Re: A DC Animated-style HeroMachine
PowerGlide's very rough character sheet. Remember this is a conversion of a very powerful, and very experienced hero from a game system with the possibility of very high capabilities w/o thought to cost. So he has a vast number of MA maneuvers and new abilities gained through mastery of relatively cheap power stunts .
PowerGlide
Player:
Val Char Cost
35 STR 25
29 DEX 57
30 CON 40
30 BODY 40
18 INT 8
18 EGO 16
25 PRE 15
20 COM 5
20/26 PD 13
20/23 ED 14
6 SPD 21
13 REC 0
60 END 0
65 STUN 2
11" RUN 10
7" SWIM 5
8" LEAP 1
Characteristics Cost: 272
Cost Power
56 Adaptation: Variable Power Pool, 30 base + 26 control cost, all slots No Skill Roll Required (+1), Can Apply (Remove) Adders (+1) (75 Active Points); all slots Character Has No Choice Regarding How Powers Change (Only to create defenses versus attacks or overcome hostile situations; -1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4)
Adaptations
17 1) Feathered Wings: Flight 10", x4 Noncombat (25 Active Points); Restrainable (-1/2)
10 2) Active Defenses: Lack Of Weakness (-10) for Mental Defense
10 3) Active Defense: Power Defense (10 points)
10 4) Infrared Perception (Sight Group), Discriminatory
15 5) Radar (Radio Group)
8 6) Ultrasonic Perception (Hearing Group), Discriminatory
20 Unearthly regeneration: Elemental Control, 40-point powers
38 1) Regeneration: Healing 10 BODY, Can Heal Limbs (105 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4)
21 2) Life Support (Eating: Character only has to eat once per week; Expanded Breathing; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) (41 Active Points) [Notes: Underwater and High Altitude Breathing]
35 Kinetic Boosting: Elemental Control, 70-point powers
29 1) Thrown Weapon Boosting: Aid 10d6 (standard effect: 30 points) (100 Active Points); Limited Power Power loses about half of its effectiveness (AID only lasts for one attack; -1), Limited Special Effect Very Common SFX (Nonpowered attacks only; -1/4)
17 2) Aid Flight 5d6 (standard effect: 15 points) (50 Active Points); Limited Power Power loses about half of its effectiveness (AID only lasts one phase; -1)
35 3) Local Burst: Energy Blast 10d6, Personal Immunity (+1/4), Explosion (+1/2) (87 Active Points); No Range (-1/2)
59 4) PowerGlide: Flight 25", x64 Noncombat, Reduced Endurance (1/2 END; +1/4) (94 Active Points)
27 5) Blast Shielding: Force Field (20 PD/20 ED) (Protect Carried Items), Ranged (+1/2) (75 Active Points); Instant (-1/2)
22 Adamantium alloy fighting knives: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1)
1u 1) Pommel Punch: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
2u 2) Knife Slash: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Armor Piercing (+1/2) (45 Active Points); OAF (-1)
2u 3) Knife Throw: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); OAF (-1), Range Based On Strength (-1/4)
8 Balistic Cloth Armor: Armor (6 PD/3 ED), Hardened (+1/4) (17 Active Points); OIF (-1/2), Activation Roll 14- (Does not cover head; -1/2)
8 SHIELD Communicator: High Range Radio Perception (Radio Group), Concealed (-4 with High Range Radio Perception PER Rolls) (16 Active Points); OAF ("credit card"; -1)
Powers Cost: 450
Cost Martial Arts Maneuver
Master of All Known Fighting Arts
16 1) +4 HTH Damage Class(es)
8 2) Weapon Element: Blades, Chain & Rope Weapons, Clubs, Fist-Loads, Karate Weapons, Staffs, Three-Section Staff, Thrown Knives, Axes, and Darts
4 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND
4 4) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 13d6 Strike, Must Follow Block
4 5) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 13d6 Strike
5 6) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 7) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 65 STR for holding on; FMove
3 8) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 11d6 +v/5 Strike; You Fall, Target Falls; FMove
5 9) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2 1/2d6 , Disable
4 10) Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 8d6
3 11) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 65 STR for holding on
4 12) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike
3 13) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 11d6 +v/5, Target Falls
4 14) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND
5 15) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 11d6 +v/5; FMove
5 16) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 65 STR to take weapon away
3 17) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 11d6 Strike; Target Falls
4 18) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 65 STR
4 19) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6
4 20) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 21) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 65 STR to Disarm
4 22) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 23) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 70 STR vs. Grabs
Knife Fighting
16 1) +4 Ranged Damage Class(es)
5 2) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike +4 DC , +1 Segment
5 3) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +6 DC to Disarm
4 4) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +8 DC
5 5) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +4 DC +v/5, Target Falls
Martial Arts Cost: 144
Cost Skill
Skills you pick up over time
3 1) Contortionist 15-
3 2) Paramedics 13-
3 3) Stealth 15-
Experienced
7 1) Power: Kinetic Thrust 15-
3 2) Power: Adaptation 15-
Ultimate Warrior
3 1) Acrobatics 15-
7 2) Analyze: Combat 15-
3 3) Breakfall 15-
20 4) +4 with HTH Combat
5 5) Defense Maneuver I-II
5 6) KS: Martial Arts World 15-
6 7) Penalty Skill Levels: +3 vs. Throwing modifiers with a tight group of attacks
5 8) Rapid Attack (HTH)
12 9) WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Energy Weapons, Small Arms, Flying Claw/Guillotine, Three-Section Staff
3 Linguist
2 1) Language: Arabic (fluent conversation; literate) (3 Active Points)
3 2) Language: Japanese (completely fluent; literate) (4 Active Points)
2 3) Language: Mandarin (fluent conversation; literate) (3 Active Points)
1 4) Language: Russian (basic conversation)
3 5) Language: Spanish (completely fluent; literate) (4 Active Points)
SHIELD Training
3 1) Criminology 13-
3 2) Demolitions 13-
3 3) Electronics 13-
3 4) Interrogation 14-
4 5) KS: A.I.M. 14-
4 6) KS: Criminal Organizations 14-
3 7) Security Systems 13-
3 8) Tactics 13-
3 9) Teamwork 15-
3 Traveler
5 1) AK: Los Angeles (6 Active Points) 16-
4 2) AK: West Coast of North America (5 Active Points) 15-
2 3) CuK: S.H.I.E.L.D. procedures (3 Active Points) 13-
16 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 13-
Skills Cost: 158
Cost Perk
15 Fringe Benefit: Black Belt, Federal/National Police Powers, Security Clearance, SHIELD Agent
5 Money: Well Off
4 Reputation (A small to medium sized group) 14-, +4/+4d6
4 Reputation (A large group) 11-, +2/+2d6
Perks Cost: 28
Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
12 Combat Luck (6 PD/6 ED)
4 Double Jointed
17 Danger Sense (self only, in combat, Function as a Sense) 13-
3 Perfect Pitch
3 Simulate Death
Talents Cost: 42
Total Character Cost: 1094
Pts. Disadvantage
25 Hunted: AIM 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: Rogues Gallery 11- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: SHIELD 14- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Social Limitation: Public ID (Frequently, Major)
10 Rivalry: Professional (Red Tiger), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
Disadvantage Points: 85
Base Points: 500
Experience Required: 509
Total Experience Available: 509
Experience Unspent: 0