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OctoberRaven

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Everything posted by OctoberRaven

  1. Like my other characters, a 200-point build. This one is a brick who can be used as either a hero or villain. Eric Andrews, AKA The Wall, is a mutant who has grey stone-like skin (think Thing but not orange) and is insanely dense and massive because of it. He's very strong and very tough (some claim invulnerable, but he can be hurt). He has two allies: An Oracle-like contact who is known as Cryptik, and an orphan named Janet he is raising as his own daughter. STR 60 DEX 15 CON 50 BODY 15 INT 15 EGO 15 PRE 50 COM 6 PD 45 (50/5r with Armor) ED 45 (50/5r with Armor) SPD 3 REC 22 END 100 STUN 70 Running 5 Swimming 0 Leaping 0 Skills: 8 Points KS: 17- Perks: 8 Point contact, Cryptik (Very Useful Skills Or Resources, Good Relationship with Contact, 14-) Martial Arts: +4 HTH Damage Powers "OCV? Who needs that?"- +3d6 (13d6 Total) HTH Area Of Effect (One Hex), Increased Endurance Cost x5, Only When In Contact With The Ground, No Knockback. END = 10 "It's like hitting a brick wall!" Knockback Resistance 16'' (Always On, Only When In Contact With The Ground) "Ow, my hand!" 15 Armor (5 PD/5 ED) Lack of Weakness -3 Normal Lack of Weakness -2 Physical Disadvantages: 30 Point Enraged: When Attacked (Common), go 14- recover 8- 15 Point Distinctive Features: Grey, Rock-like Skin (Not Concealable, Noticed + Recognizable, Detectable by Commonly Used Senses) 20 Hunted: 11- (Any hero/villain who has a bone to pick) As Pow, PC has public ID, Harshly Punish) 20 Physical Limitation: Physically unable to jump or swim at all (All the time, Greatly impairing) 15 Dependent NPC: Janet 8- (Incompetant) 15 Physical Limitation: Takes Full Phase To Get Back To His Feet When Knocked Down (Frequently, Greatly Impairing) 25 Enraged: When Janet Is in Danger (Uncommon) go 14- recover 8-
  2. Re: Superhero Legal Disclaimers Nice. Also, this comes to mind for a Mystery Men-style "Registered" group: A: "Sir, we'll help you off this ledge, but first you need to sign this waiver that protects us from liability if you get injured during the rescue." *puts a pen in the citizens mouth so he can sign it, then the citizen falls off the building* B: "...Oh dear, he's dead. Did he sign the waiver?" A: (checks) "Yep, he did." B: "Well, he knew what he was getting into then. Oh look, a man trapped in a burning building!"
  3. Like The Smoker, this character is meant for NPC use and I don't mind at all if you borrow and modify this build for your game. Also like The Smoker, this is a standard 200 point build. The character is a 14-year girl who was born on the exact moment of a cosmic alignment. Due to this she possesses superhuman toughness and mental prowess. She is not an active crime fighter or villain- in fact she tends only to use her mind control power when she believes her life is in danger. She also has an intense 'cosmic blast' that activates when she's significantly injured. Despite her passive nature, due to severe bad luck, her cosmic blast has been triggered more than once despite her ability to absorb punishment, and thus she'll be hunted by at least two groups that wish to capture her and one group that's merely observing (see Disadvantages). Her epilepsy has nothing to do with her powers and is a mere coincidence. STR 15 DEX 15 CON 16 BODY 10 INT 20 EGO 50 PRE 10 COM 15 PD 15 ED 15 SPD 4 REC 10 END 50 STUN 50 Running 6 Swimming 2 Leaping 3 Skills +3 DCV Powers Energy Blast 10d6 vs PD, Trigger (When she takes BODY), Personal Immunity, Armor Piercing, Penetrating, Area of Effect (13'' Radius), Increased Endurance Cost (x2 End), No Range (-1/2) Side Effects (Always occurs, Only affects eviroment, Makes a crater, automobiles thrown for hundreds of feet, basically looks like a powerful explosive went off) Mind Control 10d6 (Human class of minds), 6 Charges, Eye Contact Required, No Range, Activation Roll 14- Disadvantages 25 Point Hunted: 14- (More Powerful, Harshly Punish) 25 Point Hunted: 14- (More Powerful, Harshly Punish) 15 Point Hunted: 14- (More Powerful, Watching) 25 Point UnlucK: 5d6 15 Point Physical Limitation: Epileptic (Infrequently, Fully Impairing)
  4. Re: [Character]The Smoker Okay, fixed him. Now he has a 4d6 AoE instead of 10-shot autofire, and changed the DCs to a HTH Power. I kept the +4 OCV to the killing attack so range doesn't give his OCV 5 too much of a hard time.
  5. Re: [Character]The Smoker Ah. Okay. I'm still relatively new to the system so I didn't know about the DCs rule. So far I've had lots of help from my GM on character building. Also, while he would fit in one of those, but I was thinking of him as an enemy for a Champions group, like a lackey or bodyguard, or even just as a street level encounter.
  6. This is a build based on a villain I came up with as a kid. Basically a thick-skinned thug who has a robotic arm that transforms into a minigun. (If you've seen T3, think like the T-X' gun) It's a basic 200 point build. Feel free to borrow the build for your games if you like. STR 20 DEX 15 CON 30 BODY 15 INT 12 EGO 12 PRE 40 COM 11 PD 10 (With body armor, 20, 10 rPD) ED 10 (With body armor, 20, 10 rPD) SPD 3 REC 20 END 30 STUN 60 Running 6'' Swimming 2'' Leaping 4'' ---- Skills: +4 OCV for killing attack 3 Points of Streetwise (17-) 3 Points of Persuasion (17-) 3 Points of AK: (12-) ----- Powers: Killing Attack (Chaingun)- Ranged 4d6, Area of Effect (One Hex), 0 END, Restrainable, No Knockback, Real Weapon Body Armor: Armor (10 PD/10 ED), Real Armor Hand-To-Hand Attack (Robotic Arm) +2d6 (6d6 Total, END 3) ------ Disadvantages: 15 Points for 3d6 Unluck 15 Point Social Limitation: Fugitive (Frequently, Major) 15 Point Distinctive Features: Robotic Arm (Concealable, Always Noticed and Causes Major Reaction, Detectable by Commonly Used Senses) 15 Reputation: Hero Kiler (11-, Extreme)
  7. Re: New to Champions and I have a question The UNTIL powers book is pretty useful... I got all the powers for my first character there. My favorite remains Gone Out To Lunch... little more than a great RP device, but a brilliant concept.
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