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Argus

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Posts posted by Argus

  1. Re: Character Posting Game: Restart

     

    Silver Tongue

     

    Player:

     

    Val Char Cost
    12 STR 2
    14 DEX 12
    17 CON 14
    13 BODY 6
    18 INT 8
    20 EGO 20
    20 PRE 10
    12 COM 1
    12 PD 4
    12 ED 3
    3 SPD 6
    7 REC 4
    34 END 0
    30 STUN 2
    6" RUN02" SWIM02" LEAP0Characteristics Cost: 92

     

    Cost Power END
    15 Talk the Talk Powers of Persuasion: Elemental Control, 30-point powers
    7 1) I know how you feel : Telepathy 6d6 (30 Active Points); Receive Only (-1/2), Empathy All Emotions (-1/2) 3
    35 2) Let me help you make you Rich: Mind Control 6d6, Telepathic (+1/4), Invisible Power Effects (Fully Invisible; +1) (67 Active Points); Set Effect (-1/2) 7
    10 Break Down your will: Find Weakness To Mental Defense 11- (Related Group of Attacks) (20 Active Points); Does Not Apply Against Certain Types Of Defenses Affects One Type Of Defense (-1)
    20 Aid: Presance 2d6, Can Add Maximum Of 20 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (30 Active Points); Self Only (-1/2)
    30 I'm not impressed: +30 Mental Defense (34 points total)
    Powers Cost: 117

     

     

    Cost Skill
    3 Bureaucratics 13-
    3 Conversation 13-
    3 Deduction 13-
    8 Gambling (Card Games, Dice Games, Roulette, Sports Betting) 13-
    3 High Society 13-
    3 Interrogation 13-
    3 Lockpicking 12-
    3 Oratory 13-
    3 Mimicry 13-
    3 Persuasion 13-
    4 PS: Agent Scout (PRE-based) 14-
    3 Seduction 13-
    3 Streetwise 13-
    3 Trading 13-
    15 +3 with a group of similar Skills
    Skills Cost: 63

     

    Cost Perk
    3 Fringe Benefit: International Driver's License, License to practice a profession, Passport
    Perks Cost: 3

     

    Cost Talent
    12 Combat Luck (6 PD/6 ED)
    27 Danger Sense (Function as a Sense, Sensitivity: Any Danger) 13-
    Talents Cost: 39

     

     

    Total Character Cost: 314

     

    Val Disadvantages
    20 Normal Characteristic Maxima
    10 Reputation: Seedy Manager 11-
    10 Unluck: 2d6 - Just when things started looking good
    15 Psychological Limitation: Ruthless Pursuit of Desire (Very Common; Moderate)
    20 Psychological Limitation: Code Versus Killing Common, Total
    25 Dependent NPC: Current Band under his Wing 11- (Normal; Group DNPC: x4 DNPCs)

    Disadvantage Points: 100

     

    Base Points: 200

    Experience Required: 14

    Total Experience Available: 14

    Experience Unspent: 0

     

    Jack "Silver Tongue" Russell

     

    It was said the Jack Russell could talk the Baker out of his last loaf of bread and then sell it back to him. It suited Jack that people knew him and respected his ability to close a deal.

     

    CHUZZWAZZER was a third-rate garage band and He got them the Opening spot on the concert of the year. It took a lot of talking but it was by his shear willpower that it happened.

     

    Then that damned Aborigine showed up at his office telling him he had to stop the concert, something about a mystical convergence of some kind.

     

    He ignored the old man and made promises he didn’t intend on keeping. Then the night of “The Concert†came along and His Band was warming up on stage when all Hell broke loose. The old man was back and he brought some friends with him. The guards tried to stop him but they plowed right through them.

     

    The lead singer got up to the mic and shouted “Hello OUTBACK†and Jack saw the old man point a walking staff at the kid.

     

    Jack knew his meal ticket was in danger so he ran out on the stage to protect his investment when the stage exploded around him.

     

    Jack had a faint memory of seeing giant spiders trying to break down a barrier of energy and then the lights went out.

     

    He awoke to find he had changed, he knows things, he feels things, and he can convince people to do things. The lead singer of CHUZZWAZZER was taken away somewhere and Jack is not looking for a new meal ticket to take to the top.

     

     

    -- Challange -- Create the Aborigine Witch Doctor

  2. Re: Tennis Anyone

     

    well i did say hero but ill accept it

     

    Oh that’s easy,

     

    A little change of the story … After barely beating the demon Mac accepted his fate knowing that his sister would be saved.

     

    But the demon wasn’t true to his word and took Sharon’s soul first. When he tried to take Mac’s soul an unknown power interfered with the possession and the demon was cast out.

     

    Mac’s was somehow imbued with Demon like powers which he use to fight the evil that stalks the night.

     

    Driven by the torment he fears his sister’s soul is undergoing Mac endlessly tries to find a way to release her from her imprisonment.

     

    Change

     

    Psychological Limitation: No concept of good and evil (Very Common; Strong)*

    To Code vs Killing.

     

    Hunted: Super Hero Group 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence)*

    Hunted: Super Villain Group 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence)*

     

    Vulnerability: 2 x STUN Holy Magic (Uncommon)

    Vulnerability: 2 x STUN Dark Magic (Uncommon)

     

    Susceptibility 3d6 damage Holy Water

    Always Hunting for a way to rescue Sister

  3. Tennis Anyone

     

    30 - Lov

     

    Player:

     

    Val** Char*** Cost
    15** STR 5
    20** DEX 30
    16** CON 12
    13** BODY 6
    18** INT 8
    18** EGO 16
    15** PRE 5
    18** COM 4
    *
    14/19** PD 5
    14/19** ED 5
    4** SPD 10
    6** REC 0
    32** END 0
    29** STUN 0
    *6"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 106

     

    Cost** Power END
    50** Tennis Racket: Multipower, 50-point reserve [Notes: Mystic Tennis Racket created by the Demon]*
    3u** 1) Hand-To-Hand Attack +10d6 (50 Active Points); Hand-To-Hand Attack (-1/2)* 5
    5u** 2) Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points)*
    40** Tennis Balls : Multipower, 50-point reserve, all slots: (50 Active Points); 12 Charges (-1/4)*
    5u** 1) Hellfire Ball: Energy Blast 10d6 (vs. ED) (50 Active Points)*
    4u** 2) Bale Fire Ball: Killing Attack - Ranged 3d6 (vs. ED) (45 Active Points)*
    5u** 3) Black Tentacle Ball: Entangle 5d6, 5 DEF (50 Active Points)*
    4u** 4) Demon Weekness Ball: Drain Strenght 3d6, Ranged (+1/2) (45 Active Points)*
    5u** 5) Smokes of Hell Ball: Energy Blast 5d6 (vs. ED), No Normal Defense Standard (+1) (50 Active Points)*
    15** Demon Toughness: Armor (5 PD/5 ED)*
    Powers Cost: 136

     

     

    Cost** Skill
    3** Acrobatics 13-*
    3** Breakfall 13-*
    3** KS: Tennis (INT-based) 13-*
    15** +3 with Ranged Combat*
    3** Stealth 13-*
    Skills Cost: 27

     

    Cost** Perk
    5** Money: Well Off*
    Perks Cost: 5

     

    Cost** Talent
    12** Combat Luck (6 PD/6 ED)*
    Talents Cost: 12

     

     

    Total Character Cost: 286

     

    Val** Disadvantages
    20** Normal Characteristic Maxima*
    20** Hunted: Super Hero Group 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence)*
    20** Psychological Limitation: No concept of good and evil (Very Common; Strong)*
    20** Distinctive Features: Horns and Scales (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)*
    10** Vulnerability: 2 x STUN Holy Magic (Uncommon)*
    15** Susceptibility: Holy Water 3d6 damage, Instant (Uncommon)*

    Disadvantage Points: 105

     

    Base Points: 150

    Experience Required: 31

    Total Experience Available: 31

    Experience Unspent: 0

     

     

    Born to a wealthy family Mac lived a life of leisure, spending his days doing the one thing he really loved, playing tennis. Mac was very good at it and became very well know on the junior circuit.

     

    The only thing Mac loved more then tennis was his older sister Sharon.

     

    Unknown to Mac the family fortune was acquired through a deal made with a demon twenty-five years ago, and on Sharon’s 18th birthday the demon got Sharon’s Soul.

     

    The night Sharon turned 18 the demon appeared to claim her soul, Mac interfered and challenged the demon to a game of tennis for her soul. The demon agreed on the condition: win or lose Mac’s soul was forfeited.

     

    It wasn’t much of a game, Mac being only 16 lost easily to the demon. The demon claimed his and his sister’s soul.

     

    Now in the possession of Mac’s soul the demon goes out and performs heinous acts of violence and carnage.

     

     

    Challange: Build me The Thunder from Down Under.

  4. Re: Character Posting Game: Restart

     

    The Tinker

     

    Player:

     

    Val** Char*** Cost
    13** STR 3
    16** DEX 18
    15** CON 10
    13** BODY 6
    18** INT 8
    13** EGO 6
    15** PRE 5
    10** COM 0
    *
    6** PD 3
    6** ED 3
    3** SPD 4
    6** REC 0
    30** END 0
    28** STUN 0
    *6"**RUN02"**SWIM02 1/2"**LEAP0Characteristics Cost: 66

     

    Cost** Power END
    53** Variable Power Pool (Gadget Pool), 40 base + 13 control cost (60 Active Points); VPP Can Only Be Changed Between Adventures (-1/2)*
    ** Inventions Of Great Interest *
    3** 1) Cushion Armor Padding. : Physical Damage Reduction, 25% (10 Active Points); Independent (-2), Armor Weight Half Mass (-1/2), Real Armor (-1/4) [Notes: This Padding is worn under armor and provides a cushioning to the damage done by blows. Does Nothing against Arrows, Bolts or other piercing weapons.]*
    7** 2) Bottle of Smoke.: Darkness to Sight Group 4" radius (40 Active Points); 1 Continuing Charges lasting 5 Minutes each which Never Recover (-2 3/4), Independent (-2) [Notes: Pull the stopper and the Air mixes with the chemicals inside and creates smoke. The smoke will last for 5 minutes or until it is blown away.]*
    8** 3) Bang Sticks: Energy Blast 8d6 (vs. ED) (40 Active Points); Independent (-2), 8 Recoverable Charges which Recover every 1 Month (-1), Requires A Skill Alchemy Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points -1)*
    Powers Cost: 71

     

    Cost** Martial Arts Maneuver
    ** Staff Combat Tricks*
    4** 1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
    3** 2) Takedown: 1/2 Phase, +1 OCV, +1 DCV, Weapon Strike; Target Falls*
    4** 3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike*
    3** 4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, Weapon +1 DC Strike, Target Falls*
    Martial Arts Cost: 14

     

    Cost** Skill
    9** Inventor 16-*
    3** Lockpicking 12-*
    3** Mechanics 13-*
    3** Streetwise 12-*
    1** WF: Staffs*
    3** Demolitions 13-*
    3** Concealment 13-*
    3** Scientist*
    5** 1) SS Alchemy: Alchemy (INT-based) (6 Active Points) 16-*
    2** 2) SS: Chemistry (INT-based) (3 Active Points) 13-*
    2** 3) SS: Mathematics (INT-based) (3 Active Points) 13-*
    2** 4) SS: Metallurgy (INT-based) (3 Active Points) 13-*
    2** 5) SS: Hydrology (INT-based) (3 Active Points) 13-*
    Skills Cost: 41

     

     

    Cost** Talent
    3** Absolute Time Sense*
    5** Eidetic Memory*
    Talents Cost: 8

     

     

    Total Character Cost: 200

     

    Val** Disadvantages
    0** Normal Characteristic Maxima*
    20** Hunted: The Church 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)*
    15** Psychological Limitation: Curious about new things. (Common; Strong)*
    10** Reputation: Can fix any thing. 11-*
    5** Money: Poor*
    20** Social Limitation: Born to the Lower Class (Very Frequently; Major)*
    5** Unluck: 1d6*
    25** Dependent NPC: People in Need. 8- (Normal; Group DNPC: x8 DNPCs)*

    Disadvantage Points: 100

     

    Base Points: 100

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    Born into a tinker’s family meant that Jon would grow up to be a tinker. He spent a good 7 years apprenticing to the best tinker in the county and then set out on his own.

     

    Jon has some very different ideas about how the world should work and how to make it work his way.

     

    He was ready to start his life of adventure when a member of the church accused him of heresy and ordered all is inventions burned and Jon with them.

     

    Escaping with just a few of his inventions Jon wanders from town to town helping people who would be otherwise forgotten in this world.

     

    They don’t know much about him not even his name, they call The Tinker.

     

     

    --

     

    Challange

     

    Create a Character called "The Desert Lion"

  5. Re: Character Posting Game: Restart

     

    I'm declaring this one dead. The point of this game is not to stump everyone... the point is for us to post some challenging characters.

     

    So, to replace the old challenge, here's a new one: a Renaissance era gadgeteer.

     

    Can we change the rules a little?

    Can we give a character Name and see what people come up with for that name.

     

    Example: Create a Character called Capt. Da Vinci.

     

    And lets see what comes up.

  6. Re: Character Posting Game: Restart

     

    Incomplete entry... the game's still on! (He says as he feverously works on The American Way.) Until a complete character is posted' date=' the challenge is still in the works.[/quote']

     

    I like the Name "The American Way"

     

    Reminds me of a NPC I have called "The American Dream"

  7. Re: Character Posting Game: Restart

     

    The Ancestor

     

    Player:

     

    Val** Char*** Cost
    13** STR 3
    18** DEX 24
    15** CON 10
    13** BODY 6
    23** INT 13
    17** EGO 14
    15** PRE 5
    16** COM 3
    *
    9** PD 0
    9** ED 0
    4** SPD 12
    6** REC 0
    30** END 0
    27** STUN -1
    *6"**RUN02"**SWIM02 1/2"**LEAP0Characteristics Cost: 89

     

    Cost** Power END
    98** My Ancestor?s Form: Variable Power Pool (Multi Form), 70 base + 28 control cost (105 Active Points); Limited Class Of Powers Available Slightly Limited (-1/4)*
    Powers Cost: 98

     

    Cost** Martial Arts Maneuver
    ** Boxing Ancient*
    4** 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
    3** 2) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike*
    3** 3) Punch: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike*
    ** Fencing*
    5** 1) Ballestra: 1/2 Phase, +2 OCV, -2 DCV, Weapon +4DC Strike; Half Move Required*
    3** 2) Cut: 1/2 Phase, +2 OCV, +1 DCV, Weapon*
    4** 3) Ceduto: var. Phase, +0 OCV, +0 DCV, +15 STR to escape Bind*
    4** 4) Double a Double: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Predefined Maneuver*
    4** 5) Fleche: 1/2 Phase, +2 OCV, -2 DCV, Weapon +v/5; FMove*
    4** 6) Froissement: 1/2 Phase, -1 OCV, +1 DCV, Disarm, +10 STR to Disarm Roll*
    3** 7) Grypes: 1/2 Phase, -1 OCV, -2 DCV, Grab 1 Limb, +10 STR disarm*
    5** 8) Lunge: 1/2 Phase, +1 OCV, -2 DCV, Weapon; +4 DC*
    4** 9) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
    3** 10) Pasata Soto: 1/2 Phase, +2 OCV, +2 DCV, Weapon + Foe's v/5, You Fall, Response to Ballestra, Fleche, Lunge*
    4** 11) Prise de Fer: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR*
    4** 12) Riposte: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block*
    5** 13) Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC*
    5** 14) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to Take Weapon Away*
    5** 15) Thurst: 1/2 Phase, +1 OCV, +3 DCV, Weapon*
    3** 16) Trip: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls*
    4** 17) Void: 1/2 Phase, +0 OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
    Martial Arts Cost: 79

     

    Cost** Skill
    19** Power (INT-based) 22-*
    3** AK: Historical Places of Europe (INT-based) 14-*
    3** KS: Historical Groups of Europe (INT-based) 14-*
    3** CuK: Historical People of Europe (INT-based) 14-*
    3** KS: Acient Boxing (INT-based) 14-*
    2** Language: Latin (fluent conversation)*
    1** Language: Greek (basic conversation)*
    3** Language: French (completely fluent)*
    2** Language: German (fluent conversation)*
    3** PS: History Teacher (INT-based) 14-*
    3** Computer Programming 14-*
    9** WF: Common Melee Weapons, Common Missile Weapons, Flails, Lances, Small Arms, Staffs*
    ** Everyman Skills*
    0** 1) Acting 8-*
    0** 2) Climbing 8-*
    0** 3) Concealment 8-*
    0** 4) Conversation 8-*
    0** 5) Deduction 8-*
    0** 6) Paramedics 8-*
    0** 7) Persuasion 8-*
    0** 8) Shadowing 8-*
    0** 9) Stealth 8-*
    0** 10) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]*
    Skills Cost: 54

     

     

    Cost** Talent
    3** Absolute Time Sense*
    3** Bump Of Direction*
    12** Combat Luck (6 PD/6 ED)*
    5** Eidetic Memory*
    3** Lightning Calculator*
    4** Speed Reading (x10)*
    Talents Cost: 30

     

     

    Total Character Cost: 350

     

    Val** Disadvantages
    15** Social Limitation: Secret Identity Frequently (11-), Major*
    20** Psychological Limitation: Code Versus Killing Common, Total*
    15** Psychological Limitation: Disjointed Reality; Has trouble keeping his mind in the Here and Now (Common; Strong)*
    10** Distinctive Features: NERD, Big Glasses bad Hair. (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
    20** Girl Friend English Teacher: Jane Doe 11- (Normal; Unaware of character's adventuring career/Secret ID)*
    45** History Class: Homeroom Class 11- (Incompetent; Group DNPC: x32 DNPCs)*
    15** Accidental Change: When Danger is Present 11- (Common)*
    10** Unluck: 2d6*

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

     

     

     

    Johnny Smith, is a plain man whose mind is always in the past. It is little wonder that his body as decided to join it. Johnny has the unique power to call upon his ancestors to help him out in tough situations.

     

    It all started one day on a field trip to the Museum of Industry. Johnny and his class were in the section of the Museum that was hosting Leanardo De Vinci’s famous Flying Machine. When a group of henchmen tried to heist the artifact in broad daylight.

     

    With his class endangered Johnny wondered what his Ancestor Jake “The Hammer†Smith, a famous English warrior from they early 1400’s would do. Next thing every one knew the mild manor History Teacher was replaced with a rough English Warrior with a really big hammer and a bad temper.

     

    Johnny has since learned that if he knows the name of one of his ancestors he can call that ancestor into being. He maintains some of the memories of the ancestor when he reverts back to his normal form and he has trouble keeping things straight sometimes.

     

    How it works -- Use the VPP only as a Multi Form for 350pt Ancestors.

     

    Next

    -- A Batman - Captain America Mix.

  8. Re: Storn Art from idea to full picture

     

    I tried to reply to this yesterday, but internet service in my neck of the woods was really wonky. Same reason I haven't replied to D.T. yet.... but I'll do it here.

     

    Of all the concepts floated so far towards me, I think Acid Rain is the most dramatic, but not necessarily super-heroey... I mean the girl could just be in t-shjirt/jeans ensemble.

     

    Well you just described her to a tee except for the Feather Boa. (She was on her way to Holly Weird.)

     

    A.

  9. Re: Storn Art from idea to full picture

     

    Now I do have a couple of names that I cannot visualise or just plain ideas.

    I want eventually someone who uses Acid. So maybe an acid gun user.

    But not for the Acid Queen (name nicked from The Who) who I have a name Post it, if I like it then we'll proceed.

     

    I have a 14-yearold girl super villain named "Acid Rain" She can call down Acid within a 1 Mile Radius, Personal Immunity, that sort of thing. She’s a mass murderer since she destroyed her home town in Montana.

  10. Re: Firedrake

     

    One last post tonight before I hit the sack. Firedrake, a standard fire elemental type. The bodysuit will be orange with a yellow flame pattern. The leggings are white. And the boots are the same orange as the bodysuit, with yellow cuffs. I intend to do some photoshopped flame effects using the light sketch lines of the flames around her as a guide.

     

    Oh, and she's a redhead, naturally. :D

     

    Firedrake2.jpg

     

    Any chance of you moving to Virginia.

    I really like your drawings.

     

    A.

  11. A player of mine has a VPP and wants to buy Multi-Form. I personnally don't have a problem with this. The question comes up though is this.

     

    He has a 70 VPP

    He wants 4 Forms.

    Does he get 4 - 350 point Forms. Each Form bought as a power in the VPP, he must change back to his real form and make a skill roll before he can change forms.

    Which is what I think.

    Or,

    Does he get 4 - 300 point forms. Multi-Form bought as 1 power in the VPP. He can change forms with out changing back to the main character.

    Which is what he is trying to build.

     

    Or are we both right?

     

    A.

  12. Why take it to that extream

     

    Originally posted by WhammeWhamme

    So what about the guy who was raised in household where everyone spoke a different language?

     

    Does he get one heck of a freebie?

     

    If the GM lets you do it and then the next 10 characters have the same type of background, you are abusing his goodwill.

    I would be willing to let the first character have it for free. And make him pay for it if the next character has the same type of background. As long as it is done with moderation and restraint it’s not really hurting anything is it?

     

    A.

  13. Originally posted by Zed-F

    Ah - I didn't see any indication that that was supposed to be the power skill on the writeup, but if you say so.... :)

     

    I don't think you are supposed to use a KS as a power skill. A power skill is supposed to be a 3/2 skill, not a 2/1 skill. That's just a matter of adjusting the roll to reflect the proper points cost, however, though the roll might wind up being a bit low.

     

    If you buy a KS - Int based it becomes a 3/2 skill.

    I know that Scholar takes 1 point off the top, but does it really matter?

     

    A.

  14. Control Skill

     

    Originally posted by Zed-F

    Well, you have a big honking VPP, which you seem to intend to use in combat since you took a zero-phase advantage on it, but you have no power skill, so you can't change it in combat...

     

    For 10 more points you could get a 60-point VPP with zero phase and no control roll; alternatively you could just drop it to 60 points and use the 20 leftover points to buy a control skill, or change to a 60-point VPP with no control skill and a 1/2 phase to change slots.

     

    He is using the PowerSkill 20- for the control skill. (10 points

  15. Does he have a name?

     

    Originally posted by Praetorian

    well, he's not super powerful really, he has the ability to jump about 300 feet, can run about 36 mph, and has a pretty high dex, str, and body. i.e. he can lift a tank and take a bullet from an assault rifle. we're playing in the golden age, so its ww2 era and I was thinking he could be a genetically engineered super soldier of sorts.

     

    Praetorian

     

    He looks cool, do us a favor and repost him when you do the colors.

     

    A.

     

    P.S. I've always liked Black and Orange

     

    AA.

  16. I Would like to play this game

     

    Power Boy

     

    Player:

     

    Val Char Cost
    20 STR 10
    23 DEX 39
    20 CON 20
    15 BODY 10
    23 INT 13
    20 EGO 20
    15 PRE 5
    14 COM 2
    20 PD 16
    20 ED 16
    5 SPD 17
    10 REC 4
    40 END 0
    35 STUN 0
    6" RUN02" SWIM04" LEAP0Characteristics Cost: 172

     

    Cost Power END
    20 META Powers: Elemental Control, 40-point powers
    20 1) Energy Blast 8d6 (vs. ED) (40 Active Points) 4
    20 2) Flight 20" (40 Active Points) 4
    25 Enhanced Senses: Multipower, 25-point reserve
    1u 1) Active Sonar (15 Active Points)
    1u 2) High Range Radio Perception (12 Active Points)
    1u 3) Increased Arc Of Perception (360-Degree) (Sight Group) (10 Active Points)
    1u 4) Infrared Perception (5 Active Points)
    1u 5) Microscopic x10 (Hearing Group) (5 Active Points)
    1u 6) Nightvision (5 Active Points)
    1u 7) N-Ray Perception (10 Active Points)
    1u 8) Radar (15 Active Points)
    1u 9) Telescopic +9 to PER Rolls (only to offset the Range Modifier) (Sight Group) (14 Active Points)
    1u 10) Ultrasonic Perception (3 Active Points)
    1u 11) Ultraviolet Perception (5 Active Points)
    1u 12) Tracking (Smell/Taste Group) (10 Active Points)
    2u 13) META: Detect A Class Of Things 17-, Analyze, Discriminatory, Range, Sense (25 Active Points)
    10 Damage Resistance (10 PD/10 ED)
    25 Eye Beams: Find Weakness 14- (Single Attack)
    5 Lack Of Weakness (-5) for Mental Defense
    Powers Cost: 139

     

    Cost Martial Arts Maneuver
    4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
    4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
    Martial Arts Cost: 20

     

    Cost Skill
    3 Computer Programming 14-
    3 Inventor 14-
    3 Mechanics 14-
    3 Electronics 14-
    3 Security Systems 14-
    3 Stealth 14-
    3 Scientist
    2 1) SS: Robotics (INT-based) (3 Active Points) 14-
    2 2) SS: Hydrology (INT-based) (3 Active Points) 14-
    2 3) SS: Metallurgy (INT-based) (3 Active Points) 14-
    2 4) SS: Electrical Engineering (INT-based) (3 Active Points) 14-
    Skills Cost: 29

     

     

    Cost Talent
    3 Absolute Range Sense
    3 Absolute Time Sense
    3 Bump Of Direction
    22 Danger Sense (Function as a Sense, Sensitivity: Out of Combat) 14-
    Talents Cost: 31

     

     

    Total Character Cost: 391

     

    Val Disadvantages
    20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
    20 Psychological Limitation: Code Versus Killing Common, Total
    20 Dependent NPC: Sister Susan Doyle 14- (Normal)
    10 Distinctive Features: META Human (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    25 Hunted: Drug Cartel 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
    20 Hunted: The Monical 11- (Mo Pow; Harshly Punish)
    20 Psychological Limitation: Overconfidance (Very Common; Strong)
    15 Dependent NPC: Girl Friend Jennifer Smith 8- (Normal; Unaware of character's adventuring career/Secret ID)

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 41

    Total Experience Available: 41

    Experience Unspent: 0

     

     

    I can take Cost End on the Multi Power if someone has a problem with it. Or I can Make it a VPP for about the same Cost.

  17. Ironman route

     

    So you want to go the Ironman route and have special Armor for special jobs?

     

    Talk to your GM and let him know what you want to do and see if he's cool with it, then go with the MulitForm VPP only changeable at the C.A.T. Lab. All Forms must be written out before play. ect.

     

     

    A.

  18. Re: Duplication w/ Megascale range

     

    Originally posted by memesis

    I'm creating an NPC whose main power is the creation of "image-duplicates" of herself. She can project a self-image to another location, see through its eyes clairvoyantly, and so forth. The images can be recalled from basically anywhere.

     

    The power construct is:

    Duplication, 200 point base, Easy Recombination, Ranged Recombination (+1/2), Altered Duplicates (+1/4), Megascale: Planet (+1 1/4).

    + Mind Link and etc.

     

    Since the only "range" aspect permitted for Duplication is the recall function, I assume Megascale will apply to it. The Duplicates, being immaterial projections, replace Duplication itself with an always-on Desol, Life Support, etc.

     

    Any problems with this construct, aside from "looks twinky"? :)

     

    Couldn't you go with this group of power instead.

    Images Sight Sound (Megascale)

    Clairvoyance, Clairaudiance (Planet)

     

    I use these tow powers to create a character Called Video who could replay the last 30 minutes in an Area.

     

    Never mind (I should read all the post not just the first few.)

     

     

    A.

  19. How Bad a Demon

     

    Originally posted by BoneDaddy

    I had a relationship almost just like this once. But seriously, folk... What do you want to do with the demon? Is this a PC, an NPC, a villain, or a story arc?

     

    As for the basic power structure, I think you have it right, but the demon should remain the primary, the couple the secondary. Would the man & woman touch intentionally? Are they aware of the results of theeir actions? How bad a demon are we talking about?

     

    A very bad Demon. But limited by the Will of the other two.

    No the two people will not touch if they can avoid it.

     

    It is going to be part of the story arc and I have players who post here so I'm not inclined to let it slip out what I have planned.

     

    So you would make the Demon the primary character. Then I would buy Multiform and in the second form buy the Duplication for the Man and the Woman.

     

    I'm thinking of using the No Conscious Control Limitation on the Duplication (Also adding the Easy Recombination +10 with the Altered Duplicates 100%)

     

    A.

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