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DrLite

HERO Member
  • Posts

    15
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About DrLite

  • Birthday 03/27/1987

Contact Methods

  • Website URL
    http://www.myspace.com/kazuotheuntouchable

Profile Information

  • Biography
    Playing Champs since 2001. Character creating wiz among friends.
  • Occupation
    Hospitality Food Service

DrLite's Achievements

  1. Re: Waking up with super powers Super Speed. Lots of neat trick you can do. Gets you to point B pretty quick. Easy to hide. There isn't a super power off the top of my head that I could say I wouldn't be happy waking up with. I could probably profit from most of them. The few with powers, the better. There are already a lot of dumb people with power. I might tell my close friends. It would make things easier for me to have Super Speed. Professionally and personally.
  2. Re: Character Idea - Jousting Knight
  3. Re: Character Idea - Jousting Knight His mount is same speed and dex. It can run 18" and fly 14". Also has a psychic bond to Champion.
  4. Re: Character Idea - Jousting Knight Champion Player: Val Char Cost 40 STR 30 26 DEX 48 28 CON 36 15 BODY 10 13 INT 3 10 EGO 0 25 PRE 15 12 COM 1 28/33 PD 2 28 ED 4 5 SPD 14 15 REC 2 70 END 7 70 STUN 21 8" RUN 4 2" SWIM 0 2" LEAP -6 Characteristics Cost: 191 Cost Power 20 Lance of Justice: Multipower, 45-point reserve, (45 Active Points); OAF (-1), Real Weapon (-1/4) 1u 1) Strike: HA +7d6 (35 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 2u 2) Charge!: HA +3d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Half Phase Action to reset, Trigger can expire (1 Segment); +1/4), Area Of Effect (16" Any Area; +1 3/4) (45 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Must Pass Through/By Effected Hexes on Horse/Riding Animal/Vehicle (-1/2) 5 Lance's Reach: Stretching 1", Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2) (12 Active Points); Limited Power Only with Lance (-1/2), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Always Direct (-1/4) 18 Sword of Judgement: Multipower, 40-point reserve, (40 Active Points); OAF (-1), Real Weapon (-1/4) 3u 1) Hack: HKA 2d6 (4d6 w/STR), +1 Increased STUN Multiplier (+1/4) (37 Active Points); No Knockback (-1/4) 1u 2) Slash: HA +2d6, Armor Piercing (+1/2) (15 Active Points); Hand-To-Hand Attack (-1/2) 2u 3) Purge Darkness: Dispel Darkness 9d6, Cumulative (+1/2) (40 Active Points); Activation Roll 13- (-3/4), No Range (-1/2) 2u 4) Blinding Judgement: Sight Group Flash 3d6, Area Of Effect (One Hex; +1/2) (22 Active Points) 4 Helm of Immortality: LS (Longevity: Immortal), Cannot Be Removed Against Will (+0) (5 Active Points); Visible (-1/4) 31 Armor of Glory: Armor (18 PD/18 ED) (54 Active Points); OIF (-1/2), Real Armor (-1/4) Armor Qualities 16 1) Knockback Resistance -10" (20 Active Points); Linked (Armor of Glory; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4) 4 2) LS (Safe in Intense Cold; Safe in Intense Heat) 13 Shield of Defending: Multipower, 30-point reserve, (30 Active Points); OAF (-1), Real Armor (-1/4) 1u 1) Missile Deflection (Any Ranged Attack), Persistent (+1/2) (30 Active Points); Activation Roll 11- (-1) 1u 2) +5 PD (5 Active Points) 1u 3) +1 with DCV (5 Active Points) 1u 4) Sight Group Flash Defense (10 points) (10 Active Points) 1u 5) Power Defense (10 points) (10 Active Points) Powers Cost: 127 Cost Skill 3 Acting 14- 3 High Society 14- 3 Mechanics 12- 3 Oratory 14- 3 Paramedics 12- 3 Riding 14- 3 Survival 12- 3 Tactics 12- 3 Teamwork 14- 2 TF: Riding Animals 2 Weaponsmith (Muscle-Powered HTH) 12- 10 Defense Maneuver I-IV Everyman Skills 0 1) Acting 8- 0 2) AK: Europe 8- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) Conversation 8- 0 6) Deduction 8- 0 7) Language: English (Idiomatic; literate) (5 Active Points) 0 8) Paramedics 8- 0 9) Persuasion 8- 0 10) PS: Knight 11- 0 11) Shadowing 8- 0 12) Stealth 8- 0 13) TF: Common Motorized Ground Vehicles, Small Motorized Ground Vehicles 0 14) KS: Legends and Lore 8- 0 15) KS: Royality 11- Skills Cost: 41 Cost Perk 30 Vehicle Perks Cost: 30 Total Character Cost: 389 Pts. Disadvantage 15 Psychological Limitation: Code of Chivalry (Common, Strong) 20 Overconfident: (Very Common, Strong) 20 Loyal to the Cause: (Very Common, Strong) 20 Cannot Turn Down A Challenge: (Common, Total) 25 Psychological Limitation: Won't Take Off His Helmet (Very Common, Total) 15 Psychological Limitation: A Jester at Heart (Common, Strong) 15 Social Limitation: Public Identity Frequently (11-), Major 20 Hunted: PRIMUS 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) Disadvantage Points: 150 Base Points: 200 Experience Required: 39 Total Experience Available: 50 Experience Unspent: 11
  5. Re: Character Idea - Jousting Knight I have a rough draft written up. I went for a vehicle. I think I'm going to go for a combination of magic and technology. The horse I built can run and fly. It also has a psychic bond with the knigh character. I'll post up my character sheets when I'm home.
  6. So, the dangerous has happened again. I got an other idea for a character. A jousting knight like character. I'd like some ideas on what to do with him power wise. But, most importantly, how would I go about making his mechanical horse? Vehicle maybe? He'll use it in combat.
  7. Re: Vehicle Disads? My character is actually an agent of PRIMUS and has most of his arrow designs made by them, so a watched for my vehicle could be done, seeing that I still spend more of my time with a city super team than I do with PRIMUS. Good call.
  8. Re: Vehicle Disads? Aero Arrow... I'll consider that.
  9. So I have this arrow based, Batman-like character and he fixing to get a vehicle. I don't want to do a ground vehicle because we have someone on the team who has that. So, I have my mind set to taking flight. I want to make something like the Bat Flyer. However, I'm coming up really short on disads. Any help, guys/gals?
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