TF: Common Motorized Ground Vehicles, Everyman Skill 0 WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat Skills Cost: 53 Total Character Cost: 347 Pts. Disadvantage 10 Distinctive Features: Mystic Aura & Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 15 Enraged: When Inncents Harmed (Take BODY) (Uncommon), go 11-, recover 11- 15 Hunted: Affrighter 11- (As Pow; Harshly Punish) 15 Hunted: The Blackguard (Bloodletters) 8- (Mo Pow; Harshly Punish) 15 Psychological Limitation: Code vs Murder (Common; Strong) 5 Psychological Limitation: Fear of Insanity (Uncommon; Moderate) 15 Psychological Limitation: Noble Oblige (Common; Strong) 15 Psychological Limitation: Thrillseeker (Common; Strong) 10 Reputation: Reformed Supervillain, 11- 15 Social Limitation: Secret ID (Frequently; Major) 10 Vulnerability: 2 x Effect Energy Drains (Uncommon) 10 Vulnerability: 2 x STUN Energy Killing Attacks (Uncommon) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  5. List of United States-themed superheroes https://en.wikipedia.org/wiki/List_of_United_States-themed_superheroes Project Superpowers https://en.wikipedia.org/wiki/Project_Superpowers
  6. Background/History: <<<Coming Soon>>>. Distant relation to The Protector's member Ace (To Serve and Protect). Combines Martial Arts, Invisibility, and Speedster Powers. A former member of the San Francisco Yakuza. Redeemed by the vigilant mentalist Mastermind (Enemies of San Angelo). Power/Tactics: Mutant Psionic w/Speed Powers Martial Arts training Criminal career
  7. Blindside 6E, Revised Blindside Player: TheQuestionMan Val Char Cost 20 STR 10 23 DEX 26 20 CON 10 15 BODY 5 23 INT 13 10 EGO 0 25 PRE 15 10/20 PD 8 10/20 ED 8 6 SPD 40 10 REC 6 40 END 4 40 STUN 10 60m RUN 8 4m SWIM 0 4m LEAP 0 Characteristics Cost: 213 Cost Power Armored Costume, all slots OIF (-1/2) 3 1) Audio Dampening: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 3 2) Flare Compensation: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 3 3) Low Light Lenses: Nightvision (5 Active Points); OIF (-1/2) 20 4) Body Armor: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2) Speedster Tricks, all slots Unified Power (-1/4) 6 1) Running Up Buildings: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), Must Make at Least a Half-Move Each Phase (-1/4), Unified Power (-1/4) 4 2) Swift Observation: +4 PER with Sight Group (8 Active Points); Costs Endurance (-1/2), Unified Power (-1/4) 11 3) Quicker Than the Eye: Invisibility to Sight Group (20 Active Points); Linked to Movement Power (-1/2), Unified Power (-1/4) 6 4) Rapid Healing: Regeneration (1 BODY per Hour) (8 Active Points); Unified Power (-1/4) 3 5) Quick Change: Cosmetic Transform 1d6 (any set of clothing into one costume), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target the clothes currently worn by character (-1/2), Unified Power (-1/4) 40 Speedster Powers: Multipower, 40-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (50 Active Points); all slots Unified Power (-1/4) 2f 1) Clean Up Your Room!: Change Environment (clean things and perform similar tasks) (+1 Points of Telekinetic STR, Long-Lasting (see text) Permanent), Area Of Effect (16m Radius; +3/4) (37 Active Points); No Range (-1/2), Must Pass Through Intervening Space (-1/4), Unified Power (-1/4) 3f 2) High-Velocity Phasing: Desolidification (affected by sonic, vibration and sonic based attacks) (40 Active Points); Unified Power (-1/4) 1f 3) Let's Wrap This Up: Entangle 4d6, 4 PD/4 ED (40 Active Points); OIF (materials of opportunity; -1/2), No Range (-1/2), Extra Time (Full Phase, at least a Full Phase, and often longer, depending on how long it takes to get the materials; -1/2), Defense Depends on Materials Used (-1/2), Unified Power (-1/4) 2f 4) Hostage Rescue: Teleportation 10m, Position Shift, Limited Range (10m; +1/4), Usable As Attack (defense is Teleportation Powers or Power Defense; +1 1/4) (37 Active Points); Must Pass Through Intervening Space (-1/4), Unified Power (-1/4) 3f 5) Super-Running: Running +40m (60m total) (40 Active Points); Unified Power (-1/4) 3f 6) Over-Drive Running: Running 20m, MegaScale (1m = 1 km; +1) (40 Active Points); Unified Power (-1/4) Powers Cost: 113 Cost Martial Arts Maneuver Combat Training 4 1) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike 4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm 4 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 5) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 3 6) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls 8 7) +2 HTH Damage Class(es) 1 8) Weapon Element: Clubs Martial Arts Cost: 31 Cost Skill 3 Acrobatics 14- 0 Acting 8- 1 AK: Campaign City (Everyman Skill) 14- 3 Breakfall 14- 3 Charm 14- 3 Climbing 14- 3 Concealment 14- 0 Conversation 8- 3 Deduction 14- 3 Interrogation 14- 1 KS: The Criminal Underworld (Everyman Skill) 14- 0 Language: English (completely fluent; literate) (4 Active Points) 0 Paramedics 8- 3 Persuasion 14- 1 PS: Ex-Gangster (Everyman Skill) 14- 3 Shadowing 14- 3 Stealth 14- 3 Streetwise 14- 3 Tactics 14- 3 Teamwork 14- 0 TF: Small Motorized Ground Vehicles 1 WF: Clubs, Fist-Loads, Handguns, Thrown Rocks, Unarmed Combat Skills Cost: 43 Total Character Cost: 400 Pts. Disadvantage 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 10 Hunted: Thunderbolt Infrequently (As Pow; Harshly Punish) 15 Hunted: VIPER Infrequently (Mo Pow; Harshly Punish) 10 Psychological Complication: Code vs Murder (Uncommon; Strong) 15 Psychological Complication: Thrillseeker (Common; Strong) 15 Social Complication: Secret ID (Ken Otomo) Frequently, Major Disadvantage Points: 75 Base Points: 400 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  8. Psi-Anne - Telepath Crystal - Brick w/Body of Diamond (?) Hmmm... QM
  9. Marine Recruit Kyle Reese stands rigidly at attention, his face scarlet red, sweat running down his cheeks, eyes desperately looking up as the Drill Instructor screaming insults and sarcasms into his up tirned face. Shear terror grips him and his stomach knots and churns. Suddenly everything turns red and now he is looking down at a startled Drill Instructor.
  10. Coal based Attacks Summon Sliegh and Reindeer Followers Elves and Reindeer Animate Toys Summon Snow Powers Emotion Control Christmas Cheer Teleport Chimneys Only Detect Nauty or Nice focus The List
  11. Affects Desolid - Spirit Slayer Detect Illussion (Normal Sight) - Reflected in the Blade. Paladin like abilities vs Undead. Cursed - Innocents (take BODY) Harmed
  12. Give us an idea on what "M2F Transgendered" Dhampire looks like. Cheers QM
  13. Vampire Literature - Vampire Hybrids https://en.wikipedia.org/wiki/Vampire_literature#Vampire_hybrids
  14. World of Darkness Hero http://surbrook.devermore.net/herosource/horror_hero/whitewolf/WODHERO.html Cheers QM
  15. Lotta tweeking to avoid too much duplicate backgrounds. WIP QM
  16. Blindside would extract the civilians from the Battleground and assuming he discovers the mist, the Cultists, and the Caldron he would do a move through on the Caldron, knocking it over. And then taking on the Cultists.
  17. I was not there. I did not see it happen. I do not have a context to judge the Police Officer. Understanding the situation requires background information. QM
  18. Adamas (Mutant Brick w/Body of Stone/Adamant) - A redeemed juvenile delinquent. Blindside (Mutant Martial Artist, Speedster, w/Invisibility) - A former Sidekick. Riot (Mutant Brick, Duplicator, & Martial Artist) - A legacy superhero. Sunburst (Powered Armor Brick, Flyer, & Blaster (Solarkinetic)) - A reformed criminal with a stolen Alien Battlesuit. Star Marshal (Powered Armor (Uniform), Weapon Specialist (Star Staff), & Star Guardian Super Agent) - Kidnapped by Aliens, rescued by the Star Guard, & recruited by the Star Guard. Knock Off (Gadgeteer, Inventor, & Weapon Specialist) - A former UNTIL Technical Support Agent. Shard (Mystic Mage, Multiform; Air Form, Earth Form, Fire Form, Water Form, & Spirit Form) - An apprentice of The Trismegistus Council. (Using Elemental Gems & Soul Gem). Spatha (Mutant/Mystic Blood Warrior) - Kidnapped by Affrighter (his Uncle) as a child, raised, & trained as a Bodyguard. Spirit Warrior (Mystic Desold, Partial Phase, and Solid Phase) - Skin Walker (Mutate Werewolf) - A former US Marshal & Bounty Hunter. Stalwart (Mutant Brick, Lawyer, Private Investigator, & Public Relations) - Knightstick (Powered Armor, Weapon Specialist (Nightstick), & Martial Artist) - A former Cop using captured Supervillain Weapons. Street Angel (Mutant Blaster (Photokinetic), Martial Artist, & Healing) - A legacy hero (Son of Tandy "Dagger" Bowen) Kid Avenger (Mutate Brick, Martial Artist, & Weapon Specialist) - A teen champion legacy hero (A second generation cyberline PRIMUS Silver Avenger) Compactor II/Whitestar (Mutant Brick w/ Linked Density Increase & Shrinking) - A former Thief/Cat Burglar. Ricochet (Powered Armor (Light), Weapon Specialist (Pistols/Blasters), & Martial Artist (Gun Fu)) - ? Cougar (Mutant Martial Artist & Social Engineer) - Cougar II (Mutate Human/Mountain Lion Hybrid) - Cuddles (Mystic Cat Familiar & Were Cat) - Gryphon (Powered Armor (Winged) & Speedster) - A Golden Hunter of Malva Battlesuit. Gargoyle (Mystic Brick w/Body of Stone & Wings) - A teen champion. HDC Files & Backgrounds to follow. QM
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