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Argus

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Posts posted by Argus

  1. Re: The Event

     

    I was once living in Idaho, yes Idaho, and I was running several Hero Games at different levels (75 point normal, 150 Heroic 250 Super Heroic and 300 + Long Running game) and my roommate was running a 250 point game.

     

    They were all in different worlds, and the 75 point Normal game was the players playing themselves in a time travel game.

     

    I was leaving Idaho and I started a 4-week game that took all the characters and pulled them all together for a massive fight against a Dark Wizard, that was the Bane of the Normal Players.

     

    My roommate figured out the I was the Wizard just before I revealed it to them

     

    It was great when they came across their superheroes in their normal world.

     

    A.

  2. Re: Healing Champions

     

    Have you ever had players try to stretch for reason that they would have a power, even if the character concept does not support it?

    ...snip...

    My question is (I know, I know, finally) how essential is someone that heals in your Champions campaigns.

     

     

    I don’t disallow healing, but I discourage it

    I permit Regeneration, but like it to take longer then 1Body / Turn.

     

    I Don’t like regeneration usable on other at all.

     

    I’ve had some players with the Cosmic Power Pools that have said. “I “Could†heal them all easily.†And I would say, “Do you want to be know as the hero who can cure everyone of every disease. Cure Injuries with the touch of your hand. Who could bring the dead back to life?â€

     

    All but one player has thought about it and come back with “No, not really.â€

     

    The one who said. “Yes.†Ended his run with me with hundreds of thousands of people flocking to him to get healed.

     

    So I don’t disallow healing, but I discourage it.

     

    The Hero System is not that combat deadly that it requires Clerics.

     

     

    Just my dime.

     

    A.

  3. Re: Does your character blog?

     

    Argus – Built his own AI and has his own Robotics Company, he doesn’t have the time.

     

    Sir John tried to use a computer once. It didn’t go very well. There was an error with the network demon and Sir John killed the machine before LINIX could escape the box that was holding him.

     

    Avian wouldn’t do it; it’s just too weird.

     

    Captain Death feels “That if he can’t Punch it, Eat it or Kiss it. Then there just isn’t a use for it.â€

     

    Chameleon tried it once but got involved with a crazy lady in Iowa who just wouldn’t leave him alone.

  4. AuroraAuroraPlayer:

    Val Char Cost
    15 STR 5
    26 DEX 48
    28 CON 36
    15 BODY 10
    18 INT 8
    18 EGO 16
    20 PRE 10
    16 COM 3
    17/22 PD 5
    17/22 ED 2
    6 SPD 24
    9 REC 0
    56 END 0
    37 STUN 0
    6" RUN02" SWIM03" LEAP0Characteristics Cost: 167
    Cost Power END
    7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1
    50 Flight 25" 5
    10 Aurora Shield: FF (5 PD/5 ED) 1
    50 Aurora Powers: Multipower, 50-point reserve
    5u 1) Aurora Blast: EB 10d6 (50 Active Points) 5
    5u 2) Aurora Bonds: Entangle 5d6, 5 DEF (50 Active Points) 5
    5u 3) Aurora Light: Sight and Radio Groups Flash 4d6, Area Of Effect (3" Radius; +1) (50 Active Points) 5
    Powers Cost: 132
    Cost Skill
    3 Acrobatics 14-
    3 Breakfall 14-
    20 +2 Overall
    15 +3 with DCV
    16 +2 with All Combat
    9 +3 Flight maneuvers
    3 Mechanics 13-
    3 Oratory 13-
    3 Paramedics 13-
    3 Tactics 13-
    3 Teamwork 14-
    Skills Cost: 81
    Cost Talent
    3 Absolute Range Sense
    3 Bump Of Direction
    18 Combat Luck (9 PD/9 ED)
    Talents Cost: 24
    Val Disadvantages
    20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
    20 Psychological Limitation: Code Versus Killing Common, Total
    25 Hunted: The Brotherhood 14- (As Pow, NCI, Capture)
    20 Psychological Limitation: Protect the Innocent (Very Common, Strong)
    15 Reputation: Always keeps his word, 14-
    25 Hunted: Humans for Humanity 11- (Mo Pow, NCI, Capture)
    10 Distinctive Features: META Gene (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    15 Vulnerability: 1 1/2 x STUN Gas Based Attacks (Very Common)
    Disadvantage Points: 150

    Base Points: 200Experience Required: 54Total Experience Available: 54Experience Unspent: 0Total Character Cost: 404

    Height: 1.75 m Hair: Blue
    Weight: 75.00 kg Eyes: Brown
    Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: 
  5. UnityUnityPlayer:

    Val Char Cost
    15 STR 5
    23 DEX 39
    25 CON 30
    13 BODY 6
    15 INT 5
    18 EGO 16
    15 PRE 5
    18 COM 4
    12/20 PD 9
    12/20 ED 7
    5 SPD 17
    8 REC 0
    50 END 0
    34 STUN 0
    6" RUN02" SWIM03" LEAP0Characteristics Cost: 143
    Cost Power END
    49 Flight 22", x4 Noncombat 5
    24 Armor (8 PD/8 ED) 0
    7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1
    9 Mental Defense (13 points total) 0
    Powers Cost: 89
    Cost Martial Arts Maneuver
    12 +3 HTH Damage Class(es)
    3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 8d6 Strike
    5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
    5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
    3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 6d6 +v/5 Strike; You Fall, Target Falls; FMove
    5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 6d6 +v/5; Target Falls; FMove
    5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on; FMove
    4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND
    Martial Arts Cost: 42
    Cost Skill
    3 Teamwork 14-
    3 Tactics 12-
    3 Streetwise 12-
    3 Shadowing 12-
    3 Persuasion 12-
    3 Oratory 12-
    2 Navigation (Air) 12-
    3 Interrogation 12-
    3 Forensic Medicine 12-
    10 Defense Maneuver I-IV
    16 +2 with All Combat
    10 +2 with DCV
    10 +2 with HTH Combat
    3 Bureaucratics 12-
    Skills Cost: 75
    Cost Perk
    18 Reputation - Tough Superhero (A large group) 14-, +6/+6d6
    Perks Cost: 18
    Cost Talent
    3 Bump Of Direction
    30 Combat Sense (Discriminatory, Rapid (x10)) 19-
    Talents Cost: 33
    Val Disadvantages
    20 Psychological Limitation: Code Versus Killing Common, Total
    20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
    25 Hunted: The Brotherhood 14- (As Pow, NCI, Harshly Punish)
    25 Hunted: Humans for Humanity 11- (Mo Pow, NCI, Harshly Punish)
    20 Psychological Limitation: Showoff (Very Common, Strong)
    10 Distinctive Features: META Gene (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    10 Distinctive Features: Wings (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    20 DNPC - Girl Friend: Sally Fields 14- (Normal)
    Disadvantage Points: 150

    Base Points: 200Experience Required: 50Total Experience Available: 50Experience Unspent: 0Total Character Cost: 400

    Height: 1.84 m Hair: Blond
    Weight: 90.00 kg Eyes: Blue
    Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: 
  6. PenumbraPenumbraPlayer:

    Val Char Cost
    65 STR 55
    23 DEX 39
    35 CON 50
    25 BODY 30
    14 INT 4
    12 EGO 4
    25 PRE 15
    16 COM 3
    15/25 PD 2
    15/25 ED 8
    4 SPD 7
    20 REC 0
    70 END 0
    76 STUN 0
    6" RUN02" SWIM013" LEAP0Characteristics Cost: 217
    Cost Power END
    30 Armor (10 PD/10 ED) 0
    30 Flight 15" 3
    10 Physical Damage Reduction, 25% 0
    10 Energy Damage Reduction, 25% 0
    6 +4 versus Range Modifier for Sight Group 0
    30 Drain STR 3d6 3
    7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1
    Powers Cost: 123
    Cost Skill
    3 Conversation 14-
    3 Combat Piloting 14-
    3 TF: Combat Aircraft, Helicopters, Large Planes, Small Planes
    3 Navigation (Air, Land) 12-
    3 Mechanics 12-
    2 Gambling (Card Games) 12-
    3 Cryptography 12-
    4 Language: German (idiomatic)
    3 Paramedics 12-
    3 Teamwork 14-
    3 Tactics 12-
    10 Survival (Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 12-
    10 +5 with any single attack - Grabs
    10 +2 with DCV
    3 +1 Flight maneuvers
    Skills Cost: 66
    Cost Perk
    18 Reputation - Super Hero (A large group) 14-, +6/+6d6
    Perks Cost: 18
    Cost Talent
    3 Bump Of Direction
    24 Hotshot Pilot
    3 Lightning Calculator
    3 Absolute Range Sense
    Talents Cost: 33
    Val Disadvantages
    20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
    20 Psychological Limitation: Code Versus Killing Common, Total
    25 Hunted: The Brotherhood 14- (As Pow, NCI, Harshly Punish)
    25 Hunted: Humans For Humanity 14- (As Pow, NCI, Harshly Punish)
    20 Psychological Limitation: Super Patriort (Very Common, Strong)
    30 Vulnerability: 2 x BODY Magical Powers (Very Common)
    10 Distinctive Features: META Gene (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    Disadvantage Points: 150

    Base Points: 200Experience Required: 107Total Experience Available: 107Experience Unspent: 0Total Character Cost: 457

    Height: 2.00 m Hair: Black
    Weight: 100.00 kg Eyes: Blue
    Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: 
  7. RaptorRaptorPlayer:

    Val Char Cost
    25 STR 15
    33 DEX 69
    28 CON 36
    13 BODY 6
    18 INT 8
    20 EGO 20
    25 PRE 15
    28 COM 9
    15/27 PD 10
    15/27 ED 9
    7 SPD 27
    11 REC 0
    56 END 0
    40 STUN 0
    6" RUN02" SWIM05" LEAP0Characteristics Cost: 224
    Cost Power END
    2 LS (Safe in Intense Cold) 0
    55 Flight 25", x4 Noncombat 5
    5 IR Perception (Sight Group) 0
    12 Mental Defense (16 points total) 0
    36 Armor (12 PD/12 ED) 0
    Powers Cost: 110
    Cost Martial Arts Maneuver
    5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2 1/2d6 , Disable
    5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 9d6 +v/5; FMove
    5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 9d6 +v/5; Target Falls; FMove
    4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike
    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 13d6 Strike
    4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND
    16 +4 HTH Damage Class(es)
    Martial Arts Cost: 48
    Cost Skill
    3 Deduction 13-
    10 Defense Maneuver I-IV
    4 Computer Programming (Computer Networks, Personal Computers) 13-
    10 +2 with DCV
    16 +2 with All Combat
    10 +2 Martial Arts
    3 Persuasion 14-
    3 Paramedics 13-
    3 Teamwork 16-
    3 Tactics 13-
    Skills Cost: 65
    Cost Talent
    3 Absolute Time Sense
    Talents Cost: 3
    Val Disadvantages
    25 Social Limitation: Public Identity (Many Enemies) (Very Frequently, Severe)
    20 Psychological Limitation: Code Versus Killing Common, Total
    25 Hunted: The Brotherhood 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    25 Hunted: Humans For Humanity 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    20 Psychological Limitation: Protect the Innocent (Very Common, Strong)
    15 Reputation: Hurts People who Hurt Children, 14-
    20 Distinctive Features: Large Wings (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    Disadvantage Points: 150

    Base Points: 200Experience Required: 100Total Experience Available: 100Experience Unspent: 0Total Character Cost: 450

    Height: 1.72 m Hair: Brown
    Weight: 55.00 kg Eyes: Brown
    Appearance: Personality: Helen fights to protect children and will hurt anyone who endangers a child while she is around.Quote:You saw Jurassic Park. You know what a Raptor can do.Background: The Daughter of Superhero Avian and the Super Villain Valkyrie, Helen was born and sent to live with her Aunt Mary Kent for her own protection. She inherited her father’s wings and her mothers’ love of fighting and by the time she was 15 there was no denying her heritage. Helen tried the Villain route for awhile but when she found her “Boss†was selling drugs to Elementary school students she broke both his arms and turned him over to the police.

    She joined the Avery awhile later and is taking combat lessons for Justice and the others. She is a team player, if a little over zealous at times.

    Powers/Tactics: Raptor does Pass byes to knock people down an give her team mates the chance to pile on them. She likes to go toe to toe with bricks and loves a real good fight.Campaign Use: 
  8. Fire HawkFire Hawk Player:

    Val Char Cost
    20 STR 10
    23 DEX 39
    20 CON 20
    16 BODY 12
    18 INT 8
    23 EGO 26
    20 PRE 10
    18 COM 4
    8/18 PD 4
    8/18 ED 4
    5 SPD 17
    10 REC 4
    40 END 0
    40 STUN 4
    6" RUN02" SWIM04" LEAP0Characteristics Cost: 162
    Cost Power END
    15 With Hawk: Mind Link , One Specific Mind, No LOS Needed 0
    27 Flight 20" (40 Active Points); OIF (Wings; -1/2) 4
    8 Gliding 12" (12 Active Points); OIF (Wings; -1/2) 0
    5 Nightvision 0
    8 +5 versus Range Modifier for Sight Group 0
    5 IR Perception (Sight Group) 0
    5 UV Perception (Sight Group) 0
    20 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 0
    15 Mental Defense (20 points total) 0
    15 Sight Group Flash Defense (15 points) 0
    7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1
    37 Mental Power: Multipower, 55-point reserve, (55 Active Points); all slots Activation Roll 14- (Unreliable; -1/2)
    3u 1) Ego Attack 5d6 (50 Active Points); Activation Roll 14- (Unreliable; -1/2) 5
    4u 2) Telepathy 11d6 (55 Active Points); Activation Roll 14- (Unreliable; -1/2) 5
    3u 3) Pryotelekinisis: RKA 2d6, BOECV (Standard Defenses apply; +1), Range Modifiers Apply (-1/4) (52 Active Points); Activation Roll 14- (Unreliable; -1/2) 5
    Powers Cost: 177
    Cost Skill
    10 Animal Handler (Birds) 17-
    15 +3 with Flight maneuvers
    3 Conversation 13-
    3 Deduction 13-
    3 Electronics 13-
    3 Inventor 13-
    2 Navigation (Air) 13-
    3 Shadowing 13-
    3 Stealth 14-
    3 Tactics 13-
    3 Teamwork 14-
    3 Tracking 13-
    3 Lipreading 13-
    3 Lockpicking 14-
    3 Mechanics 13-
    Skills Cost: 63
    Cost Perk
    15 Follower
    Perks Cost: 15
    Cost Talent
    3 Bump Of Direction
    30 Danger Sense (self only, any danger, Function as a Sense) 16-
    Talents Cost: 33
    Val Disadvantages
    20 Psychological Limitation: Code Versus Killing Common, Total
    20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
    30 Hunted: The Brotherhood 14- (Mo Pow, NCI, Harshly Punish)
    30 Hunted: Humans for Humanity 14- (Mo Pow, NCI, Harshly Punish)
    20 Psychological Limitation: Protect the innocents (Very Common, Strong)
    10 Distinctive Features: META Gene (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    20 Reputation: Causes Fires, 14- (Extreme)
    Disadvantage Points: 150

    Base Points: 200Experience Required: 100Total Experience Available: 100Experience Unspent: 0Total Character Cost: 450

    Height: 1.55 m Hair: Brown
    Weight: 50.00 kg Eyes: Brown
    Appearance: Personality: Fran fights to help out the people who have no one to look for them.Quote:Justice lookout there’s three more around back.Background: Francine Drake new she was a META human for a long time. She was stronger and more agile then she appeared and was smarter then her classmates. She had great eyesight and a fondness for birds that birds seemed to for her.

     

    Fran never gave any thought to dressing up and trying the Superhero thing until one day when she saw a busload of children caught in the crossfire of two Super Villains who were trying to rob the same bank.

    After releasing a blast of Psyche Energy that drove one of the villains away but when she tried it on the other villain it didn’t work at all.

     

    Later Fran invented her flying wings and set out to patrol for Criminal and she would then go inform people who could do the fighting.

     

    This is how she came into contact with Justice. Justice liked her abilities and has recruited her into the Avery.

    Powers/Tactics: Fran is the look out Mental Back-up she stays far away from everyone else and uses her mental powers to take down Villains. She has a "Friend" named Red Wing who she is able to speak to through their Mind Link Campaign Use: 
  9. Re: JusticeFallen AngelPlayer:

    Val Char Cost
    15 STR 5
    29 DEX 57
    30 CON 40
    18 BODY 16
    13 INT 3
    20 EGO 20
    20 PRE 10
    16 COM 3
    15/30 PD 12
    15/30 ED 9
    6 SPD 21
    10 REC 2
    60 END 0
    41 STUN 0
    6" RUN02" SWIM03" LEAP0Characteristics Cost: 198
    Cost Power END
    15 Fire Powers: Elemental Control, 30-point powers
    15 1) FF (15 PD/15 ED) (30 Active Points) 3
    15 2) Flight 15" (30 Active Points) 3
    6 3) Sight Group and Radar Images 1" radius, +/-5 to PER Rolls (30 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Large Fiery Bird; -1 1/2) 3
    75 Multipower, 75-point reserve
    7u 1) Sight Group Flash 7d6, Area Of Effect (4" Radius; +1) (70 Active Points) 7
    7u 2) EB 15d6 (75 Active Points) 7
    7u 3) EB 10d6, Armor Piercing (+1/2) (75 Active Points) 7
    7u 4) EB 10d6, Explosion (+1/2) (75 Active Points) 7
    7u 5) EB 10d6, Affects Desolidified Any form of Desolidification (+1/2) (75 Active Points) 7
    7u 6) EB 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points) 0
    7u 7) RKA 5d6-1 (70 Active Points) 7
    10 Lack Of Weakness (-10) for Mental Defense 0
    11 Mental Defense (15 points total) 0
    15 Power Defense (15 points) 0
    7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1
    Powers Cost: 218
    Cost Skill
    3 Combat Piloting 15-
    6 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers) 12-
    3 Criminology 12-
    3 Cryptography 12-
    3 Disguise 12-
    3 Tactics 12-
    3 Teamwork 15-
    10 +2 with Ranged Combat
    Skills Cost: 34
    Val Disadvantages
    20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
    20 Psychological Limitation: Code Versus Killing Common, Total
    25 Hunted: The Brotherhood 14- (As Pow, NCI, Harshly Punish)
    25 Hunted: Humans For Humanity 14- (As Pow, NCI, Harshly Punish)
    20 Psychological Limitation: Overconfidance (Very Common, Strong)
    15 Physical Limitation: No Memory (Frequently, Greatly Impairing)
    15 Vulnerability: 1 1/2 x STUN Magical Attacks (Very Common)
    5 Unluck: 1d6
    5 Money: Poor
    Disadvantage Points: 150

    Base Points: 200Experience Required: 100Total Experience Available: 100Experience Unspent: 0Total Character Cost: 450

    Height: 1.83 m Hair: Red
    Weight: 91.00 kg Eyes: Green
    Appearance: Personality: Mike has a strong sense of right and wrong and has an almost compulsion to fight for the good guy. He was selected by Justice to join the Avery and feels at home with his teammates.Quote:No I’m Fallen Angel not FirewingBackground: Not much is know about the hero who calls himself Fallen Angel, even by himself. He woke up on the sore of the ocean. Dripping wet and no knowledge of his name or anything else. He was taken to a hospital where test where run on him and he came up negative on the META Scanner. He took the name Michael because it sounded right and Sears after a store he saw on the way to the hospital.

     

    He became aware of his powers later when he stopped a bank robbery.

    He tried a few names, Phoenix, Fire Bird, Firewing, but none of them felt right, it wasn’t until he decided on the name Fallen Angel did he begin to feel like a superhero.

    Powers/Tactics: Fallen Angel is an Ariel Combatant who uses his attacks to disable Villains or Groups of agents.Campaign Use: 
  10. JusticeJusticePlayer:

    Val Char Cost
    30 STR 20
    28 DEX 54
    30 CON 40
    20 BODY 20
    18 INT 8
    18 EGO 16
    25 PRE 15
    16 COM 3
    12/31 PD 6
    12/31 ED 6
    6 SPD 22
    12 REC 0
    60 END 0
    50 STUN 0
    6" RUN02" SWIM06" LEAP0Characteristics Cost: 210
    Cost Power END
    7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1
    15 Questionite Shield: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); OAF Unbreakable (Shield; -1) 0
    9 Armor (7 PD/7 ED), Limited Range (+1/4), Usable By Other (Can defend others with Shield; +1/4) (31 Active Points); Activation Roll 11- (-1), OAF Unbreakable (Shield; -1), Conditional Power Power does not work in Common Circumstances (Must be aware of Attack/ Not vs KNB; -1/2) 3
    29 Chain Armor: Armor (12 PD/12 ED) (36 Active Points); IIF (Chain Mail Suit; -1/4) 0
    31 Flight 18", Position Shift, x4 Noncombat (46 Active Points); OIF (Wings; -1/2) 5
    7 Mental Defense (11 points total) 0
    Powers Cost: 98
    Cost Martial Arts Maneuver
    4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 11d6 Strike, Must Follow Block
    5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
    5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 9d6 +v/5; FMove
    5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 9d6 +v/5; Target Falls; FMove
    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 13d6 Strike
    4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
    12 +3 HTH Damage Class(es)
    Martial Arts Cost: 40
    Cost Skill
    3 Acrobatics 15-
    3 Breakfall 15-
    14 +7 with any single attack
    15 +3 with HTH Combat
    10 +2 with DCV
    8 Computer Programming (Computer Networks, Hacking and Computer Security, Mainframes and Supercomputers, Military Computers) 13-
    3 Concealment 13-
    3 Bureaucratics 14-
    3 Deduction 13-
    10 Defense Maneuver I-IV
    3 Forensic Medicine 13-
    3 High Society 14-
    3 Interrogation 14-
    3 Oratory 14-
    3 Paramedics 13-
    3 Tactics 13-
    3 Teamwork 15-
    Skills Cost: 93
    Cost Perk
    9 Reputation (A large group) 14-, +3/+3d6
    Perks Cost: 9
    Val Disadvantages
    20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
    10 Hunted: Enemy Spies 11- (Less Pow, Capture)
    20 Psychological Limitation: Code Versus Killing Common, Total
    20 Psychological Limitation: Super Patriot (Very Common, Strong)
    20 Social Limitation: Subject to Orders / US Government Very Frequently (14-), Major
    10 Distinctive Features: META Gene (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    25 Hunted: The Brotherhood 14- (As Pow, NCI, Harshly Punish)
    25 Hunted: Humans for Humanity 14- (As Pow, NCI, Harshly Punish)
    Disadvantage Points: 150

    Base Points: 200Experience Required: 100Total Experience Available: 100Experience Unspent: 0Total Character Cost: 450

    Height: 2.00 m Hair: Brown
    Weight: 100.00 kg Eyes: Blue
    Appearance: Personality: Jack is in the Superhero business for two reasons. First he is a Patriot. Second he feels he has an obligation to help those weaker then himQuote:Don’t worry Ma’am I’m here to help you.Background: Jack Burton was born with two small nodules on his back that the doctors feared removing because it look like they were wired into his spinal cord. When he reached the age of 14 Jack learned that he could expand the nodules and they became large white wings.

     

    Jack joined the US Army young in life and later joined a secret group inside the Army to become on of they Army’s Super Soldier.

     

    In 2000 when a UN Resolution that for bided the use of META Human teams by any government in their Armed Forces cause Jack to Retire from the Army. Officially Jack has nothing to do with the Army and The Avery is not part of the government. Unofficially Jack is a Major in the US Army and the Avery performs missions for the government.

    Powers/Tactics: Jack is a Hand to Hand Fighter. He will use his Half phase Missile Deflecting or Using Defense Maneuvers as he picks out his target. He uses his shield to protect others that are around him. He will try to knock down target to allow other to hit them while they are down.Campaign Use: 
  11. I call this group The Avery, there are 7 members Justice, Fallen Angel, Fire Hawk, Raptor, Penumbra, Aurora and Unity.

     

    The JPG files are ones I’ve picked up here and there over the years and are not my drawings

     

    Please take a look and let me know what you think. I’m posting the HDT Files and the JPG files.

     

    The first four have their backgrounds started the next three I'm still working out.

     

    Let me know what you think.

     

    A.

  12. Re: Okay, Who's yer favorite Icon?

     

    Overall

    The Thing because he fights to the end and never gives up. He has real limitations and has been written well over the years.

     

    Marvel.

    Cyclops – He’s a leader.

     

    DC Comics

    Nightwing – He’s Robin all grown up and better adjusted then Batman.

  13. Re: WWYCD? #105: SuperWeapons & Tactics the Movie

     

    Argus, Sir John, Captain Death, and Chameleon would take all the PRIMUS guards as we could get and make a big show of loading up a C5A Galaxy with a very large Lead lined box with Cryogenic attachments.

    Everyone would be wearing PSI Protection Helmets (30 Mental Defense 3xHarden Resistant.) And we would fly off to Stronghold. They are the decoys.

     

    Avian and Force the Unstoppable would take a very small box and fly into space. When they reach geo-synchronal orbit over Stronghold they would come down like a meteorite and drop of their package a 6†tall Villain in a Box.

  14. Re: How to kill a PC?

     

    Nukes.

    Laser Satellites.

    Rocket them into the Sun.

    Dimensional Rifts.

    Anti Mater.

     

    The best way I found to kill a PC or even to Kill one of my characters is “Self Sacrifice.â€

    Give them something to die for.

     

    A.

  15. Re: Build This Power

     

    I have a player who wants to be able to bring a more powerful version of them from the future to fight battles with Super Villains in the present. The player will also sometimes get pulled from the present to fight villains in the past.

     

    I’ve built it using Duplication. Is there any other way you would build it?

     

    A.

  16. Re: Build This Power

     

    First Power.

     

    I’ve built this power over and over again in the 20 years I’ve been playing Champions.

     

    Energy Attack.

     

    The Hero can use this instantly at full power but if he wants to use them at a lower power setting he has to take his time and concentrate. Sometimes the power can accidentally go off. The power can be used at range against 1 person or on everyone within 20 feet of the Hero.

     

    A.

  17. I’m going to post a description of a power. I would like to see how many different ways of building it people come up with.

     

    Simple rules.

    Keep the power under 100 point’s base.

    Unless stated in the description – No Focuses, No OIHI and No Charges.

     

    Multi powers and Elemental Controls are fine.

    A.

  18. Re: PLEASE ! No more 'What would your character do ?' threads

     

    Posters who are still posting those threads are not bad in any way' date=' just for disagreeing with the opinions of you all. Until a moderator enforces this you cannot expect to stinkeye people into doing what you want, even if it is the voice of many that want the particular thing. I might later today post one of these threads if I come up with a good idea, and it's just as legitimate as any other thread on this board. There is nothing wrong, and I would not be being a "bad poster" or malignant member of the community to do so. Just because multiple people are against doesnt mean that can be the majority rule. Until there is an official sanction I say that bullying people who put these on on this thread, which is far more purpose-less than any of those consistitutes trolling.[/quote']

     

     

    He's Right.

  19. Re: Great moments in RPG history

     

    Back when I was playing Champions 3rd Edition (Around 1987 – 88). There was a big fight between the Hero Group (250 pt characters), we didn’t have a name as of yet, and a home brew villain group called “The Destroyers.â€

     

    The fight was taking place on top of the World Trade Center, Tower 1. The Destroyers planted a nuclear device and were trying to teleport out. We were trying to stop them and disarm the device.

     

    One of the other player characters was playing a character called Quartz who turned his body to stone. He had martial arts, acrobatics and 2d6 Luck also, but no flight or any other kind of movement powers.

     

    During the fight Quartz is knocked off the building and begins falling to his death. None of the other characters could catch him, or even go after him because we were fighting for our lives.

     

    The fight goes on for a few more rounds and we are holding our own when the GM says, “It’s about time for Quartz to hit the ground. Roll your luck.â€

     

    He did and rolled 2 six’s.

     

    The GM says. “Good, roll you acrobatics.â€

     

    He did and got 3 one’s.

     

    We just about fell out of our seats.

     

    The GM says. “Well after you slid down the glass of the building, slowing your momentum, you flip in the air and land on your feet at the door of the building. Taking no damage, what do you do.â€

     

    Quartz runs into the building and yells. “Hold that Elevator!â€

     

     

    At the end of the fight as The Destroyers were getting away on their teleport pad, and the rest of us were stunned or knocked out. Quartz comes running in grabs the Nuke and tosses it on the pad with the villains.

     

     

    That was a great moment in gaming.

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