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Doc Shadow

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Everything posted by Doc Shadow

  1. Here is the promised character to move. Coincidentally his friends will move with him and his brother will be re-assigned to Oceana NAS in Virginia. Supreme Val Char Cost Roll Notes 80 STR 2 25- Lift 1.6ktons; 16d6 [4] 23 DEX 6 14- OCV: 8/DCV: 8 30 CON 4 15- 15 BODY 2 12- 13 INT 3 12- PER Roll 12- 14 EGO 8 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 18 COM 4 13- 30 PD 0 Total: 30 PD (30 rPD) 26 ED 0 Total: 26 ED (26 rED) 6 SPD 0 Phases: 2, 4, 6, 8, 10, 12 22 REC 0 70 END 5 70 STUN 0 Total Characteristic Cost: 44 Movement: Running: 19"/76" Flight: 30"/240" Leaping: 16"/32" Swimming: 13"/52" Cost Powers END 42 +68 STR, Reduced Endurance (Half END; +1/4) (85 Active Points); Weaknesses (-1) 3 16 +11 DEX (33 Active Points); Weaknesses (-1) 18 +18 CON (36 Active Points); Weaknesses (-1) 4 +4 BODY (8 Active Points); Weaknesses (-1) 7 +14 PD (14 Active Points); Weaknesses (-1) 10 +20 ED (20 Active Points); Weaknesses (-1) 15 +3 SPD (30 Active Points); Weaknesses (-1) 14 Damage Resistance (30 PD/26 ED) (28 Active Points); Weaknesses (-1) 15 Physical Damage Reduction, Resistant, 50% (30 Active Points); Weaknesses (-1) 15 Energy Damage Reduction, Resistant, 50% (30 Active Points); Weaknesses (-1) 7 Super Physiology: Power Defense (15 points) (15 Active Points); Weaknesses (-1) 5 Super Will: Mental Defense (14 points total) (11 Active Points); Weaknesses (-1) 5 X-Ray Vision: N-Ray Perception (Sight Group) (10 Active Points); Weaknesses (-1) 7 Telescopic Vision: +10 versus Range Modifier for Sight Group (15 Active Points); Weaknesses (-1) 2 Ultraviolet Vision: Ultraviolet Perception (Sight Group) (5 Active Points); Weaknesses (-1) 1 Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); Weaknesses (-1) 6 High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 15 Life Support (Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (30 Active Points); Weaknesses (-1) 37 Movement Powers: Multipower, 60-point reserve, all slots Reduced Endurance (Half END; +1/4) (75 Active Points); all slots Weaknesses (-1) 1u 1) Flight 5", Megascale (1" = 100 km; +3/4) (17 Active Points); Weaknesses (-1) 1 3u 2) Flight 25", Improved Noncombat Movement (x8) (60 Active Points); Weaknesses (-1) 3 1u 3) Running +13" (19" total), Improved Noncombat Movement (x4) (31 Active Points); Weaknesses (-1) 1 1u 4) Swimming +11" (13" total) (Improved Noncombat Movement (x4)) (16 Active Points); Weaknesses (-1) 1 25 Eye Beams and Super Breath: Multipower, 50-point reserve, (50 Active Points); all slots Weaknesses (-1) 2u 1) Heat Vision: Energy Blast 10d6 (50 Active Points); Weaknesses (-1) 5 2u 2) Laser Vision: Killing Attack - Ranged 3d6+1 (50 Active Points); Weaknesses (-1) 5 1u 3) Super Breath Shove: Telekinesis (20 STR) (30 Active Points); Only to push objects away (-1), Weaknesses (-1), Affects Whole Object (-1/4) 3 1u 4) Super Breath Blow Away: Dispel Flames and gases 7d6, Explosion (Cone; -1 DC/2"; +1/2) (31 Active Points); Weaknesses (-1) 3 Perks 1 Money: Well Off Skills 0 Acting 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 7 Gambling (Board Games, Card Games, Craps, Roulette) 12- 3 High Society 13- 2 KS: High Technology 11- 3 KS: Science Fiction 12- 2 KS: The Cold War 11- 0 Paramedics 8- 0 Persuasion 8- 5 PS: Writer 14- 0 Shadowing 8- 0 Stealth 8- 1 Survival (Temperate/Subtropical Forests, Temperate/Subtropical Plains) 8- 2 TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 2 WF: Small Arms Total Powers & Skill Cost: 306 Total Cost: 350 200+ Disadvantages 20 Psychological Limitation: Code of Honor Very Common, Strong 15 Psychological Limitation: Overconfident Common, Strong 10 Psychological Limitation: Will not leave an innocent in danger Common, Moderate 5 Psychological Limitation: Distrustful of Politicians Uncommon, Moderate 15 Social Limitation: Secret Identity - Matthew John Brannock Frequently (11-), Major 15 Susceptibility: Explosure to Radium 2d6 damage per Turn Uncommon 15 Dependent NPC: Meg Riker - Newspaper Reporter - lover 11- (Occasionally), Normal, Useful noncombat position or skills, Unaware of character's adventuring career/Secret ID 5 Dependent NPC: Lieutenant Alexander Brannock USN - younger brother 8- (Infrequently), Normal, Useful noncombat position or skills 5 Dependent NPC: Thom Dulaine, P.I. - best friend 11- (Occasionally), Slightly Less Powerful than the PC, Useful noncombat position or skills 15 Dependent NPC: Auroura Astrid, Supermodel - ex-lover and stuck-up bitch 8- (Infrequently), Normal, Unaware of character's adventuring career/Secret ID 15 Hunted: Mechanon 8- (Occasionally), More Powerful, Harshly Punish 5 Hunted: Tachyon 8- (Occasionally), As Powerful, Mildly Punish 10 Hunted: Firewing 8- (Occasionally), More Powerful, Mildly Punish 0 Weaknesses Notes: Supreme's weaknesses are as follows: 1st.) all his superhuman powers and abilities are at 1/2 power vs. magical foes (-1/2); 2nd.) they are at 1/4 power when exposed to Radium (-1/4); 3rd.) he begins to lose power when he is away from the Sol System at a rate of 5 active points per day, going to a minimum of 3 active for characteristics and 5 active for powers, round up (-1/4). Total Disadvantage Points: 150 Background/History: Matt Brannock had done well for himself, his "Orion's Blade" series of novels had a loyal readership of over a million worldwide, his affair with Auroura Astrid had ended badly but he had a new relationship with Meg Riker showed a lot of promise and his first attempt at a cold war spy thriller "Assignment: Havana" had just hit the New York Times bestseller list. He had gone off on vacation to his cabin in the Colorado Rockies and that's where things started to get weird. While hiking one day Matt came across a fellow been cornered by a cougar. Levering a shell into the chamber of the .44-40 Winchester that he always carried in the Rockies Matt finished the big mountain cat with a single shot before the cat could tear into the other man. The man that Matt had saved claimed that he was not from this world and that in gratitude for saving him from the cougar he would grant Matt anything that he could desire. Convinced that the man was a harmless loon, Matt decided to humor him. "I'd like to be Superman." he said. The Other looked at him and replied "That can be arranged." He then led Matt to his ship. Matt was shocked as he realized that this was for real, he was even more shocked when his alien friend came back out and shot him. Matt came to in his cabin laying on his own bed, there was a note on the kitchen table explaining that the Other (Matt's name for the alien) had taken Matt to his homeworld where the human had undergone genetic re-structuring. It had been necessary to stun him least he learn the homeworld's location. Matt now possessed many of the powers of Superman, but at a somewhat lower power level than the fictional hero. While he was trying to adjust to all this Matt had turned on the TV. When the news came on the newscast date jumped out at him, over a month had passed since he had rescued the Other. All this could wait he had to get back home. As he packed Matt discovered the Other's last gift to him, three identical colorful costumes reminiscent of that of the Man of Steel. As he drove home Matt realized that his comfortable life had come to an end. But the adventures of Supreme were just beginning. Personality/Motivation: Matt has always been a pretty well-balanced guy, He has a ready smile and a boyish sense of humor. However in the coming months that will change as the full weight of responsibility hits him. A 35 year old bachelor Matt lives in a 6-room apartment on the second floor of an older brownstone in Millennium City (a survivor from Detriot) at 1318B Harrison Avenue; he also owns a small 2-room cabin in the Colorado Rockies that he has nicknamed the "Fortress of Solitude". Matt's best friend is his upstairs neighbor, Thom Dulaine; he is also friends with his agent, Sam Reid and his editor over at Cornet Publishing, Jamie Axton. He also gets along well with his younger brother Alex a navy pilot stationed at nearby Port Huron N.A.S.
  2. I voted for Charlotte. Someone has to keep Quantum's temper under control. Also my best friend has been living in Kannapolis (about 20 miles northeast) for the last two years and has spoken very well of the city. Also the base does sound interesting. I'll post a character to move there later.
  3. Yes but he couldn't remember how he did it. Rewatch the scene where he talks to Hank about it.
  4. Why the last person I want as Speaker of the House is Nancy Pelosi.
  5. I think only Larry Storch is left of the old F Troop cast. RIP Captain Parmenter.
  6. Thanks, LL. Looks like either of those would be a good choice.
  7. A nice little semi-auto handgun in .22 long rifle. Here's what I'm considering: A Ruger SR22 with the 4.5 inch barrel. A Ruger Mark IV Target or a Walther P22 I've checked and all three are legal up here in MA so I'm good on that front. But I've never fired these so I'm hoping some of you folks have some experience with them and can point me in the right direction.
  8. I've been thinking about running this GURPS WWII campaign for years and just thought I'd post it here to see what people thought of it. All the King's Men The War in North Africa a GURPS World War Two campaign Premise: All the King's Men will consist of three intertwined campaigns set during the Desert War in North Africa during World War Two. One campaign will focus on the war on land, one in the air, and the third at sea. The campaign style will be a mix of the "Gritty Heroes" and the "Dashing, Daring, Do" styles of play. This will be a long term campaign lasting through nearly half of the war. The Desert War began in September of 1940 and didn't finally wrap up until May of 1943, 32 months later. The land campaign will see the PCs start as the seasoned soldiers of the 16th British Infantry Brigade, having fought in the early skirmishes against the Italians in June, July, and August. By the end you'll be elite troops with either Major Ralph Bagnold's Long Range Desert Group or Lieutenant-Colonel David Sterling's Special Air Service. The air campaign will start you as young Pilot Officers flying the old Gloster Gladiator biplanes before you earn your way into Hurricanes and eventually Spitfires, with special missions in Beauforts, Blenheims, Beaufighters, and Mosquitoes. Control of the skies was constantly see-sawing back and forth through most of the war in the desert so you can expect to see plenty of action for this one. The sea campaign will see the PCs initially aboard a scratch force of hastily armed speedboats and motor launches trying to interdict enemy supplies coming across the Med from Italy. Once they arrive from home, you'll transition into motor gun boats, and torpedo boats. It's possible that you could finish the campaign on one of the big fast German E-boats, but you'll have to capture and then refit one first. For the land campaign you'll build your characters on the 50 point Rifleman template but you'll have 30 extra points to work with. Keep the ranks at 0 or 1 (private/lance corporal, corporal) Use those extra points to pick up needed skills from the LRDG or Commando templates. Most characters should be from England, but Welsh, Scottish or Irish would be okay as well. For the air campaign you'll build your characters on the straight 60 point Fighter Pilot template. Everyone will start as rank/grade 3 Pilot Officers at no cost. Your characters could be from anywhere in the British Empire as long as you can come up with a plausible, or at least interesting, explanation of how they wound up in the RAF in North Africa. Please try to have an even mix of regulars and reservists. For the sea campaign you'll build your characters on the 50 point Sailor template but with 15 extra points to reflect the fact that the Royal Navy is a seasoned force and even the reservists are well trained. You'll all be RNVR officers with the rank of Midshipman or Sub-Lieutenant, again at no cost. I am willing to allow one player to create a veteran Petty Officer built on an extra 30 points for a total of 95. But such a character would be in his early 40s at least and of course will never be the CO.
  9. Mahar's problem is he has my Dad's view of comics from back in the 80s: they are for small children. Or to directly quote my Dad: "When are you going to stop playing with all this baby sh1t and grow up?!" What he doesn't realize is that the comics themselves have grown up. They're not written for small children anymore, and really haven't been for 40 years. But in his mind they still are.
  10. Guilty Conscience (1985) Anthony Hopkins, Blythe Danner, Swoosie Kurtz
  11. Uncompromising Honor by David Weber. The final Honor Harrington novel brings the story that began in On Basilisk Station to a close. Honor may make an appearance in some of the spin off series, but it will be as a supporting character. Her story is now done.
  12. "Tell the Pigs to f*&^ off!" "F*&^ off, Pigs."
  13. Atomic Blonde with Charlize Theron and James McAvoy
  14. Probably one of the most famous quotes in movie history. It's probably in here somewhere already, but it's worth doing multiple times. "Bond, James Bond."
  15. My overall electric bill is only about $50 a month. Except during the Summer, when it jumps to around $75 or $80 from running the A/C.
  16. "Smile and smile. I don't trust men who smile too much!"
  17. "Would that be the plan to continue with total slaughter until everyone's dead except Field Marshal Haig, Lady Haig and their tortoise, Alan?"
  18. I watched Ant Man and the Wasp over the weekend. I enjoyed the movie but hated the mid credits sequence. Made me once again want to grab Ross, the whole fracking UN Security Council, and whichever moron came up with the "Accords" and slam them face first into the ground repeatedly while screaming "THIS IS WHAT YOUR F#&*ING ACCORDS DID, YOU F#&*ING @^^]OLES!!! HALF THE UNIVERSE DEAD BECAUSE YOU JUST HAD TO BE C%)K OF THE F#&*ING WALK AND BREAK UP THE ONE GROUP THAT COULD HAVE STOPPED IT IF THEY CAME AT HIM AS A TEAM!!!" Anybody else feel that way? BTW
  19. This setting took elements from Terran Empire, a dash of Perry Rhodan for some ancient history, and my own original material. DELETED You know what. Never mind. It's pretty clear nobody was interested.
  20. May 29, 1970 http://marvelcinematicuniverse.wikia.com/wiki/File:S.H.I.E.L.D._Tony_Stark_file.jpg
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