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Pariah

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Posts posted by Pariah

  1. Re: Single Green Superhero seeks.... (personels for your characters)

     

    ColdFire - Single White (NOT Caucasian, but frostbite-white) Female seeks warm-hearted man for companionship and occasional Kicking Of The @ss Of Evil. Computer skills a plus. LS: Extreme Cold is an absolute necessity. Freaks and weirdos not a problem, but you've got to be better-looking than at least one of my current teammates, i.e.,

     

    Meeb: SGA (Single Green Amoeba) seeks self for serious Mitosis.

     

    Those who may be put off by the fact that I'm currently pregnant with the baby of an Ice Demon Lord need not apply.

  2. Re: My Delemia

     

    1. Get Sidekick first. It's a simplified version of Champions' date=' so you can learn the basics first.[/quote']

     

    Excellent suggestion, and one I was going to make had he not beaten me to it. I've been a Hero Gamer for almost 2 decades, but I'd been away from the game for a few years. Sidekick helped me get back into the game.

     

    Also, let me recommend patience. The system is more complex than most other game systems, so thereis a learning curve at the beginning. Once you get used to it, though, I'm betting you'll be loathe to go back to anything else. That's what happened to me.

     

    One final suggestion. It sounds like your friend may have some experience with the system. Make HIM show you a combat example.

  3. Re: WWYCD: Brawl At Rick's (Another Bar Fight)

     

    Having overheard the exchange thus far, Jack Diamond is over the bar and standing between Rick and his old buddy when the first punch is thrown. Diamond blocks it, then turns the block into a painful arm-twisted-behind-the-back hold. At this point he whirls the poor schmuck around so that he's face to face with his old teammate and says, "Go ahead, Rick. Deck him. For old-time's sake."

  4. Re: How does a world die?

     

    Imagine if a supervillain (or group thereof) developed a machine powerful enough to do something really catastrophic to the planet, like stopping the rotation of the planet's core and causing all sorts of atmospheric and/or radiation problems. Or maybe the device would melt so much of the polar ice caps that it throws off the freshwater/saltwater balance in the world's ocean currents, triggering a new ice age. In either case, any superheroes would be hard pressed to fix the problem, and it would be The End Of The World As We Know It.

     

    On second thought, never mind. Both of those scenarios are way too far-fetched to be believable.

  5. Re: Archetype Twists

     

    Gibralter the major brick was a detective and good with intrusion skills' date=' while the martial artist (Blackcat) had no stealth or sneaky skills, and was the upfront in your face fighter.[/quote']

     

    Still my favorite example of archetype twisting, and a heck of a lot of fun to GM. Repped.

  6. Re: Archetype Twists

     

    I've got three characters that might fit:

     

    Chill: Firefighter who got caught in a chemical fire and developed ice powers--but all of them were non-ranged. So basically, an energy projector with no ranged attacks.

     

    Scarlet: 250-point character with a 60 STR and a 26 DEX. Speed brick.

     

    Fang: World renowned immunologist who accidentally infected himself while trying to treat someone with a case of lycanthropy. Brainy werewolf.

     

     

    Never played any of them for very long, though. Too bad.

  7. Re: Brick Collection (Spin off from Normal Proofing Bricks)

     

    Pariah

     

    Val Char Cost

    80 STR 70

    24 DEX 42

    35 CON 50

    14 BODY 8

    18 INT 8

    20 EGO 20

    25 PRE 15

    14 COM 2

     

    20/40 PD 4

    15/35 ED 8

    6 SPD 26

    25 REC 4

    70 END 0

    75 STUN 3

     

    14" RUN 6

    2" SWIM 0

    16" LEAP 0

     

    Characteristics Cost: 266

     

    Cost Power

    30 Traditional Brick Defenses (GM Permission): Elemental Control, 60-point powers

    30 1) Armor (20 PD/20 ED) (60 Active Points)

    30 2) (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

     

    5 Seeing in the Dark: UV Perception (Sight Group)

    22 Sensitive to Magic: Detect Magic A Class Of Things 13- (Unusual Group), Discriminatory, Analyze, Range, Sense

    12 Sensitive to Power: Detect 'People of Power' A Class Of Things 13- (Unusual Group), Range, Sense

    11 Will of Iron: Mental Defense (15 points total)

    15 Harmony with the Self: Power Defense (15 points)

    2 Magic is Ageless: LS (Longevity: 400 Years) 0

    20 The Strength to Endure: Reduced Endurance (1/2 END; +1/4) (20 Active Points) applied to STR

     

    64 Society Spell Suite: Variable Power Pool, 40 base + 24 control cost, No Skill Roll Required for established spells (+1/2) (70 Active Points); Cannot use spells from opposing Elements at the same time (-1/4)

     

    Powers Cost: 241

     

    Cost Skill

    20 +4 with HTH Combat

    3 Scholar

    8 1) KS: Magic Control Skill (9 Active Points) 19-

    2 2) KS: Magic History and Theory (3 Active Points) 13-

    1 3) KS: The Mystic World (2 Active Points) 11-

    2 4) KS: The Real World (Not an Everyman skill, in his case) (3 Active Points) 13-

    3 PS: Farmer 13-

    0 Language: Latin (idiomatic) (4 Active Points)

    3 Language: English (completely fluent)

    3 Acting 14-

    3 Disguise 13-

    3 High Society 14-

    3 Riding 14-

    3 Sleight Of Hand 14-

    3 Survival 13-

    3 Teamwork 14-

     

    Skills Cost: 63

     

    Total Character Cost: 570

     

    Val Disadvantages

    15 Social Limitation: Secret ID (Azariah Sheppard) (Frequently, Major)

    10 Distinctive Features: 6'5", 300+ Pounds, Muscular build (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    10 Psychological Limitation: Code vs. Killing (Common, Moderate)

    15 Psychological Limitation: Stubborn and determined; Doesn't give up easily (Common, Strong)

    15 Psychological Limitation: Overconfident (Common, Strong)

    10 Psychological Limitation: Long memory of both Friends and Enemies (Uncommon, Strong)

    20 Hunted: Secret Mystical Society 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

    20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)

    10 Hunted: Thor 8- (As Pow, Capture/Defeat in Combat)

    5 Vulnerability: 1 1/2 x Effect Magic-based Drains and Transfers (Uncommon)

    10 Susceptibility: Magic-based Drains and Transfers, 2d6 damage Instant (Uncommon)

    10 Mystery Disadvantage, TBD by GM

     

    Disadvantage Points: 150

    Base Points: 200

    Experience Required: 220

    Total Experience Available: 220

    Experience Unspent: 0

     

     

    Example Spells

    1) AIR: Raiment from Thin Air: Cosmetic Transform 2d6 (standard effect: 6 points) (Any clothes into any other clothes), Improved Target Group (+1/4), Ranged (+1/2), Area Of Effect Nonselective (3" Radius; +3/4), Usable Simultaneously (up to 16 people at once; +1 1/4) (37 Active Points); Limited Target (Clothing Only; -1/4) Real Cost: 30

     

    2) AIR: Unseen Hand: Telekinesis (13 STR), Invisible Power Effects (Fully Invisible; +1) (39 Active Points); Affects Whole Object (-1/4) Real Cost: 31

     

    3) AIR: Unseesn Hand: Stretching 4", Invisible Power Effects (Fully Invisible; +1) (40 Active Points) Real Cost: 40

     

    4) AIR: Wind Walking: (Total: 40 Active Cost, 40 Real Cost) Teleportation 12", x4 Increased Mass (Real Cost: 34) plus Teleportation: Fixed Location (Watchtower Conference Room) (1 Locations) (Real Cost: 1) plus Teleportation: Floating Fixed Location (1 Locations) (Real Cost: 5) Real Cost: 40

     

    5) AIR: Personal Atmosphere: LS (Immunity: All terrestrial diseases and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Usable By Other (+1/4) (37 Active Points) Real Cost: 37

     

    6) AIR: Cloak of Air: Invisibility to Sight and Hearing Groups and Detect , No Fringe (38 Active Points) Real Cost: 38

     

    7) EARTH: Strength from the Earth: +40 STR (40 Active Points); Increased Endurance Cost (x10 END; -4), No Figured Characteristics (-1/2), Only When In Contact With The Ground (-1/4), Only when Pushing natural STR (-1/4) Real Cost: 7

     

    8) EARTH: Stature of the Mountain: (Total: 40 Active Cost, 40 Real Cost) Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 6,387 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide) (Real Cost: 30) plus Running +5" (17" total) (Real Cost: 10) Real Cost: 40

     

    9) EARTH: Man of Stone: (Total: 39 Active Cost, 31 Real Cost) Density Increase (3,200 kg mass, +25 STR, +5 PD/ED, -5" KB) (25 Active Points); Visible (-1/4) (Real Cost: 20) plus Knockback Resistance -7" (14 Active Points); Visible (-1/4) (Real Cost: 11) Real Cost: 31

     

    10) EARTH: Refresh Soil: Minor Transform 1d6 (standard effect: 3 points) (Non-viable soil to viable soil), Reduced Endurance (0 END; +1/2), Area Of Effect (128" Any Area; +2 1/2) (40 Active Points) Real Cost: 40

     

    11) EARTH: Feast of Stones: Major Transform 2d6 (standard effect: 6 points) (Stones into Food and Drink), Reduced Endurance (1/2 END; +1/4) (37 Active Points) Real Cost: 37

     

    12) EARTH: Stone Spear: HKA 2d6 (4d6 w/STR), Range Based On STR (+1/4) (37 Active Points); Beam (-1/4) Real Cost: 30

    0 13) FIRE: Flame Blast: RKA 2 1/2d6 (40 Active Points); No Knockback (-1/4) Real Cost: 32

     

    14) FIRE: Summon Smoke: Darkness to Sight Group 3" radius, Personal Immunity (+1/4) (37 Active Points) Real Cost: 37

     

    15) FIRE: Sword of the Cherubim: HKA 2 1/2d6 (5d6+1 w/STR) (40 Active Points); No Knockback (-1/4) Real Cost: 32

     

    16) FIRE: Light of the Sun: Change Environment: Natural Sunlight 16" radius, Reduced Endurance (0 END; +1/2) (37 Active Points) Real Cost: 37

     

    17) FIRE: Wings of Flame: (Total: 39 Active Cost, 39 Real Cost) Flight 11" (Real Cost: 22) plus EB 1d6, Damage Shield (+1/2), Continuous (+1), NND (LS: Extreme Heat; +1) (17 Active Points) (Real Cost: 17) Real Cost: 39

     

    18) FIRE: Wall of Fire: FW (10 ED), Transparent to PD Attacks (+1/2) (37 Active Points); Restricted Shape (Sphere centered on Pariah; -1/4) Real Cost: 30

     

    19) WATER: The Heavens Opened: Change Environment (Precipitation) 16" radius, Varying Effect Limited Group (any form of precipitation) (+1/2) (37 Active Points) Real Cost: 37

     

    20) WATER: Denizen of the Deep: (Total: 33 Active Cost, 33 Real Cost) LS (Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) (Real Cost: 13) plus Swimming 11", Reduced Endurance (0 END; +1/2) (16 Active Points) (Real Cost: 16) plus Environmental Movement (No penalties underwater) (Real Cost: 4) Real Cost: 33

     

    21) WATER: Washing Away Wounds: Healing BODY and STUN (Simplified Healing) 4d6 (40 Active Points) Real Cost: 40

     

    22) WATER: The Path of Moses: Tunneling 6" through 6 DEF material, Custom Adder (40 Active Points); Limited Power (Only to pass through bodies of water; -1/2) Real Cost: 27 [Notes: The Custom Adder is Affects Porous, borrowed from Telekinesis with Special GM Permission]

     

    23) WATER: Wall of Water: FW (7 PD/7 ED) (Opaque Normal Hearing) (40 Active Points) Real Cost: 40

     

    24) WATER: Torrent Against the Flame: Drain 2d6+1, any one Fire power one at a time (+1/4), Ranged (+1/2) (40 Active Points) Real Cost: 40

  8. Re: Brick Collection (Spin off from Normal Proofing Bricks)

     

    PARIAH

     

    BACKGROUND: Misfit.

     

    Azariah had always been something of a maverick in the Society. He understood the need for secrecy. Had the rest of the world known of the Society's existence during the Dark Ages, the superstitious masses would have destroyed it in its infancy. Had the Society's magic been public knowledge, it would never have survived the Inquisition or the Enlightenment. The world wasn't ready to acknowledge such power. The world just wouldn't--couldn't--understand.

     

    But all of that was in the past, or so it seemed to Azariah. With the advent of the age of superheroes, the world had learned to accept powers and concepts their fathers and grandfathers would have tried to destroy. And there was so much good that the Society could do for the world. Azariah began advocating openness with the world. He thought he could get others to see things his way, to realize the opportunity that lay before them.

     

    He was wrong. He was given one chance to stop spreading his divisive opinions. When he continued, he was brought before the rulers of the Society and judged. It was decided that if Azariah wished for interaction with the 'normal' world, he would live as a part of it.

     

    The Banishment Ritual was performed for the first time in memory. Azariah was stripped of most of his magical powers. His memory of Society strongholds and rituals was removed. He was exiled to a remote part of the world to live as a solitary farmer. And he was given a warning: if he used his magic publicly or revealed the existence of the Society, they would kill him.

     

    Outcast.

     

    Azariah Sheppard became a farmer in a remote valley in the mountains of northwestern Wyoming. He would never have made it were it not for his ability to create rain for his thirsty crops. He lived for a few years as a hermit, fearful of contact with the rest of humanity and of the reprisal that would come from the Society if any learned of his secret abilities.

     

    But neither his remote location nor his remaining magical abilities were proof against human contact. He was forced to use his abilities to rescue a group of hikers that had become lost and wandered into his valley during a blizzard. The media searched for this mysterious Samaritan and found his home, but was never able to find him. The excitement died down after a few weeks, but Azariah was convinced that that little exposure would be more than enough to get the Society's attention and arouse their wrath.

     

    He decided that his only course of action was to find a new location and hope that the Society would at least be delayed in their retribution. As he wandered the mountain wastes, he fell through a hidden crack in the snow and found himself atop a pile of hazardous waste. Curiosity got the best of him, and he followed the tunnel that led from the dumping ground. He soon found himself in a top secret Genocide base.

     

    The Genocide troops captured him in quick fashion and placed him in a holding cell. Despite his magical abilities, he might have stayed there to rot had it not been for the timely attack on the complex by Watchtower, a prominent superhero group. He managed to escape in the confusion.

     

    Over the next several weeks, Azariah discovered that his exposure to the hazardous waste had changed him. He was now a mountain of a man, nearly six and a half feet tall and at least three hundred pounds. Furthermore, he had vast strength and resistance to injury. With these new powers added to his own magical abilities, he now had the power to defend himself and others.

     

    Let the Society bring their reprisals now. Azariah had nothing to fear from them, no reason to conceal his abilities or his story. There was too much that was evil in the world, too many that used power to prey on the weak. The Society might be able to ignore that, but he couldn't. He would use his abilities--all of them--to protect those who were unable to protect themselves. He would be more than an exile. He would be a hero.

     

    Pariah.

     

    QUOTE: "We will do this because it is the right thing to do. We need no other reason."

     

    PERSONALITY: Azariah Sheppard is very much a product of his environment(s). The Society was closed, conservative, and stifling, almost paranoid. He learned morality in absolutes; good and evil were clearly drawn in black and white. He still has very definite opinions about right and wrong, but they're a little different than they once were.

     

    Azariah is generally calm, self-assured, and reasonable. If there's anything that makes him upset, it's prejudice and persecution. He fights for equality and harmony between peoples, ideas that got him kicked out of the Society. He hates bullies and will try to thwart them at any opportunity. He is a staunch supporter of personal freedom and individual responsibility.

     

    Azariah is an intelligent and soft spoken man. He's a doer, not a talker--he prefers to let his actions speak for him. He has a long memory for the deeds of friends...and enemies. If he has any personality failing, it's that he tends to carry a grudge. He also tends to be overconfident in battle, due to the varied nature of his abilities.

     

    POWERS / TACTICS: Pariah is a brick with a twist. Like most bricks he has great strength and is very hard to hurt. But he also has magical powers that can give him a lot of tactical options in a fight. He likes to start a fight with Air magic because of the versatile things he can do with it (teleportation, invisibility, telekinesis, etc.). Against truly powerful opponents he will use the most powerful of his magics, Earth magic (growth, density increase, extra strength, etc.). He also has useful spells in Fire and Water that he'll use as specific circumstances require.

     

    APPEARANCE: Azariah Sheppard is a big man: 6 foot 5, 300+ pounds. He has dark brown (almost black) eyes and darker than normal skin. His black hair is worn short in a very conservative cut. Most people would consider him North African or Mediterranean by his appearance, but even he doesn't know for sure where he was born.

     

    Due to his magical abilities, Pariah's costume can vary from fight to fight. His typical costume is a sleeveless black bodysuit with a half-face coverage mask. Over the bodysuit he wears a white tabard with green trim and fastened with a white belt. The emblem on his tabard shows representations of earth, air, fire, and water, showing the elements from which he draws his magic.

  9. Re: Hero 'I.D' for those who refuse to register

     

    Super Hero Name: Jack Diamond

     

    Other Names: Chariot, formerly of the supervillain group TAROT. Heh. Just kidding, I'm really just Jack Diamond.

     

    Race: Human. Anything beyond that is semantics.

     

    Secret Identity: Jack Diamond--see, it says so right here on my driver's license. Colorado license #970-867-5309, expires July 2011. Terrible picture, though.

     

    Area of Activity: Anywhere I'm needed. It's like the bumper sticker: New York, London, Paris, Tokyo, Moab.

     

    Family: No, thanks. Maybe later.

     

    Political Status: Agnostic.

     

    Marital Status: I'm married to my job as a crimefighter, but I'm not opposed to a mistress.

     

    Allies: Watchtower, the premier superhero team protecting planet Earth. You've heard of them, perhaps?

     

    Enemies: That pinhead who used to be the Golden Avenger, mostly. Also Genocide, VIPER, TAROT, and pretty much anyone else requiring more than a SWAT team to take down. That's what we're here for. I also bust pimps, pickpockets, drug dealers, and armed robbers on weekends, as a hobby.

     

    Any other info we should know about?: There's a gray minivan that's been parked in front of that bank across the street for the last seven minutes with the engine running. Don't you find that a little suspicious?

  10. Re: Brick Collection (Spin off from Normal Proofing Bricks)

     

    Brick #2 of 3. When I get finished converting him from 4th Edition, I'll post my namesake, Pariah.

    --

     

    History: From the time she was very young, Janna was different. She was always a little taller than her classmates, and a little stronger. She never had a broken bone, never even got sick. And at the age of 19, she was hit by a drunk driver. Not only did the crash not hurt her, it didn't even knock her down. Since nothing extraordinary had ever happened to her, she figured she must be a mutant.

     

    The truth was something else entirely.

     

    For the past fifty years or so, Zeus had been contemplating a comeback. Sure, those mortals he left in charge when he took his leave of Earth were never too bright, but this was just too much. Those impudent mortals had come to deny the need - even the existence - of any of the gods. And a few of them, superheroes and supervillains, as they called themselves, had even begun claiming to be gods - or at least acting like gods, which was no better. Something had to be done, and Zeus was just the god to do it.

     

    Of course, for maximum effectiveness, Zeus realized that he needed an avatar (read: flunkie) to fight his enemies and carry out his plans while he schemed and plotted. Heracles and Ares had always served adequately in the past for such things. But Heracles no longer seemed interested in conquest, and Ares had become too treacherous and bloodthirsty to be trusted. He'd just have to get an avatar the old fashioned way....

     

    For reasons unfathomable to any but himself, Zeus chose a rather average Chicago housewife, Stacy Allen. He abducted her husband George, a construction foreman, and gave him a one-day case of amnesia. Then, shapeshifted to resemble George in every particular, he appeared at Stacy's door with a dozen red roses and a bottle of wine (provided by Bacchus) guaranteed to increase both her desire and her fertility. Stacy was shocked to see such a display of affection and romance from her husband (or so she thought), and the rest, as they say, is history. Stacy still remembers that night fondly, and George still believes he hit his head on a steel I-beam the following morning, resulting in a concussion and slight memory loss.

     

    Janna, of course, knows nothing of this. She just knows that she's got talents beyond what is normally considered 'human'. She never went into athletics, much to the chagrin of her school's basketball and volleyball coaches. She didn't think it would be fair. She was a cheerleader one year, but gave it up when it became apparent that she and the head cheerleader had a 'personality conflict'. So she tried to fit in, as best a girl of her height could. And she did quite a job of it.

     

    Janna finished an average high school career, graduating somewhere in the top half of her class. She went to a local business college and got a particularly ordinary job as an administrative assistant at a real estate agency. She lives in a typical apartment, drives a nondescript car, and has a rather boring social life. To all appearances, Janna Allen is Ms. Average.

     

    The truth is something else entirely.

     

    Momenta

     

    Val Char Cost

    45 STR 35

    23 DEX 39

    33 CON 46

    15 BODY 10

    13 INT 3

    13 EGO 6

    18 PRE 8

    12 COM 1

     

    30 PD 21

    25 ED 18

    6 SPD 27

    16 REC 0

    60 END -3

    55 STUN 0

     

    9" RUN 6

    2" SWIM 0

    9" LEAP 0

    Characteristics Cost: 217

     

    Cost Power

    45 Concussive Strength: Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (45 Active Points) applied to STR

    14 Fortress of the Body: Damage Resistance (15 PD/13 ED)

    7 Fortress of the Mind: Mental Defense (10 points total)

    14 Olympian Constitution: LS (Immunity All terrestrial diseases and biowarfare agents; Safe in Intense Cold; Safe in Intense Heat)

    12 Immovability: Knockback Resistance -6"

    Powers Cost: 92

     

    Cost Martial Arts Maneuver

    4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/5, Target Falls

    4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs

    3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on

    Martial Arts Cost: 14

     

    Cost Skill

    3 Bureaucratics 13-

    3 Conversation 13-

    3 Deduction 12-

    3 Persuasion 13-

    3 PS: Office Manager 12-

    2 AK: Campaign City 11-

    5 PS: Keeping a Low Profile 14-

    5 +1 with HTH Combat

    Skills Cost: 27

     

    Total Character Cost: 350

     

    Pts. Disadvantage

    15 Social Limitation: Secret ID (Frequently, Major)

    5 Distinctive Features: Tall (6'4") (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    15 Psychological Limitation: Code vs. Killing (Common, Strong)

    15 Psychological Limitation: Likes to Fight (Common, Strong)

    10 Psychological Limitation: Overconfident (Common, Moderate)

    10 Psychological Limitation: Stubborn and/or Determined (Common, Moderate)

    20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

    20 Hunted: Local Crime Syndicate 8- (Mo Pow, NCI, Harshly Punish)

    10 Hunted: Halfjack 8- (As Pow, Harshly Punish)

    10 DNPC: Co-worker 8- (Normal)

    10 Vulnerability: 2 x STUN Hard Radiation (Uncommon)

    10 Vulnerability: Magical KA's (Common)

     

    Disadvantage Points: 150

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    Quote: Cool it with the attitude or I'll knock you to Buffalo.

  11. Re: Brick Collection (Spin off from Normal Proofing Bricks)

     

    The variety of skills is nice with Enigma' date=' a very nice follow through with the character’s background. Also, the fact that outside of his strength and defenses his other powers come from gear was a nice touch. Even though he’s a super class bruiser he still uses some real world style gear.[/font']

     

     

    Thank you! I had a great time playing him, though the campaign didn't last as long as I might have hoped. Things kind of fell apart after we burned down half of Oakland. (Personal, not campaign-related.) I remember one bit of the last session from that campaign:

     

    Our Gov't Contact: I have to say, I'm disappointed at how this mission turned out. I expect better performance in the future.

    Jon's Character: Fine, next time we'll try to burn down the whole city.

  12. Re: Brick Collection (Spin off from Normal Proofing Bricks)

     

    I'm not sure how well my entries will fit the spirit of the thread. My two bricks are both pretty ordinary, as far as 'brick powers' are concerned. What makes them interesting (at least to me) is what else they can do.

     

    My first submission for your consideration is Alexander Kamensky, 1st Lieutenant, US Air Force (Retired). Alex graduated from the Air Force Academy with a double major in mathematics and linguistics. He spent nearly ten years as an officer in Military Intelligence, specializing in cryptography, translation, and electronic surveillance. Then he was diagnosed with an incurable disease. He volunteered for a government test program focusing on reversing terminal conditions. He survived the tests and gained superpowers to boot. He was transferred from the USAF to a top secret government agency, where he participated in covert operations against superterrorists and other enemies of the state. When he and his team accidentally started the firestorm that burned half of Oakland to the ground, the agency was disbanded and he became a free agent - officially, anyway. The government still keeps tabs on him, and he still keeps in touch with his old CO.

     

    Loyal readers, I present:

     

    Enigma

     

    Val Char Cost

    50 STR 40

    20 DEX 30

    25 CON 30

    13 BODY 6

    18 INT 8

    14 EGO 8

    15 PRE 5

    12 COM 1

     

    30 PD 20

    25 ED 20

    6 SPD 30

    15 REC 0

    50 END 0

    51 STUN 0

     

    9" RUN 6

    4" SWIM 2

    12" LEAP 2

    Characteristics Cost: 208

    Cost Power

    5 Binoculars: +8 versus Range Modifier for Sight Group (12 Active Points); OAF (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

    15 Damage Resistance (15 PD/15 ED)

    5 Mental Defense (8 points total)

    5 Power Defense (5 points)

    10 Steel Quarterstaff: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)

    Powers Cost: 40

     

    Cost Martial Arts Maneuver

    Aikido Package

    5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 10d6 Strike

    4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs

    3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on

    3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 10d6 Strike; Target Falls

    1 Weapon Element: Staffs

    Martial Arts Cost: 20

     

    Cost Skill

    3 Linguist

    2 1) Language: Arabic (completely fluent) (3 Active Points)

    0 2) Language: English (imitate dialects) (5 Active Points)

    1 3) Language: German (fluent conversation) (2 Active Points)

    1 4) Language: Japanese (fluent conversation) (2 Active Points)

    3 5) Language: Russian (idiomatic) (4 Active Points)

    2 6) Language: Spanish (completely fluent) (3 Active Points)

    3 Scholar

    2 1) KS: Aikido (3 Active Points) 13-

    2 2) KS: Codes and Code Breaking (3 Active Points) 13-

    1 3) KS: Satellites (2 Active Points) 11-

    2 4) KS: The Intelligence World (3 Active Points) 13-

    1 5) KS: USAF Policies and Procedures (2 Active Points) 11-

    3 Electronics 13-

    3 Computer Programming 13-

    5 Cryptography 14-

    3 Concealment 13-

    3 Paramedics 13-

    3 Security Systems 13-

    3 Systems Operation 13-

    5 +1 with all INT-based skills

    1 Medikit: +1 with Paramedics (3 Active Points); OAF (-1)

    2 Electronics Kit: +1 with Electronics, Security Systems, and Computer Programming (5 Active Points); OAF (-1)

    10 +2 with HTH Combat

    3 Scientist

    1 1) SS: Linguistics 11- (2 Active Points)

    2 2) SS: Mathematics 13- (3 Active Points)

    2 PS: Computer Hacking 11-

    3 Breakfall 13-

    Skills Cost: 75

     

     

    Cost Talent

    3 Lightning Calculator

    4 Speed Reading (x10)

    Talents Cost: 7

     

    Total Character Cost: 350

     

    Pts. Disadvantage

    15 Social Limitation: Secret ID (Frequently, Major)

    20 Psychological Limitation: Protective of Innocents (Very Common, Strong)

    15 Psychological Limitation: Patriotic (Common, Strong)

    10 Psychological Limitation: Takes difficult situations as a personal challenge (Common, Moderate)

    20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

    20 Hunted: International terrorist organization 8- (Mo Pow, NCI, Harshly Punish)

    10 Hunted: Top secret US Government Agency 8- (Mo Pow, NCI, Watching)

    10 Distinctive Features: Style (Aikido) (Concealable; Always Noticed and Causes Major Reaction; Detectable By Large Group)

    5 Distinctive Features: Military appearance and mannerisms (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    5 Rivalry: Professional (with "Dumb" bricks; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)

    5 DNPC: Col. William Ross, USAF 8- (Normal; Useful Noncombat Position or Skills)

    10 Vulnerability: 2 x STUN Sonics (Uncommon)

    5 Vulnerability: 1 1/2 x BODY Sonics (Uncommon)

     

    Disadvantage Points: 150

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  13. Re: WWYCD: Arrested for TERRORISM!!

     

    In other words' date=' these character are now classified as Supervillains instead of heroes.:eg: And The BFG's have been released from the armory.[/quote']

     

     

    Ironic, isn't it, that in an attempt to keep from being tagged as a terrorist, this people would commit acts that would actually make them terrorists...?

  14. Re: What would your inner geek pick?

     

    Now, to actually answer the question. Here's some of what I'd spend my points on:

     

    10 points to buy off that annoying Phys Lim I've got (Bad ankle, Frequently, Slightly Impairing)

     

    3 points for Bump of Direction - Everyone in my family seems to have it except me. Must have missed out on that gene.

     

    5-10 points to buy up some of my existing Science Skills (Chemistry, Astronomy, Physics, Mathematics & Logic, etc.)

     

    4 points in Perks: License to practice a profession (Teacher Certification), Passport, Concealed Carry Permit

     

    5 points to buy off that Money Disad (Low income/high debt). Substitute teachers in grad school don't make jack.

     

    I'd also like better stats - higher than average, but still in the "Normal" range. Then I'd blow the rest on a Telekinesis EC. TK has such potential to be useful, both in daily life and in abnormal situations. I'd probably end up being rather low-powered, but I'd by all the TK powers with Invisible Effects.

     

    Of course, then I'd have to blow a few points on a new skill roll - KS: Subtlety.

  15. Re: What would your inner geek pick?

     

    ....I'd actually go with 250 + 30ish points in disads. I wouldn't choose to have the burdens that high-powered heros have...

     

     

    Even 30-ish ponts in Disads can be a real burden if your GM is sadistic. With most of the GMs I've had, though, I think 125 would work just fine. By the time you add up beliefs and disbeliefs, phobias, likes and dislikes, core values, minor neuroses, and the like, I think you could squeeze 50 points in Psych Lims out of just about anybody. Throw in 15 points for a Secret ID, and you're already halfway home.

     

    The idea of having 250--or even 200--points in Powers and Skills with minimal Disads is sure appealing, though.

  16. Re: WWYCD: Arrested for TERRORISM!!

     

    Thunderstrike would use his one phone call to contact his father-in-law (the Chief of Police in Las Vegas). One rock-solid alibi, coming right up!

     

    Jack Diamond wouldn't worry about it too much, for two reasons:

    1. He's got two or three Deep Covers floating around, what's the harm in expending one of them?

    2) His Secret ID (Steve) is known to work for Diamond's detective agency. If the FBI wants to hassle Steve, nobody would think twice if Diamond decided to intervene. And Diamond can certainly give them more of a hassle that they can give Steve. He's got a whole wad of information on the FBI that they probably don't want made public.

     

    Pariah is more concerned with justice than with his identity. His major Hunted already knows who he is and where to find him anyway. He'd give the FBI all the information they'd need to clear him.

     

    Morningstar would immediately suspect that this is not really the FBI, but that Genocide has discovered her Secret ID and is using this knowledge to try to destroy her budding career as a superheroine. She's look for an opportunity to escape, then return in costume and start cracking skulls until she found out just what the h3ll was going on.

     

    Wild Card would explain patiently that he was on school business when the event took place. They can check with the head of the archaeology department at University of Florida-Vibora Bay for confirmation.

     

    Amethyst is too busy fighting off an extradimensional invasion to worry about such mundane matters.

  17. Re: How does a world die?

     

    Consider that the flu epidemic of 1918 killed 40 million people worldwide. Now, according to US HHS Secretary Leavitt, the main way to combat the spread of such a pandemic is containment. Once it gets out, there's little you can do to stop it. Consider that there are a lot more people traveling to a lot more places today than there were in 1918. Introduce the right virus in the right place, and within 3-4 weeks (again, says Sec'y Leavitt) the disease has gone prety much worldwide.

     

    It's estimated that the avian flu will kill roughly half of the people it infects, to say nothing of wild bird populations. Now imagine a virus engineered by VIPER or Dr. Destroyer or the like--even more deadly, even more virulent, and even more llikely to jump species. If a virus like that were to get out, we'd all be pretty much screwed.

     

    Of course, there's always the nuclear (or is is nuclayer?) winter scenario.

  18. Re: The Benchwarmers: Semi-super heroes

     

    Dr. Time: A theoretical physics professor who, by explaining his theories on time travel, can make 5 minutes seem like 5 hours...

     

    I'm pretty sure I had a class from this guy in college. Quantum Mechanics, I believe. I enjoyed that class so much, I took it twice....

  19. Re: The Benchwarmers: Semi-super heroes

     

    Nickname: Deke

    Build: Like a young Arnold Schwarzenegger. Bulging with muscles. Most people who see him will naturally assume he could bench press a Buick.

    Defensive Powers: Ridiculously high PD and ED, full Damage Resistance, full Life Support, Mental Defense, Power Defense, Flash Defense, Knockback Resistance...you get the picture.

    Offensive Powers: He had a 15 STR. Other than that, none whatsoever. 3d6 punch, 4.5d6 haymaker (under 4th Ed.).

    Movement Powers: None whatsoever. Movement is limited to normal running, swimming, and leaping.

    Sensory / Unusual Powers: None whatsoever.

    Costume: Green bodysuit with a big red, white, and blue target on the chest.

     

    Real Code Name: Decoy.

  20. Re: Top 10 List of the Lamest Superheroes of All Times

     

    My personal list include people like the Punisher "Uh... I wear black and carry guns. I shoot gangsters" yeah, real Superheroic there. *sigh*

     

    [Commenting On The Disco Boy's arsenal]

    Mister Furious: What? Guns? That's your power, you shoot guns?

    Blue Raja: There's no theme at all here.

    Furious: Weak.

    Raja: At best.

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