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Fabricati

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Everything posted by Fabricati

  1. Re: Quote of the Week from my gaming group... Real Amazons are male persian mounted troops.
  2. Re: Quote of the Week from my gaming group... The Team's Big Amazon: I've mastered everything except the longbow. Naive Caster: Why the longbow? Big Amazon: *leans over deliberately* Do I really need to answer that?
  3. Re: Catalyst: A Champions campaign on Hero Central Hm, okay, I think I can tone down the whimsy just a bit. I will warn you both that I am an unadulterated Looney, and I really like the concept (Former Teen Champion still hasn't gotten rid of her relatively embarrassing old ID). For Linguistics, I was mostly using it in combination with Crypto for the ancient languages schtick. I'll see what languages I can take. Taking the Armor that way removes the double and triple-dipping I had earlier, with the Psych Lim, Phys Lim, and DF, especially because the Armor is not Always On (she can be persuaded to remove her basic wards!). I don't know quite what to do with the Resistant PD and ED; taking it out of the EC increases the cost of her flight- in the long run saving her nothing, while the changes you propose to Armor mean ten points have to come from somewhere and will lower my defense and skills in any case. I'm planning on introducing other attack magic into the Multipower, which is why FW is for Magic Attacks in general. I drew "Could Have Been A Model" off the Master List of Limitations, so it's negotiable. I'll find two points for the SpellBook. CON and BODY are 14 each, even, mostly because I dislike being Stunned. So I buy up my CON as high as I dare. I'll go ahead and lower my BODY to 10, and see where that takes us. House is Haunted. More accurately, Housing Problems. That follow her. Whether it's the intelligent rodent life renting out her basement, the ghost that's constantly stealing her keys, or that one leaky pipe (you know the one), she lives in an old house that no one else wanted (which represents a considerable amount of her worldly wealth). Now she knows why and is dealing with it in the ways only a mage can. Of course, this takes some of her time away from adventuring. Other than that, I think I'll go for Thebes.
  4. Re: Catalyst: A Champions campaign on Hero Central Hm, I see what you mean... At the same time, I'm busy hacking away and revising anyway to see if I can get this all in...
  5. Re: Catalyst: A Champions campaign on Hero Central I still need feedback on the background I sent you. It's a little sketchy as an origin story (it needs to be seriously fleshed out/revised, I know), but could I get more feedback other than the initial, please?
  6. Re: Teleporter - Only AOE Strength Selective. *poof poof poof* *whap whap whap* Three guys hit the floor. Stretching (Does Not Cross Intervening Space, No Velocity Damage) For ultimate zwee-fighting. AP on strength, to represent that you just teleported in the right position to really end someone. Major Transform (Sighted person into Blind Person, AVLD (resistant Power Defense)) For those times you really want to stick a pencil in someone's eyes...
  7. Re: Side Effect (Reduces Physical Contact) Understood. Thanks.
  8. I build a character with Armor. Armor is Persistent, but not Always On. Armor has the following (somewhat hard to explain) set of side effects: The character's sense of touch is reduced. In short, if it doesn't cause actual damage, they can't feel it. According to the Master List of Limitations, this is a 15-point Phys Lim. Second is an odd Distinctive Feature- because the special effect is a good conductor of energy, it's generally cold to the touch (like a metal pole at the same ambient temperature). As a result, so is the character, even though it is invisible otherwise. These happen all the time when the power is on, so I know the limitation value is doubled, but I can't figure out if these are Minor, Major, or Severe.
  9. Re: Catalyst: A Champions campaign on Hero Central Oh, and I did as you asked with Sgt. Pepper. I also explained a few of the odder disads in notes. The concept at the heart of this is "Magical Girl becomes Sorceress-somewhat-Supreme, never finds time to give up old costume". The costume can change, but the idea is that it's supposed to be a little ridiculous (and not taken very seriously, even by the heroine herself). Sergeant Pepper Player: Val Char Cost 13 STR 3 17 DEX 21 14 CON 8 14 BODY 8 18 INT 8 23 EGO 26 10 PRE 0 18 COM 4 3/28 PD 0 3/28 ED 0 4 SPD 13 14 REC 16 32 END 2 28 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 109 Cost Power 18 Mr. Kite's Abjuration: Elemental Control, 36-point powers 19 1) Force Field (15 PD/15 ED), Reduced Endurance (1/2 END; +1/4) (37 Active Points) 19 2) Flight 15", Reduced Endurance (1/2 END; +1/4) (37 Active Points) 20 Basic Wards: Armor (10 PD/10 ED) (30 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduced Physical Sense; -1/2) 5 The World Bends To My Will!: Luck 1d6 5 Mental Wards: Mental Defense (10 points total) 30 I'll break your defenses with LOVE!: Find Weakness 13- with Magical Attacks 40 I'm not the best mage, but I'll have to do: Multipower, 40-point reserve 4u 1) Blackbird: Energy Blast 8d6 (40 Active Points) 2u 2) We Can Work It Out: Missile Deflection (Any Ranged Attack) (20 Active Points) 8m 3) Sgt. Pepper's Shield I: Force Wall (14 PD) (Alterable Size) (40 Active Points) 8m 4) Sgt. Pepper's Shield II: Force Wall (14 ED) (Alterable Size) (40 Active Points) 2u 5) It was twenty years ago today... : Cosmetic Transform 8d6 (Myself into Sgt. Pepper and back) (40 Active Points); Limited Target (Myself; -1) 13 The wonder of the Apple SpellBook- lightest digital tome on the market!: Variable Power Pool (Magic Pool), 10 base + 3 control cost, (15 Active Points); VPP Powers Can Be Changed Only With SpellBook (-1/2) 0 1) Magical Insight- Electronic Defenses: +5 with Cryptography (10 Active Points); Gestures (-1/4) Real Cost: 8 0 2) I'll just duck out then, shall I?: Teleportation 5" (10 Active Points) Real Cost: 10 0 3) Ooh, bad tear, that: Healing BODY 1d6 (10 Active Points); Limited Power Only to Mend Clothing (-2), Gestures (-1/4), Incantations (-1/4) Real Cost: 3 0 4) Hm, better set the Fresh Air Rune...: Life Support (Self-Contained Breathing) (10 Active Points); Incantations (-1/4), Gestures (-1/4) Real Cost: 7 0 5) Just a moment, a bit tuckered...: Aid REC 1d6 (10 Active Points); Concentration (0 DCV; -1/2), Gestures (-1/4) Real Cost: 6 0 6) The Lighter in the Thumb Trick: Killing Attack - Hand-To-Hand 1 point, Continuous (+1) (10 Active Points); No STR Bonus (-1/2), -2 Decreased STUN Multiplier (-1/2), Reduced Penetration (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4), Gestures (-1/4) Real Cost: 4 0 7) I'll just pick this up then, shall I? : Telekinesis (6 STR) (9 Active Points); Gestures, Requires Gestures throughout (-1/2), Limited Range (-1/4) Real Cost: 5 0 8) Let's make sure that stays there, shall we? : Entangle 1d6, 1 DEF (10 Active Points); Cannot Form Barriers (-1/4), Gestures (-1/4) Real Cost: 7 Powers Cost: 193 Cost Skill 3 Scholar 2 1) KS: Defensive Magic (3 Active Points) 13- 1 2) KS: Magic (2 Active Points) 11- 2 3) KS: Personal Wards (3 Active Points) 13- 2 4) KS: Wards (3 Active Points) 13- 3 Cryptography 13- 3 Acting 11- 3 Conversation 11- 3 Deduction 13- 3 Power: Magic 13- 3 Concealment 13- 3 Seduction 11- 3 Stealth 12- 3 Persuasion 11- 3 Computer Programming 13- 3 Scientist 1 1) SS: Archaeology 11- (2 Active Points) 1 2) SS: Chemistry 11- (2 Active Points) 1 3) SS: Linguistics 11- (2 Active Points) Skills Cost: 46 Cost Perk 1 Money: Well Off 1 Reputation: Mage Heroine (A small to medium sized group) 8-, +1/+1d6 Perks Cost: 2 Total Character Cost: 350 Pts. Disadvantage 10 Hunted: Astronomenon 8- (As Pow, Harshly Punish) 10 Hunted: The Star Mage 8- (Mo Pow, NCI, Watching) 15 Hunted: Unknown Organization, Probably The Third Eye 8- (Mo Pow, Harshly Punish) 5 Hunted: Old Monster Of The Week 8- (Less Pow, Harshly Punish) 10 Dependent NPC: Arthur, Local Bookshop Owner 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 20 Psychological Limitation: Code Vs. Killing (Common, Total) 15 Psychological Limitation: Feels Naked Without Her Wards Up (Common, Strong) [Notes: Her Basic Wards have been up so long that she feels very uncomfortable removing them; this leads to some other nasty side effects (Limited Touch, DF).] 15 Psychological Limitation: Lonely (Very Common, Moderate) 5 Reputation: Bit of a Cold Fish, 8- 5 Rivalry: Professional (Astronomenon; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Social Limitation: Fear of Commitment (Occasionally, Minor) 10 Social Limitation: Physically Unimposing (Frequently, Minor) [Notes: Because of ridiculous getup and relatively milquetoast Secret ID. ] 10 Social Limitation: House is Haunted (Frequently, Minor) 15 Social Limitation: Secret ID (Frequently, Major) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 'House is Haunted' indeed! Magic seems to follow her around, perhaps because of her nature, or perhaps because she hasn't mastered the Art as fully as she would like... Note that she's just as embarrassed about the ID as any respectable human would be; this is appropriate, seeing as she came up with it her freshman year in high school, and never came up with a new one. Eventually, she might discard it if she feels she's powerful enough to deal with people interrupting her life. Arthur and Sara have no interest in each other as of campaign start- Arthur is just going to be interested in figuring out who Pepper is. Sara, not being red-haired or ridiculous enough to get into a costume with epaulets, a double-breasted short sleeve jacket and a knee-high skirt with lots of plaits and ruffles, probably isn't in the running. In high school, she was something of a computer whiz, so when it came time to make her own spell book, she went out and of all things got herself an Apple computer- the laptop of the time. It was as hefty as any normal tome, but she considered it would blend better with her surroundings. She was correct, and she's upgraded every few years since then, slowly recording more and more magical knowledge into it. Her SpellBook's chassis is now a cureent, bleeding edge Titanium MacBook weighing in at a solid 2.6 pounds and still tougher than anything the world can throw at it (hey, when you know wards, EVERYTHING can be tougher than the world can throw at it). Which brings us to the Rival, Astronomenon, and the Psychologist, a.k.a. The Star Mage. The Star Mage was- and remains- a very powerful entity. He is probably not the Conjurer. Whoever he is, he takes a very personal hand in the training and ethical practices of young mages. He cannot be everywhere at once, and he does not rely on summoned creatures to do work for him. Indeed, as far as the affairs of the world are concerned, he appears quite silent, leaving it entirely up to his students as to how they will deal with them. "Do what you think is best, and see what happens" appears to be his motto. One thing he does take a stand on is magic running wild- he will always show up personally to stop a student who has lost control of their magic. The Star Mage Watches former students out of idle curiosity, and Hunts mages who have lost control or have gone mad. Astronomenon was the Star Mage's other student, who feels that baseline humans are sheep to be fleeced at will. He is a terrible troublemaker and will usually play 'mild tricks' that end up ruining lives. While Sara shares some of this elitist attitude, it's not nearly so pronounced, and has the requisite addendum that the sheep must be protected long enough to be able to fleece them. Astronomenon has no compunction about killing, and after facing humiliation after humiliation from Sara Kite and Sergeant Pepper both, will not be satisfied with merely killing them. Oh, no. He has much worse in mind... In combat, Atronomenon is the Attack to Sergeant Pepper's Defense- he has attacks mostly in the 12-13 DC range, with the appropriate problem of being a glass cannon. Astronomenon Watches people he's interested in playing tricks on, and Hunts anyone who humiliates or defeats him.
  10. Re: Catalyst: A Champions campaign on Hero Central Sent you the background via PM, the names are removed largely so you could mess with my character and fit it in somehow. I don't know if I sent it proper, though...
  11. Re: Catalyst: A Champions campaign on Hero Central No, I was mostly playing around with the designer, coming up with names and made it. I can change the name, I was mostly doing it because I thought it was funny. The Force Walls are meant to be used in conjunction (Hence, the two multislots); she can max out either or mix-and-match (the far more likely condition if she isn't facing common thugs armed only with pistols). The VPP can't be used with Power Frameworks, so it can't increase that EB. It's mostly designed for little spells that she knows too many of to really be put into a Multipower effectively. Things like mending clothes, 5" of teleport for quick identity changes, etc., etc. Because of her flavor, of course, there probably isn't a single offense spell in the lot
  12. Re: Catalyst: A Champions campaign on Hero Central Well, without much further ado, here's the other proposal: Sergeant Pepper Player: Val Char Cost 13 STR 3 17 DEX 21 14 CON 8 14 BODY 8 18 INT 8 23 EGO 26 10 PRE 0 18 COM 4 3/28 PD 0 3/28 ED 0 4 SPD 13 14 REC 16 32 END 2 28 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 109 Cost Power 18 Mr. Kite's Abjuration: Elemental Control, 36-point powers 19 1) Force Field (15 PD/15 ED), Costs END Only To Activate (+1/4) (37 Active Points) 19 2) Flight 15", Costs END Only To Activate (+1/4) (37 Active Points) 30 Basic Wards: Armor (10 PD/10 ED) 5 The World Bends To My Will!: Luck 1d6 5 Mental Wards: Mental Defense (10 points total) 30 I'll break your defenses with LOVE!: Find Weakness 13- with Magical Attacks 40 I'm not the best mage, but I'll have to do: Multipower, 40-point reserve 4u 1) Blackbird: Energy Blast 8d6 (40 Active Points) 2u 2) We Can Work It Out: Missile Deflection (Any Ranged Attack) (20 Active Points) 8m 3) Sgt. Pepper's Shield I: Force Wall (14 PD) (Alterable Size) (40 Active Points) 8m 4) Sgt. Pepper's Shield II: Force Wall (14 ED) (Alterable Size) (40 Active Points) 2u 5) It was twenty years ago today... : Cosmetic Transform 8d6 (Myself into Sgt. Pepper and back) (40 Active Points); Limited Target (Myself; -1) 13 The wonder of the Apple SpellBook- lightest digital tome on the market!: Variable Power Pool (Magic Pool), 10 base + 3 control cost, (15 Active Points); VPP Powers Can Be Changed Only With SpellBook (-1/2) Powers Cost: 203 Cost Skill 3 Scholar 2 1) KS: Defensive Magic (3 Active Points) 13- 1 2) KS: Magic (2 Active Points) 11- 2 3) KS: Personal Wards (3 Active Points) 13- 2 4) KS: Wards (3 Active Points) 13- 3 Cryptography 13- 3 Acting 11- 3 Conversation 11- 3 Deduction 13- 3 Power: Magic 13- 3 Concealment 13- 3 Seduction 11- 3 Stealth 12- 3 Persuasion 11- Skills Cost: 37 Cost Perk 1 Money: Well Off Perks Cost: 1 Total Character Cost: 350 Pts. Disadvantage 20 Psychological Limitation: Code Vs. Killing (Common, Total) 15 Psychological Limitation: Feels Naked Without Her Wards Up (Common, Strong) 15 Psychological Limitation: Lonely (Very Common, Moderate) 5 Hunted: [Arcane Villain/Rival] 8- (As Pow, Mildly Punish) 5 Rivalry: Professional ([Arcane Villain/Rival]; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Hunted: [Arcane Hero] 8- (Mo Pow, NCI, Watching) 10 Physical Limitation: Limited Sense of Touch (Frequently, Slightly Impairing) 10 Social Limitation: Wierdness Magnet (Occasionally, Major) 10 Social Limitation: Physically Unimposing (Frequently, Minor) 15 Social Limitation: Secret ID (Frequently, Major) Disadvantage Points: 115 Base Points: 200 Experience Required: 35 Total Experience Available: 0 Experience Unspent: 0 I have the background ready and waiting if you want me to email it. The Cosmetic Transform is so she changes her looks as well as her costume (kind of essential, because Sgt. Pepper is red-haired, green-eyed, and has a British accent, while the Secret ID does not). Yes, I'm aware I don't have the full 150 in disads I need, I'd like some suggestions there.
  13. Re: Catalyst: A Champions campaign on Hero Central Hm, well, dragons are getting a cool reception in general. I suppose I might put Ladon on the back burner for a bit... In te meantime, I'd like o put forth the concept for an arcane character... a defensive being at heart, she has well below the campaign typical damage (6d6-8d6 EB). The problem is, as a defensive mage, she has one devastating trick that elevates her to the big leagues: She can subvert or circumvent most defenses (represented by Find Weakness 13-). All the rest is fluff, but I can already tell she's a big Beatles fan...
  14. Re: A Box of Evil Tricks? Things you'd rather keep in. Summon Bad Things, Hostile, Only If Someone Else Opens Box.
  15. Re: Catalyst: A Champions campaign on Hero Central Am I going to need to post mine as a full text block? I'm not running on much feedback beyond "I don't know if I want to run another dragon". Valid, as far as it goes (and I have a couple other concepts), but actual looks into my character sheet and saying "No, no, this isn't good" would also help; For instance, I'd honestly like to know how much cutting and pasting of Psych Lims is good for each form, etc...
  16. Re: WIYCT: What is your character's theme? Envy, of course, has a theme fitting the fact that he is an homage to Ness from EarthBound. It's the track "Bein' Friends" of the Mother OST. Also considered is "Back In Black". Jo Corvin/Junkyard Dog: ... I actually don't have a good theme for her. A few I've tried are "Baby Ice Dog" and "Wings Wetted Down" by Blue Oyster Cult, "New Millenium" by Dream Theatre, a few compositions I've played around with working titles of "Steel Under Velvet" and "Velvet Under Steel", and perhaps most telling because of the suggestion upthread, "Mars, Bringer of War". Occasionally, as is required, have played around with Snoop Dogg, but it doesn't fit the character. Ladon gets Blue Oyster Cult's "Godzilla" and likes it. I haven't played with U.S. Steel enough to give him a good theme.
  17. Re: Catalyst: A Champions campaign on Hero Central Okay, never mind then. I just thought it would be funny as hell. Let me go ahead and put up my updated character sheets here. Also, here's some background (spoilered, and it assumes one big thing which... may not actually be true in the campaign world):
  18. Re: Catalyst: A Champions campaign on Hero Central Uh, Fedifensor, I had an idea for Ladon, but I wanted to run it by you first- I'd like to take a DNPC who's a prime... but doesn't know about Ladon's Secret ID and for some reason has a vested interest in keeping Ladon alive. I'd probably need to discuss it with you; right now it's very fuzzy and I'm looking for how this would fit in with my background (which has also changed dramatically to make him post-1986. Heck, even post your last campaign). I'm still working on it, though...
  19. Re: Catalyst: A Champions campaign on Hero Central
  20. Re: Catalyst: A Champions campaign on Hero Central I was sort of expecting this roadblock; I half suspect that as soon as someone else gets to GM your Catalyst universe Ladon will do swimmingly- after all, he has a connection with established plotlines built in to the concept and as an added one time bonus he pretty much has a huge motivation to stay with a supergroup- all else fails, his buddies can probably contain him. Pity, I actually do want to play a dragon multiform at some point. It's a fun idea.
  21. Re: Favorite 60-point Power Construction I still like this idea: Yes, I CAN flash you: 9d6 Flash, Penetrating. Because no one ever buys Hardened for Flash Defense. Unless you're Dr. D.
  22. Re: Change of Fortune ... In this case, at least, Junkyard Dog is better off than most Powered Armor characters. Materials are cheap, the infrastructure requires only electricity, which, thanks to her advances in nano-fusion, she has in abundance... All she'd really be missing are facilities and that can be found conveniently anywhere she happens to find them. Luck 2d6, thank you. She built it largely to be easy-maintenance. No point in having a suit of armor that requires five people to support if you're planning on using it for industrial jobs that may require constant on-site operations, right? The rest, well... It simply doesn't matter as much to them.
  23. Re: Catalyst: A Champions campaign on Hero Central Hm, well, let's see how this does- I've run some tweaking. As a magic-using character in any capacity, he should have Luck; I decided to not make it a Focus, but he still thinks the dang pendant is lucky. I got rid of Minor entirely, opting instead to have his Detect turn up as Not Concealable. Not that it's impossible, mind- another mystic could do it- but he doesn't know how yet. If all else fails, you can use him as a tragic villain, I suppose. Ladon Player: Val Char Cost 30 STR 20 20 DEX 30 18 CON 16 14 BODY 8 23 INT 13 18 EGO 16 8 PRE -2 15 COM 3 16 PD 10 16 ED 12 5 SPD 20 14 REC 8 36 END 0 38 STUN 0 6"/10" RUN 0 2" SWIM 0 6" LEAP 0 Characteristics Cost: 154 Cost Power 70 Multiform (325 Character Points in the most expensive form) (x2 Number Of Forms) 5 Dragon's Eye Charm: Luck 1d6 7 Damage Resistance (7 PD/7 ED) 6 Attacking Two Souls: Mental Defense (10 points total) 8 Run Like The Wind: Running +4" (6"/10" total) 7 Minor Cantrips: Multipower, 10-point reserve, (10 Active Points); all slots Requires A Magic Roll (-1/2) 1u 1) SMILE!: Sight Group Flash 2d6 (10 Active Points); Requires A Magic Roll (-1/2) 1u 2) Light Fire: Energy Blast 2d6 (10 Active Points); Requires A Magic Roll (-1/2) 1u 3) Summon Extinguisher: Dispel Fire, One Hex At A Time 3d6 (9 Active Points); Requires A Magic Roll (-1/2) 1u 4) Bind Wounds: Healing BODY 1d6 (10 Active Points); Requires A Magic Roll (-1/2) 10 See Magic: Detect Magic 14- (Sight Group), Discriminatory 10 Stable in Instability: Power Defense (10 points) Powers Cost: 127 Cost Skill 3 Acting 11- 3 Breakfall 13- 3 Scholar 2 1) KS: Action Figures (3 Active Points) 12- 1 2) KS: Dragons (2 Active Points) 11- 1 3) KS: Math (2 Active Points) 11- 1 4) KS: Monsters (2 Active Points) 11- 1 5) KS: Primes (2 Active Points) 11- 1 6) KS: The Third Eye (2 Active Points) 11- 3 Linguist 4 1) Language: English (idiomatic; literate) (5 Active Points) 3 2) Language: Russian (completely fluent; literate) (4 Active Points) 3 3) Language: Spanish (completely fluent; literate) (4 Active Points) 0 4) Language: Unknown Language of Uncertain Origin (completely fluent) (3 Active Points) 3 Lockpicking 13- 1 Power: Draconic Abilities 8- 3 Power: Flight 13- 3 Power: Magic 14- 3 Climbing 13- 3 Deduction 14- 3 Persuasion 11- 3 Stealth 13- 3 Streetwise 11- 4 Survival (Mountain, Urban) 14- Skills Cost: 58 Cost Perk 6 Contact: Dragoness (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8- Perks Cost: 6 Total Character Cost: 345 Pts. Disadvantage 20 Accidental Change: 1/2 Body or less 14- (Common) 20 Psychological Limitation: Code vs. Killing (Common, Total) 5 Psychological Limitation: Doesn't Know How To Relax and Have Fun (Uncommon, Moderate) 10 Distinctive Features: Blue Hair (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Detects as Magical (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Social Limitation: Relic of a Bygone Day (Frequently, Minor) 15 Hunted: Dragoness 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Social Limitation: Secret ID (Frequently, Major) 15 Hunted: The Third Eye 8- (Mo Pow, Capture) 10 Psychological Limitation: Despondent after going Enraged (Common, Moderate) 15 Psychological Limitation: Feels Guilt About First Use of Powers (Common, Strong) Disadvantage Points: 145 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 The other forms. First, the form he prefers, the Hybrid. This one's much more MA than brick, and while a little dumber than Ladon is in his normal ID, still a little cunning. The Dragon Hybrid Player: Val Char Cost 40 STR 30 23 DEX 39 16 CON 12 16 BODY 12 18 INT 8 14 EGO 8 20 PRE 10 18 COM 4 13/23 PD 5 13/23 ED 10 5 SPD 17 11 REC 0 32 END 0 50 STUN 6 6" RUN 0 2" SWIM 0 8" LEAP 0 Characteristics Cost: 161 Cost Power 30 Draconic Hide: Armor (10 PD/10 ED) 25 Wings: Flight 16", x4 Noncombat (37 Active Points); Restrainable (-1/2) 3 Hardened Knuckles: Hand-To-Hand Attack +1d6 (5 Active Points); Hand-To-Hand Attack (-1/2) 13 Knockback Resistance -10" (20 Active Points); Requires A Flight Roll (-1/2) 10 Stability in Instability: Power Defense (10 points) 7 Attacking Two Minds: Mental Defense (10 points total) Powers Cost: 88 Cost Martial Arts Maneuver The Dragon's Fist 5 1) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike 4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs 4 4) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 3 5) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on Martial Arts Cost: 20 Cost Skill 18 +6 with Martial Maneuvers 3 Power: Flight 14- 3 Interrogation 13- 3 Streetwise 13- 3 Shadowing 13- 3 Stealth 14- 3 Breakfall 14- 3 Linguist 4 1) Language: English (idiomatic; literate) (5 Active Points) 3 2) Language: Russian (completely fluent; literate) (4 Active Points) 3 3) Language: Spanish (completely fluent; literate) (4 Active Points) 0 4) Language: Unknown Tongue of Uncertain Origin (completely fluent) (3 Active Points) 3 Climbing 14- 3 Deduction 13- Skills Cost: 55 Total Character Cost: 324 Pts. Disadvantage 15 Distinctive Features: Horns on the Head (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Distinctive Features: Bluish Skin (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Clawed Feet (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Psychological Limitation: Code Vs. Killing (Common, Total) 10 Psychological Limitation: Despondent After Going Enraged (Common, Moderate) 5 Distinctive Features: Detects as Magical (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) Disadvantage Points: 75 Base Points: 250 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 And finally the Full Dragon Form. Remember all those Psych Lims about being despondent? Yeah, it's liked to this nasty piece of work. While the Hybrid is largely under control, and he feels remorse for what this monster does, Ladon is afraid of the full dragon, and thus has little control over it (hence, why Dragoness is watching him- she probably wouldn't hesitate to take him down.) Note that Ladon's base form is the form he reverts to. He's not a dragon who can turn into a human... He's a human who can turn into a dragon. How and why this came about are excercises for the GM's sinister mind. The Dragon plays like 'the monster within'- While Ladon can (hopefully) keep it under control, it's difficult at the best of times and has a tendency to rage when injured. As this is the form he goes to when his AC goes off, you can begin to see the problems inherent with letting this guy anywhere out of a supergroup's sight. The Frost Dragon Player: Val Char Cost 60 STR 50 19 DEX 27 22 CON 24 23 BODY 26 13 INT 3 10 EGO 0 30 PRE 20 6 COM -2 13/31 PD 1 13/31 ED 9 4 SPD 11 22 REC 12 44 END 0 66 STUN 2 6" RUN 0 2" SWIM 0 12" LEAP 0 Characteristics Cost: 183 Cost Power 32 Flight 24" (48 Active Points); Restrainable (-1/2) 24 Frozen Breath: Killing Attack - Ranged 2d6, Area Of Effect (7" Cone; +1) (60 Active Points); Increased Endurance Cost (x3 END; -1), No Range (-1/2) 54 Scaled Hide: Armor (18 PD/18 ED) 10 Draconic Resilience: Power Defense (10 points) 3 Mindless: Mental Defense (5 points total) 6 Knockback Resistance -3" 5 Tail: Extra Limb (1), Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) Powers Cost: 134 Cost Skill 3 Climbing 13- 3 Concealment 12- Skills Cost: 6 Total Character Cost: 323 Pts. Disadvantage 20 Enraged: Takes BODY damage (Uncommon), go 14-, recover 11- 15 Physical Limitation: Unwieldy Body Shape (Frequently, Greatly Impairing) 20 Distinctive Features: It's a DRAGON (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Physical Limitation: Heavy: 400 KG (Frequently, Greatly Impairing) 15 Physical Limitation: Giant: 4m tall (Frequently, Greatly Impairing) Disadvantage Points: 85 Base Points: 255 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Yes, the Full Dragon form is not meant for anything but combat. I know that's sort of a big no-no, but it's hard for me to think of another way to show that yes, Ladon does have some major issues.
  24. Re: Catalyst: A Champions campaign on Hero Central I'm thinking on ways to get around that- at least one form talks properly, and considering the character's background it might not be that difficult at all to exchange Minor for something else.
  25. Re: Catalyst: A Champions campaign on Hero Central Well, let's run Ladon here up your mental flagpole and see if it sends prayers to heaven. Ladon Player: Val Char Cost 30 STR 20 20 DEX 30 18 CON 16 14 BODY 8 23 INT 13 18 EGO 16 8 PRE -2 15 COM 3 16 PD 10 16 ED 12 5 SPD 20 14 REC 8 36 END 0 38 STUN 0 6"/15" RUN 0 2" SWIM 0 6" LEAP 0 Characteristics Cost: 154 Cost Power 60 Multiform (275 Character Points in the most expensive form) (x2 Number Of Forms) 8 Dragon's Eye Charm: Luck 2d6 (10 Active Points); IIF (-1/4) 7 Damage Resistance (7 PD/7 ED) 6 Attacking Two Souls: Mental Defense (10 points total) 18 Run Like The Wind: Running +9" (6"/15" total) 7 Minor Cantrips: Multipower, 10-point reserve, (10 Active Points); all slots Requires A Magic Roll (-1/2) 1u 1) SMILE!: Sight Group Flash 2d6 (10 Active Points); Requires A Magic Roll (-1/2) 1u 2) Light Fire: Energy Blast 2d6 (10 Active Points); Requires A Magic Roll (-1/2) 1u 3) Summon Extinguisher: Dispel Fire, One Hex At A Time 3d6 (9 Active Points); Requires A Magic Roll (-1/2) 1u 4) Bind Wounds: Healing BODY 1d6 (10 Active Points); Requires A Magic Roll (-1/2) 10 See Magic: Detect Magic 14- (Sight Group), Discriminatory 10 Stable in Instability: Power Defense (10 points) Powers Cost: 130 Cost Skill 3 Acting 11- 3 Breakfall 13- 3 Scholar 1 1) KS: Action Figures (2 Active Points) 11- 1 2) KS: Dragons (2 Active Points) 11- 1 3) KS: Math (2 Active Points) 11- 1 4) KS: Monsters (2 Active Points) 11- 1 5) KS: Primes (2 Active Points) 11- 1 6) KS: The Third Eye (2 Active Points) 11- 3 Linguist 4 1) Language: English (idiomatic; literate) (5 Active Points) 3 2) Language: Russian (completely fluent; literate) (4 Active Points) 3 3) Language: Spanish (completely fluent; literate) (4 Active Points) 0 4) Language: Unknown Language of Uncertain Origin (completely fluent) (3 Active Points) 3 Lockpicking 13- 1 Power: Draconic Abilities 8- 3 Power: Flight 13- 3 Power: Magic 14- 3 Climbing 13- 3 Deduction 14- 3 Persuasion 11- 3 Stealth 13- 3 Streetwise 11- 4 Survival (Mountain, Urban) 14- Skills Cost: 57 Cost Perk 6 Contact: Dragoness (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8- 3 Anonymity Perks Cost: 9 Total Character Cost: 350 Pts. Disadvantage 20 Accidental Change: 1/2 Body or less 14- (Common) 20 Psychological Limitation: Code vs. Killing (Common, Total) 5 Psychological Limitation: Doesn't Know How To Relax and Have Fun (Uncommon, Moderate) 10 Distinctive Features: Blue Hair (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Detects as Magical (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Social Limitation: Relic of a Bygone Day (Frequently, Minor) 10 Social Limitation: Minor (Occasionally, Major) 15 Hunted: Dragoness 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Social Limitation: Secret ID (Frequently, Major) 15 Hunted: The Third Eye 8- (Mo Pow, Capture) 10 Psychological Limitation: Despondent after going Enraged (Common, Moderate) 15 Psychological Limitation: Feels Guilt About First Use of Powers (Common, Strong) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
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