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Psistrike

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Posts posted by Psistrike

  1. Iron Knight

     

    The son of the Stark noble family, he was schooled the art of commerce and high society from a young age. With private tutors he learned various subjects, including knowledge of the arts arcane and especially the art of enchanting. A grown man now, he is a member of the Elite Guard of York and a skilled enchanter.

     

    Staying mainly at the family keep and working in the private workshop set up for him, he helps to outfit the regular kingdom guards, while also fighting alongside Lord Captain Steven Rogers and the rest of the Elite Guard to defend the kingdom.

     

    Outfited with one of the most powerful suits of plate armor, enchanted and customized extensively, he can act as a one-man group. He is...Iron Knight. He has made a personal enemy of the being known as The Dragon, leader of the criminal organization Fang. He has helped to apprehend more than one shipment of illegal drugs and spices and has been marked for death.

     

    [b]Iron Knight - Anthony Stark[/b]
    [b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
    35    STR     5   35      16-       HTH Damage 7d6  END [3]
    14    DEX     12   14      12-       OCV 5 DCV 5
    20    CON     10   20      13-
    12    BODY    4   12      11-
    18    INT     8   18      13-       PER Roll 13-
    15    EGO     10   15      12-       ECV: 5
    14    PRE     4   14      12-       PRE Attack: 2 1/2d6
    16    COM     3   16      12-
    4    PD      1   4/14             4/14 PD (0/10 rPD)
    4    ED      0   4/14             4/14 ED (0/10 rED)
    3    SPD     6   3                 Phases:  4, 8, 12
    7    REC     0   7
    40    END     0   40
    32    STUN    1   32
    6    RUN      0   6"                END [1]
    2    SWIM     0   2"                END [1]
    7    LEAP     0   7"                7" forward, 3 1/2" upward
    [b]CHA Cost: 64[/b]
    [b][u]Cost[/u]   [u]POWERS[/u][/b]
    16     [b][i]Chestplate magic spotlight[/i][/b]: Sight Group Images Increased Size (8" radius; +3/4), +/-4 to PER Rolls, Reduced Endurance (0 END; +1/2) (49 Active Points); Only To Create Light (-1), OIF Durable (-1/2), No Range (-1/2) - END=0
    20     [b][i]Enchanted, customized plate armor[/i][/b]: Armor (10 PD/10 ED) (30 Active Points); OIF Durable (-1/2) - END=0
    7     [b][i]Magically reinforced health[/i][/b]: +5 CON (10 Active Points); OIF Durable (Mystic Armor; -1/2) - END=
    7     [b][i]Mystic Armor [/i][/b]: Elemental Control, 20-point powers,  (10 Active Points); all slots OIF Durable (Mystic Armor; -1/2) - END=
    5     1)  [b][i]Mystic Strength[/i][/b]: +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF Durable (Mystic Armor; -1/2) - END=2
    10     2)  Flight 10", x4 Noncombat (25 Active Points); OIF Durable (Mystic Armor; -1/2) - END=2
    3     [b][i]Mystic Armor[/i][/b]: Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); OIF (-1/2) - END=0
    2     [b][i]Mystic Compass[/i][/b]: Bump Of Direction (3 Active Points); OIF Durable (-1/2) - END=
    9     [b][i]Mystic Energy Battery[/i][/b]: Endurance Reserve  (40 END, 6 REC) Reserve:  (10 Active Points); OIF Durable (-1/2) - END=0
    27     [b][i]Mystic energy beam array[/i][/b]: Multipower, 40-point reserve,  (40 Active Points); all slots OIF Durable (-1/2) - END=
    3u     1)  [b][i]Ambient magic beams[/i][/b]: EB 4d6, Reduced Endurance (0 END; +1/2), No Range Modifier (+1/2) (40 Active Points); OIF Durable (-1/2) - END=0
    2u     2)  [b][i]Mystic energy bands[/i][/b]: Entangle 4d6, 4 DEF (40 Active Points); OIF Durable (-1/2), Cannot Form Barriers (-1/4), Can Be Dispelled (-1/4) - END=4
    3u     3)  [b][i]Mystic force beams[/i][/b]: EB 8d6 (40 Active Points); OIF Durable (-1/2) - END=4
    2u     4)  [b][i]Mystic lance[/i][/b]: RKA 1 1/2d6, Armor Piercing (+1/2) (37 Active Points); OIF Durable (-1/2) - END=4
    7     [b][i]Shielded Lifeforce[/i][/b]: Power Defense (10 points) (10 Active Points); OIF Durable (Mystic Armor; -1/2) - END=0
    [b]POWERS Cost: 123[/b]
    [b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
         Mystic Blaster Style
    4      1)  Accurate Beam:  1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
    5      2)  Focused Shot:  1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike  , +1 Segment
    3      3)  Guard-Up Beam:  1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
    4      4)  Rapid Fire:  1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC
    0      5)  Mystic Beam Array:  Default Element
    [b]MARTIAL ARTS Cost: 16[/b]
    [b][u]Cost[/u]   [u]SKILLS[/u][/b]
    5      +1 with HTH Combat
    9      +3 with any three related Skills [Analyze: Enchanted items, Armorsmith and Enchanter]
    3      Magic      11-
    3      Analyze:  Enchanted items 13-
    3      Armorsmith 12-
    3      Bribery 12-
    3      Conversation 12-
    3      Cryptography 13-
    5      Enchanter 14-
    3      High Society 12-
    3      KS: Arcane and Occult Lore 13-
    3      KS: Enchantment 13-
    2      KS: Aboms 11-
    2      KS: The Gifted 11-
    3      PS: Blacksmith 13-
    3      PS: Merchant 13-
    3      Persuasion 12-
    3      Seduction 12-
    7      Trading 14-
    4      WF:  Common Melee Weapons, Common Missile Weapons
    12      Weaponsmith (Arrows, Bolts, And Darts, Axes And Picks, Crossbows, Energy Weapons, Flails, Incendiary Weapons, Maces And Hammers, Muscle-Powered HTH, Muscle-Powered Ranged, Spears And Polearms, Swords And Daggers) 13-
    [b]SKILLS Cost: 85[/b]
    [b][u]Cost[/u]   [u]PERKS[/u][/b]
    10      Vehicles & Bases
    9      Contact:  Lord Captain Steven Rogers (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 14-
    3      Fringe Benefit:  Low Justice:  Character has the right to mete out justice.
    3      Fringe Benefit:  Seigneur
    6      Money:  Wealthy
    [b]PERKS Cost: 31[/b]
    [b][u]Cost[/u]   [u]TALENTS[/u][/b]
    3      Lightning Calculator
    [b]TALENTS Cost: 3[/b]
    
    [b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
    5     Distinctive Features:  Rogueish good looks (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10     Distinctive Features:  Strong magical aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    15     Hunted:  Random Enemies of the State 8- (Mo Pow; Harshly Punish)
    25     Hunted:  The Dragon 11- (Mo Pow; NCI; Harshly Punish)
    10     Psychological Limitation:  Curious about enchanted items (Uncommon; Strong)
    15     Psychological Limitation:  Womanizer (Common; Strong)
    10     Reputation:  Playboy, 11-
    10     Social Limitation:  Subject to Orders (Occasionally; Major)
    [b]DISADVANTAGES Points: 100[/b]
    Base Pts: 200
    Exp Required: 22
    Total Exp Available: 22
    Exp Unspent: 0
    Total Character Cost: 322
    
    

  2. Re: Super Fantasy- The Land of Mar'Veldc

     

    Nice finished stats for Red Skull, Hawksmoor. Are we switching to building characters with 200 base + 100 disadvantages or just for the likes of Cap and Red Skull?

     

    P.S.: Sorry I haven't been on Yahoo today. Stupid migraine just won't go away for long. :nonp:

  3. Re: Super Fantasy- The Land of Mar'Veldc

     

    Some interesting ideas posted in here beyond what Hawksmoor and I've discussed. Although we have worked more on the idea of Hank Pym being an alchemist and Janet Van Dyne being given the power to shrink to the size of a sprite with magical powers by one of his concoctions.

     

    Green Lanterns we have discussed having them be beings given artifact type rings by deities of some sort. And the setting is so far more of a fantasy setting version of Earth. :)

  4. Re: Limited Power Campaign Premise

     

    Specifically focused TK powers could be used for almost any SFX of any power, with the exception of telepathic and purely mental powers. Although with a major stretch you might be able to fit those in as well.

     

    Considering that at the most extreme levels, you can call it something like rearranging items/cells at the molecular level. Biokinesis and any other -kinesis out there are just the tip of the iceberg.

  5. Re: Meet The Alternates

     

    Great stats for everyone. They definately look like they would be more fun to roleplay than the Champions team. Especially with more adventures with detective work and things requiring skill over raw power.

     

    Would love to see the villains you come up with for this group, ones who actually come up with schemes that require detective work to solve many times. :thumbup:

  6. Re: The Monster As Hero thread

     

    Sasquatch/Bigfoot/Wendigo in a classic RCMP uniform (Mounties).

     

    Why are the oceans always protected by tiny little guys like Aquaman or Namor? Why not a heroic Sea Serpent, Kraken or other such appropriately sized critter worthy of the vastness of the seas?

    Because it would be hard to get them out of the water for land-based adventures that the comics do so often with them. :rolleyes:

     

    Plus legends show sea serpents as mindless beasts most of the time, while the Kraken is shown as an ancient, intelligent evil being most of the time.

     

    Although a twist on the tail, with an intelligent and good sea serpent as the guardian of the seas would be a fun read. Called by the press Aqua Serpentous [spanish speaking news reporter was first on the scene], the giant sea serpent protects the oceans from pollutors and those would abuse its beauty and bounty.:king:

  7. Re: The Monster As Hero thread

     

    I know that Sketchpad didn't mean an actual killer, but I think this concept does not work in connection with being a hero. Even if he pulls his stunt on the bad guys, that wouldn't automatically make him a hero. He'd still be a lunatic.

     

    BTW I like your little list of sample powers and disads.

    Maybe not a lunatic, more of an unusual vigillante in the vein of the Punisher but who refuses to speak or can't speak. Plus the concept would be ripe for complications all over the place.

     

    The Avenging Yeti! A yeti from Alaska who goes out in a costume to fight against the oil industry that is polluting his homeland. :D

  8. Re: Super Fantasy- The Land of Mar'Veldc

     

    The X-Men aren't going to be made elves, except for probably Nightcrawler as a good deep elf, as Hawksmoor has already said that is too good of an idea to not use.

     

    Although I did mention it would be funny to make Wolverine a dwarf, just because I know it would tick the character off. :rofl:

  9. Re: Super Fantasy- The Land of Mar'Veldc

     

    Since this would include DC in the setting, a race of sentient alligators based on Killer Croc would be perfect. Also added in the Avengers as the Avengers of the [name of kingdom they serve], with Cap as their leader of course.

     

    Edit: Also making the Oans a race of immortal [or at least long-lived] mystics who grant their power through enchanted rings to guardians.

  10. Re: Which is your least favorite archetype to play?

     

    One I know my GM hates, especially in my hands, is a broad category summoner. :eg: The power to summon forth any character from an image, especially when the character is designed as a highly creative artist, is a bad idea to give to a creative player. Can come up with a character with the exact powers needed for any situation.

     

    Myself, I find it hard to play normal archetypes without expanding on the concept. A normal brick, mentallist, speedster, etc. All ones I don't like to play without giving them something extra to make them stand out from the norm.

  11. Re: Rest in Peace Ricardo Montalban

     

    So many great actors and actresses passing on from this world now. I hate to think of who might be next.

     

    Farewell to you, Mr. Montalban. You were always a class act, even when playing villains. May the beings in the afterlife appreciate your acting as much as we have over the years.

  12. Re: Section 8 & the Ward

     

    A high level delusional who believes the world is made up of video games. Sees innocent beings as citizens and villain minions as various video game monsters [Gombas, Ganon's minions, etc.], with superheroes as sidekick characters and villains as bosses and mini-bosses from the games. Any innocent/superhero who tries to restrain him or turns on him he will see as a monster or game boss.

  13. Blood Wraiths

     

    [b]Blood Wraith - [/b]
    [b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
    10    STR     0   10      11-       HTH Damage 2d6  END [1]
    15    DEX     15   15      12-       OCV 5 DCV 5
    25    CON     30   25      14-
    20    BODY    20   20      13-
    10    INT     0   10      11-       PER Roll 11-
    15    EGO     10   15      12-       ECV: 5
    10    PRE     0   10      11-       PRE Attack: 2d6
    10    COM     0   10      11-
    10    PD      8   10             10 PD (10 rPD)
    10    ED      5   10             10 ED (10 rED)
    3    SPD     5   3                 Phases:  4, 8, 12
    7    REC     0   7
    50    END     0   50
    38    STUN    0   38
    12    RUN      0   12"                END [3]
    2    SWIM     0   2"                END [1]
    2    LEAP     0   2"                2" forward, 1" upward
    [b]CHA Cost: 93[/b]
    [b][u]Cost[/u]   [u]POWERS[/u][/b]
    10     [b][i]Blood Form[/i][/b]: Damage Resistance (10 PD/10 ED) - END=0
    15     [b][i]Blood Form[/i][/b]: Elemental Control, 30-point powers - END=
    35     1)  [b][i]Blood Form[/i][/b]: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), 
                     Continuous (+1) (120 Active Points); Does Not Protect Against Damage (-1), Always On (-1/2), 
                     Cannot Pass Through Solid Objects (-1/2) - END=0
    15     2)  [b][i]Blood Form[/i][/b]: Physical Damage Reduction, Resistant, 50% (30 Active Points) - END=0
    22     3)  [b][i]Regeneration[/i][/b]: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2),  
                       Persistent (+1/2), Continuous (+1) (75 Active Points); Extra Time (Regeneration-Only) 1 Turn  
                       (Post-Segment 12) (-1 1/4), Self Only (-1/2) - END=0
    24     4)  [b][i]Self Restorative Nature[/i][/b]: Healing BODY 2d6, Reduced Endurance (0 END; +1/2), 
                       Persistent (+1/2), Continuous (+1), all [special effect] powers simultaneously (+2) 
                       (100 Active Points); Extra Time (1 Minute, -1 1/2), Self Only (-1/2), Limited Power 
                       Power loses about a third of its effectiveness (Characteristics only; -1/2) - END=0
    22     5)  [b][i]Semi-liquid state[/i][/b]: Physical Damage Reduction, Resistant, 75% (60 Active Points); Only 
                       Works Against Very Limited Type of Attack (Falling damage; -1) - END=0
    17     6)  [b][i]Unkillable nature[/i][/b]: Healing 1 BODY, Resurrection [Prevented if slain by psychic attack], 
                      Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (90 Active Points); 
                      Extra Time (Regeneration-Only) 6 Hours (-2 1/2), Self Only (-1/2), Limited Power Power loses
                      about a third of its effectiveness (Ressurection Only; -1/2) - END=0
    25     7)  LS  (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; Self-Contained Breathing) 
                      (40 Active Points) - END=0
    15     [b][i]Blood Sense[/i][/b]: Detect Blood A Single Thing 11- (Mental Group), Discriminatory, Increased 
                  Arc Of Perception (360 Degrees), Sense - END=0
    5     [b][i]Blood form[/i][/b]: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); no 
                Noncombat Stretching (-1/4), No Velocity Damage (-1/4) - END=0
    18     [b][i]Hardy[/i][/b]: Power Defense (18 points) - END=0
    22     [b][i]Rapid Slithering[/i][/b]: Running +6" (12" total), x8 Noncombat - END=2
    72     [b][i]Spontaneous Massive Bleeding[/i][/b]: Drain BODY 4d6, Delayed Return Rate (points return 
                  at the rate of 5 per 6 Hours; +1 1/4) (90 Active Points); Limited Power Power loses about a
                  fourth of its effectiveness (Only against targets with blood; -1/4) - END=9
    8     Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4) - END=0
    5     Lack Of Weakness (-5) for Resistant Defenses - END=0
    5     UV Perception (Sight Group) - END=0
    [b]POWERS Cost: 335[/b]
    
    [b][u]Cost[/u]   [u]SKILLS[/u][/b]
    9      Interrogation 14-
    13      Analyze:  Motive 16-
    15      Stealth 18-
    15      +3 with HTH Combat
    [b]SKILLS Cost: 52[/b]
    
    [b][u]Cost[/u]   [u]TALENTS[/u][/b]
    14      Fearless
    [b]TALENTS Cost: 14[/b]
    
    [b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
    15     Dependence:  Blood Takes 3d6 Damage (Difficult To Obtain, 6 Hours)
    20     Distinctive Features:  Humanoid shaped being of blood (Not Concealable; Always 
           Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    25     Physical Limitation:  Body of blood (All the Time, Fully Impairing)
    10     Physical Limitation:  Odor [smells strongly of blood] (Frequently, Slightly Impairing)
    20     Psychological Limitation:  Drain the life out of living beings (Common, Total)
    20     Psychological Limitation:  Fearless (Common, Total)
    20     Social Limitation:  Supernatural muderous monster (Frequently, Severe)
    10     Susceptibility:  Alcohol/rubbing alcohol 2d6 damage Instant (Uncommon)
    5     Vulnerability:  1 1/2 x BODY Psychic attacks (Uncommon)
    5     Vulnerability:  1 1/2 x STUN Psychic attacks (Uncommon)
    [b]DISADVANTAGES Points: 150[/b]
    Base Pts: 200
    Exp Required: 144
    Total Exp Available: 144
    Exp Unspent: 0
    Total Character Cost: 494
    
    

     

    Concept: Blood-based psychic entity

    Environment: Any, mostly cities

    Height/Length: Varies [Any human range]

    Weight: 50-100 lbs.

    Eyes: None

    Hair: None

     

    Background/History: Blood wraiths are sometimes formed when a living being dies from massive blood loss, forming into a malicous entity formed from the blood. They exist only to hunt down and drain the life from any living being which has blood inside it. They both take pleasure from killing and sustain themselves on the blood as well, maintaining their physical form of blood while the psychic essense thrives on inflicting pain.

     

    Personality/Motivation: Blood wraiths are simply the psychic echo of a living being died in a particular way. Thus they have no memories of their own, reacting based on current circumstances. They are fearless in nature and action, only sneaking around so their prey can't escape. Driven by the need for blood to sustain themselves, as well as the urge to drain the life out of all living beings, they don't have much in the way of personalities or motivation.

     

    Power/Tactics: As a psychic echo of a living being, blood wraiths have a liquid physical form of dark blood. By simple act of will of they can psychically repair any damage to this form at an incredible rate and even come back from the "dead" after 5 hours, unless slain by psychic damage. They can slither along floors and climb any surface rapidly, able to get into any places which doesn't have watertight seals.

     

    Able to see in any lighting, they can mentally sense any blood or being with blood nearby. They can stretch out their form up to 5', making them dangerous in combat. Their most dangerous power is their main form of offense, the power to cause spontaneous massive bleeding simply by touch. This can kill a normal human and even tougher humans with just a use or two. Driven by an insane psychic echo, they know no fear and refuse to die. Luckily they are rare occurances.

     

    Due to their need for blood to sustain their physical form, as well as their drive to kill all living beings, they hunt any living being which has blood inside it, whether animal, human or otherwise. They rarely attack with normal hand to hand, instead relying on their ability to trigger massive blood loss in their victims, giving them a ready source of sustainance. They always try to attack from ambush, capable of moving on any surface and slithering low to the ground to avoid being seen.

     

    Appearance:

    Blood wraiths are the psychic echo of a living being who died from massive blood loss. The thoughts and emotions as the person dies can form into a malicious entity which assumes the form of living blood, but is truely made of psychic energy. This being normally goes after those responsible for the death of who it formed from or if no one caused the person's death, it simply kills the living out of rage. It has none of the memories of the being who formed it, being basically a substantial psychic echo of sorts. Blood Wraiths always appear as humanoid-shaped beings of dark blood, with no discernable features. Its physical form, if it can be called that, is psychically held together blood. Only by killing them with psychic damage can the entity be prevented from reforming after a few hours.

     

    Designer's Notes: A rare threat, in the M&M system where I original stated them up, they weren't nearly this powerful, at least points wise. Added some addition disadvantages the original version didn't have, including being dried out by alcohol/rubbing alcohol. One of these should be enough of a threat to drive most hero teams nuts trying to stop it before it strikes again.

  14. Warpzone

     

    [b]Warpzone - [/b]
    [b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
    10    STR     0   10      11-       HTH Damage 2d6  END [1]
    33    DEX     69   33      16-       OCV 11 DCV 11
    18    CON     16   18      13-
    14    BODY    8   14      12-
    20    INT     10   20      13-       PER Roll 13-
    18    EGO     16   18      13-       ECV: 6
    15    PRE     5   15      12-       PRE Attack: 3d6
    14    COM     2   14      12-
    4    PD      2   4/8             4/8 PD (0/4 rPD)
    4    ED      0   4/8             4/8 ED (0/4 rED)
    5    SPD     7   5                 Phases:  3, 5, 8, 10, 12
    6    REC     0   6
    38    END     1   38
    28    STUN    0   28
    6    RUN      0   6"                END [1]
    2    SWIM     0   2"                END [1]
    2    LEAP     0   2"                2" forward, 1" upward
    [b]CHA Cost: 136[/b]
    [b][u]Cost[/u]   [u]POWERS[/u][/b]
    8     [b][i]Heroic Costume[/i][/b]: Armor (4 PD/4 ED) (12 Active Points); OIF (Heroic Costume; -1/2) - END=0
    100     [b][i]Spatial Control[/i][/b]: Multipower, 100-point reserve - END=
    7u     1)  [b][i]Short-range Spatial Shift[/i][/b]: Teleportation 19", Position Shift, x8 
                 Increased Mass, x8 Noncombat (68 Active Points) - END=7
    2u     2)  [b][i]Spatial Portals[/i][/b]: Teleportation 6", Usable By Other (+1/4), Safe 
                Blind Teleport (+1/4), Area Of Effect (One Hex; +1/2), MegaScale (1" = 10 km; +1/2), 
                Can Be Scaled Down 1" = 1km (+1/4), Continuous (+1) (45 Active Points); 
                Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take 
                No Other Actions, -3/4), Gate (-1/2) - END=4
    8u     3)  [b][i]Spatial Shockwave[/i][/b]: EB 8d6, Armor Piercing (+1/2), Autofire (5 shots; +1/2), 
                      Indirect (Any origin, always fired away from attacker; +1/2) (100 Active Points); 
                      Inaccurate 1/2 OCV (-1/4) - END=10
    3u     4)  [b][i]Spatial redirection portals[/i][/b]: Missile Deflection (Any Ranged Attack), 
                    Missile Reflection (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=4
    [b]POWERS Cost: 128[/b]
    
    [b][u]Cost[/u]   [u]SKILLS[/u][/b]
    3      Stealth 16-
    [b]SKILLS Cost: 3[/b]
    
    [b][u]Cost[/u]   [u]TALENTS[/u][/b]
    3      Bump Of Direction
    [b]TALENTS Cost: 3[/b]
    
    [b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
    10     Distinctive Features:  Mutant, summoned entity (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    20     Psychological Limitation:  Overconfident (Very Common, Strong)
    15     Psychological Limitation:  Reckless (Common, Strong)
    10     Social Limitation:  Not considered real due to animated nature (Occasionally, Major)
    15     Psychological Limitation:  Overprotective of Tanya (Common, Strong)
    [b]DISADVANTAGES Points: 70[/b]
    Base Pts: 200
    Exp Required: 0
    Total Exp Available: 0
    Exp Unspent: 0
    Total Character Cost: 270
    
    

     

    Background/History: Warpzone was a superhero concept which Tanya came up with, a character who could take her anywhere in the world. Had to tone him down on that scale for his stats in HERO. Any long distance teleports listed are represented by him pushing his power.

     

    Personality/Motivation: Warpzone is a hero through and through. He will risk his life to protect Tanya or her friends, but not as driven as Silver Wolf in those aspects. He tends to act recklessly when summoned and is very overconfident, believing himself more powerful than he actually is.

     

    Quote: "Can't catch someone who controls space!"

     

    Power/Tactics: Warpzone has the power to control spatial relations, bending and warping it to his whim. He can teleport almost 1k feet in an instant, appearing to blur out and then back in at his new location. By opening a portal through space, others can walk through it to any location within 36 miles.

     

    He can create mini-portals to redirect attacks back at the attacker, brutal against those more powerful than him. But his most dangerous ability is the power to create spatial shockwaves, bending space rapidly for a destructive attack that can slam from several directions at once.

     

    Warpzone is rarely used for combat situations, normally being called out for group transportation when needed. When used to attack, he always relies on his spatial shockwaves to batter opponents.

     

    Appearance: Warpzone appears to be a man in his mid-20s, always seen in his superhero costume. The costume is a fullbody number, pure blue except for the image of a black hole in the middle of the chest. He is in good shape with some tone.

     

    Designer's Notes: As stated above, his powers were toned down when translating them from M&M 2nd edition to HERO 5th edition, Revised. Previously he could teleport long distances with up to 1000 lbs. from the Earth to the Moon, although normally kept it to locations on Earth. Plus his portal could open to any location within 200 miles. Still, he is a fun character to have as a summons, especially if you give him an apport attack, which he originally had but after the second game session the GM had me remove.

  15. Re: Mystery Roar from Faraway Space Detected

     

    Actually, it is a side-effect from the reality gate which was opened by a warlord from another planet. He is, fortunately with his current level of technology, at least 500 years from being able to reach earth. Traveling at 1000x the speed of light, that is. ;)

  16. Re: What are your HERO stats like?

     

    Raymond Stegman

    -
    [b]Val CHA Cost Roll Notes[/b]
    7 STR -3 10- Lift 67 kg; 1 1/2d6 HTH Damage
    12 DEX 6 11- OCV: 4/DCV: 4
    12 CON 4 11-
    10 BODY 0 11-
    20 INT 10 13- PER Roll 13-
    15 EGO 10 12- ECV: 5
    10 PRE 0 11- PRE Attack: 2d6
    10 COM 0 11-
    
    2 PD 1 Total: 2PD (0rPD)
    3 ED 1 Total: 3ED (0rED)
    3 SPD 8 Phases: 4,8,12
    4 REC 0
    24 END 0
    20 STUN 0 [b]Total Characteristics Cost: 27[/b]
    [b]Movement:[/b] Running: 6"/12"
    Swimming: 2"/4"
    Leap: 1 1/2"
    [b]Cost Powers & Skills[/b]
    7      +3 Perception with Hearing Group [inherent +1/4]
    4      +2 versus Range for Hearing Group [inherent +1/4] 
    7      Mental Focus: Mental Defense 7 [10 points total] 
    5      Meditative State: +4 Recovery [8 Active Points] [Concentration [0    DCV [-1/2]]
    4      Ultrasonic Hearing: Ultrasonic Perception [Hearing Group] [inherent +1/4]
    4      Lucid dreamer: Mental Defense 12 [15 points total] [12 Active Points][Only versus Sleep/Dream powers [-2]]
    5      Hard to faze: +10 PRE [10 Active Points] [Only to Protect against Presence Attacks [-1]]
    3      Drug Resistance: Power Defense 6 [inherent [+1/4]; 7 Active Points] [Only Protects against Drugs [-1]]
    53    Empathy: Telepathy 8d6 [Persistent [+1/2], Reduced Endurance [0 END; +1/2][80 Active Points][Always On [-1/2]]
    
    [b]Talents[/b]
    3   Resistance 3 [18 years of meditation training]
    4   Speed Reading [x10, over a year of hypnosis and self hypnosis to develop]
    [b]Skills[/b]
    3 Scholar
    1 Acrobatics 8-
    3 Acting 11-
    0 AK: United States 8-
    3 Breakfall 11- 
    0 Climbing 8-
    3 Concealment 13-
    0 Conversation 8-
    0 Deduction 8-
    1 KS: Alternative medicines 11-
    2 KS: General trivia 13-
    2 KS: Literature 13-
    2 KS: Meditation techniques 13-
    2 KS: Paranormal subjects 13-
    2 KS: Roleplaying games 13-
    2 KS: Television shows 13-
    2 KS: Video games 13-
    1 Lockpicking 8-
    5 Meditation 14- [Ego-based roll]
    0 English [Native language]
    0 Paramedics 8-
    3 Persuasion 11-
    0 PS: Drawing 11-
    3 PS: Creative Writing 13-
    3 PS: Lucid Dreaming 12- [Ego-based roll]
    3 PS: Typing 11- [Dexerity-based roll]
    3 Shadowing 13-
    3 Stealth 11-
    -1 No TK: Small Motorized Ground Vehicles
    [b]Total Powers & Skills Cost 150[/b]
    [b]Total Character Cost 307[/b]
    [b]130+ Disadvantages[/b]
    10 Migraines [infrequently, Greatly]
    10 Nearsighted [infrequently, Greatly]
    10 Painful Sensitivity to Sound [infrequently, Greatly]
    15 Tires Easily [Frequently, Greatly]
    15 Attitude About Lethal Force [Reluctant to Kill] [Common, Strong]
    10 Fears Riding in Small Motorized Ground Vehicles [Common, Moderate]
    15 Low Self Esteem [Very Common, Moderate]
    10 Prone to Depression [uncommon, Strong]
    10 Shy [Common, Moderate]
    15 Trapped in the Wrong Body [Very Common, Moderate]
    10 Cannot Drive Legally [Frequently, Minor]
    
    [b]Experience 77[/b]
    [b]Base Points 100[/b]
    [b]Total Disadvantage Points 130[/b]

    Well, here my stats and everything I could think of to fit in. Always being told that I'm very perceptive, intelligent and learn things quickly, thus the high Intelligence score. Most skills are from various interests and hobbies over the years, especially the 18+ years of meditation practice and study.

     

    Meditation has given me greater strength of will overall, as well as the ability to recover energy and strength more quickly when mediating. My hearing has always been overly sensative and strong, seeming to increase at least a little each year. I've been a natural lucid dreamer from an early age, able to control my own dreams easily.

     

    I'm fairly resistant to most drugs, having to double or triple the dose just to get results most of the time. Plus I've been able to sense the emotions of others fairly strongly for years, although it saps my energy when around a lot of people. Tires Easily disadvantage is also due to this and being somewhat out of shape.

     

    Through hypnosis and self hypnosis I've developed the ability to speed read fairly fast. No driver's license and still a fear of riding in cars due to an accident years ago, used to be a phobia before. Used to get migraines more often when younger, still get them at times. Wear glasses and most of the other disadvantages are self-explanatory. And Trapped in the Wrong Body, well guess why a physically human male would have that disadvantage.:P

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