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Odraude

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Everything posted by Odraude

  1. Re: Divine Magic System: Incarnism I made a character using this and I have to say, playtesting was a joy. I give three thumbs way up for this.
  2. Re: Alchemist Mobile Workshop Any comments? Not sure if a Minor transform is the best way to do it?
  3. Re: Divine Magic System: Incarnism Ill definitely give it a try. Im working on Divine magic myself so I'd love to check this out! I like it but why does it have the limitation Always On? Isn't Multiform Persistent already?
  4. So I have been working alot on several magic systems for a Fantasy Setting and I have come to alchemy. Ive decided it will use charges, breakable foci (bottles and flasks), unbreakable foci (magic weapons), and infusions (delayed effect). I am trying to model a mobile workshop that an alchemist would have to recover charges. Here is what I have so far but Id like to see what you all think and would consider changing. Alchemists Mobile Workshop: Minor Transform 5d6 (A power with no charges left into one with full reloaded charges; "healed" by using the charges), 25 AP; Extra Time (20 Minutes; -2 1/2), OIF (Suitcase with Alchemy Tools; -1/2), Concentration (1/2 DCV, Throughout; -1/2), 6 RP
  5. Re: World of Avina (High Fantasy Campaign) Author's Note: The listing of races have changed since the previous thread. Some have been axed, some are new, and some were moved from the NPC section. Here is a list of the changes made since the original thread: Axed: Ailurian (and subraces) Cynoa (and subraces) NPC to PC: Mycids (name was changed from Myciots) New: Gogoths Oneiroi Enisi Primallen Qxq -Races The races provided are all playable. Each racial package, with the exception of what is in the options section, is free for the character using it. All powers, skills, talents, and characteristics are used as normal, including endurance costs. Racial powers cannot be used in a framework. Characters pay for any further advantages made in the future to any of the racial powers. All races have their own form of racial packages. Remember, the sizes and characteristics are just of the average person of that race. It is entirely possible to have an abnormally tall or short person of a race, or to have someone that is much heavier or lighter than others of their race. When making such descriptions, keep in mind the size and weight templates if it is necessary. -Superpowers and Sovereignties The five races listed here are empires and kingdoms of Avina. They wield great political and military power and hold large territories and resources. These are the movers and shakers of the world of Avina -Humans Humans are a populous race, scattered across the continent of both Avina and Louros. Humans can average between 5' 2" at 6' 8". Skin colours ranges from black and dark brown to tans of different shapes and whites. There are many human kingdoms that rule parts of Avina. There is the medieval English-esque Trenai, the Renaissance Spainard-esque Espieyada, the desert dwelling Attamai Empire, the Byzantinian-esque Latistople, and the Asian-like Chen-Han. Humans are a diverse race with different tolerances and prejudices as well as a penchant for exploring beyond what other races would. Many adventures begin with a human's insatiable hunger for adventure, glory, and power. Whether rushing headfirst towards the horizon or fling themselves recklessly into the void, humans have gain much knowledge, riches, and territories from their daring, and sometimes deadly, adventures. Sometimes their ambitions get the better of them and many humans gain the enmity of nearby races. It is often that a human kingdom will annex a track of land that once belonged to a tribe of Primallen or a forest that was once a sacred home for the Mycids. Some human leaders are unfortunately uncaring to their plights and merely chase the creatures away, while other tolerate their wishes and leave the area. The latter is upon rare occasions. However, humans dare not disturb the Holy Rithmere Ecclesiarchy nor the Cylic Empire, for fear of swift retaliation. Recent plunges into the New World have revealed the Xataqueya Empire as a force that will not be removed from their homeland without a fierce war, and so there is also a tense alliance between the x'atl and the kingdoms of Man. Nonetheless, the average human is tolerant of other races and always curious about their cultures and ways of life. Human Racial Package Cost END Powers, Skills, Talents 25 --- Human Adaptability: 25 Experience Points 25 Points -Greil Greil are a race of mountain dwelling humanoids that reside in one hegemonic theocracy called the Holy Rithmere Ecclesiarchy. Greil usually range in height from 6' 2" to 7' 1". They have more prominent, stolid features and birthmarks that go down the sides of the nose. Their hair is jet black with dark red tips and eyes that are auburn. Greil have excellent endurance for running and other physical activities, thanks to life in the high altitude. It is said that when the Greil were created and put on Avina, they were made to have varying degrees of channeling of the divine powers. Many are known for their closeness to their gods and having an arrogance and prejudice against other races. Greil's nation is a theocracy that is centered around their creator goddess, Marthuel. All greil reveal her beauty, wisdom, and strength, and the church of Marthuel teaches to praise her daily for what she provides them. The Church of Marthuel is the ruling body of the ecclesiarchy. Their rule is repressive and intolerant of other religions and cultures that do not revere Marthuel with the same fervor as they do. All heretics are tortured and killed, while many conquered people become slaves and are forcefully converted. Inquisitors excel in rooting out sedition and heresy. In smaller villages along the borders, the local churches are less intolerant of other cultures, with some adopting the whole Avina pantheon in their teachings. Priests are zealous and active in both religious matters and military matters, for they are religious warriors. All greil priests are trained to be soldiers as well, led by chaplains against the enemies of the empire. It is of late that the massive expansion of the empire was stopped by the combined forces of the Kingdoms of Man and the Xataqueya Empire. Thus, there is an uneasy peace on Aria, with many still remembering the scars of the greil expansions. Greil characteristics include arrogance and prejudice, while more heroic traits include discipline, piety, respect, faithfulness, and fervor. Greil Racial Package Cost END Powers, Skills, Talents 5 Varies High Altitude Athletism: Reduced END (1/2 END; +1/4) for 20 AP of STR (For Strength-based HTH Dice, Dice added to an attack from STR, and all other uses for STR), Running, and Leaping 2 0 Mountainous Constitution: +2 CON 3 0 Natural Wisdom: +3 EGO 2 0 Greil Anatomy: Life Support (Lifespan 200 years, Extended breathing [1 END per Turn]) 2 0 Farsight: Telescopic +4 to Normal Sight to offset Range Modifier 4 1 Fleet of Foot: +4m Running, 4 AP 6 0 Mountain Walker: Environmental Movement (no penalties on rocky surfaces [poor footing], no penalties when climbing mountains) 4 0 Affinity for the Divine: +2 with Acts of Faith (Power Skill, EGO Based) 28 Points Cost Complications 10 Greil Features: Distinctive Features: (Concealable, Always Noticable and Causes Extreme Reaction and Prejudice, Easily Detectable, Not Distinctive in Their Own Cultures) 15 Dark Reputation Preceeds Them: Social Complication: (Very Frequently, Major, Not Limiting in Greil Culture or Cultures That Don't Know of Greil) 25 Points Options Cost END Options +6 --- Greil Halberd Combat: +2 OCV with Halberds +3 --- Greil Divinesmith: PS: Divinesmith (INT) +5 --- Greil Warrior Priest: WF: Polearms +2 --- Mountain Dweller: Survival (Mountains) -20 --- Arrogant Towards Non-Greil: Psychological Complication: (Very Common, Strong) -15 --- Intolerant of Non-Greil Culture/Religion: Psychological Complication: (Common, Strong) -Graenir Graenir are a race of amphibious humanoids. They range from pale blue skin to darker blue and have very human facial and body features. A graenir's ears has three protrusions, one on the top part of the ear (like an elf), one which is an elongated ear lobe, and one in between both of those protrusions. They have gills starting from the bottom of the ear down their neck. Graenir do not have facial hair but have oily black hair on their heads. Males usually shave their heads while the females have their hair long. Graenir live on coasts and islands peacefully and rarely go into conflicts with other nations. Graenir culture is much more peaceful and free-spirited than some of the other civilizations. Art and magic are constantly researched in their academies. Graenir buildings are works of art themselves, with their streets flowing with water. Graenir swim through the waterways while visitors use the beautifully crafted gondolas to travel to places. Fashion varies, as some graenir don't normally wear clothing. Those that do wear a special thread that Graenir Racial Package Cost END Powers, Skills, Talents 7 --- Amphibious Creature: Life Support (Expanded Breathing [underwater], Safe Environment [underwater (High Pressure, Intense Cold); 1 point each] 3 --- Fast Swimming: +6m Swimming, 3 AP 15 --- Echolocation: Active Sonar (Hearing) 10 --- Clinging Hands: Clinging 35 Points Cost Complications 10 Graenir Features: Distinctive Features: (Not Concealable, Noticeable Recognizable, Easily Detectable, Not Distinctive in Their Own Cultures) 10 Points Options Cost END Options +X --- Graenir Artistry: PS: Any one artist profession and/or KS: Any one art medium (music, painting, sculpting, etc.) -15 --- Overly Peaceful: Psychological Complication: (Common, Strong) -15 --- Co-Dependant: Psychological Complication: (Common, Strong) -Cylians Cylians are a race of strong, humanoid lizards that can fire projectile acid from their mouths. Their colours range from dark grey to dark green and their size are from 6' to 6' 10". Cylians have long tails and wiry growths from their mouths similar to a catfish. Cylians live in the dormant volcano range below the Holy Rithmere Ecclesiarchy. The range is a harsh area with little resources, forcing the Cylians to join the Greil reluctantly for the survival of their race. The kingdom is separated into families that work together, usually all run by a mother or father elder. Cylians are a proud warrior race known for their sports of strength, drinking, and fighting. They can be quick to anger for more trivial matters, or for dishonouring them and their clan. Cylians show a strong loyalty towards family members and close friends and are always known for their reliability and a more abrasive form of camaraderie. Some characteristics of cylians include being short-tempered, reckless, brash, and boastful. Cylian Racial Package Cost END Powers, Skills, Talents 3 --- Volcanic Dweller: Life Support (Safe Environment [intense Heat], Diminished Eating [Once Per Day]) 6 --- Leathery Hide: Resistant Protection (3 PD/3 ED) 2 --- Fireproof: Resistant Protection (0 PD/3 ED), Only vs Fire (-3/4) 10 --- Dragonlike Body: +3 STR, +3 CON, -4 Knockback 8 1 Acid Spray: RKA 1d6, 15 AP; Restrainable (Mouth is closed; -1/2), Limited Range (10m; -1/4), 8 RP 5 --- Cylian Tail: Extra Limb (One tail), Inherent (+1/4), 6 AP; Limited Manipulation (-1/4), 5 RP 34 Points Cost Complications 10 Cylian Features: Distinctive Features: (Not Concealable, Noticable Recognizable, Easily Detectable, Not Distinctive in Their Own Cultures) 10 Points Options Cost END Options +X --- Cylian Artisan: PS: Any one crafting profession (architect, weaponsmith, brewmaster, etc) and/or KS: Any one craft and/or Weaponsmith +X --- Cylian Sportsman: PS: Any one sporting profession and/or KS: Any one sport -20 --- Stubborn as an Ox: Psychological Complication: (Very Common, Strong) -15 --- Overconfident: Psychological Complication: (Very Common, Moderate) -X'atl The X'atl are a race of avian humanoids that are similar height to humans but are a considerable amount lighter. X'atl live in the New World (Quexuey). They have no feathers except on their heads, as if they were hair. These feathers are similar to feather down and as you travel down the back of the head, they become long "tail" feathers. X'atl skin colours range from dark jungle green to a pale green. They have incredible eyesight and the largest leaping range as well as a beak that can rip flesh from the bone and break bones. X'atl make home in the rain forests of the New World, which is a very dangerous place filled with birds that take on various ecological niches, from large herbivores to ambush predators to pack hunters. Their civilization is massive and makes up much of the New World. Legend states that before their empire was formed, the x'atl were once winged servants of Xataqueya, the anima of the skies and freedom. They would fly in massive flocks around the world with their creator and follow the sun across the sky. It was after the battle between the fire-breathing Matequey and Xataqueya that the x'atl wings and feathers were burned off and they fell onto the ground. The x'atl became slaves of the Kanasi for hundreds of years until a great x'atl named Yaquetal rose against their overlords and led a massive rebellion against them. From then on, the x'atl escaped into the rainforests and created a massive empire over time that would come to rival and break the kanasi empire. There is an uneasy truce between them, but there are many border raids that occur from both sides. X'atl are a solemn and prideful race. Many x'atl are reserved emotionally, even around family and friends. Others refuse to show pain and sorrow out of pride. They have an inner calm and insight that seems to go with their love of nature. Respect is important to a x'atl, believing that the actions speak more truth that one's own tongue. Many diplomats have come to x'atl lands in vain and left in frustration trying to open trade agreements, negotiate territories, or ask for an alliance. Only people the x'atl have fought beside or hunted with have earned their trust. While respectful and solemn, x'atl have little patience for beating around the bush and idle chit chat. Some races may find this blunt attitude rude and disrespectful. [b]X'atl Racial Package[/b] [u][b]Cost END Powers, Skills, Talents[/b][/u] 13 --- [b]Agile Hunter:[/b] +4 DEX, +1 DCV 2 --- [b]Predatory Cunning:[/b] +2 INT 3 --- [b]Apt Leaper:[/b] +6 Leaping 4 [b]Predator Senses:[/b] +2 to Normal Sight and Normal Smell/Taste 2 --- [b]Avian Vision:[/b] Telescopic +4 to Normal Sight to offset Range Modifier 5 --- [b]Scenthunter: [/b]Tracking for Smell Sense 8 1 [b]Rending Beak:[/b] HKA 1d6, 15 AP; Restrainable (Mouth is closed; -1/2), No Knockback (-1/4), 8 RP [b]37 Points[/b] [b]Cost Complications[/b] 10 [b] X'atl Features:[/b] Distinctive Features: (Not Concealable, Noticable Recognizable, Easily Detectable, Not Distinctive in Their Own Cultures) [b]10 Points[/b] [b]Options [u]Cost END Options[/u][/b] +X --- [b]Spirit Whisperer:[/b] PS: Shaman and/or KS: Spirit World and related skills +X --- [b]Professional Hunter:[/b] PS: Hunter and/or KS: Hunting and related skills and/or Survival: Rainforest -10 --- [b]Wary of Others:[/b] Psychological Complication: (Common, Moderate) -15 --- [b]Hatred of Kanasi:[/b] Psychological Complication: (Common, Strong)
  6. Re: World of Avina (High Fantasy Campaign) -Avina Avina is the world that the mortal beings live on. It is a land of varying landscapes, from the cold wastes to the north to the forests and plains on the east and the oceans and deserts to the south. Avina is home to a number of the races listed earlier and many civilizations have risen and fallen through the millennia. There are five main continents on Avina Aria is the home of many races of Avina. People from humans to greil to cylians reside here. The continent itself is a temperate area, covered with plains, fields, forests, and mountains. To the north are the Northern Wastes, an icy desert home to several barbaric tribes of Black-kin and humans. On the south west are the volcanic Cylia Mountains, which acts as a border to the sub continent Louros. In the Northern Wastes, there is an area of black magic called the Blight. This is an area where dark energies flow from the Echohalls into our world, tainting it with evil. Sometimes portals appear in this area and creatures from Echohall traverse them to come and feed on the people of Avina. Louros is the sub-continent that borders Aria at the Cylia Mountains. Here is where the kokorok live. Louros is a drier area than Aria, housing the Louro Desert below the Cylia Mountains. Beneath the desert is a savanna that stretches the entire continent. The coasts are flatter and are more beach-like than the craggy cliffs on Aria. Quexuey is the southern continent across the Arian Sea. This area is known as the New World to the Arian races. Here lives the x'atl and the kanasi races, two peoples that have been warring with one another for countless years. The area is wet and humid, sporting massive amounts of rain forests and jungles. Quexuey has a regular monsoon season across the entire continent. Most days see massive amounts of rainfall. Towards the south are cooler forests and to the east lies more of drier jungles and plains than the rain forests to the west. Yaan'xith is a smaller continent on the other side of Avina. It is an arid and lightly forested landmass that is the home of the Gogoths. The land it unusually flattened and canyons litter the area. The majority of Yaan'xith is covered in dry soil or plains, with forests few and far in between each other. Scattered across the plains and wastes are ruins of an ancient and unknown civilization that once dwelled there. The ruins are of odd shape, with destroyed cyclopean walls and odd shaped columns . There is only one monument still standing in tact. The Monolith of Yaan'xith is a massive, eight-sided monument surrounded by twelve upside-down obelisks. Many gogoths believe that this is what is left standing from their ancient eldritch ancestors. Isi-Kati is a shattered continent on the other side of Avina, towards the right of Yaan'xith. An unknown force, be it natural or magic, broke apart much of the continent into an archipelago of larger islands. The continent is cooler in temperature and very mountainous, with beautiful valleys, rivers, and lakes across the land. Some of the islands are close enough to swim to each one, with some of islands so close that one could walk through the shallow water in between and reach other islands. The enisi live upon Isi-Kati in their monastery villages.
  7. Re: World of Avina (High Fantasy Campaign) Ill get into deity worship a bit later when I get to the section. Laying down some basics first
  8. Re: World of Avina (High Fantasy Campaign) -History In the time before the cosmos was created, there was the Primordial Sea. This was a sea of cosmic energy and existence were chaotic and changing. The energies in the Sea were called the quintessence, the purest form of creation and destruction. Anything could be born of this energy and die, simply by chance. Several entities inhabited the Sea, many just small spirits with brief lifespans that would be born and die by chance. The greatest and most powerful spirits of the sea were known as the eliduir. The eliduir, though rare, were still more numerous than what they are now. They embodied the capricious and impulsive nature of the Sea. Within their hands, they could shape the energies of the Sea and create vast worlds. However, the eliduir showed no interest in making something permanent, instead creating objects at their whims to only have it washed away by the celestial tides. For eons they lived their powerful existence uncaring and enjoying the lawless world around. There came a time when a new generation of beings awoke in the Sea. The first was known as Oai, an androgynous being said to have been born of Orcanas. As chance would have it, Oai's personality was that of creating order from the harsh conditions of the Sea, instead of the apathy that the eliduir, had. It felt the pain of loneliness and silent exile from his eliduir brethren. Out of a want for companionship, Oai created beings of similar traits known as deities. They too longed to create a world of beauty and order out of the chaos. However, irrational and unfounded paranoia befell the gods. Fearing being harmed by the eliduir for being different, the beings retreated to the farthest parts of the Sea and, using the Sea's power of creation, began creating the Great Cosmic Haven. The Great Cosmic Haven became the home for the deities. The deities used the Haven as their pallet to create worlds, stars, and the other beauty of the cosmos. Each deity had their own view on how to order this Haven and eventually infighting occurred. The main deity Luken finally stood up and made a compromise amongst his siblings, with each deity having a part and domain on the cosmos. All agreed with him and the final gem in the cosmos was created, the world which would become Avina. The cosmos was now the model of strict law and order, a proper home for the deities. The eliduir felt threatened by this emergence of the Haven, feeling as though the order infringed on their home of chaos and would slowly consume the Sea. One by one, eliduir formed legions of exarchs and elementals and rushed towards the Haven to destroy it and kill the deities. The deities had seen this and began changing the Haven again, this time to become a cosmic citadel to defend against the eliduir. Avlan, master of the forge, created godslaying weapons and gave them to his fellow brother. The deities went out to the Gates of Haven to hold back the eliduir, while other deities stayed in the Haven, creating servants and legions of soldiers to kill the eliduir once and for all. Countless eliduir and deities died in the battle, but the eliduir were gaining the upper hand. They had breached the Gates and began tearing the Haven apart. The blood and flesh of countless primordials and gods littered the cosmos, seeping into the universe. The remaining deities gathered together and pushed for their final stand. As the final battle began, something happened when they clashed. The blood and flesh of the fallen soldiers, both eliduir and deity, had inadvertently given life to the very cosmos itself. A massive and powerful entity rose to battle, calling itself the Haven Avatar. The Haven Avatar rushed against the eliduir and struck many down before expelling the survivors out of the Haven. As it repaired the destruction, it turned to its creators. It knew that so long as they remained in the Haven, it would be doomed to eliduir attack for eons. Thus, the Avatar decreed that the both deities and eliduir would have a great influence in the Haven, but neither could walk the worlds in the cosmos. The Haven would be both ordered and chaotic, run in both a cyclic and random manner. In this way the Haven could prosper. The deities, being the progenitors of the cosmos, would also be allowed to each create a race in their own image that would walk on the land of Avina. The eliduir, feeling slighted by this, snuck in beings and monsters to terrorize the races of the deities. In the end, the cosmos was born. The deities, now content with their creation, created the Second Cosmic Haven so that they may live in peace from the eliduir with their deceased creations. The eliduir stayed content in the Primordial Sea, still untrusting of the deities. The Haven Avatar, now complete with its mission, split itself into the spirits of the forests, mountains, seas, and stars known as the anima. It formed seven cosmic guardians to keep all beings honouring the Great Pact. The Great Cosmic Haven was now our universe, and the rise of civilizations began.
  9. http://www.herogames.com/forums/showthread.php/72104-The-World-of-Odraude-Because-I-can-t-think-of-a-better-title This was the original thread for a campaign that I will be running within the next two months. I've been working on the various races, jobs, and history of the area. In the next posts will be the races and areas of the world known as Avina. It'll be 200 points and heroic standard level. All updates will be linked to this first post for ease to get it. Questions, comments, concerns, and critiques are always appreciated. History Avina Races: Superpowers and Sovereignties Races: Untamed and Unleashed Races: Interdimensional and Incarnate Anima, Deities, Eliduir, and Infernals Classes: Warrior Classes: Mage Classes: Rogue Classes: Ranger Planes of Existence Almanac: Calendar and Timeline Almanac: Languages Almanac: Equipment
  10. Re: Chao Attack Forgot to mention Its a standard heroic game so its not too bad. It was put that low also because of the variable effects. Also its only on dice roll that controls what happens. I thought about one separate dice roll for each effect (Advantages, SFX, Limitation) but Im just making it one simple dice roll that takes care of it. The multipower idea is nice but not quite the randomized affect Im looking for. @bigby, I figured WWYCD worked as well... kinda was in a rush to go to work.
  11. I am working on a racial power for a being of chaos and I need a bit of help with it. Here is what I have so far. Chaos Strike: Blast 3d6, Variable Advantages (any group of +1/2; +1), Variable SFX (any magic effect; +1/4, ), 34 AP; Variable Limitations ( any group of -1/2; -1/4), No Conscious Control (Cannot control the effect; -1), Limited Range (10m; -1/4), 13 RP There will be a roll for the NCC that will affect the Advantage, Limitation, and SFX chosen. 1d6. on a 3-4, the player controls the Advantage, SFX, and limitation. on a 5-6, the GM controls it. on a 1-2 the power fizzles and something completely random happens. on a 1 it counts as a 1 for unluck. What do you guys think?
  12. Re: Online Fantasy HERO: Campaign genre I like having lots of races available to play as. Its always cool to play as different types of creatures with different cultures, physiology, and ways of life.
  13. Re: Weight of equipment Alright so what I can see it For armour weight and size, every x4 Human size the weight of the armour doubles and the size of the armour is x4. For weapon weight and size, every x3 Human size the weight of the weapon doubles and the size of the weapon is x8.
  14. Re: Weight of equipment Armour Mass only doubles in weight for every four times the human mass?
  15. Re: Weight of equipment Gotcha. I guess with anything, Ill just double/divide the base weight for every stage up/down the size line.
  16. Re: Weight of equipment Thanks all. Another question is, how do I find the weights of weapons/armours of creatures that are much bigger (smaller) than humans?
  17. Im currently making a fantasy setting and I chose to use HERO over DnD to model it. I would like to use the encumbrance rules in 6th Ed. However, I'm not sure how to make weights for different armours, weapons, and items. What's a good way to do it? This includes weapons that are larger than normal, human-sized weapons and armours.
  18. Re: The World of Odraude (Because I can't think of a better title) Just a much needed bump. I've changed some of the history around. I will be posting more changes and additions in the coming weeks, including the deities (finally)
  19. Re: Lame or awesome? Lame: I can talk to the dead. Awesome: I can summon them and create a maelstrom of terror and pain!
  20. Re: The Guardians' New Recruits (The Crucible) Bump for future content
  21. Re: On the Willful Killing and Maiming of NPCs Go with Option 4. Then, if they go to save him and depending on how quickly they succeed, have a bit of option 2 (maybe he is paralyzed, in a coma, loss of legs, etc).
  22. Re: Nothing can stop me now! With 6th Ed out now, Damage Negation seems to be a great addition for the master villain. Combine that with medium ablative defenses, 25-50% Damage Reduction, and minor Damage Negation, a villain could last for a while.
  23. Re: The Guardians' New Recruits (The Crucible) Nice Naanomi! This is just a post of my character's current bio, including stuff from the last couple games. Background: It didn't take long for Rafael to realize that you can't get far without a diploma. A high school drop-out that only had a GED and no home, Silvano knew he would need money and fast. He began taking odd jobs at first, mostly minimum wage, blue collar jobs while others with a less legal twist. Rafael tried to limit the illegal activities to simple theft, substance trafficking, and collecting money, not wanting to go deep into the criminal underworld. He began training to become a welder, using the money from his odd jobs to pay for the apprenticeship. While Rafael enjoyed the honest work of arc welding and found it to be rewarding, the easy money of crime still lingered. Wanting to make a change into full-time welder, Rafael wanted to leave behind crime once and for all. Piling bills and rising prices persuaded him to join one of his friends in a simple theft; steal goods from a warehouse. Rafael tagged along with promises of the big bucks to pay off all of his bills. What they didn't know is that it was a mob-owned warehouse and someone had tipped them off to the robbery. Dodging bullets, Rafael ran along the rooftops with mobsters hot on his trail. He slipped and fell off one of the smaller buildings onto powerlines, electricity striking through his body and blacking out most of New York City. Assuming that he died, the gangsters left him to his grave. Unbeknownst to Rafael, his latent mutant abilities activated and absorbed enough electricity to keep him alive and turn him into a human battery. Rafael learned to control his abilities a bit more. Instead of heeding the call of heroism, he went straight for the easy money and within days, began robbing banks for money under the alias Livewire. His first run-in with supers ended poorly for him, barely escaping with his life and money. Rafael knew he was better at dealing with supers at a range and hiding, so would instead try and rob banks at stealthily as possible, blasting heroes at a distance then fleeing quickly. Eventually, one of Rafael's robberies went very bad. While attempting a massive heist, Silvano was met by a small taskforce of NYPD SWAT waiting for him. Silvano beat them and walked into the bank, but in the process, allowed a trailing group of super-villians known as the Conquerors to lay siege to the bank, attacking hostages to further their own terrorist schemes. Rafael stopped robbing the vault and fought Neutron and his team back as much as he could, trying to prevent more loss of life until proper heroes came. When the Champions showed up, he helped beat the villains, though they ended up escaping. Guilt-stricken by the loss of life, Rafael turned himself in, asking only to keep his identity hidden from the public. Spending some time in a prison for supers, he was given a choice of parole to join a superhero group known as the Guardians. Looking for a chance to make up for his wrong doings, Rafael took the offer, changing his costume and his name to Powerstrike and now hoping to be the best hero he can be while trying to keep his identity as Livewire a secret from everyone, including his object of affection/neighbor, Agatha. As of late, Powerstrike has worked hard with the Guardians team and has grown accustomed to his new life. While he still feels remorse for his past and keeps it from Agatha (whom he has yet to ask out), Powerstrike enjoys his job as a superhero and has befriended Cat, Psikick, Zenith, and Charles. He has become one of the four remaining members of the Guardians roster after the Jamaican Bay Attack, when the members of the main team were killed by Nuclear Winter. After the Madison Square Garden Incident, Powerstrike was hurt from a close call with an aspect of Set, walking away with broken ribs and some electrocution burns from the rain while his electric field was on (see side effects). During recovery he was taken cared of by his neighbor and crush Agatha. While she got to learn more about him (including that he is an ex-con though still does not know why), Powerstrike has of yet made a move. However, Agatha seems a bit suspicous of his injuries after comparing them to Powerstrike's that she saw on the news. After two weeks of recovery, Powerstrike is back on his feet, laying a bit low from the superhero business and focusing on his new welding contract. Still haunted by the fight with the aspect of Set, Powerstrike is trying to overcome a new fear of melee combat and to help, he has gone back to his roots as a Parkour runner to get back in shape and get his killer instinct. Personality: Powerstrike is a man trying to start his life over, trying to use his powers for good instead of personal gain. While he doesn't have the same zeal for heroism that other heroes may have, Rafael knows that he has incredible powers and he has to use them to protect people from others that would do harm to good people. He tries to keep his mutant life (both as a villain and hero) a secret from most of the people in his life. Only his teammates, some other heroes, and law enforcement know of his true identity, while some others know that Powerstrike and Livewire are one and the same. Powerstrike lives in the projects and still works as a welder. He is head over heels for his neighbor Agatha though won't admit it out of fear of his past being revealed. Of late, he has gotten a real kick out of heroism and has become comfortable enough to mock his enemies sarcastically. Powerstrike shows more of a camaraderie now with his teammates and awaits the arrival of the new recruits. Even though he is still a rookie at the business, Powerstrike is ready to teach what he knows. Powers: Powerstrike is a human battery, capable of generating gigawatts of electricity and controlling it. Rafael knows his fragility against physical attacks and will usually attack one character from afar until they drop. In a tight spot, Powerstrike will Blink away from an enemy that has gotten too close. Appearance: Powerstrike wears a black motorcycle jacket with blue stripes down the sleeves and a lightning bolt on the front. He wears black cargo pants and sneakers and has leather gloves with the tips of the index and middle finger cut. Rafael's mask is a black balaclava with a clear guard over the eyes, looking like an arc welder's mask. In his everyday clothing, Rafael is a somewhat built Hispanic male with short hair and a goatee. Attacks: (6th Ed) Electric Shock: Powerstrike can release a large electrical discharge at an enemy, stunning them and causing some minor burns. His bread and butter attack against villains and uses the least effort. Electric Shock: Energy Blast 12d6, Red End (1/2 END; +1/4), 75 AP; Side Effect (Major Side Effect, Damage is 30 AP or 1/2 of the AP in the power (whichever is greater), Only when wet/in water, affects character and environment; -1/2), 50 RP Lightning Bolt: While outside, Powerstrike can call down a massive bolt of lightning against his enemies, bypassing walls and barriers in the way. Lightning Bolt: Energy Blast 12d6, Indirect (5m above target; +1/4), SFX (Bolt coming from the sky), 75 AP; Side Effect (Major Side Effect, Damage is 30 AP or 1/2 of the AP in the power (whichever is greater), Only when wet/in water, affects character and environment; -1/2), Only when outside (-1), 30 RP Arc Striker: Electricity crackles around Powerstrike's hands as he ionizes the gases around him and launches a penetrative plasma blast. It can do some serious damage, even to armoured foes. Arc Striker: RKA 3d6+1, Penetrating (+1/2), 75 AP; Side Effect (Major Side Effect, Damage is 30 AP or 1/2 of the AP in the power (whichever is greater), Only when wet/in water, affects character and environment; -1/2), 50 RP Incandescent Lance: With all of his might, Powerstrike fires a blue-whitish lightning lance that can pierce through heavy armour and do lethal damage to its target, as well as stunning a victim with electrocution. The bolt has been measured to about 20 terrawatts and can do heavy damage. Incandescent Lance: RKA 4d6, Armor Piercing (+1/4), 75 AP; Side Effect (Major Side Effect, Damage is 30 AP or 1/2 of the AP in the power (whichever is greater), Only when wet/in water, affects character and environment; -1/2), 50 RP
  24. Re: The Guardians' New Recruits (The Crucible) Greetings true believers! Today is another day for adventure and a new character. This one is a "vocal dominator" that can strike fear into his enemies or bolster his comrades undying fighting spirit. Meet... Inspire! Excelsior!! Inspire Identity: Atticus Quinn Age: 26 Gender: Male Height: 6' 4" Weight: 210 lb. Hair/Eye Colour: Black, Brown Ethnicity: Black (South African) Hometown: Johannesburg, South Africa Base Char Val Cost Pts Roll Notes 10 STR 15 x1 5 12- HTH Damage: 3d6 END: 2 10 DEX 15 x3 15 12- OCV: 5 DCV: 5 10 CON 15 x2 10 12- 10 BOD 15 x2 10 12- 10 INT 15 x1 5 12- Perception Roll: 12- 10 EGO 27 x2 34 14- ECV: 9 10 PRE 15 x1 5 12- PRE Attack: 3d6 10 COM 15 x1/2 3 12- 3 PD 5 x1 2 rPD: 19 tPD: 30 3 ED 5 x1 2 rED: 19 tED: 29 2 SPD 5 x10 25 Phases: 3, 5, 8, 10, 12 6 REC 10 x2 8 30 END 50 x1/2 10 30 STN 40 x1 10 Running: 6" Swinning: 2" Leaping: 2" Total>> 144 Powers: Cost END Power 75 0 Cult of Personality: (75 Point Multipower)SFX (Targets must hear what character says or it does not work) 7 7 1m) Striking Presence: Mind Control 10d6, Armor Piercing (+1/2), 75 AP 3 0 2m) "Your Strength is Unrivaled!": Aid STR 5d6, 50 AP; Incantation (Character must say something motivational to the target; -1/4), 33 RP 3 0 3m) "Be Agile Like the Wind!": Aid DEX 5d6, 50 AP; Incantation (Character must say something motivational to the target; -1/4), 33 RP 3 0 4m) "Your Wounds Cannot Stop You!": Aid BODY 5d6, 50 AP; Incantation (Character must say something motivational to the target; -1/4), 33 RP 3 5 5m) "No Task is Beyond Your Grasp!": +3 Overall Skill Levels, Usable on Others (Ranged, +3/4), 52 AP; Incantation (Character must say something motivational to the target; -1/2), 35 RP 4 7 6m) "You Will Cower Before Us for We are Fear Incarnate!": Entangle 3d6, 3 DEF, BOECV (Mental Defense applies; +1), Takes No Damage From Physical Attacks (+1/4), Work Against EGO, Not STR (+1/4), 75 AP; Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4), Incantation (Character must say something demeaning to the target; -1/4), 37 points 10 0 Unshakable Will: Mental Defense (10 Points + 5), 10 AP 17 They Pull Their Punches Against Me: Armor (10 PD/10 ED), 30 AP; Requires a successful EGO Skill vs Skill Test for every time attacked (-3/4), 17 RP Martial Arts: Boxing Cost Maneuver OCV DCV Notes 4 Bullet Hook +0 +2 STR +5d6 Strike 4 Dynamic Punch -2 +0 HKA 2d6-1 5 Protecting Strike +1 +3 STR +3d6 Strike 4 Bob and Weave +0 +5 Dodge, Affects All Attacks, Abort 12 +3 Damage Class 29 154 Total Skills, Perks, Talents: Cost Roll Skill 15 --- 5 3-Point CSLs for Martial Arts 7 14- Acting 7 14- Bribery 7 14- Conversation 7 14- Interrogation 5 14- KS: Johannesburg, South Africa 7 14- Oratory 5 13- Paramedics 5 14- PS: Special Forces Member 7 14- Seduction 3 --- Fringe Benefit: Member of South African Special Ops 5 --- Money: Well Off ($500,000 a year) 12 Combat Luck (6 PD/6 ED) 92 Total 390 Completely Disadvantages: Cost Disadvantage 10 Distinctive Features: Mutant (Not Concealable; Always Noticed; Detectable Only By Unusual Senses) 10 Psychological Limitation: Unsure of Leadership Abilities(Uncommon, Strong) 15 Psychological Limitation: Insecure(Common, Strong) 15 Psychological Limitation: Not Afraid to Kill(Common; Strong) 10 Reputation: Can Bend Other to His Will, 11- (Frequently) Background: Atticus had lived his whole life in Johannesburg, South Africa. He grew up in a poor family that had constant troubles making ends meet. Atticus was pushed to go to school to try and make a better life for himself. While he was good at most of his subjects, school didn't interest him as much as travelling to America and living the good life with his parents. It wasn't until he was 15 when his mutant ability emerged. Atticus noticed that people would listen to exactly what he said whenever he said it. He scared bullies away and got teachers to give him better grades on tests. Atticus finally believed that he had found his and his familiy's meal ticket. Feeling a bit cocky, Atticus walked into a bank and spoke with the tellers. He walked out with $10,000 in his backpack. It didn't take long for the South African government to figure out a mutant was robbing a bank and they quickly caught up with Atticus and captured him. They gave him two choices; work for their special forces unit or go to prison for life. Atticus quickly was brought to a special unit in the army made up of mutants. Each one had a special ability that assisted in covert operations and espionage. For years Atticus trained and worked with the team to take down threats to the South African government. He never used guns, instead relying on his bare fists and his striking presence. Atticus had great tactics and his abilites evolved to where he could make others stronger or faster simply with encouragement. Atticus was soon promoted, though many, including himself, believed his skills only came from his powers. His teammates grew embittered by the decision and when the right time came up, they ambushed him. If it wasn't for Atticus's quick boxing skills and powers, he would have been killed. Atticus resigned from the unit and left South America, using his money to get a passport and travel to New York City. There, he did some solo work as a hero for hire under the name Inspire before a recruitment ad for the Guardians caught his interest. More money and a more adventurous lifestyle while saving lives appealled to him and thus he applied and joined the Guardians of New York City. Personality: Inspire is a fairly friendly person and oozes confidence. He truly believes in his friends and will do anything to help them. Atticus is always quick to encourage a teammate and cheer them up. With his confidence, good looks, and tactics, Inspire would make a great leader if not for his own insecurities. He is always unsure if people are truly his friends or if his powers are just forcing them to be. Atticus also believes that his "tactics" are just based from his powers as well, making him shy away from any leader position. Powers: Inspire's powers come from his voice. It has strange abilities to have a person listen to and believe anything that he says. This can be anything from calming a riot to bolstering confidence into a teammate to striking fear into his enemies. Inspire's voice also has some augmenting abilities, with speeches of encouragement making a person stronger for a time or perform a task easier and words of demoralization able to paralyze foes with fear and despair. Atticus is also a fairly good southpaw boxer and uses it against people he has paralyzed with fear. He is all about supporting his allies and weakening his enemies. Appearance: Atticus is a tall black man that has very short hair and a muscular build from his years in the unit.. He has a goatee and no other form of facial hair. Atticus usually wears t-shirts and jeans in normal clothing. His costume is a dark blue skintight costume with a mask that covers his whole face and an I on his chest. That's it for him. He should make an awesome addition. Tomorrow is Wilhiem, aka Frequency, the man that can control the EM spectrum. EXCELSIOR!!
  25. Re: The Guardians' New Recruits (The Crucible) Here is number three, Horizon. This was a tough one to make back in the day and was still tough when I fixed her up a bit. But, I finished her and things should be good to go with her . Enjoy the Human Black Hole! Horizon Identity: Kairrie O'Donnell Age: 21 Gender: Female Height: 5' 9" Weight: 130 lb. Hair/Eye Colour: Red, Green Ethnicity: White (Irish) Hometown: Dublin, Ireland Base Char Val Cost Pts Roll Notes 10 STR 10 x1 0 11- HTH Damage: 2d6 END: 1 10 DEX 15 x3 15 12- OCV: 5 DCV: 5 10 CON 15 x2 10 12- 10 BOD 15 x2 10 12- 10 INT 15 x1 5 12- Perception Roll: 12- 10 EGO 10 x2 0 11- ECV: 3 10 PRE 15 x1 5 12- PRE Attack: 4d6 10 COM 20 x1/2 5 13- 2 PD 10 x1 8 rPD: 13 tPD: 23 3 ED 11 x1 8 rED: 12 tED: 23 2.5 SPD 4 x10 15 Phases: 3, 5, 8, 10, 12 5 REC 10 x2 10 30 END 50 x1/2 10 27 STN 50 x1 23 Running: 6" Swinning: 2" Leaping: 2" Total>> 124 Powers: Cost END Power 75 Black Hole Powers Suite: (75 AP Multipower) 4 4 1u) X-Ray Blast: RKA 3d6, 45 AP 6 3 2u) X-Ray Pulse: RKA 2d6, Area of Effect (Radius 6", +1), Reduced Endurance (1/2 END; +1/4), 67 AP 4 6 3u) Singularity Rend: RKA 1d6, NND (defense are dimensional powers, electromagnetic powers, gravity powers, and desolidification; +1), Does Body (+1), Area of Effect (One Hex Doubled; +3/4), Personal Immunity (+1/4) 60 AP; No Range (-1/2), 40 RP 3 4 4u) Beyond the Event Horizon: Extra-Dimensional Movement (to a single location in the pocket dimension on the other side of the black hole), Usable As Attack (defense is Extra-Dimensional Movement, Power Defense, or Teleporation; +1), 40 AP; Costs Endurance to keep victims in (-1/2), 27 RP 3 7 1m) Supermassive Black Hole: Telekinesis (25 STR), Area of Effect (Radius; +1), 75 AP; No Range (-1/2), Affects Whole Object (-1/4). Only to Pull Objects Towards Horizon (-1/2), 33 RP 4 0 2m) Dimensional Shifting: Teleportation 15", x2 Noncombat Movement, Reduced Endurance (0 END; +1/2), 45 RP 2 4 3m) Human Gateway: Teleportation 5", x2 Noncombat Movement, Area of Effect (One Hex; +1/2), Usable on Others (+1/4), Continuous (+1), Megascale (1" = 1,000 km; +1), 37 AP; Gate (-1/2), Lockout (Horizon is the gate and thus cannot use any powers except going through the gate, effectively shutting down the gate; -1/2), 19 RP 30 4 Space-Time Dilation Field: Major Transform 1d6 (1" becomes 4", heals back immediately when power is turned off ), Area of Affect (Radius 3"; +1), Continuous (+1), 45 AP; Concentration (1/2 DCV; -1/2), 30 RP 36 0 X-Ray Radiation Signature: RKA 1d6, NND (Defenses are Resistant ED that has the SFX defined as a form of EM radiation [X-ray, infared, gamma, etc], or electromagnetic; Armor defined as Lead or any material that can block radiation; Life Support [safe in High Radiation: Characters apply their resistant ED], +1) , Does BODY (+1), Explosion (+1/2), Reduced Endurace (0 END; +1/2), Persistant (+1/2), Personal Immunity (+1/4), 71 AP; No Range (-1/2), Always On (-1/2), 36 RP 17 0 RADCON Armoured Suit: Armour (13 PD/12 ED), 37 AP; Focus (OIF, , Very Difficult to obtain new focus [requires a special material and an expensive weaving process]; -1), Lockout (X-Ray Radiation Signature; -1/4), 17 RP 184 Total Skills, Perks, Talents: Cost Roll Skill 15 --- 5 3-Point CSLs to Multipower 7 14- Criminology 7 14- Deduction 3 12- Forensic Medicine 5 14- KS: Dublin, Ireland 7 14- Paramedics 5 13- SS: Medicine 5 13- SS: Anatomy 5 13- SS: Biology 59 Total 367 Points Used Disadvantages: Cost Disadvantage 10 Distinctive Features: Mutant (Not Concealable; Always Noticed; Detectable Only By Unusual Senses) 5 Distinctive Features: Unique X-Ray Signature (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 15 Psychological Limitation: Code Against Killing(Common, Strong) 10 Psychological Limitation: Hates Using Her X-Ray Powers(Common, Moderate) 10 Psychological Limitation: Still New At This(Common, Moderate) 15 Psychological Limitation: In Love With X(Common; Strong) 20 Reputation: Destroyed Half of Dublin, Ireland, 14- (Very Frequently, Extreme) 20 Social Limitation: Public Identity, 14- (Very Frequently, Major) Background: Kairrie had a beautiful life. She grew up with loving parents in a nice neighborhood in Dublin, Ireland. Her parents weren't rich, but were well off enough to afford being away from the terrorist bombings and IRA attacks. Kairrie's school was nice and she had several friends through the years. Kairrie enjoyed her life and everything seemed to be perfect. When Kairrie turned 16 years old, her mutant powers emerged severely. She was having her sweet sixteenth birthday with all of her friends and family. The party was perfect, but Kairrie felt this uneasy feeling inside her. She began to feel an intense pain in her chest and Kairrie felt to the ground in pain. The guests ran over to try and help her, only to feel the ground beneath them crack and the area around them move towards Kairrie. Her friends and family tried to run away from the pull but no one could escape the force of gravity and one by one, all the guests and any objects around Kairrie was absorbed into her body, which had changed to a pitch-black color. Kairrie panicked when she realized that everything around her was being devoured by her body and ran away to find help in the city. Within hours, Ireland was in a state of emergency as Kairrie walked through Dublin, causing widespread destruction while she searched for someone to help her. Their police had tried everything to subdue her, and the military tried using several explosives and high caliber weapons to kill her, but everything was absorbed into her body. Finally, PRIMUS was called in to try and stop her. Using every resource they could, it took weeks before finally they teamed with a gravity controlling superhero to suppress her powers enough for PRIMUS to inhibit Kairrie's powers. Many of the people that were devoured were instantly released back into the area. Unfortunately, the damage had taken apart over half of Dublin and became the worst disaster to befall Ireland since the Potato Famine. News of the destruction reached the world and soon, Kairrie could see her name on every network, newspaper, and anti-mutant protest. Her name lived on in infamy amongst many Irish people and members of Genocide. Her friends and family refused to acknowledge her existence. Kairrie had lost everything. Fearing for her safety, PRIMUS kept her in their facility where she could at least be trained to control her power as well as to keep her X-ray emissions from hurting anyone. The gravity superhero joined in the training of Kairrie. PRIMUS created a special radiation inhibitor suit called the RADCON (Radiation Containment) Armour Suit. It was made from a special material that absorbs radiation near it and weaved to be skintight, flexible, and durable. The gravity superhero helped to diminish the power of Kairrie's inner black hole while showing her to exert more control over her gravity powers and X-Ray emissions as well as her ability to teleport, or "shift", great distances. It was with this superhero that Kairrie learned the value of being a superhero and using your powers for the good of mankind. While she still hated her powers (especially the X-ray pulses) and was still bitter about having no touch contact without her suit, Kairrie felt that helping people would at least make up for the destruction she caused in Dublin. Along with her powers, she starting learning forensic medicine from some of PRIMUS's agents so she could further help in fighting crime and saving lives. Kairrie was finally released from PRIMUS to the Guardians of New York City as per Kairrie's request. From then on she would train with the oldest members and fight crime under the name Horizon. Personality: Horizon is a quiet and guilt stricken girl. Kairrie does warm up a bit given time and has made a few friends in the Guardians. She still is a bit bitter about the nature of her powers, especially her X-ray signature which forces her to either be in her suit or in a special room lined with the same material as her suit. It is especially frustrating as Kairrie has fallen for a certain superhero in the Guardians. However, she does enjoy her teleporting and wormhole powers as she had always loved traveling and now Kairrie can see new places. Kairrie doesn't like superheroing as much as her teammates, but she feels as though she owes her family, her people, and mutants for what she has done and continues to fight crime out of guilt. Still, it feels nice when she saves lives, even if she is still haunted by her past. Powers: Horizon's mutant powers lies in her center of gravity. Her center of gravity can intensify with such great force that she can pull in people, cars, and other objects. Though she has lost alot of strength in her powers, Horizon has much better control and developed new abilities. Kairrie also has an aura of powerful gravitational force and space-time distortion that scientists have called her "event horizon" which can devour objects and throw them into a pocket dimension she calls Inner Space. Horizon must maintain control though or else the objects are expelled from that dimension. She can also turn this event horizon into a wormhole, allowing her to teleport short distances or to allow others to walk through her and go across entire continents. Horizon is still very new at being a superhero and is prone to making mistakes. In combat, Horizon usually brings groups of villians towards her and hold them with her gravitational pull to allow for her teammates to hit them, or so she can capture them in Inner Space. Kairrie won't use her X-Ray powers unless things get very dangerous. Appearance: Kairrie is a very beautiful red-haired Irish woman with green eyes and some freckles. She has a very strong Irish accent when she speaks. Her RADCON suit is specially taylored to her body and is lightweight and flexible. It is black with white boots and gloves and has a white, clock-wise spiral with a circle in the center on her chest. There are special emitters on her fingertips that allows Horizon to fire X-Ray emissions. Now there are some notes with this one. First, her armor is what is containing her radiation. When it is breached, her X-Ray Signature is activated and hell breaks loose (great for a plot point). Second, her PsyLim says In Love With X. X can be a PC of the choice of the GM. I figured it would be best that none of the PCs knows Not even me. Third, her Human Gateway makes her the wormhole. She cannot do anything except follow into the Gate, effectively shutting down the wormhole. That's pretty much it for her as I see. This one is a tough one so I hope everything is in order there. Next up is Inspire, a psychic mutant that can make anyone believe in him and themselves with just some motivational speaking
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