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TheQuestionMan

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Posts posted by TheQuestionMan

  1. Puppet virus? Infects cyberbrains turning ordinary people into flesh puppets. Forced to commit crimes, prostitution, or corporate espionage.

     

    Best adventures drawn from Cyberpunk anime resources.

     

    Or creative player chatacter background history.

     

    QM

  2. Energy takes many aspects. Why else do sentient beings seek power in all its forms.

     

    Mundane/Technology is the everymans accessible form of energy, of power.

     

    Magic/Mystic is simply another form of energy, of power.

     

    Mentalism/Psionics is etc...

     

    The Multiverse is filled with power. Technology, Magic, and Psionics are but the tools we use to manipulate it, store/trap it, and uses it.

     

    Mutants harness it on a genetic level.

     

    Mutates harness it through Technology (Frankenstein's Monster to Grond to Mechanon) through Magic (Spirit Posession, Golems, etc...)

     

    Assuming energy cannot be destroyed only transformed this could mean the Multiversal energies are every thing and nothing. Only defined by our limited understanding and tools used to manipulate it.

     

    Sorry just a thought.

     

    QM

  3. The Trismegistus Council - Academy of Magic,  headquartered in Scotland’s Mackenzie House, the Council is the preeminent known order of white magic on Earth. The council was founded in the early 19th century to counter the Circle of the Scarlet Moon. Generally known only to those who deal with the mystic side of Champions. Mostly working in a support role for adventurers, the group’s primary goals are to encourage mages to responsibly use magic and safeguard the world from threats from other dimensions. They are enemies of DEMON and the Circle of the Scarlet Moon.  

     

    In the aftermath of several world shaking events The Trismegistus Council reopens The Academy of Magic to rebuild their ranks and train and guide the next generation of Superhero Mages. 

  4. Titan

     

     

    VAL CHA Cost Roll Notes

    20 STR 10 13- HTH Damage 4d6  END [2]

    23 DEX 26 14-

    20 CON 10 13- / 14-

    23 INT 13 14- PER Roll 14-

    18 EGO 8 13-

    25 PRE 15 14- PRE Attack: 5d6

    8 OCV 25

    8 DCV 25

    1 OMCV -6

    6 DMCV 9

    4 SPD 20 Phases:  3, 6, 9, 12

    10 PD 8 10/31 PD (0/15 rPD)

    10 ED 8 10/31 ED (0/15 rED)

    10 REC 6

    40 END 4

    20 BODY 10

    40 STUN 10

     

    Movement Cost Meters Notes

    RUNNING 0 12m/24m,/24m/48m (60m Total) END [1/3]

    SWIMMING 0 4m/8m END [1]

    LEAPING 0 4m 4m forward, 2m upward

     

     

     

     

     

    Characteristics Total: 201

     

    Cost Powers

    Gigantic Physiology, all slots Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=

    75 1)  Gigantic Size: Growth (+45 STR, +15 CON, +15 PRE, +9 PD, +9 ED, +9 BODY, +18 STUN, +7m Reach, +36m Running, -18m KB, hands/feet are Area Of Effect (1m Radius) attacks, 6,401-50,000 kg, +6 to OCV to hit, +6 to PER Rolls to perceive character, 9-16m tall, 5-8m wide), Reduced Endurance (1/2 END; +1/4) (112 Active Points); Only In Alternate Identity (-1/4), Mutant Power (-1/4) [Notes: Height 52' & Weight 50 tons.] - END=4

     

    3 2)  Giagantic Durability: +5 CON (5 Active Points); Linked (Gigantic Size; (Max Growth; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=

     

    3 3)  Gigantic Physiology: +6 PD (6 Active Points); Linked (Gigantic Size; (+2 per level of Growth; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=

     

    3 4)  Gigantic Physiology: +6 ED (6 Active Points); Linked (Gigantic Size; (+2 per level of Growth; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=

     

    6 5)  Gigantic Stamina: +10 REC (10 Active Points); Linked (Gigantic Size; (+3.333 per level of Growth; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=

     

    2 6)  Gigantic Stamina: +20 END (4 Active Points); Linked (Gigantic Size; (+6.333 per level of Growth; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=

     

    6 7)  Gigantic Physiolgy: +20 STUN (10 Active Points); Linked (Gigantic Size; (+6.333 per level of Growth; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=

     

    26 8)  Gigantic Invulnerability: Resistant Protection (15 PD/15 ED) (45 Active Points); Linked  (Gigantic Size; (+5 per level of Growth; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=0

     

    22 9)  Gigantic Toughness: (Total: 40 Active Cost, 22 Real Cost) Physical Damage Reduction, 50% (20 Active Points); Linked (To Growth, only applies at 30 points worth of Growth or more; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) (Real Cost: 11) plus Energy Damage Reduction, 50% (20 Active Points); Linked (To Growth, only applies at 30 points worth of Growth or more; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) (Real Cost: 11) - END=0

     

    7 10) Gigantic Ears: Hearing Group Flash Defense (10 points) (10 Active Points); Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=0

     

    7 11) Gigantic Eyes: Sight Group Flash Defense (10 points) (10 Active Points); Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=0

     

    7 12) Gigantic Mind: Mental Defense (10 points total) (10 Active Points); Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=0

     

    7 13) Gigantic Physique: Power Defense (10 points) (10 Active Points); Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=0

     

    6 14) Gigantic Physique: Regeneration (1 BODY per Day), Can Heal Limbs (9 Active Points); Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=0

     

    5 15) Titan Legs: Running +12m (12m/24m total), Usable As Leaping (+1/4) (18 Active Points); Linked (Gigantic Size; (+4" per level of Growth; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=2

     

    Powers Total: 185

     

     

    Cost Skills

    0 Acting 8-

    3 AK: Los Angeles 14-

    3 Breakfall 14-

    0 Charm 8-

    3 Climbing 14-

    3 Concealment 14-

    0 Conversation 8-

    3 Deduction 14-

    0 Language:  English (completely fluent; literate) (4 Active Points)

    3 Paramedics 14-

    3 Persuasion 14-

    3 PS: Search and Rescue 14-

    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 Law Enforcement World (2 Active Points) 11-

    2 4)  KS: The Superhuman World (3 Active Points) 14-

    0 Shadowing 8-

    0 Stealth 8-

    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

     

    Combat Veteran

    5 1)  Defensive Attack  (10 Active Points); Multiple Attacks Only (-1) [Notes: -2 DCV rather than 1/2 DCV when making Multiple Attack (6E2 73)]

    10 2)  Defense Maneuver I-IV  [Notes: No attacker is concidered to be attacking "from behind". Eliminates Multiple Attacker Bonuses to all attackers, and acts as a Sense (Free Action).]

    5 3)  Rapid Attack  (10 Active Points); Multiple Attacks Only (-1) [Notes: Multiple Attacks (SE2 73) as a Half-Phase Action.]

     

    Skills Total: 62

     

    Cost Perks

    2 Positive Reputation:  It's Titan! (A large group) 11-, +1/+1d6

     

    Perks Total: 2

     

     

    Value Complications

    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 Psychological Complication:  Code vs Murder (Common; Strong)

    15 Hunted:  I.H.A. (Project Genocide) Infrequently (Mo Pow; Harshly Punish)

    15 Reputation:  Property Damage, Very Frequently

    15 Social Complication:  Public Identity Frequently, Major

     

    Complications Points: 85

     

    Base Points: 450

    Experience: 0

    Experience Unspent: 0

    Total Character Cost: 450

  5. Champions Universe 2017 (Earth - QM) 

     

    DEMON's Inner Circle and Leadership were dominated by the Kings of Edom. They were slain by the Circle of the Scarlet Moon. 

    The DEMON organization continued to function on inertia. However Mystic Beings on Champions Earth and Extradimensional Beings looked upon Champions Earth with malicious intent.

    After a period of infighting a New Inner Circle was born. It's New Leader, a Mystic/Magician named...

     

    "What you did not think it would be that easy did you. A simple technomagical ritual and my name vanished from you technological dependencies. True Names are Power, granting you control over them and their works. "He who shall not be named" seems trite. They are simply call me Archmage of DEMON. The Inner Circle call me Master and soon so too shall you."... 

     

    ...the Archmage is a practicing magician who draws his powers from mystical entities such as Carreau (Powers), Oleillet (Dominions), Asmodeus (Revenge), and Leviathan (Deceit), who lend their energies for spells. The Archmage also wields mystical artifacts including ,  Eye of Pythius, the Book of the Furies, - a grimoire which contains knowledge of soul magic.

  6. I always tried to make my Organizations more unique.

     

    VIPER use Energy Weapons and Supertechnology Vehicles.

     

    ARGENT uses Emerging Advanced Technology like Munitions for Small Arms and Man Portable Artillary.

     

    Leaving rival Organizations to purchase or copy their designs.

     

    Heck it is even fun to use Retrotechnology Weapons creatively. Evil Organizations uses Nazi Super Science Weapons.

     

    DEMON Agents are even more likely to use Magical Weapons that appear mundane, but are not what they seem.

     

    The most important thing for a book or Organizations are the unique theme and feel of their Agents.

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