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Dr Lucky

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Posts posted by Dr Lucky

  1. Originally posted by Blue Jogger

    It's 2 STR for a hand and half in one hand. 3 STR for two-handed in one hand.

     

    Assuming at 20+ STR, that makes it +3 STR @ 0 END (9 points), -1 (Only for one-handed use of a two-handed weapon), -1/2 No figured.

     

    That makes it about a 3 point (ok, 3.6) talent. At this point, it's just Strength to add for the purposes of doing extra damage and it's not enough (by itself) to add one damage class. Here buying 2 Combat Skill Levels for 6 points is probably a better investment.

     

    But, you only really need it if you're under 20 STR (20+ STR and you can wield any 2H in one hand, no problem), which would make a 2 point talent. In this case, you are avoiding the penality of not being able to use the sword because you are too weak. This is a -1 OCV and a damage class lost. Definately worth a 2 point talent.

     

    With 3 points of STR, it does become a 2 point talent, but never a 3 point talent, even with 0 END applied. 3 points of STR = 3 pts. 0 END (+1/2) means 3 x 1.5 = 4.5 (4 Active Points) As long as the disads fall in the -3/4 to -1 1/2 range, the real cost becomes 2. The -1 1/2 you have works. Since this is being bought as a talent, it never gets the doubling associated with exceeding NCM. That would be like doubling the base cost of the DEX associated with lightning reflexes if someone exceeded 20 DEX.

  2. Originally posted by badger3k

    Good point - still comes out to one point. Maybe just use a custom talent. That way I can avoid the little difficulty like this. Probably will - just took a look at great sword - taking the 2h mod to 1h only added one point to the final total. It might not be cost effective (in both game and my effort) to figure it out (tried to do a required hands 1 naked mod and it cost 0 - maybe use a +1/2 advantage? - no, that makes it way too expensive).

     

    3 point talent? Its usefulness is limited somewhat, and would only negate the STR min adjustment for 2h used in one hand.

     

    Still, it's only a 2 point difference. Maybe I'll need to see if that really will have any game affect at all. If no effect, then no need.

     

    Anybody who reads this ever see much use of 2h weapons like this?

     

    A 3 point talent?!? Why? How would you possibly construct this to equal 3 points? And why would you want to? For 2 points, I could just buy the two points of STR. Even if I had cleared NCM, I would rather spend 4 points on the STR than the 3 point talent. It really is only worth 1 point. Why make it cost more for a 1 point ability that isn't really that good to begin with?

  3. Originally posted by Hugh Neilson

    OK, the one I disagree with is "activation END " being a -1/4 limitation. I would instead reduce 0 END to +1/4. Why, you ask?

     

    Let's use a different construct to illustrate. We'll say it's an 4d6 EB, NND, Area Effect, Continuous, Uncontrolled. That's got an active cost of 100 (20 x 5), right? Tack on 0 END. It now has an active cost of 110. With me so far?

     

    Now let's make it cost END to start up. "10 END Please!" Well, that reduces the cost to 110/1.25 = 88, so it saves 22 points. If I had the power cost ordinary END every phase instead, it COSTS me 12 points. :confused:

     

    So I would reduce the advantage, not apply a separate limitation.

     

    Oh, and if you want to get technical, a power can't have both "Increased End" and "Reduced End", can it? Maybe just buy 0 END and take a side effect that does END damage rather than STUN damage ;)

     

    Just use the Costs END Only To Activate (+1/4) usually used for things like DI and Growth.

  4. Well, I just got my copy today, and hadn't seen the book in person up until now. Sweet mother of crap! This thing really is huge. It's going to take a long time to digest it all, but I'm sure it will be fun. I've been looking forward to this, and I'm sure I will not be disappointed.

  5. Lockout is already a -1/2 limitation, and just says you can't use anything else in the MP. Maybe x2 Active Points for -1/4, but I can't see anything beyond that because the lockout would be more limiting at -1/2 than any other iteration of your limitation, while doing basically the same thing.

  6. Originally posted by GamePhil

    You might consider using the Automaton rules instead of the Vehicle rules, and just having the robot have a hollow space inside for the user.

     

    That's basically what I would do. Make the primary character the Powersuit, as an Automaton, and buy the driver as a 100% different Duplicate or a follower. If you go the Duplication route, you can either use Cannot Recombine, or define recombining as getting in the suit.

  7. Just to the people who seem to have problems with an EC on a battlesuit, and suggest that they haven't used it in any official 5th Ed Champions stuff yet, check out page 118 of Champions Universe. Stalwart doesn't have an EC, but it is listed as what to give his armor to make him more powerful. That suggests to me that the designers don't have an intrinsic problem with the idea.

  8. What type of character are you looking for exactly? What year does the game take place in? What genre is it? I have a few ideas, but I'm not sure what you are looking for. The only concrete thing I'm thinking is that he wouldn't be a mutant, just because the idea of a racist mutant villian seems silly after years of X-Men comics talking about mutant persecution. Some sort of tech based guy might be cool though, or a mystic. I could see a gadgeteer building robots that look like robed klansmen, or even a powersuit that looks like a klansman. Alternately, a mystic with a multiform to turn into the 'Grand Dragon.' (Or is it the High Dragon? I know one of the high up KKK ranks is some sort of dragon...)

  9. Originally posted by winterhawk

    Everything looks good...If I had a nit to pick it'd be the name...Allen Wrench has too much of a straight gadgeteer flavor to it.

     

    Yeah, I understand that. Like I said, he was originally meant to be more of a gadgeteer, but it didn't seem to work out that way. I sort of based his personality off of two people I know, and both of them are named Al, so it sort of made sense. If he sees play, I sort of see him becoming a supplier of super-tech for the heroes of the city, or helping make better equipment for Millenium City's MARS units or the like. It's still not exactly a gadgeteer role, but it does fit the name.

  10. Here's a character who was originally intended as a gadgeteer, but I guess I really wanted a power suit guy. At any rate, I think he makes a pretty good science/tech guy for a team. I think he's neat, but I would love some comments.

    Combat Information Page

    Character Name: Allen Wrench

    Alternate Identities: Allen Biggs

    Player Name: Ron

    attachment.php?s=&postid=101723
    CHARACTERISTICS CHARACTER IMAGE
    Val Char Base Points Total Roll Notes
    15 STR 10 5 15/33 12- / 16- HTH Damage 3d6/6 1/2d6 END [1/3]
    16 DEX 10 18 16/26 12- / 14- OCV 5/9 DCV 5/9
    18 CON 10 16 18/23 13- / 14-
    16 BODY 10 12 16/20 12- / 13-
    23 INT 10 13 23 14- PER Roll 14-
    14 EGO 10 8 14 12- ECV: 5
    10 PRE 10 0 10 11- PRE Attack: 2d6
    10 COM 10 0 10 11-
                 
                 
    3 PD 3 0 3/28   3/28 PD (0/25 rPD)
    4 ED 4 0 4/29   4/29 ED (0/25 rED)
    3 SPD 2.6 4 3/6   Phases: 4, 8, 12/2, 4, 6, 8, 10, 12
    7 REC 7 0 7  
    26 END 36 -5 26  
    35 STUN 33 2 35    
    6" Running 6 0 6"    
    2" Swimming 2 0 2"    
    3"/1 1/2"" Leaping 3 0 3"/26 1/2" 73 Total Characteristics Points
    EXPERIENCE POINTS
    Total earned: 32
    Spent: 32
    Unspent: 0
    Base Points: 250
    Disad Points: 125
    Total Points: 407
    MOVEMENT
    Type Total
    Run (6) 6" [12" NC]
    Swim (2) 2" [4" NC]
    H. Leap (3") 3"/26 1/2"
    V. Leap (2") 1 1/2"/13 1/2"
    Flight 21" [42" NC]
    Tunneling 0" [1" NC]
    APPEARANCE
    Hair Color:  Brown
    Eye Color:  Brown
    Height:  6' 0"
    Weight:  220 lbs
    Description:
    The Allen Wrench Armor fully encloses its wearer, and looks something like a very streamlined space suit, though the helmet and gauntlets are different. The only feature on the helmet is a narrow visor covering Allen's eyes. The gauntlets are have many moving parts, shifting in configuration to use their different powers. A streamlined back pack holds the Grav Jets and the air supply for the rebreather.
    The entire armor is bright blue, with gold highlights in the joints and other moving parts.

    DEFENSES
    Type Amount Notes
    Physical Defense 3/28 Current BODY:
    Res. Phys. Defense 0/25  
    Energy Defense 4/29 Current END:
    Res. Energy Defense 0/25  
    Mental Defense 20 Current STUN:
    Power Defense 0  
    COMBAT INFORMATION
    OCV: 5/9 DCV: 5/9
     
    Combat Skill Levels: +2 with Energy Gauntlets
    COMBAT MANEUVERS
    Maneuver Phase OCV DCV Effect
    Block 1/2 +0 +0 Block, abort
    Brace 0 +2 1/2 +2 vs. Range Mod.
    Disarm 1/2 -2 +0 Can disarm
    Dodge 1/2 -- +3 Abort, vs. all attacks
    Grab 1/2 -1 -2 Grab two limbs
    Grab By 1/2 -3 -4 Move and Grab
    Haymaker 1/2* +0 -5 +4 DC attack damage
    Move By 1/2 -2 -2 STR/2 + v/5
    Move Through 1/2 -v/5 -3 STR + v/3
    Set 1 +1 +0 Ranged Attacks only
    Strike 1/2 +0 +0 STR or weapon
    COMBAT MODIFIERS
    Range 0-4 5-8 9-16 17-32 33-64 65-128
    RMOD 0 -2 -4 -6 -8 -10

    POWERS
    Cost  Power END
    23 Power Pack: Endurance Reserve (200 END, 10 REC) Reserve: (30 Active Points); OIF (-1/2)
    37 The Right Tool For The Job: Variable Power Pool (Gadget Pool), 30 base + 7 control cost (45 Active Points); VPP Powers Can Be Changed Only In Laboratory (-1/2), OIF (-1/2)
    43 Energy Gauntlets: Multipower, 75-point reserve, all slots: (75 Active Points); OIF (-1/2), Powers Cannot Be Pushed (-1/4)
    3u
    1) Demolitions Ray: Tunneling 1" through 15 DEF material, Ranged (+1/2) (70 Active Points); Instant (-1/2), No Noncombat Movement (-1/4) (uses END Reserve)
    7
    4u
    2) Electrical Blast: Energy Blast 12d6 (vs. ED), Reduced Endurance 1/2 END (+1/4) (75 Active Points) (uses END Reserve)
    3
    4u
    3) Gravitic Ray: Telekinesis (50 STR) (75 Active Points) (uses END Reserve)
    7
    3u
    4) Laser Blast: Energy Blast 6 1/2d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), No Range Modifier (+1/2), Armor Piercing x1 (+1/2) (74 Active Points); Beam (-1/4), Power Cannot Be Bounced (-1/4), No Knockback (-1/4) (uses END Reserve)
    3
    4u
    5) Microwave Beam: Drain STUN 5d6, Ranged (+1/2) (75 Active Points) (uses END Reserve)
    7
    3u
    6) Photon Blast: Energy Blast 6d6, Attack Versus Limited Defense: Flash Defense: Sight Group (+1 1/2) (75 Active Points); Beam (-1/4), Limited Range (32") (-1/4) (uses END Reserve)
    7
    3u
    7) Plasma Enhanced Punch: Hand-To-Hand Attack (Affects ED) +6 1/2d6, Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Affects Any Form Of Desolidification (+1/2) (74 Active Points); Hand-To-Hand Attack (-1/2) (uses END Reserve)
    3
    4u
    8) Sonic Blast: Flash 10d6 (Hearing Group), Does Knockback (+1/4), Area Of Effect (One Hex; +1/2), Double Knockback 2x KB (+3/4) (75 Active Points) (uses END Reserve)
    7
    13 Grav Jets: Multipower, 20-point reserve, all slots: (20 Active Points); OIF (-1/2)
    1u
    1) Combat Hovering: Flight 5", Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points)
    1u
    2) Gravity Boost: Leaping +20" (3"/26 1/2" forward, 1 1/2"/13" upward) (20 Active Points) (uses END Reserve)
    2
    1u
    3) Patrol Mode: Flight 10" (20 Active Points) (uses END Reserve)
    2
    1u
    4) Travel Mode: Flight 6", Megascale (1" = 1 km; +1/4), Reduced Endurance 1/2 END (+1/4) (18 Active Points) (uses END Reserve)
    1
    Boosted Characteristics, all slots: OIF (-1/2)
    9
    1) +18 STR (18 Active Points); No Figured Characteristics (-1/2) (uses END Reserve)
    2
    20
    2) +10 DEX (30 Active Points)
    5
    3) +5 CON (10 Active Points); No Figured Characteristics (-1/2)
    4
    4) +4 BODY (8 Active Points); No Figured Characteristics (-1/2)
    13
    5) +2 SPD (20 Active Points)
    2
    6) Self Repair System: Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), 1 Continuing Fuel Charges lasting 5 Minutes each (-1/2), Only Heals Damage To BODY Granted By Armor (-1/4)
    Notes: No Healing Max (see FREd p. 120).
    Defense Systems, all slots: OIF (-1/2)
    30
    1) Armor Plating: Armor (15 PD/15 ED) (45 Active Points)
    11
    2) Energy Screens: Force Field (10 PD/10 ED) (20 Active Points); Activation Roll 15- (-1/4) (uses END Reserve)
    2
    6
    3) Gravitic Anchor: Knockback Resistance -8" (16 Active Points); Activation Roll 15-, Jammed (-3/4), Power Only Works While Character Is Touching The Ground (-1/4)
    Helmet Systems, all slots: OIF (-1/2), All Slots Drained As An Elemental Control (-1/4)
    6
    1) Air Supply & Rebreather: Life Support , Self-Contained Breathing (10 Active Points)
    5
    2) Communications Suite: High Range Radio Perception (12 Active Points); Affected As Sight And Hearing Groups As Well As Radio Group (-1/2)
    3
    3) Nightsight: Nightvision (5 Active Points)
    4
    4) Polarized Lenses: Flash Defense (10 points) (Sight Group) (10 Active Points); Activation Roll 14- (-1/2)
    7
    5) Psychic Screens: +17 Mental Defense (20 points total) (17 Active Points); Activation Roll 14- (-1/2)
    273 Total Powers Cost

    SKILLS
    Cost  Name
    6 +2 with Energy Gauntlets
    3 Analyze: Techology 14-
    3 Combat Driving 12- (14-)
    3 Combat Piloting 12- (14-)
    3 Computer Programming 14-
    3 Demolitions 14-
    3 Electronics 14-
    3 Inventor 14-
    3 Mechanics 14-
    3 Systems Operation 14-
    9 TF: Common Motorized Ground Vehicles, Combat Aircraft, Grav Vehicles/Hovercraft, Helicopters, Large Planes, SCUBA, Small Motorized Boats, Small Planes, Tracked Military Vehicles, Wheeled Military Vehicles
    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) PS: Scientist 11-
    0
    9) Shadowing 8-
    0
    10) Stealth 8-
    3 Scientist
    2
    1) SS: Aeronautics (INT-based) (3 Active Points) 14-
    2
    2) SS: Chemestry (INT-based) (3 Active Points) 14-
    2
    3) SS: Energy Physics (INT-based) (3 Active Points) 14-
    2
    4) SS: Force Field Physics (INT-based) (3 Active Points) 14-
    2
    5) SS: Gravitics (INT-based) (3 Active Points) 14-
    2
    6) SS: Metalurgy (INT-based) (3 Active Points) 14-
    2
    7) SS: Nuclear Physics (INT-based) (3 Active Points) 14-
    2
    8) SS: Physics (INT-based) (3 Active Points) 14-
    61 Total Skills Cost

    DISADVANTAGES
    Cost  Disadvantage
    10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    10 Distinctive Features: Detection Machines Always Alert (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    20 Hunted: Institute For Human Advancement 8- (Mo Pow; Capture/Kill; Extensive Non-Combat Influence)
    5 Money: Poor
    20 Psychological Limitation: Code Versus Killing (Common; Total)
    10 Psychological Limitation: Fear of Magic (Common; Moderate)
    15 Psychological Limitation: Focuses on Power Armored or Technology Based Characters In Combat (Common; Strong)
    10 Psychological Limitation: Outrageous Liar (Common; Moderate)
    10 Rivalry: Professional (Wayland Talos), Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry
    15 Social Limitation: Secret Identity (Allen Biggs) Frequently (11-), Major
    125 Total Disadvantages Cost
    Height: 6' 0" Hair: Brown
    Weight: 220 lbs Eyes: Brown
    Appearance: The Allen Wrench Armor fully encloses its wearer, and looks something like a very streamlined space suit, though the helmet and gauntlets are different. The only feature on the helmet is a narrow visor covering Allen's eyes. The gauntlets are have many moving parts, shifting in configuration to use their different powers. A streamlined back pack holds the Grav Jets and the air supply for the rebreather.

    The entire armor is bright blue, with gold highlights in the joints and other moving parts.

    Personality: Allen has always told outrageous stories whenever he has the attention of a others. Now that he considers himself a superhero, this is only likely to get worse. He likes to see how his armor performs against other technology based characters, and has been satisfied so far. He considers Wayland Talos a coward for not field testing his device himself, and has begun badmouthing him in public at any chance he gets. Allen knows technology, and excepts the powers of mutants as being based in science, but he fears and distrusts magic, though he is not likely to admit it.

    Allen would like to join a team of superheroes, if only because it gives him someone to brag to, as well as giving him a group to take on bigger and more powerful threats with.

    Quote:"Once again, my superior weapons have triumphed over the pathetic technology used by the villains of Millenium City."
    Background: Allen Biggs has been known his whole life as a mechanical and technical genius. After completing a degree in engineering, he took a job working in Drake-Victoria Inc's research facility in Millenium City. He was immediately assigned to an experimental energy weapon project. He absorbed information on the project very quickly, though it was canceled before any significant progress was made. He was reasigned to one of the contractor's numerous force field projects, which he found much less interesting.

    His lucky break came when he found several parts of a battered and broken robot. He quickly tossed them into the bed of his pickup and took off, figuring he could examine them at home, later. He was stunned by the amazing variety of energy effects that the weapons system of this robot could produce. He started dismantling them and learning exactly how they worked.

    He started using the his skills to build a suit of powered armor, figuring that with his mind, he could make a power suit far superior to the armor used by Ankylosaur, Armadillo, or Defender. He started using almost all his money to build his suit, moving into a small appartment in North Detroit to save on rent.

    What was at first a hobby soon became an obsession, causing his performance at work to suffer greatly. He recently lost his position at DVI due to poor attendence and poor quality of work, thanks to his distractions. The last few weeks have been spent living on credit cards, but Allen isn't worried. He finally completed his armor, and has started taking on the villians of Millenium City as Allen Wrench.

    Powers/Tactics: Allen doesn't realize it, but much of his ease in learning and understanding technology comes from his latent cyberkinesis. He has no idea that he is a mutant, but instead believes himself to just be very smart. Eventually, it is likely that his latent cyberkinesis will manifest as some sort of power, but that may take a while. For now, all that happens is he subconsiously sets off virtually every detection device he comes in contact with. Every time he walks through a metal detector, shop-lifting detectors in stores, or anything similar, they go off.

    In combat, Allen targets powered armor characters or other tech based villains first, hopefully using his Analyze: Technology skill to learn useful information about them. His energy gauntlets allow him to attack in a large variety of ways, and his "The Right Tool For The Job" VPP allows him greater flexibility if he know what to expect before a mission.

    Campaign Use: Allen is hunted by the IHA, but not because of his status as a mutant. After seeing the powers exhibited by this costume on the news, they are sure that he must have stolen technology from their Minuteman Robots. They would like to stop that technology from spreading, but would probably be all the more willing to attack him if they learned that the hero running around with their technology is also a mutant.
    Character created with Hero Designer (version 1.47)
  11. I would argue that the charges on multipower slots are quite limiting. Look at it this way; The cost per slot on a multipower is very low. Limiting slots on a multipower results in almost no point savings, usually at most one or two points per slot. Say he were to run up against someone with little resistant defense, he's going to wish he had more shots with his RKA's than four regular ones and four explosions. If he hadn't taken that disadvantage, and saved three or four points total, he would have as many RKA's as he needed. Same thing goes for the NND attack and the Flash.

  12. I really have little interest in taking Gravitic out of the action for any longer than necessary. I really love that character, and am really enjoying playing him. I'm not sure what to use these other characters for, but I figure it can't hurt to keep making them. I just figure that its never a bad thing to have a stock of ready made characters around, either as NPC's, possible future PC's, whatever. This concept seemed like a lot of fun, so statting it out made the most sense. Plus, I seem to have nothing but time lately.

  13. The issue of being uncomfortable without the twin is just meant to reflect being apart in social situations; ie. a mission necessetates that only one of them go. Being a few hundred feet apart in combat wouldn't be an issue.

    As far as the DCV levels go, I need to be really careful with the twins, because if you look at the Duplication power, they feedback STUN damage. Since they are essentially working from a common pool of STUN, I want them to get hit as little as possible. Barring a few weird attack types, such as a Drain vs STUN, they will always have the same STUN, so they will usually be staggered or unconsious at the same time. Incapacitated would usually mean one took enough BODY damage to be unconcious, an Entagle they could not get free from, etc.

    As far as the bit about using the powers without thinking about the other, I just mean a few reaction type things. Usually, I feel they would coordinate well, but would occasionally put the other in danger accidently, usually because I think it might be funny.

  14. Originally posted by Killer Shrike

    shouldnt those be multislots rather than ultra slots on the reciprocal size MPP?

     

    No, ultra is right. With an ultra slot, you don't have to use all the points allotted to the slot, you just can't use any of the points alloted to it elsewhere. It still allows the character to only use some of the thirty points into one of the powers. This way, it makes sure the character can only ever be using one slot at a time, because each slot is an ultra taking up the entire pool. I didn't think it would make sense to let the character use 20 points of Shrinking and 10 of Growth, or some other combo.

  15. This is Yo-Yo, a character, or pair of them, that I designed and was hoping for some comments. I wanted to play with the idea of a pair that had a reciprocal growth/shrinking effect.

    Combat Information Page

    Character Name: Yo-Yo

    Alternate Identities: Rick and Vic Gemelli

    Player Name: Ron

    attachment.php?s=&postid=101723
    CHARACTERISTICS CHARACTER IMAGE
    Val Char Base Points Total Roll Notes
    30 STR 10 20 30/60 15- / 21- HTH Damage 6d6/12d6 END [3/6]
    26 DEX 10 48 26 14- OCV 9 DCV 9
    25 CON 10 30 25 14-
    25 BODY 10 30 25/31 14- / 15-
    8 INT 10 -2 8 11- PER Roll 11-
    10 EGO 10 0 10 11- ECV: 3
    10 PRE 10 0 10 11- PRE Attack: 2d6
    10 COM 10 0 10 11-
                 
                 
    20 PD 6 5 20/30   20/30 PD (9/19 rPD)
    20 ED 5 6 20/30   20/30 ED (9/19 rED)
    5 SPD 3.6 14 5   Phases: 3, 5, 8, 10, 12
    12 REC 11 2 12  
    50 END 50 0 50  
    60 STUN 53 7 60/66    
    10" Running 6 8 10"    
    2" Swimming 2 0 2"    
    6"/3"" Leaping 6 0 6"/12" 168 Total Characteristics Points
    EXPERIENCE POINTS
    Total earned: 32
    Spent: 32
    Unspent: 0
    Base Points: 250
    Disad Points: 125
    Total Points: 407
    MOVEMENT
    Type Total
    Run (6) 10" [20" NC]
    Swim (2) 2" [4" NC]
    H. Leap (6") 6"/12"
    V. Leap (3") 3"/6"
    APPEARANCE
    Hair Color:  Brown
    Eye Color:  Brown
    Height:  6' 0"
    Weight:  220 lbs
    Description:
    Each twin wears a simple costume, a tight blue and red body suit with a mask. Outside of combat, the twins are relatively average looking Italian men in their early twenties, with dark hair and a muscular build.

    MARTIAL ARTS MANEUVERS
    Cost  Maneuver
    20 +5 HTH Damage Class(es)
    5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR +5d6 Strike
    4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
    3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +5d6 +v/5, Target Falls
    4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4 1/2d6 NND
    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +9d6 Strike
    4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +5d6 +v/5; FMove
    45 Total Martial Arts Cost

    DEFENSES
    Type Amount Notes
    Physical Defense 20/30 Current BODY:
    Res. Phys. Defense 9/19  
    Energy Defense 20/30 Current END:
    Res. Energy Defense 9/19  
    Mental Defense 0 Current STUN:
    Power Defense 0  
    COMBAT INFORMATION
    OCV: 9 DCV: 9
     
    Combat Skill Levels: +2 with DCV , +2 with HTH Combat
    COMBAT MANEUVERS
    Maneuver Phase OCV DCV Effect
    Block 1/2 +0 +0 Block, abort
    Brace 0 +2 1/2 +2 vs. Range Mod.
    Disarm 1/2 -2 +0 Can disarm
    Dodge 1/2 -- +3 Abort, vs. all attacks
    Grab 1/2 -1 -2 Grab two limbs
    Grab By 1/2 -3 -4 Move and Grab
    Haymaker 1/2* +0 -5 +4 DC attack damage
    Move By 1/2 -2 -2 STR/2 + v/5
    Move Through 1/2 -v/5 -3 STR + v/3
    Set 1 +1 +0 Ranged Attacks only
    Strike 1/2 +0 +0 STR or weapon
    Defensive Strike 1/2 +1 +3 STR +5d6 Strike
    Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
    Martial Throw 1/2 +0 +1 STR +5d6 +v/5, Target Falls
    Nerve Strike 1/2 -1 +1 4 1/2d6 NND
    Offensive Strike 1/2 -2 +1 STR +9d6 Strike
    Sacrifice Lunge 1/2 +2 -2 STR +5d6 +v/5; FMove
    COMBAT MODIFIERS
    Range 0-4 5-8 9-16 17-32 33-64 65-128
    RMOD 0 -2 -4 -6 -8 -10

    POWERS
    Cost  Power END
    54 Twins: Duplication (creates 407-point form), Cannot Recombine (+0) (82 Active Points); Feedback Only STUN Damage Feeds Back (-1/2)
    5 Twin Sense: Mind Link (One Specific Mind), Psychic Bond (10 Active Points); Only With Others Who Have Mind Link (-1)
    45 Yo-Yo Power: Multipower, 30-point reserve, all slots: Reduced Endurance 0 END (+1/2) (45 Active Points)
    3u
    1) Really Big: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 4 m wide, 6,387 kg mass) (30 Active Points)
    3u
    2) Really Small: Shrinking (0.2286 m tall, 0.1143 m wide, 0.1949 kg mass, -6 PER Rolls to perceive character, +6 DCV, +9" KB) (30 Active Points)
    1u
    3) Oops... Too Big: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 4 m wide, 6,387 kg mass) (30 Active Points); No Conscious Control (Activates In Proportion to Twin's 'Really Small' Power) (-2)
    1u
    4) Oops... Too Small: Shrinking (0.2286 m tall, 0.1143 m wide, 0.1949 kg mass, -6 PER Rolls to perceive character, +6 DCV, +9" KB) (30 Active Points); No Conscious Control (Activates In Proportion To Twin's 'Really Big' Power) (-2)
    30 Thick Skin: Armor (10 PD/10 ED)
    5 Quick Healing: Healing 1 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
    Notes: No Healing Max (see FREd p. 120).
    147 Total Powers Cost
    TALENTS
    Cost  Name
    18 Combat Luck (9 PD/9 ED)
    18 Total Talents Cost

    SKILLS
    Cost  Name
    10 +2 with DCV
    10 +2 with HTH Combat
    3 Acrobatics 14-
    3 Breakfall 14-
    3 Teamwork 14-
    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: Small Motorized Ground Vehicles
    29 Total Skills Cost

    DISADVANTAGES
    Cost  Disadvantage
    5 Dependence: Contact With Twin; Takes 2d6 Damage (Very Common; 6 Hours)
    10 Distinctive Features: Always Refers To Self In Plural (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    20 Enraged: Twin Being Incapacitated, Captured, or Killed. (Uncommon), go 14-, recover 11-
    20 Hunted: Mafia 8- (Mo Pow; Kill; Extensive Non-Combat Influence)
    20 Psychological Limitation: Code Versus Killing Common, Total
    10 Psychological Limitation: Consistently Underestimates Female Opponents (Common; Moderate)
    5 Psychological Limitation: Very Uncomfortable Without Twin (Uncommon; Moderate)
    15 Social Limitation: Secret Identity (Rick and Vic Gemelli) Frequently (11-), Major
    10 Susceptibility: To Alterations In Size Or Density From Sources Other Than Himselves, 2d6 damage, Instant (Uncommon)
    125 Total Disadvantages Cost
    Height: 6' 0" Hair: Brown
    Weight: 220 lbs Eyes: Brown
    Appearance: Each twin wears a simple costume, a tight blue and red body suit with a mask. Outside of combat, the twins are relatively average looking Italian men in their early twenties, with dark hair and a muscular build.
    Personality: Oddly, with their linked thoughts, the twins refer to themselves in the plural, even when acting alone or speaking about only one body. This habit is very difficult for either of them to break.

    The twins are good people, which is part of their motivation for fighting crime in Millenium City. However, their wish to join a superhero team in in part motivated by their fear that the Mafia could catch up with them at any time. They figure that having a team of superheroes at their backs might make the mob think twice about attacking them.

    Quote:
    Background: Rick and Vic Gemelli, identical twins, were born in New York City in 1980. Their mother perished in a car accident shortly after their birth, which left them with their father. Their father was involved with the mob, but the boys knew little about it. They grew up very close, as their father was often busy or away, so the twins spent virtually all their time together. In 1995, their father decided they should move away from the city. He had cheated his mob employers, and decided to get away from the city, though he did not tell the boys this.

    For a few months, life seemed good. They had moved to a small town in mountains, and the boys were finally able to spend time with their father. This life style did not last long, however, as the mob soon caught up with them. One afternoon with the three of them fished in a lake near their new home, a bomb detonated inside their boat. Ric washed up on shore, badly burned and injured, but alive. His father and brother were not so lucky. Ric passed out in the woods near the lake, terrified that he would never see his brother again. This trauma seems to have unlocked his bizarre set of body manipulation powers.

    When Ric awoke, he was not alone. Lying next to him was a perfect copy of himself, who he believed was his brother. In reality, it was not his brother but a manifestation of his powers, his superhuman body trying to recreate his lost brother.

    Ric discovered that he and his clone shared an astonishing amount with eachother, including a mental connection, though they also fealt each other's pain.

    Virtually everyone, including the police, believed the boys to be Ric and Vic, which is exactly how they acted. The police privately told the boys that their father was probably killed in a mob hit, but they had no proof. The boys spent the next few years in foster homes, keeping their powers secret. They learned that they could alter their size, but only in reciprocal. When they reached adulthood, they started a two man crusade to disrupt Mafia business in New York city as Yo-Yo. However, their reservations about killing have left them with a lot of unhappy mobsters. Realizing that their revenge plan was not particularly well thought out, Yo-Yo fled New York, heading to Millenium City. Yo-Yo has been working into the superhero scene in Millenium City, hoping to become part of a superhero team.

    Powers/Tactics: The size powers of the twins only work in reciprocal. As one became larger and heavier, the other becomes smaller and lighter. Either of them can control the powers, which results in a yo-yo effect if they do not agree on which size they will be. In tense situations, the twins often use their powers with little or no reguard to what might happen to the other twin. For instance, one twin might abort to use his "Really Small" power, hoping to avoid incoming attacks, without considering the effects the growth might have on his twin.
    Campaign Use: 
    Character created with Hero Designer (version 1.46)
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