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Mindscape

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Posts posted by Mindscape

  1. Re: Free character pics

     

    I agree a very generous offer so I'll throw in my idea.

     

    Haunted Horseman: A sixth generation hero who's family has passed the mantle from father to son for years, hiding the fact that the horseman is not immortal (think the Phantom). He uses sciencitfic gadgets to make people believe he is an immortal spirit. Don't really have a costume idea yet but was thinking something that speaks to the horseman's origin in the Wild West so feel free to take some artistic liberties.

  2. Re: The Zodiac Group 2.0

     

    Ophiuchus

    The Zodiac's secret member which was largely responsible for the creation of the team in the first place. A powerful psychic able to see the future, the past, and across thousands of miles it was Ophiuchus who pointed out those that would join the Zodiac. The world at large is completely unaware of Ophiuchus largely due to the fact that Ophiuchus is completely paralyzed and unable to move without help. Why such an individual would willing aid the Zodiac is unknown but with Ophiuchus on their side the Zodiac are dangerous force to be challenged.

     

    (Ophiuchus is meant as a plot device hince the reason there are no stats for it. I also left the gender blank for the same reason. Once again special thanks to Naanomi for the name)

     

    Well thats all there is of the Zodiac, later my crime busting brothers and sisters.:thumbup:

  3. Re: The Zodiac Group 2.0

     

    Cancer

    Val Char Cost Roll Notes

    10 STR 0 11- Lift 100.0kg; 2d6 [1]

    20 DEX 30 13- OCV: 7/DCV: 7

    10 CON 0 11-

    20 BODY 20 13-

    10 INT 0 11- PER Roll 11-

    10 EGO 0 11- ECV: 3

    10 PRE 0 11- PRE Attack: 2d6

    0 COM -5 9-

    22 PD 0 Total: 22 PD (20 rPD)

    22 ED 0 Total: 22 ED (20 rED)

    5 SPD 20 Phases: 3, 5, 8, 10, 12

    4 REC 0

    20 END 0

    30 STUN 0

    Total Characteristic Cost: 65

    Movement: Running: 6"/12"

    Leaping: 2"/4"

    Swimming: 2"/4"

    Cost Powers END

    40 Armored Costume: Armor (20 PD/20 ED) (60 Active Points); OIF (-½) 0

    96 Mind of Pure Chaos: Ego Attack 3d6 (Human class of minds), Reduced Endurance (0 END; +½), Damage Shield (+½), Does BODY (+1), Continuous (+1) (120 Active Points); Visible (-¼) 0

    150 Force of Destruction: Multipower, 150-point reserve

    7u 1) Destruction Blast: Killing Attack - Ranged 5d6, Armor Piercing (+½), Reduced Endurance (0 END; +½) (150 Active Points); -2 Decreased STUN Multiplier (-½), Beam (-¼), No Knockback (-¼), Visible (-¼) 0

    8u 2) Object Destruction: Dispel Objects 10d6, Reduced Endurance (0 END; +½), all device powers simultaneously (+2) (105 Active Points); Visible (-¼) 0

    15u 3) Destroy the World: Change Environment 8" radius, +5 Points of Damage, -5" of Ground Movement, Long-Lasting 1 Century, Multiple Combat Effects, Costs END Only To Activate (+¼) (146 Active Points) 12

     

    Talents

    2 Environmental Movement (no penalties in rubble)

     

    Skills

    3 Analyze: Structure 11-

    10 Defense Maneuver I-IV

    2 KS: Forces of Order 11-

    3 Teamwork 13-

    Total Powers & Skill Cost: 336

    Total Cost: 401

     

    251+ Disadvantages

    15 Distinctive Features: Unnatural Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)

    20 Enraged: Witnesses Construction (Common), go 11-, recover 11-

    25 Hunted: Forces of Order 11- (Mo Pow, NCI, Capture)

    25 Hunted: UNTIL 11- (Mo Pow, NCI, Capture)

    5 Hunted: Zodiac 8- (Mo Pow, Watching)

    10 Money: Destitute

    20 Reputation: Most Destructive Member of Zodiac, 14- (Extreme)

    20 Social Limitation: No Record of Birth (Frequently, Severe)

    10 Vulnerability: 2 x BODY Order Based Attacks (Uncommon)

    Total Disadvantage Points: 401

    Background/History: No one known what the creature that calls itself Cancer is, not even the Zodiac. The creature never speaks about it's origins, in fact it never speaks at all. Some believe that Cancer is a mute while others believe it is from someplace else, another world or dimension perhaps, and lacks the ability to speak human language. Mystics that have faced it state that it has an unnatural aura, not magical but most certainly not of this universe.

    The truth is that Cancer is in face the living embodiment of Chaos, a raw engine of destruction. It is so bonded to the body it is staying right now that even the mightiest mage on Earth could not cast it out even if it was a not a cosmic entity. Because of it's nature it is capable of untold amounts of destruction and destroying or damage things that were supposedly indestructible, a fact some heroes have discovered much to their dismay.

     

    Personality/Motivation: Cancer has very little personality beyond it's desire to spread chaos and destruction. It adamantly opposes plans the Zodiac makes and only follows them because the team is sure to cause more chaos as the plan comes to fruition. It loves the chaos and destruction that super powered battle causes often laughing uncontrollable during a battle. The one thing that seems to draw Cancer's anger is construction and the forces of Order as both are an affront to the very nature of Chaos and Destruction.

    Cancer's desire is simply to cause Chaos and Destruction, whether that is caused by a robbery in which half a bank is destroyed or a super powered that destroys half a city it doesn't care so long as things are reduced to ruin and Order is undone.

     

    Quote: None, Cancer lacks the ability to speak.

     

    Powers/Tactics: Cancer is the living embodiment of destruction and chaos. He can destroy objects, cause physical harm. and even damage the minds of those that try to touch it's mind. It lives only to oppose the forces of order and structure, to such an extent that it becomes enraged at the sight of construction in any form and takes extra damage from powers that draw on the structured nature of order. Cancer is the only member of the Zodiac that lacks the Hand-to-Hand training since learning a martial art requires too much structure.

    Cancer opposes tactics except in the most extreme of circumstances since tactics imply an attempt to bring order to the chaos of battle. It works with the other members of the Zodiac since the more members there are free and alive, the more chaos and destruction gets caused when it is sent on a mission.

     

    Campaign Use: Cancer is an engine of destruction, meant to simply test the PC's against an opponent that is capable of ruining not just the city but their equipment (the GM may allow it to temporarily destroy an unbreakable focus to show the PC's that Cancer is more than a met human bent on destroying stuff).

    If Cancer is not strong enough to challenge the PC's then increase his powers until he can or give him more skills. If he is too strong then reduce the points in his Multipower or his SPD.

    When Cancer hunts a target, which is often decided on the spur of the moment since anything else would seem like a plan, he simple follows it and keeps attacking it until it is destroyed or he is forced to flee.

     

    Appearance: Cancer resembles a scarecrow thin, almost emaciated young man. The form it has taken has thinning long brown hair and an empty look in it's eyes. It wears a dark green jumpsuit, old boots, and a well-worn leather jacket. It is unclear if it wears these because the body it inhabits was once a real person or if it has some semblance of a personality beyond what it has already shown.

  4. Re: The Zodiac Group 2.0

     

    Here we are folks, the end of the Zodiac. These are the last members that had to be posted, once again I want to thank everyone who stuck with me and a special thanks to Naanomi for giving me the name for the Zodiac's secret member which up until their suggestion I had been calling Blank because I had nothing.

    Aries

    Val Char Cost Roll Notes

    20 STR 10 13- Lift 400.0kg; 4d6 [2]

    18 DEX 24 13- OCV: 6/DCV: 6

    15 CON 10 12-

    15 BODY 10 12-

    11 INT 1 11- PER Roll 11-

    15 EGO 10 12- ECV: 5

    10 PRE 0 11- PRE Attack: 2d6

    10 COM 0 11-

    4+20 PD 0 Total: 4/24 PD (0/20 rPD)

    3+20 ED 0 Total: 3/23 ED (0/20 rED)

    5 SPD 22 Phases: 3, 5, 8, 10, 12

    7 REC 0

    30 END 0

    33 STUN 0

    Total Characteristic Cost: 88

    Movement: Running: 6"/12"

    Leaping: 4"/8"

    Swimming: 3"/6"

     

    Cost Powers END

    50 Armor: (Total: 75 Active Cost, 50 Real Cost) Armor (20 PD/20 ED), Hardened (+¼) (75 Active Points); OIF (-½) (Real Cost: 50) 0

    5 Life Support (Longevity: Immortal) 0

    5 Lack Of Weakness (-5) for Resistant Defenses 0

    67 Sword of Aries: Multipower, 135-point reserve, (135 Active Points); all slots OAF (Personal; -1)

    6u 1) Blade: Killing Attack - Hand-To-Hand 4d6+1 (5d6 w/STR), Affects Desolidified Any form of Desolidification (+½), Reduced Endurance (0 END; +½) (130 Active Points); OAF (Personal; -1), No Knockback (-¼) 0

    4u 2) Godly Powered Blade: Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Reduced Endurance (0 END; +½), No Normal Defense (divine powers; +1), Does BODY (+1) (105 Active Points); OAF (-1), -2 Decreased STUN Multiplier (-½), No Knockback (-¼) 0

    2u 3) Reflection: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OAF (Personal; -1) 0

    Zodiac Hand to Hand Training

    Maneuver OCV DCV Notes

    5 Defensive Block +1 +3 Block, Abort

    5 Defensive Strike +1 +3 Weapon Strike

    4 Fast Strike +2 +0 Weapon +2 DC Strike

    4 Killing Strike -2 +0 HKA 2 DC

    4 Martial Disarm -1 +1 Disarm; 30 STR to Disarm roll

    5 Offensive Strike -2 +1 Weapon +4 DC Strike

    4 Sacrifice Lunge +2 -2 Weapon +v/5; FMove

    4 Weapon Bind +1 +0 Bind, 30 STR

    5 Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Clubs, Polearms and Spears, Two-Handed Weapons

    Perks

    20 Fringe Benefit: God of War

     

    Talents

    10 Follow-Through Attack

    14 Fearless

     

    Skills

    3 Armorsmith 13-

    30 +6 with HTH Combat

    2 CuK: Ancient Greece 11-

    8 Defense Maneuver I-III

    3 Fast Draw 13-

    3 Language: English (Ancient Greek is Native) (completely fluent)

    3 PS: Soldier 11-

    3 Riding 13-

    25 Tactics 22-

    2 WF: Axes, Maces, Hammers, and Picks, Blades, Clubs, Polearms and

    Spears, Two-Handed Weapons

    6 Weaponsmith (Axes And Picks, Flails, Maces And Hammers, Spears And Polearms, Swords And Daggers) 11-

    3 Teamwork 13-

    Total Powers & Skill Cost: 314

    Total Cost: 402

    252+ Disadvantages

    15 Distinctive Features: Divine Aura (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)

    25 Enraged: Mocked (Common), go 11-, recover 8-

    25 Hunted: UNTIL 11- (Mo Pow, NCI, Capture)

    20 Psychological Limitation: Thinks He's Invulnerable (Common, Total)

    10 Reputation: Crazy Villain Who Thinks He's a God, 11-

    20 Vulnerability: 2 x Effect Magic (Common)

    10 Vulnerability: 2 x BODY Spirit Attacks (Uncommon)

    15 Rivalry: Professional (Appropriate Divine Powered PC; Rival is As Powerful; Rival is a Player Character; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

    10 Distinctive Features: Armor of Aries (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

    Total Disadvantage Points: 402

    Background/History: Aries is literally Aries the God of War. After the fall of Olympus and the Greek gods he traveled the planes waiting for a big enough war to occur so he could regain his divinity. He got his wish for a big enough war when World War One occurred but to his infinite rage discovered that now people spoke of War as a separate entity. They mentioned this first of the Four Horsemen instead of him, Aries flew into a rage over this and traveled the planes slaying those he could.

    Eventually he found a way to Earth and possessed the body of a young Greek man, he traveled to one of the secret stores of weapons and regained his sword and armor. He then set out to make people remember that there was only one God of War. Slowly he gained a few worshippers who believed he was Aries and began to regain his power, shortly after he joined the Zodiac for reasons all his own.

     

    Personality/Motivation: Aries is much as history describes him; arrogant, short tempered, and violent. He will tolerate no mention of other gods in his presence, especially other Olympians. He see heroes with divine powers or identities as a personal challenge and attacks them first to the exclusion of all others unless he is serving as the heavy hitter for the Zodiac on that mission.

    Aries wishes to regain his godhood and will do anything to accomplish that goal. He sees the rest of the Zodiac as devoted servants and would discard them at a moments notice if something better came along, something he is smart enough to keep hidden. He joined the Zodiac because they get a lot of press which means more people see him, which means a higher chance of gaining new worshippers to increase his power.

     

    Quote: You face centuries of battlefield experience, I'll give you a moment to reconsider your actions.

     

    Powers/Tactics: Aries has just begun to regain his powers but already he is extremely resistant to harm, can injury almost anyone with his sword, reflect range attacks, and ignore all but divinely granted defenses. What makes him most dangerous however is his raw fighting ability and his knowledge of tactics. He plans for almost everything and when something unexpected happens, he is quick to come up with a solution.

    Aries always fights smart, while only slightly smarter than the average person his position as the God of War more than makes up for it in a fight. He uses terrain to his advantage, plans ahead, and executes complex maneuvers. The downside of this is some of the Zodiac are not so tactically minded and thus he must make allowances for their behavior.

     

    Campaign Use: Aries can serve as a good rival for a divinely powered hero, especially one with ties to Greek mythology. If he were to encounter another being trying to lay claim to his title he would most likely stop at nothing to destroy the individual.

    If Aries is not strong enough for your game then increase the powers he has, give him new ones, or give him followers that would do anything for their god. If he is too strong then reduce the points in his powers, lower his defenses, or remove some of his martial arts.

    When Aries hunts someone it is like watching two separate people at work, he is cold and careful while he is following them and waiting for the right moment but as soon as that moment arises he attacks like a berserker, attempting to kill his opponent as swiftly as possible.

     

    Appearance: Aries has possessed the body of a young, athletic Greek man with short dark colored hair and a soul patch on his chin. When walking among humans he wears modern but practical clothes. The armor he wears is identical to the one he wore as the God of War. It is a heavy breastplate with leather strips extending down from the shoulders to protect the upper arms, bracers which cover the forearms, a mail skirt, and boots with shin guards attached to them. His helmet has a high red crest on top of it and a sinister recreation of a human face which leaves only his eyes visible. His sword is a simple straight blade which lacks almost any adornments.

  5. Re: The Zodiac Group 2.0

     

    Bump and to let everyone know I am still going to finish this it's just...the last members of the Zodiac got deleted so i have to find my old notes on them, school has started back which means papers and wierd class hours, I put things off, and Champions Online is so addictive plus other games have come out I can't seem to put down. I promise that if you hang in there my lazy butt will eventually post the last members.

  6. Re: I hate Gadroon

     

    I also have experienced the Gadroon menace and must agree with you guys. I choose the desert over canada so I didn't have to deal with them until I got to MC and from the few that I had to fight there, I pity those that choose canada and all the quest that are gadroon centered there.

  7. Re: Screenshots

     

    I normally try to avoid double posting but this time I made an exception. These photos, aquired at great personal risk to our photographer...ok maybe not but it sounded good, show the elusive Blue Moon Killer, the terror of Hudson City, The Harbinger of Justice.

  8. Re: Screenshots

     

    Two more of the more iconic villians in the Champions universe. The first is everyones favorite answer to the Hulk, the target of so many VIPER plan...Grond, with my hero Order in the shot for a sense of size. The other is of that lovable but deadly Foxbat, could it be a sign of things to come...the countdown has begun!

  9. Re: Screenshots

     

    Two new shots for ya. The first is an idea I had that never got made, a prototype (?) of the Iron Guard armor called PRIMUS 1. And my brick, Scrapper, using his superspeed to break the sound barrier...i think that is what the rings are.

  10. Re: The Zodiac Group 2.0

     

    Sorry I missed the posts, school has started back and I been playing Champions Online a lot. I will check my spelling on the names and correct the misspellings, no this was just a pet project because I feel there should always be a Zodiac group, and there may be a hidden member of the group...just wait and see.

     

    I will post the rest of the group as soon as possible. Thanks for sticking with me.

  11. Re: Screenshots

     

    Some new screenshots. First is one of two new heroes Raptor, the second is my other new one Moon Hawk. Then three more action figures; the invasion special edition Bug Hunter, Ironclad, and Mini Dr. D.

  12. Re: The Archlich arises!

     

    While I look forward to the challenge of near endless zombies, werewolves, and other random scary creatures I find myself excited by the fact that they are already adding new power sets to the game. I also fear what kind of super-zombies we might have to fight, especially those that are PCs.:fear: Plus think of what happens if only some of your supergroup gets infected, the rest of the team most struggle against their former team mate and maybe search for a way to cure them...or maybe not.

  13. Re: Cryptic to develop Neverwinter Nights MMO?

     

    I think the main problem with DDO was that they used the Eberron setting which is not a bad setting but I believe that Forgotten Realms is a much more widely played setting. At least it is with my group, when we aren't playing Fantasy HERO. Thus I believe that while it may not have saved the game it might have attracted more players if it was set in the Realms. At least that's what I like to think.

  14. Re: Things you've noticed

     

    The fact that there is a mission to save a pair of comic book artist and recover stolen limited edition comics, one of which nets you a comic that boost certain stats, amoung them Starforce, Defender Mini-series, and Champions #1.

  15. Re: Screenshots

     

    Two new pics the first is of my next hero Snake Hunter, a former VIPER agent that stole some of their tech and went hero. (Was going to use Mongoose but I figure it is reserved for the actual team.) The second is of my new sidekick...not that he can actually fight or anything.:rolleyes:

  16. Re: The Zodiac Group 2.0

     

    Sorry this one took so long, been playing the Champions Online beta.

    Sagittarius

    Val Char Cost Roll Notes

    15 STR 5 12- Lift 200.0kg; 3d6 [1]

    30 DEX 60 15- OCV: 10/DCV: 10

    10 CON 0 11-

    15 BODY 10 12-

    15 INT 5 12- PER Roll 12-

    15 EGO 10 12- ECV: 5

    10 PRE 0 11- PRE Attack: 2d6

    10 COM 0 11-

    22 PD 7 Total: 22 PD (12 rPD)

    22 ED 8 Total: 22 ED (12 rED)

    6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

    10 REC 10

    20 END 0

    40 STUN 12

    Total Characteristic Cost: 147

    Movement: Running: 6"/12"

    Leaping: 3"/6"

    Swimming: 2"/4"

    Swinging: 20"/160"

     

    Cost Powers END

    24 Armored Costume: Armor (12 PD/12 ED) (36 Active Points); OIF (-½)

    0

    30 Find Weakness 13- with Bow and Arrow Multipower 0

    7 Lack Of Weakness (-7) for Normal Defense 0

    47 Bow and Arrows: Multipower, 95-point reserve, (95 Active Points); all slots OAF (-1)

    2u 1) Blackout Arrow: Darkness to Sight Group, Combat Sense, Detect and Spatial Awareness 7" radius (83 Active Points); 4 Charges (-1), OIF (-½), Required Hands Two-Handed (-½), Can Be Missile Deflected (-¼), Real Weapon (-¼), Range Based On Strength (-¼) [4]

    2u 2) Taser Arrow: Energy Blast 8d6, No Normal Defense (Electrical power; +1) (80 Active Points); 4 Charges (-1), OIF (-½), Required Hands Two-Handed (-½), Can Be Missile Deflected (-¼), Range Based On Strength (-¼), Real Weapon (-¼) [4]

    2u 3) Hunting Arrows: Killing Attack - Ranged 4d6, Armor Piercing (+½) (90 Active Points); 4 Charges (-1), -2 Decreased STUN Multiplier (-½), OIF (-½), Required Hands Two-Handed (-½), Real Weapon (-¼), Range Based On Strength (-¼) [4]

    2u 4) Net arrow: Entangle 7 ½d6, 7 DEF, Entangle And Character Both Take Damage (+¼) (94 Active Points); 4 Charges (-1), OIF (-½), Required Hands Two-Handed (-½), Can Be Missile Deflected (-¼), Range Based On Strength (-¼), Real Weapon (-¼) [4]

    2u 5) Explosion arrow: Energy Blast 10d6, Explosion (+½), Nonselective Target (-¼), Affects Desolidified Any form of Desolidification (+½) (87 Active Points); 4 Charges (-1), OIF (-½), Required Hands Two-Handed (-½), Can Be Missile Deflected (-¼), Range Based On Strength (-¼), Real Weapon (-¼) [4]

    1u 6) Line arrow: Swinging 20", x8 Noncombat (30 Active Points); 4 Recoverable Charges (-½), OIF (-½) [4 rc]

    Zodiac Hand-to-Hand Training

    Maneuver OCV DCV Notes

    4 Killing Strike -2 +0 HKA 1d6 +1

    4 Martial Block +2 +2 Block, Abort

    4 Martial Disarm -1 +1 Disarm; 25 STR to Disarm

    Zen Archery

    Maneuver OCV DCV Notes

    4 Basic Shot +0 +0 Strike, +2 DC

    3 Defensive Shot -1 +2 Strike

    5 Distance Shot +0 -2 Strike , +1 Segment

    5 Offensive Ranged Disarm +1 -1 Disarm, +2 DC to Disarm

    5 Offensive Trip +1 -1 Strike +v/5, Target Falls

     

    Perks

    5 Money: Well Off

    Talents

    6 Lightning Reflexes: +4 DEX to act first with All Actions

     

    Skills

    3 Acrobatics 15-

    3 Breakfall 15-

    3 Climbing 15-

    8 Defense Maneuver I-III

    3 Fast Draw (Ranged Weapons) 15-

    3 High Society 11-

    2 KS: Archery World 11-

    2 KS: Superheroes 11-

    2 KS: Supervillians 11-

    2 PS: Corporate Worker 11-

    3 Stealth 15-

    3 Tactics 12-

    3 Teamwork 15-

    3 Tracking 12-

    5 WF: Common Melee Weapons, Common Missile Weapons, Staffs

    3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 12-

    Total Powers & Skill Cost: 215

    Total Cost: 362

     

    222+ Disadvantages

    20 Enraged: Outshot with Bow (Common), go 14-, recover 14-

    20 Hunted: Warpath 11- (Mo Pow, Harshly Punish)

    25 Hunted: UNTIL 11- (Mo Pow, NCI, Capture)

    15 Psychological Limitation: Overconfident (Very Common, Moderate)

    20 Rivalry: Professional (Appropriate PC Archer; Rival is More Powerful;

    Rival is a Player Character; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

    15 Social Limitation: Secret Identity (Mary Locks) (Frequently, Major)

    20 Psychological Limitation: Gunslinger Mindset (Very Common, Strong)

    15 Reputation: Villainous Descendant of Robin Hood, 14-

    Total Disadvantage Points: 362

    Background/History: Mary Locks never knew her parents, they abandoned her when she was just a baby. She grew up a foster child and eventually found her way into the corporate world and became another cog in the machine of big business. Until the day she decided to try and learn where she had come from and hired an investigator to locate any living relatives. The detective revealed that her mother was a stripper that her father, a senator, had gotten pregnant and paid off to keep quiet. Mary tried to blackmail her father and failed badly, the illegitimate child bit was so common that most papers didn't even believe it anymore. She started digging into the family history, hoping something else could be used against him. She found something that the entire family had forgotten, they were descended from one of the greatest archers in history, Robin Hood.

    After learning this, Mary adopted his philosophy as her own and since she was poor, she would steal from the rich and give to herself. On a whim she bought a bow and some arrows and after a little practice she found she could outshot almost anyone on Earth when it came to archery. She eventually found someone to make some custom arrows for her and to teach her how to make more of them. Once she was ready, she robbed her father blind and began a whirlwind crime spree. She returned home on night to find a woman waiting for her, a promise of more money was all it took to recruit her to the Zodiac as Sagittarius.

     

    Personality/Motivation: Sagittarius is a woman who believes that the world owes her something and she now has the power to collect on what she is owed. She sees her relation to Robin Hood as a matter of pride and looks to make sure her name is mentioned alongside her legendary ancestor but uses her skill to line her own pockets instead of the poor. She is greedy but not to the point that it effects her ability to operate.

    Sagittarius is motivated by two separate desires; the first is that she wants to be a legend like her ancestor, the other is the desire to become wealthy and live the high life. She often attempts shots that will make people remember her but only if it seems that see is winning the fight. She commits robberies to supplement her income that she gets from jobs the Zodiac and they allow her to provided she takes great care not to get caught so they don't have to dedicate resources to breaking her out.

     

    Quote: My ancestor was one of the greatest archers ever and I have already surpassed him.

     

    Powers/Tactics: Sagittarius is one of the greatest archers on Earth and brings to the Zodiac an assortment of trick arrows. She has armor piercing arrows, blackout arrows, taser arrows, and explosion arrows. She is also a master of Zen Archery, giving her even more options in combat. These make her dangerous when added to her ability to find weakness in her opponents defenses.

    Sagittarius usually opens with an explosive arrow if her opponents are close together or a hunting arrow against a single target if they are spread out. She uses her net arrow to trap speedsters, her taser arrow against opponents that are resistant to her hunting arrow, and a blackout arrow to cover the Zodiac's escape. She has a good head for tactics and always fights smart.

     

    Campaign Use: Sagittarius makes an excellent opponent and rival for any hero that considers themselves a marksman. She really loves to proves herself the better of people who thinks guns are superior to the bow. She could easily be adapted to be a hero given her origin.

    If Sagittarius is too strong for your game; then reduce the number of trick arrows she has or the points in those that she has or reduce her DEX. If she is not strong enough then give her more arrows or make the ones she has stronger or give her some combat skill levels to make her more dangerous with a bow.

    Sagittarius is a smart hunter and often adapts ambush tactics, following her quarry for hours sometimes before striking and using her bow and Zen Archery to attack from extremely long range.

     

    Appearance: Sagittarius is an average looking brown haired woman with deep blue eyes. Her costume is a dark brown body stocking with jade colored boots, gloves, and belt. She conceals her identity behind a domino mask the same color as her gloves and boots. The belt has numerous pouches and pockets which contain her arrowheads and the equipment to make fast repairs and modifications on the fly. Her bow is a high-tech piece of hardware which was created through a joint effort between herself and Libra.

  17. Re: Raptor

     

    After Raptor and the rest of his team busted up a major arms deal in the last few games.

     

    Add inventor and Scanning Monocale: (Total: 15 Active Cost, 5 Real Cost) Active Sonar (Sight Group) (15 Active Points); Independent (-2), IIF (-1/4) (Real Cost: 5)

     

    New total: 178

  18. Re: open Beta for Preorders?

     

    Got mine today, preordered the game a while back but just found out about the beta key a few days ago. Already downloading the beta file, kind of sucks that even if you download it you can't play it til the 17th, Oh well.

  19. Re: The Zodiac Group 2.0

     

    Looks like we are getting close to the end...or are we?

    Pisces

    Val Char Cost Roll Notes

    10 STR 0 11- Lift 100.0kg; 2d6 [1]

    17 DEX 21 12- OCV: 6/DCV: 6

    15 CON 10 12-

    15 BODY 10 12-

    10 INT 0 11- PER Roll 11-

    20 EGO 20 13- ECV: 7

    10 PRE 0 11- PRE Attack: 2d6

    16 COM 3 12-

    20 PD 3 Total: 20 PD (15 rPD)

    20 ED 2 Total: 20 ED (15 rED)

    5 SPD 23 Phases: 3, 5, 8, 10, 12

    5 REC 0

    30 END 0

    40 STUN 12

    Total Characteristic Cost: 104

    Movement: Running: 6"/12"

    Flight: 10"/20"

    Leaping: 2"/4"

    Swimming: 2"/4"

     

    Cost Powers END

    30 Costume: Armor (15 PD/15 ED) (45 Active Points); OIF (-½) 0

    35 Zodiac Link: Mind Link , Zodiac, Number of Minds (x16), Psychic Bond 0

    13 Flight Jets: Flight 10" (20 Active Points); OIF (-½) 2

    10 Mental Defense (14 points total) 0

    100 Powers of the Mind: Multipower, 100-point reserve

    6u 1) World Bends to My Whims: Mental Illusions 11d6 (Human and Machine classes of minds), Reduced Endurance (0 END; +½) (97 Active Points); Does Not Provide Mental Awareness (-¼), Stops Working If Mentalist Is Knocked Out (-¼) 0

    10u 2) Break Your Mind: Ego Attack 9d6 (Human and Machine classes of minds) (100 Active Points) 10

    6u 3) Serve Me: Mind Control 10d6 (Human and Machine classes of minds) (60 Active Points) 6

    Zodiac Hand-to-Hand Training

    Maneuver OCV DCV Notes

    4 Martial Escape +0 +0 25 STR vs. Grabs

    4 Martial Block +2 +2 Block, Abort

    4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

    3 Martial Throw +0 +1 2d6 +v/5, Target Falls

     

    Talents

    4 Double Jointed

     

    Skills

    20 +4 with Mental Combat

    3 Acting 11-

    3 Concealment 11-

    3 Contortionist 12-

    3 Disguise 11-

    2 KS: Movies 11-

    2 KS: The Superhuman World 11-

    3 Lockpicking 12-

    3 Mimicry 11-

    2 PS: Actress 11-

    3 Sleight Of Hand 12-

    3 Stealth 12-

    3 Teamwork 12-

    3 Ventriloquism 11-

    Total Powers & Skill Cost: 285

    Total Cost: 389

     

    239+ Disadvantages

    15 Distinctive Features: Blue Skin (Concealable; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone)

    20 Enraged: Encounters Someone with Stronger Will (Common), go 11-, recover 11-

    25 Hunted: UNTIL 11- (Mo Pow, NCI, Capture)

    25 Hunted: DEMON 11- (Mo Pow, NCI, Harshly Punish)

    10 Psychological Limitation: Overconfident (Common, Moderate)

    20 Reputation: Monster Conjuring Member of Zodiac, 14- (Extreme)

    15 Social Limitation: Secret Identity (Mara Hamilton) (Frequently, Major)

    20 Vulnerability: 2 x Effect Mind Effecting Attacks (Common)

     

    Total Disadvantage Points: 389

    Background/History: Mara Hamilton was just an ordinary girl born and raised in Millennium City with a fairly good acting career. She landed a few minor roles her and there and even landed a title character role once but then her career went south. They all said the same thing at every casting call she went to, she was pretty enough but her acting skills were dull and uninspired. Her hopes were crushed, all she had wanted to be was an actress and now that hope was gone. One day after another rejection she was walking down the streets of Millennium City when a super powered battle broke out. She turned to run with everyone else when a stray blast caught her in the back.

    She laid there unable to move as the battle raged around her, then a truck came around the corner and got blasted onto it's side, the contents spilling out onto her. Whatever those chemicals were they brought her back to consciousness and she crawled into a nearby alley and waited for the battle to end. When the paramedics began looking for injured they came across her and after a quick check discovered she was alright. She wondered how they could think that, she had been hit by a blast and covered in strange chemicals, and worse yet she was blue! "Look at me!" she showed and everyone stopped and stared at her. "Go away." she said, surprised at the result, and they did. The chemicals must have given her superpowers and she knew just what to do with them. Within a few weeks she was getting job offers left and right and she had discovered she could do more than just control peoples minds, she could also make them see things. Then a strange woman showed up outside her house and offered her a new type of job. It took some work on the part of the strange woman but before long the Zodiac had it's Pisces.

     

    Personality/Motivation: Except for the crimes she commits as a supervillian, Pisces is a fairly regular person. She lives in a nice apartment, goes to work, and parties when she doesn't work either job. She is a movie buff and can often be found either catching the newest film in theaters or rewatching favorite on DVD at her home or at the Zodiac base. She sometimes draws on her love of movies when creating her illusionary monsters, nothing obvious like Godzilla but ones that look real enough to do the job.

    Pisces is motivated by the thrill she gets from being a supervillian. She loves the challenge of stealing something without getting caught, of evading the police, and of testing herself against heroes. She also understands that so long as she never gets caught, this makes great experience for any evil roles she might great offered in the future.

     

    Quote: Ever see the original Dracula? The black and white one. Now that was a movie.

     

    Powers/Tactics: Pisces is a powerful mentalist, but she lacks the control that some other mentalist have. While she can produce powerful illusions, disable opponents with a single mind blast, and control minds with ease, she lacks the ability to do so for very long. She must be careful in the use of her powers or become exhausted in the middle of a fight. She usually uses her powers to disguise members of the Zodiac, cover their escape with an illusion, and maintains a constant psychic link between all the members making it difficult to cut off communication between them.

    Pisces usually strikes from cover, often in a mundane disguise. She starts by either conjuring a mental illusion of a monster usually from a movie or by attempting to mind control an opponent. If both tactics fail she then switches to her ego attack, hoping to disable her opponent. If forced to flee she uses her skills as an actress to hide herself occasionally aided by her mental powers.

     

    Campaign Use: Pisces makes a good opponent for heroic mentalist and could also serve as a new member of PSI. Simply change her costume to be more like a PSI uniform and remove or replace the Zodiac Hand-to-Hand Training with something more appropriate.

    If Pisces is too strong for your purposes simply reduce the amount of points in her Multipower or her mental defense. If she is not strong enough then give her more mental powers, make her existing powers cost 0 END, or give her some combat skill levels to make her a good hand-to-hand fighter. Pisces is an interesting hunter who often looks to her love of movies for an idea. She follows her target in disguise until she finds an appropriate spot for a battle. She then creates an illusion to lure the target close, often herself in the role of a damsel in distress. Once the target saves her she attacks when their guard is down.

     

    Appearance: Pisces wears a navy blue body stocking the covers her from neck to toe with a pair of diamond cut-outs around the stomach. She wears dark red knee-high boots and gloves that reach to her elbow of the same color. She wears no mask as her features are almost always altered by another illusion. When not in costume Mara Hamilton wears comfortable but stylish clothes and conceals her blue skin behind stage makeup so she doesn't have to constantly concentrate on an illusion.

  20. Started a DC game recently, real down to earth and violent. The GM said we could have slightly more advanced tech then is around today so I created Raptor, the most dangerous tech ninja since...:think: if anyone thinks of one let me know. Anyways here is my DC character Raptor in case anyone needs a tech ninja for their game. I'll be posting updates of him as the game continues.

    House Rules: Since we started out with fewer points then normal DC characters the GM gave us one free contact equal to five points and if we increased the roll of an everyman skill the cost was reduced by one point. Hence the zero cost contact and some skills being two points instead of three.

     

    Raptor

    Val Char Cost Roll Notes



    15 STR 5 12- Lift 200.0kg; 3d6 [3]

    20 DEX 30 13- OCV: 7/DCV: 7

    10 CON 0 11-

    12 BODY 4 11-

    13 INT 3 12- PER Roll 12-

    11 EGO 2 11- ECV: 4

    10 PRE 0 11- PRE Attack: 2d6

    10 COM 0 11-

    2 PD -1 Total: 2 PD (0 rPD)

    2 ED 0 Total: 2 ED (0 rED)

    4 SPD 10 Phases: 3, 6, 9, 12

    5 REC 0

    20 END 0

    25 STUN 0

    Total Characteristic Cost: 57

    Movement: Running: 6"/12"

    Leaping: 6"/12"

    Swimming: 2"/4"

     

    Cost Powers END

    9 Ninja-to: Killing Attack - Hand-To-Hand 1 ½d6, Invisible to Detect Metal (+¼), Reduced Endurance (0 END; +½) (44 Active Points); Independent (-2), OAF (-1), STR Minimum 15 (-¾), Real Weapon (-¼) 0

    1 Way of the Ninja: Invisible to Hearing Group (+¼) for up to 6 Active Points of Running, Reduced Endurance (0 END; +½) (1 Active Points) 0

    Ninjutsu

    Maneuver OCV DCV Notes

    4 Atemi Punch -1 +1 2d6 NND

    4 Block +2 +2 Block, Abort

    4 Disarm -1 +1 Disarm; 25 STR to Disarm

    1 Weapon Element: Blades

     

    Perks

    0 Contact: Raine (Forger) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-

    0 Equipment Points: 60

    0 Follower/Contact Points: 5

    0 Vehicle/Base Points: 10

     

    Talents

    6 Combat Luck (3 PD/3 ED)

    15 Combat Sense 12-

    4 Deadly Blow: +1d6 (Ninja-to)

    Skills

    0 AK: Hudson City 8-

    3 Acrobatics 13-

    0 Acting 8-

    3 Breakfall 13-

    3 Bugging 12-

    2 Climbing 13-

    2 Concealment 12-

    0 Conversation 8-

    0 Deduction 8-

    3 Electronics 12-

    0 KS: Hudson City Crime 8-

    2 KS: Ninjutsu 11-

    0 KS: Tech Firms and Inventions 11-

    0 Language: English (idiomatic; literate) (5 Active Points)

    4 Language: Japanese (completely fluent; literate)

    3 Lockpicking 13-

    3 Mechanics 12-

    0 PS: Office Worker 11-

    2 Paramedics 12-

    0 Persuasion 8-

    3 Security Systems 12-

    2 Shadowing 12-

    3 Sleight Of Hand 13-

    2 Stealth 13-

    0 TF: Common Motorized Ground Vehicles

    5 WF: Common Martial Arts Melee Weapons, Small Arms, Blades

    Total Powers & Skill Cost: 93

    Total Cost: 150

     

    75+ Disadvantages

    10 Distinctive Features: Raptor Armor (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group)

    25 Hunted: HCPD 11- (Mo Pow, NCI, Harshly Punish)

    15 Hunted: Black Falcon Ninja Clan 11- (Mo Pow, NCI, Watching)

    0 Normal Characteristic Maxima

    15 Psychological Limitation: Ego Signature (Common, Strong)

    Total Disadvantage Points: 150

    EQUIPMENT CARRIED

    Equipment END

    Raptor Armor: Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (-½), Half Mass (-½), Activation Roll 14- (-½), Real Armor (-¼) 0

    Rebreather: Life Support (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (+0) (5 Active Points); OAF (-1) [1 cc]

    Smoke Grenade: Darkness to Sight Group 4" radius (40 Active Points); Independent (-2), 4 Continuing Charges lasting 1 Minute each (-¼), Range Based On Strength (-¼) [4 cc]

    Walther P99: (Total: 28 Active Cost, 6 Real Cost) +1 with OCV (8 Active Points); Independent (-2), OAF (-1), STR Minimum 10 (-½), Real Weapon (-¼) (Real Cost: 2) plus Killing Attack - Ranged 1d6+1, 16 Charges (+0) (20 Active Points); Independent (-2), OAF (-1), STR Minimum 10 (-½), Beam (-¼), Real Weapon (-¼) (Real Cost: 4) [16]

    Frag Grenade: Killing Attack - Ranged 2d6, Explosion (+½) (45 Active Points); 4 Charges (-1), OAF (-1), -2 Decreased STUN Multiplier (-½), Cannot Use Targeting (-½), Can Be Missile Deflected (-¼), Range Based On Strength (-¼), Real Weapon (-¼) [4]

    Advanced Concealed Lockpicks: +2 with Lockpicking (4 Active Points); IAF (-½)

    Background/History: Frank Ross was born and raised in Hudson City and knows the troubles that plague the city. His family, one of the few with legit money in town, sent him out of town for his schooling and he disappeared from the public eye during that time. He returned years later, to find that a relative had murdered his family and with a few well placed bribes had gained control of all their money. He attempted to gain the money back through the court system and failed badly, his relative's high priced lawyer controlling the entire hearing. His relative then began to seize everything he owned leaving Frank with next to nothing. Frank fled into the Hudson City underground and after making a few underworld contracts, created a new identity. He went to work for Omni-Source, a research firm that was on the cutting edge of technology and did well there.

    After a year or so of working for Omni-Source, he had the blueprints he needed to make his plan work. Since he himself had been a victim of the crime and corruption that infected the city he had decided to take a stand against it. During his time away from Hudson City, he saved an old man's life and after doing so learned that the old man was the brother to the head of one of the few remaining ninja clans. He was inducted into the clan for saving the man's life and taught their ways, he left them years later to return to Hudson City. His time at Omni-Source had taught him plenty about the world of technology so he combined the two. He recreated ancient martial arts weapons out of advanced materials and added a few surprises to them, he improved on body armor, and began his mission as the mysterious Raptor. He started with his relative and hasn't stopped since, however, since his relative left the money to his own family, Frank can not recover any of it and in fact doesn't want to since it most likely has blood all over it.

     

    Personality/Motivation: Raptor acts a great deal like his namesake. He is careful, methodical, and vicious when he is on the act. He slips in and out of places when he needs to be convert but uses whatever is needed to get he job when a fight breaks out. He favors quick clean kills but understand and appreciates the need for "aggressive" interrogation methods. He seems driven to mark his kills and thefts, leaving a tiny black falcon figure on his opponent and in the places he breaks into. He has a custom mold for them and makes them himself, leaving the police with no trail to follow.

    Raptor is driven by a basic desire; that being that he wishes to make a difference on the streets. He grew up on the streets of Hudson City and knows how bad it can get so he now tries to make a dent in the vast criminal population that seems to run the street and endangers the people. He knows that the police are more often then not on the take so he kills his opponents because he firmly believes that most will be set free for one reason or another.

     

    Quote: This blade is a blend of high impact plastics, fiberglass, and ceramics. It is completely indestructible and capable of removing a limb with a single cut. Care to see?

     

    Powers/Tactics: What makes Raptor an effective fighter is his combination of martial arts, high tech equipment, and his unwillingness to rely on a single weapon to the exclusion of others. While he prefers his ninja-to, he is equally skilled with firearms and often carries one and a few grenades at all times.

    Raptor uses whatever tactic is most useful at the moment but usually starts a fight with a smoke grenade and uses his combat sense to take down opponents while they are blinded. If he has no more smoke grenades, then he will either attempt to close on his opponent and disarm them or open fire with his Walther and Frag grenades.

     

    Campaign Use: Raptor is a well rounded character that can fill a slot in several games. Remove his high tech gear and he can serve well as an American ninja for a martial arts game. He works perfectly for a Dark Champions game as is and with more advanced equipment he might even be an interesting character in a sci-fi game.

    If Raptor is not strong enough for your game then give him more martial arts moves or more gadget such as stealth camo. If he is too strong then reduce his stats or make him a more traditional ninja, one that hates modern weapons.

     

    Appearance: Frank Ross is an athletically built man with short blond hair and green eyes. Like all members of the Black Falcon Clan, Frank has their name tattooed on his body, the Japanese symbols for it are on the small of his back. The raptor armor is a combination of a tried and true ninja night-suit and modern body armor. The armor is solid black with armored reinforcements on the shins and forearms, a black sleeveless jacket which ends at mid-thigh is worn over it and secured around the waist with a gray sash. His Ninja-to is made of several nonmetallic elements making it virtually indestructible and thus undetectable by modern metal detectors.

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