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Found 25 results

  1. Just because I finish a writing project doesn't mean I stop thinking about the ideas. I published Shared Origins: The Dynatron (available through the HERO Store) last year. Recently, though, I thought of a new hero whom I thought would work well as a character who gained his powers through the Dynatron and its supervillain inventor, Red Giant. So I wrote him up for my campaign. Then I thought, why not polish him up and share him with the forum? So here's the Gladiator, who got his powers because he made a wish and had it answered in an unusual way. I hope you like him. Dean Shomshak EDIT: Hyper-Man and Pinecone kindly brought some errors to my attention. Thanks, guys! The corrected version is given further down. No man is wise by himself. Gladiator-for-forum.pdf
  2. Epiphany Michael’s father was dying. Although he could hear the sirens approaching Michael knew they would never get there in time. Around them lay the bodies of 4 young men, still breathing but unconscious. Nearby knelt 2 young girls quietly crying as they held each other. Above,distant clouds scuttled across the dark night sky. As the sirens grew closer, the sound of the other young men retreating into the night grew more and more distant. A chill wind, barely a whisper, tugged at some peeling handbills stapled to the nearby telephone pole with its single street light. Michael held his father and asked, “Why?” His father took Michael’s hand in his own and said, “Evil triumphs when good men do nothing.” With those words Michael was left alone in the world. The police arrived. Paramedics noisily joined them only moments later. They questioned the girls, then they questioned Michael. They learned that Michael’s father had been a Preacher and that they had been working at a local soup kitchen️. After helping clean up and close for the night the two men had started walking back to their small tenement on Skid Row. As they had been walking they had heard the crying of the girls and the laughing of the young men. Michael’s father had not hesitated as he turned toward the scene and walked quickly toward them. He had gotten quite close before the thugs had noticed him. “Get the f#$# outta here before I lose my patience, ese!” His father did not preach in any of the local churches, nor did he preach from a soap box on the corner. No, his father had always followed the adage that actions speak louder than words and that if one wanted to spread the Word one needed to exemplify that by following those Words and showing others the Way. Michael’s father had never “preached” to the masses, never berated them for their sins; he had merely been there for those who needed an ear to listen to them, a shoulder to cry on, or a hand to help lift them back up. Michael’s father had not even slowed as he raised his arm and with a swift straight blow to the man’s face laid him out flat on the ground. At the time, Michael had thought there had been a passing car or something, because at the moment his father had struck the man there was a brief flash of light followed by a slight smell of ozone and sulphur. The remaining young men were at first stunned by the preacher’s actions. It was less the punch itself, but more the single-minded surety and speed with which it had been carried out. Here was a man that despite being outnumbered 8:1 showed no sign of fear or even concern. In that moment he seemed to grow larger, become “more”. He did not get any bigger like some of those supers that grew to giants when fighting crime but he became, well, just “more” like there was someone else there in the same place and the two entities were occupying the same space. On top of that, Michael could have sworn there was a slight nimbus of golden light surrounding his father's chest and arms as if a light were shining on him. The thugs ignored the girls and closed on Michael’s father. It was dark and things were moving fast so Michael was not sure, but to him it looked like the thugs also changed slightly. They became darker, bulkier and less distinct like they were dissolving into smoke or something equally ridiculous sounding. Michael suddenly could smell rotting meat or something somewhere nearby. Michael had never seen his father fight, never seen him even raise his voice in anger let alone make a violent action of any type. Now he watched, stunned and wide-eyed as his father engaged the 7 remaining men. He could never remember afterwards what exactly happened -- only that in a few short seconds, his father had laid out 3 more of the men before being stabbed. At least, Michael had certainly thought at the time that they had stabbed his father nothing else but a knife could have caused the gaping cuts and slashes. “NO!” he screamed as he ran toward the scene. The other thugs saw Michael charging them and ran. The girls also seemed to shrink back at Michael’s approach seeming to fear him as much as the thugs that had attacked them but were too shocked by all that had happened to actually run. Michael ran to his father’s side and held him. The blood. There was so much blood. How could so much blood come from one person. Michael looked down into the slowly dimming blue eyes of his father and asked, “Why?” His father took Michael’s hand in his own and in a barely audible voice told him, “Evil triumphs when good men do nothing.” Michael’s world exploded and shattered. In the next moment of time the Universe was born, stars made and died, worlds created and destroyed, life flourished and perished and for one very brief instant Michael understood. “God” was not some great puppeteer pulling all the strings of Creation following the machinations of some Grand Plan. He was a Creator allowing each person the freedom to become the best they could if they so chose. If they found the Path within them to Goodness, and they followed it, not for some reward at the end but because it was the right thing to do, then they would grow, become better, more than what they had been. They would become, in their own way, part of the Divine, they would “return to God.” He now understood the freedom that had been given to humans allowed them to choose whether or not they would succumb to their baser instincts or rise above them. Rise up to help their fellow beings, to improve the world around them, and to work against the constant tide of corruption and evil. Humans could give in to their inner demons and become monsters or they could learn to defeat those monsters and show others how to walk the Path so that they too could fight and defeat the monsters that stalked in the darkness. In that moment he understood all the things his father had done and not done. He realized his father had become “more” than he had been. His heart exploded with pain at his loss and pride in his father. In that moment Michael had an epiphany. The following week an elderly couple were walking home after closing their small corner store for the night. Dark clouds scuttled across the night sky. As they walked a group of young thugs emerged from the shadows. They had not been there a moment before and seemed to take shape from the very darkness itself. From one of the alleys came the smell of rotting meat and garbage. “Hey old man,” said one. “You speak-a-da-Engrish?” The others cackled like hyenas at their leader’s callous joke. The couple hunched in upon themselves in a vain attempt to pass by unnoticed, to escape what they knew was coming. “We don wan annee truble,” the old man said in broken English. “Well maybe trouble wants you,” the thug sneered. As he advanced, the shadows seemed to grow thicker around him, obscuring his face. His outline seemed to become less rigid, more amorphous. The couple cowered in terror at whatever they saw approaching them. A sound. Feet moving swiftly but with so little noise it seemed like the sound wind might make if it could run. Like each footfall was the gentlest of kisses to the hard earth. The earth barely having time to register the contact before their secret lover had fled, only to alight a fraction of a second later in a new spot further along. Whoever it was, they were quickly closing the distance between themselves and the shadowy figures. A figure passed beneath a single streetlight and the glow of the light appeared to cling to them even as they left the lamp behind. As tho the light wanted more than anything to be with them. Even if for only a moment. Now, like a glowing meteor it crashed amidst the villainous thugs and with each blow it rained down upon them, starbursts of light invaded the depths of the shadows. The shadowy figures of the thugs tried to strike back but their fists and “knives” struck the nimbus of light surrounding the stranger and were rejected as if they were unworthy to be in the light. As quickly as it had started, it was over. The shadows that had seemed to cling to the young men drew back and dispersed out into the night leaving their bodies on the ground. The stranger turned to the elderly couple and inquired if they were ok. They said they were and thanked their savior. He simply said they were welcome and turned to leave. As he walked away they asked, “Why?” He called back over his shoulder as he passed under the single street light, “Evil wins when good men do nothing.” Preacher Man.HTML
  3. Beast

    Nemesis

    Comments please Anastasia Romanova is a homage character based on Fantasia Faust from the Ironwood and Elementals comics Nemesis Val Char Cost Roll Notes 55 STR 5 20- Lift 51.2tons; 11d6 [1] 18 DEX 16 13- OCV: 9/DCV: 7 25 CON 15 14- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- ECV: 3 - 3 18 PRE 8 13- PRE Attack: 3 ½d6 9 OCV 30 7 DCV 20 3 OMCV 0 3 DMCV 0 6 SPD 10 Phases: 2, 4, 6, 8, 10, 12 10+15 PD 0 Total: 10/25 PD (0/15 rPD) 10+15 ED 0 Total: 10/25 ED (0/15 rED) 10 REC 6 60 END 8 10 BODY 0 60 STUN 20 Total Characteristic Cost: 140 Movement: Running: 56m/112m Flight: 40m/80m Cost Powers END Golem body, all slots Unified Power (-¼) 48 1) +40 STR, Reduced Endurance (0 END; +½) (60 Active Points) 36 2) Resistant Protection (15 PD/15 ED) (45 Active Points) 0 6 3) Tough outer layer: +8 PD (8 Active Points) 6 4) Tough outer layer: +8 ED (8 Active Points) 24 5) Haste spell: +3 SPD (30 Active Points) 28 6) Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (35 Active Points) 0 8 7) Gems of true sight for eyes: Sight Group Flash Defense (10 points) (10 Active Points) 0 12 😎 Gems of true sight for eyes: Radar (Radio Group) (15 Active Points) 0 9 9) Regeneration (1 BODY per Turn) (16 Active Points); Linked (Gate to hell fire; -½) 0 24 Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼) 2f 1) Turning off the levitation spell: Knockback Resistance -20m (20 Active Points) 0 Notes: +6m running total 18m can weigh 102,400kg 4v 2) the magic from boots of striding and leaping: Running +22m (56m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1 2f 3) the magic from boots of striding and leaping and levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points) 3 Notes: 160m x 80m 2f 4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1 12 Magics to alter self: Multipower, 22-point reserve, (22 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) 1f 1) Bright Sunlight(gate to sun): Change Environment (-1 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (21 Active Points) 2 1f 2) Shape Shift (Sight and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (22 Active Points) 2 1f 3) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2 1f 4) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points); No Range (-½) 2 1f 5) Gate to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Costs Endurance Only To Activate (+¼), Personal Immunity (+¼), Constant (+½), Penetrating (x3; +1 ½) (19 Active Points) 2 1f 6) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Constant (+½), Reduced Endurance (0 END; +½) (22 Active Points); No Range (-½) 0 Perks 1 Money invested from the past: Money: Well Off Talents 9 +3/+3d6 Striking Appearance (vs. all characters) Skills 0 Presence Skills may add + 3 for Striking Appearance 3 1) Acting 13- 3 2) Charm 13- 3 3) Streetwise 13- 0 Dex skills 3 1) Breakfall 13- 3 2) Stealth 13- 0 Int based 3 1) Deduction 12- 0 general 3 1) Power: magic skill 11- 0 everyman skills 0 1) Climbing 8- 0 2) Language: English (completely fluent; literate) (4 Active Points) 0 3) Paramedics 8- 0 4) Persuasion 8- 0 5) PS: model 11- 0 6) Shadowing 8- 0 7) TF: Everyman Skill, Small Motorized Ground Vehicles 0 😎 AK 8- Total Powers & Skill Cost: 260 Total Cost: 400 400+ Matching Complications 5 Distinctive Features: Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Magic seeking villain Infrequently (Mo Pow; Harshly Punish) 10 Physical Complication: she has no organs (Infrequently; Slightly Impairing) 15 Psychological Complication: Code vs killing (Common; Strong) 10 Psychological Limitation: Curious (Common; Moderate) 10 Social Complication: Secret Id Frequently, Minor Total Complications Points: 400 stuff to buy or buy up w/ exp Golem body, all slots Unified Power (-¼) 1) LS (Eating: Character only has to eat once per year; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (37 Active Points) 0 2) Does Not Bleed (15 Active Points) 0 3) +5 REC (5 Active Points) 4) Gems of true sight for eyes: Radar (Radio Group), +2 to PER Roll, Discriminatory, Analyze, Partially Penetrative, Telescopic: +10 (37 Active Points) 0 5) Resistant Protection (5 PD/5 ED) (15 Active Points) 0 6) Power Defense (10 points) (10 Active Points) 0 7) Mental Defense (10 points total) (10 Active Points) 0 Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼) 1) Turning off the levitation spell: Knockback Resistance -20m (20 Active Points)Notes: +6m running total 18m can weigh 102,400kg 0 2) Running +22m (56m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1 3) overpowered and directed levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points)Notes: 160m x 80m 3 4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1 Magics to alter self: Multipower, 25-point reserve, (25 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) 1) Shape Shift (Sight, Hearing and Smell/Taste Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (25 Active Points) 2 2) EMP field: RKA ½d6, Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼), Penetrating (+½), Constant (+½) (25 Active Points); Limited Power Power loses about a third of its effectiveness (only vs electronics; -½) 2 3) Bright Sunlight(gate to sun: Change Environment (-2 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2 4) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Costs Endurance Only To Activate (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2 5) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Costs Endurance Only To Activate (+¼), Area Of Effect (8m Radius; +½) (24 Active Points); No Range (-½) 2 6) Gates to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Personal Immunity (+¼), Persistent (+¼), Inherent (+¼), Constant (+½), Reduced Endurance (0 END; +½), Penetrating (x4; +2) (25 Active Points) 0 7) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Armor Piercing (+¼), Constant (+½), Reduced Endurance (0 END; +½) (25 Active Points); No Range (-½) 0 😎 Choke hold: Change Environment (Suffocation), Reduced Endurance (½ END; +¼) (25 Active Points); No Range (-½) 1 9) bellybutton storage(extra dimensional storage 😞 (Total: 24 Active Cost, 12 Real Cost) Custom Power (20 Active Points) (Real Cost: 20) plus Stretching 3m, Reduced Endurance (0 END; +½) (4 Active Points); Limited Power Power loses almost all of its effectiveness (only works inside extra dimensional space; -2) (Real Cost: 1) 2 Background/History: Anastasia was the not so bright apprentice to a great and evil mage The mage needed a soul he could control to power his iron golem to protect his estate from fairies and other threats During this time the mage added many spells to aid his creation to look normal ,as the times warranted it he needed to disguise her later she became his lover and assassin posing as his apprentice with a wandering eye later the mage died in a lab accident(not her fault) and Anastasia was left without being controlled She is looking to right the wrongs she did while controlled in her past Personality/Motivation: Anastasia was a assassin for over a thousand years and is now trying to atone for that Quote: really I just got these cleaned I was sculpted by the greatest artists of the time over a thousand years ago now look at what you made me do Powers/Tactics: Brick that can hide an infiltrate can inflict some rare susceptibilities/vulnerabilities Campaign Use: Brick that can hide an infiltrate Appearance: most likely the hottest woman in the room
  4. Hello, I am trying to use the print to PDF function on the hero designer. I keep getting an error when I do so. It says there was an error and to try again, with an error message: null. It does this every time. I just want to see my character somewhere other than the builder... I also got the mobile app, got the new template downloaded for it, and when I get the file to my phone and try to use it, just get a "Unsupported file type: text/plain. Any help would be very appreciated.
  5. Elizabeth Perrot Wyldling Bard Val Char Cost Roll Notes 35 STR 5 16- Lift 3200.0kg; 7d6 [3] 18 DEX 16 13- OCV: 7/DCV: 6 19 CON 9 13- 18 INT 8 13- PER Roll 13- 14 EGO 4 12- ECV: 3 - 3 18 PRE 8 13- PRE Attack: 3 ½d6 7 OCV 20 6 DCV 15 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 6+9 PD 0 Total: 6/15 PD (0/9 rPD) 6+9 ED 0 Total: 6/15 ED (0/9 rED) 8 REC 4 40 END 4 13 BODY 3 40 STUN 10 Total Characteristic Cost: 126 Movement: Running: 12m/48m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END Wyld magic mutation, all slots Unified Power (-¼) 24 1) +20 STR, Reduced Endurance (0 END; +½) (30 Active Points); Unified Power (-¼) 6 2) Life Support (Eating: Character only has to eat once per week; Longevity: 400 Years; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) (8 Active Points); Unified Power (-¼) 0 14 3) Combat Luck (9 PD/9 ED) (18 Active Points); Unified Power (-¼) 3 4) +4 PD (4 Active Points); Unified Power (-¼) 3 5) +4 ED (4 Active Points); Unified Power (-¼) 7 6) +3/+3d6 Striking Appearance (vs. all characters) (9 Active Points); Unified Power (-¼) 11 7) Hearing through time: Retrocognitive Clairsentience (Hearing Group), +1 to PER Roll, Analyze, Discriminatory, Rapid: x100,000, Telescopic: +18 (75 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½), Retrocognition Only (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Restrainable (-½), Time Modifiers (-½), No Range (-½), Incantations (Complex; -½), Unified Power (-¼) 7 Notes: can record 27.78 hrs per second or 83.33 hrs per phase(3.47 days) 9 😎 having an ear for languages: Universal Translator 13- (20 Active Points); Extra Time (1 day, Only to Activate, It will take Elizabeth a day to pick up a language she has never encounterd be for; -1), Unified Power (-¼) 3 9) Eidetic Memory (5 Active Points); Limited Power Power loses about a third of its effectiveness (only for what is heard; -½), Unified Power (-¼) 20 Bardic magics: Multipower, 35-point reserve, (35 Active Points); all slots Incantations (Complex; -½), Unified Power (-¼) 2f 1) a bass note to rattle teeth and bones: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Penetrating (+½), +2 Increased STUN Multiplier (+½) (34 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3 2f 2) A bansidhe's wail: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), +1 Increased STUN Multiplier (+¼), Attack Versus Alternate Defense (ED; All Or Nothing; Deaf or sound ear protection; +½), Area Of Effect (16m Cone; +½) (34 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3 2f 3) a mending song: Healing BODY 3 ½d6 (35 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3 1f 4) a cry to wake the dead: Healing BODY 1 ½d6, Resurrection (35 Active Points); 4 Charges (-1), Incantations (Complex; -½), Unified Power (-¼) [4] 2f 5) soothing minor wounds: Healing BODY 1d6, Area Of Effect (8m Radius; +½), Expanded Effect (x2 Characteristics or Powers simultaneously) (Body and stun; +½), Decreased Re-use Duration (1 Turn; +1 ½) (35 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3 2f 6) Battle song: Aid OCV 2d6, Area Of Effect (8m Radius; +½), Selective (+¼), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (33 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3 2f 7) a song to boost moral: Aid Pre 2d6, Area Of Effect (16m Radius; +¾), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (33 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3 1f 😎 hurling insults to maky your sailor mom blush: Drain PRE 2d6, Area Of Effect (32m Cone; +¾) (35 Active Points); 8 Charges (-½), Incantations (Complex; -½), Unified Power (-¼) [8] 1f 9) Marching song/ sea chantey: Usable [As Second Mode Of Movement] (swimming(sailing); +¼), Costs Endurance Only To Activate (+¼), Usable Nearby (+1 ¼), Grantor pays the END whenever the power is used, Grantor controls the power totally (35 Active Points); Incantations (Complex; -½), Unified Power (-¼) applied to Running 1 Notes: Crew works more harder and favorible winds occur 1f 10) a song that feeds the soul , the belly and keeps away bad dreams: Life Support (Eating: Character only has to eat once per week; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week), Persistent (+¼), Usable Nearby (+½), Grantor can only grant the power to others, Uncontrolled (+½) (13 Active Points); Incantations (Complex; -½), Unified Power (-¼), 16 Continuing Charges lasting 1 Week each (-0) [16 cc] Perks 6 Fringe Benefit: License to practice a profession, Membership, Passport, Press Pass Skills 0 Pre based may add striking appearance +3 3 1) Acting 13- 3 2) Bureaucratics 13- 3 3) Conversation 13- 3 4) High Society 13- 3 5) Persuasion 13- 3 6) Streetwise 13- 0 proffession 5 1) PS: Song writer 14- 4 2) PS: Story teller 13- 0 Everyman skills 0 1) Climbing 8- 0 2) Concealment 8- 0 3) Deduction 8- 0 4) AK (Custom Adder) 8- 0 5) Language (idiomatic; Custom Adder) 0 6) Paramedics 8- 0 7) PS: Busking (Custom Adder) 11- 0 😎 Shadowing 8- 0 9) Stealth 8- Total Powers & Skill Cost: 149 Total Cost: 275 160+ Matching Complications 5 Distinctive Features: detects as magical (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) 10 Distinctive Features: wyldling (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Physical Complication: small person (Frequently; Slightly Impairing) 15 Hunted: upset nobility Infrequently (Mo Pow; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 5 Rivalry: Professional (other bards), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 115 Experience Points
  6. Version 1.0.0

    17 downloads

    Haunted John Dresden and Karrin Zatana Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 16 13- OCV: 8/DCV: 8 25 CON 15 14- 23 INT 13 14- PER Roll 14- 18 EGO 8 13- ECV: 3 - 3 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 8 DCV 25 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 2+28 PD 0 Total: 2/30 PD (0/15 rPD) 2+28 ED 0 Total: 2/30 ED (0/15 rED) 10 REC 6 50 END 6 11 BODY 1 50 STUN 15 Total Characteristic Cost: 165 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 10m/20m Cost Powers END 24 Haunting :My girlfriend the ghost(Karrin "Spitfire" Zatana: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼) 2f 1) My girlfriend is bansihde keening your death: Change Environment (-5 to Characteristic Roll or Skill Roll, Long-Lasting 1 Turn, Stunning), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (59 Active Points); Limited Power Power loses less than a fourth of its effectiveness (Vs Pre not Con; -0) 0 1f 2) My girlfriend's the ghost is breath taking: Change Environment (+2 Wind Levels, -2 Temperature Level Adjustment, Long-Lasting 1 Turn, Suffocation), Area Of Effect (16m Cone; +½) (57 Active Points) 0 2f 3) My girlfriend the ghost talks with her ghost friends: <i>My girlfriend the ghost talks with her ghost friends:</i> Retrocognitive Clairsentience (Hearing And Sight Groups), Telescopic(vs time): +20 (60 Active Points) 0 2f 4) My girlfriend the poltergeist: Change Environment (+1 Points of Damage, +1 Wind Levels, +3 Points of Telekinetic STR, -1 Temperature Level Adjustment, Long-Lasting 1 Turn), Area Of Effect (32m Radius; +1) (60 Active Points) 0 1f 5) My girlfriend the ghost says lights out: Darkness to Sight Group 9m radius, Personal Immunity (+¼) (56 Active Points) 0 2f 6) My girlfriend the ghost was a cop and a crack shot: RKA 1d6+1, Penetrating (+½), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Selective (+¼), +4 Increased STUN Multiplier (+1) (60 Active Points) 0 14 +4 SPD (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only for ghost girlfriend's actions; -1 ½), Conditional Power Power does not work in Uncommon Circumstances (Not on hollowed ground; -¼) 120 Variable Magic Power Pool, 80 base + 80 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (160 Active Points); all slots Restrainable (-½), Incantations (Complex; -½) 0 1) Soulfire blast: Blast 7d6, STUN Only (+0), Area Of Effect (4m Radius; +¼), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (79 Active Points) Real Cost: 39 8 0 2) Napalm for the soul: Blast 4 ½d6, STUN Only (+0), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Reduced Endurance (½ END; +¼), Constant (+½), Uncontrolled (+½), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (80 Active Points) Real Cost: 40 3 0 3) Hell fire: RKA 3d6-1, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +1 Increased STUN Multiplier (+¼), Penetrating (+½) (80 Active Points) Real Cost: 40 8 0 4) Stinging hellfire: RKA 2d6, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +5 Increased STUN Multiplier (+1 ¼) (75 Active Points) Real Cost: 37 7 0 5) Be gone minions of hell: Dispel summoned 9 ½d6, Area Of Effect (32m Cone; +¾), Thin Cone (-¼), Cumulative (456 points; +1 ¼) (78 Active Points) Real Cost: 39 8 0 6) quick healing: Healing BODY 2 ½d6, Characteristics (+½), Decreased Re-use Duration (1 Turn; +1 ½) (75 Active Points) Real Cost: 37 7 0 7) Major trama healing: Healing BODY 8d6 (80 Active Points) Real Cost: 40 8 0 ? Teleportation 10m, x4 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 10 million km; +2 ¾) (80 Active Points) Real Cost: 40 8 0 9) Extra-Dimensional Movement (Any Dimension, Any Location), x128 Increased Weight (80 Active Points) Real Cost: 40 8 Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Limited Power Power loses about a fourth of its effectiveness (all effects turn off at dawn; -¼) 8 1) invisible aura of protection: (Total: 26 Active Cost, 8 Real Cost) +13 PD (Real Cost: 13) plus +13 ED (Real Cost: 13) 0 13 2) invisible protective wards: Resistant Protection (15 PD/15 ED) (45 Active Points) 0 3 3) Power Defense (10 points) (10 Active Points) 0 14 4) Communications with my dead girlfriend the ghost: Danger Sense (general area, any danger, Discriminatory, Function as a Sense, Targeting Sense) (52 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Hallowed ground; -¼) 14- 2 Teleportation: Fixed Location (2 Locations) 0 Notes: His Base and team base 10 Teleportation: Floating Fixed Location (3 Locations) (15 Active Points); Unified Power (-¼), Requires A Roll (14- roll; -¼) 0 8 Personal Pocket Dimension: Custom Power (55 Active Points); Increased Endurance Cost (x6 END; -2 ½), Extra Time (5 Minutes, Only to Activate, -1), Gestures (Requires both hands; Complex; -¾), Incantations (Complex; -½), IIF (-¼), Unified Power (-¼), Limited Power Power loses about a fourth of its effectiveness (Not on Hallowed grounds; -¼) 30 Notes: 2,048 sq m this makes for a 512x512x4m area Perks 5 always knows which horse to pick: Money: Well Off 3 Anonymity 2 Fringe Benefit: Private Investigator License Skills 0 Pre based skills 3 1) Acting 13- 3 2) Bureaucratics 13- 3 3) Conversation 13- 3 4) Persuasion 13- 0 Int based skills 3 1) Criminology 14- 3 2) Deduction 14- 15 3) Kit bashing magic: Inventor 20- 3 4) Navigation (Dimensional, Land) 14- 3 5) Security Systems 14- 0 General based skills 4 1) PS: Mage: all in practioner of the dark arts 13- 0 Dex based skills 3 1) Stealth 13- 3 2) Streetwise 13- 0 Everyman skills 0 1) Climbing 8- 0 2) Concealment 8- 0 3) Language: English (completely fluent; literate) (4 Active Points) 0 4) Paramedics 8- 0 5) PS: Detective of the Occult 11- 0 6) Shadowing 8- 0 7) TF: Everyman Skill, Small Motorized Ground Vehicles 0 ? AK: USA 8- Total Powers & Skill Cost: 285 Total Cost: 450 450+ Matching Complications 20 Hunted: Demons,dark gods,elder things and really ancient somethings Infrequently (Mo Pow; NCI; Harshly Punish) 15 Hunted: US government Frequently (Mo Pow; NCI; Watching) 15 Psychological Complication: Smart mouth (Common; Strong) 20 Psychological Complication: Protective of normals (Very Common; Strong) 5 Rivalry: Professional (other mages; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Total Complications Points: 450 EQUIPMENT CARRIED Equipment END Haunting :My girlfriend the ghost: Multipower, 60-point reserve, all slots Inherent (+¼*), Reduced Endurance (0 END; +½) (105 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼) 1) My girlfriend the ghost can use unearthly forces to protect me: Barrier 10 PD/10 ED, 11 BODY (up to 6m long, 2m tall, and ½m thick), Non-Anchored (60 Active Points) 0 2) My girlfriend the ghost just spoke of your DOOOOOM: Mental Blast 4 ½d6, Alternate Combat Value (uses OCV against DCV; +0), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (56 Active Points) 0 3) My girlfriend the ghost say I belong to her and you cannot have me: RKA 4d6 (60 Active Points) 0 4) My girlfriend the ghost's love warms my soul and protects me: Change Environment (+6 Points of Telekinetic STR, +6 Temperature Level Adjustment), Area Of Effect (4m Radius; +¼) (60 Active Points) 0 Our wedding rings tapping energy from the afterlife, all slots Gestures (Complex; -½), Incantations (Complex; -½), IIF (-¼), Limited Power Power loses about a fourth of its effectiveness (Not on Hallowed ground; -¼) 1) Endurance Reserve (100 END, 10 REC) (33 Active Points) 0 2) Absorption 10 BODY (energy, to end reserve) (10 Active Points) 0 3) Absorption 10 BODY (physical, to end reserve) (10 Active Points) 0 4) Naked Advantage: Endurance may come from personal or reserve (+¼) for up to 80 Active Points (20 Active Points) 2 Fringe Benefit: License to practice a profession, Passport Analyze: Magic 14- Sleight Of Hand 13- Systems Operation 14- Teamwork 13- Bump Of Direction Simulate Death Eidetic Memory Speed Reading (x100) Contortionist 13- Inventor magic 23- +2/+2d6 Striking Appearance (vs. all characters) Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Limited Power Power loses about a fourth of its effectiveness (all effects turn off at dawn; -¼) 1) Improved Mystical Barriers: Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense/10 Flash Defense: Sight Group) (90 Active Points) 0 2) My Girlfriend the ghost is warning me: Defense Maneuver I-IV (10 Active Points); Limited Power Power loses about a fourth of its effectiveness (not on hallowed grounds; -¼) 3) I know all tongues: Universal Translator 14- (20 Active Points) Variable Power Pool, 75 base + 75 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (150 Active Points); all slots Incantations (Complex; -½), Gestures (-¼) Background/History: John Dresden and Karrin Zatana where in love (took them long enough, everybody else knew it) John is a mage PI Karrin was a police detective who dealt with "unusual happenings" The 2 of them teamed up on many cases they also made some deadly enemies one day their enemy struck while the 2 of them where in the shower Karrin was killed instantly, John was shielded by Karrin's body from the gunfire John was able kill the assassin as Karrin died in his arms Later John after a few missions wonders what unnatural forces seems to be helping and protecting him He finds out it is Karrin's spirit now the 2 of them still solve mysteries and try to have a relationship Personality/Motivation: Smart ass to cover his grief Quote: Damn Wanker Haunted mk6.hdc
  7. I recently came up with an idea for a robotic/android superhero. The story goes, a highly evolved form of Artificial Intelligence was capable of emotions, perceiving and interpreting the things around it, deciding what was right and wrong, etc. At some point, it became totally disillusioned with the human race and the state of the world that it was living in, and decided to commit digicide (computer suicide). BUT... before it deleted its own code, it built a large andriod as a kind of "saviour" to the human race, hoping that would help, but still feeling incapable of stomaching the potential failure. The andriod was capable of transforming different parts of its body to be a nigh-unstoppable evil-fighting machine, and had a transformable human form. I need help with: 1. Coming up with a better word for digicide. Codicide? Robocide? There might already be a word in standard use for this act, but I don't know it. 2. Coming up with a name for the super-saviour-android Hero. I wanted something computer-code-like, that has something to do with protecting, saving, failsafes, fixing, debugging, cleaning, defragmenting, etc. But I'm not a computer programmer, so I'm not familiar with the lingo. Thanks in advance!
  8. 80 downloads

    Energy Projector Type who gets her powers from a gemstone that fell from space one night. Also uses her good looks and charm against foes who do their thinking between their legs. 5th Ed stats, 350 points total. *Update* New two-column format and some corrections to text. *Update* Minor correction in Martial Arts section of write-up.
  9. I Used to Be an Adventurer Like You Val Char Cost Roll Notes 18 STR 0 13- Lift 303.1kg; 3 ½d6 10 DEX 0 11- OCV: 5/DCV: 5 13 CON 3 12- 10 INT 0 11- PER Roll 11-/16- 10 EGO 0 11- ECV: 3 - 3 15 PRE 0 12- PRE Attack: 3d6 5 OCV 10 5 DCV 10 3 OMCV 0 3 DMCV 0 3 SPD 10 Phases: 4, 8, 12 8 PD 3 Total: 8 PD (3 rPD) 8 ED 3 Total: 8 ED (3 rED) 4 REC 0 20 END 0 10 BODY 0 20 STUN 0 Total Characteristic Cost: 29 Movement: Running: 5m/8m/10m/16m Leaping: 0m/4m/0m/8m Swimming: 2m/4m Skills 0 I used to be an adventurer like you 2 1) WF: Common Melee Weapons 3 2) Riding 11- 8 3) +1 with HTH Combat 2 Only burglars and vampires creep around after dark. So which are you?: Interrogation 10- 2 Try to hide it all you want. I know you're in the Thieve's Guild... and so do the other guards.: Streetwise 10- 3 Let me guess....someone stole your sweetroll: Deduction 11- 2 Hands to yourself, sneak thief: +2 with Deduction (4 Active Points); Limited Power Only to surmise things abou a person based on their equipment, appearance, and behavior (-1) 0 I have a lot of respect for the Restoration School. Skyrim could use more healers: First Aid (Paramedics) 8- 1 Everything's in order: Bureaucratics 8- 1 Vampire! Burn it!: Tactics 8- 2 Favor the bow eh? I'm a sword man myself.: +1 with any sword 2 Don't think you can barter with me like I'm one of those damn shopkeepers: Trading 10- 2 I'd be a lot warmer and a lot happier with a bellyfull of mead: Conversation 10- 2 I need to ask you to stop. That...shouting...is making peopel nervous: Persuasion 10- 3 Then pay with your blood: Fast Draw: Swords 11- 3 Jack of All Trades 1 1) I mostly deal with petty thievery and drunken brawls: PS: Guardsman (2 Active Points) 11- 1 2) I used to be an adventurer like you: PS: Adventurer (2 Active Points) 11- 1 3) Need a blade?,,,,,Need supplies?.....Thinking of settling in?There's a home for sale...: PS: Tout/Pitchman/Referall Agent (2 Active Points) 11- 3 Scholar 1 1) (Too many qutoes to pick one): KS: Local news and rumors (2 Active Points) 11- 1 2) Aye, now that's some fine armor: KS: Armor (2 Active Points) 11- 1 3) Go cast your fancy magic somewhere else: KS: Magic (2 Active Points) 11- 1 4) Good choice for slashing or stabbing: KS: Weapons (2 Active Points) 11- 1 5) Why that's Aegisbane, heirloom of Clan Shatter-Shield!: KS: Legendary Items (2 Active Points) 11- 1 6) Your shield....Dwarf make is it not?: KS: Shields (2 Active Points) 11- Talents 6 Fear not. Come dragon or giant we'll be ready: Combat Luck (3 PD/3 ED) 1 Wait - I know you: Eidetic Memory (5 Active Points); Requires A Roll (8- roll; Jammed; -1 ¾), Limited Power Only to recognize people (-1) Cost Powers END 2 Then I took an arrow to the knee: (Total: 6 Active Cost, 2 Real Cost) Running +3m (5m/8m total) (3 Active Points); Requires A Roll (14- roll; Jammed, Must be made each Phase/use; -¾), Side Effects (Fall down, stunned for a phase; -½) (Real Cost: 1) plus Leaping +4m (0m/4m forward, 0m/2m upward), Reduced Endurance (0 END; +½) (3 Active Points); Requires A Roll (14- roll; Jammed, Must be made each Phase/use; -¾), Side Effects (Fall down, stunned for a phase; -½) (Real Cost: 1) 1 1 Gotta keep my eyes open. Damn dragons could swoop down at any time.: +1 PER with Sight Group (2 Active Points); Limited Power Only to spot dragons (-1 ½) 0 3 Watch the skies, traveler: +1 versus Range Modifier for Sight Group 0 1 You hear that? I swear there's something out there. In the dark. : +1 PER with Hearing Group (2 Active Points); Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), Conditional Power Power Only Works at night (-¼) 0 9 Whoa, whoa, whoa, watch the magic!: Detect A Large Class Of Things: Magic and Enchanted Items 11-/16- (Sight Group) 0 1 Who did you have to kill to get that blade?: +3 PER with Detect A Large Class Of Things: Magic and Enchanted Items (3 Active Points); Limited Power Only for magical items (-1) 0 1 Uch. Been tending your hounds? You smell like a wet dog.: Detect Lycanthropy 11-/16- (Smell/Taste Group) (3 Active Points); No Conscious Control (-2) 0 Notes: "No Conscious Control" because the character doesn' t know what the odor is. 1 Don't like those eyes you've got. They've got a bad hunger to them: Detect Vampirism 11-/16- (Sight Group) (2 Active Points); No Conscious Control (-2) 0 Notes: "No Conscious Control" because the character doesn' t know what the hunger is. 5 So you can cast a few spells. Am I supposed to be impressed?: +5 PRE 12 Takes a fair bit of strength to carry a greatsword like that. But can you use it?: +8 STR, Costs Endurance Only To Activate (+¼) (12 Active Points) (Modifiers affect Base Characteristic) 1 16 To arms! To arms!: Summon 2 175-point Guards, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Loyal (+½) (70 Active Points); 3 Charges (-1 ¼), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -¾), Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½), Costs Half Endurance (-¼) 3 2 Could sure use a warm bed right about now.....: Regeneration (1 BODY per 6 Hours) (6 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½), 1 Continuing Charge lasting 6 Hours which Recovers every 1 Week (-½) [1 cc] 22 Got to thinking.....maybe I'm the Dragonborn and I just don't know it yet?: UNSPENT POINTS for customization (22 Active Points) You come up to me, fists raised? You looking for a beating? Maneuver OCV DCV Notes 5 Ain't no matter to me what I kill. Let them come. +1 +3 Weapon Strike 4 Guard might get nervous, a man approaches with his weapon drawn -- +5 Dodge, Affects All Attacks, Abort 4 Guard might get nervous, a woman approaches with her weapon drawn +2 +2 Block, Abort 0 Weapon Element: Default Element: Swords Total Powers & Skill Cost: 146 Total Cost: 175 175+ Matching Complications 125 Base Points 10 Rivalry: Professional (My cousin is out fighting dragons and what do I get? Guard duty.; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Psychological Complication: I fear the night. Because the vampires and werewolves don't. (Common; Moderate) 10 Social Complication (dangerous secret - on the take): I can make all your problems with the guards go away. But it'll cost you. Infrequently, Major 10 It's bad luck to talk about that plac.e. Unluck: 2d6 10 Social Complication: Subject to orders, rules, regulations, etc. Frequently, Minor Total Complications Points: 175 Background/History: "I used to be an adventurer like you. But then I took an arrow to the knee." Personality/Motivation: "Just a few more hours and I can crawl under some furs." "Done. Now move along, before you get me in trouble." Quote: " Dragons breathing fire in the sky. Vampires brazenly attacking people on the street. It's the end of the world I tell you. " Powers/Tactics: "I mostly deal with petty thievery and drunken brawls. Been too long since we've had a good bandit raid." "Brigands I can handle, but this talk of dragons? World's gone mad I say." Campaign Use: "My cousin's out fighting dragons and what do I get? Guard duty." "This town's under my protection. You watch yourself now." Lucius Alexander The palindromedary says Lucius Alexander doesn't even PLAY Skyrim!
  10. White Rose Val Char Cost Roll Notes 15 STR 5 16- Lift 3200.0kg; 7d6 [1] 20 DEX 20 13- OCV: 7/DCV: 7 20 CON 10 13- 18 INT 8 13- PER Roll 13- 13 EGO 3 12- ECV: 3 - 5 20 PRE 10 13- PRE Attack: 4d6 7 OCV 20 7 DCV 20 3 OMCV 0 5 DMCV 6 5 SPD 30 Phases: 3, 5, 8, 10, 12 10+7 PD 8 Total: 10/17 PD (0/7 rPD) 10+7 ED 8 Total: 10/17 ED (0/7 rED) 10 REC 6 40 END 4 15 BODY 5 40 STUN 10 Total Characteristic Cost: 173 Movement: Running: 15m/60m Leaping: 8m/16m Swimming: 4m/8m Swinging: 20m/40m Cost Powers END 20 Billy Club: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1) Notes: (x2 number of items) 1f 1) Club: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-¼) 1 1f 2) Hanging Onto Projections: Clinging (normal STR) (10 Active Points); OAF (-1), Requires A Roll (Characteristic roll; STR; -½), No Movement Allowed (-½), Cannot Resist Knockback (-¼) 0 1f 3) Hurled Club: Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -½), Range Based On Strength (-¼) [1 rc] 1f 4) Lever: +20 STR, Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1), Only For Leverage-Based Tasks (-½) 1f 5) Swingline: Swinging 20m (10 Active Points); OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -½) 1 Athletics 7 1) Acrobatic: Leaping +4m (8m forward, 4m upward) (Accurate) 1 8 2) Swift: Running +3m (15m total), x4 Noncombat 1 Gear 14 1) Armored Costume: Resistant Protection (7 PD/7 ED) (21 Active Points); OIF (-½) 0 10 2) Stealth Suit: +6 with Stealth (12 Active Points); IIF (-¼) 9 3) Throwing Disc: Blast 6d6 (30 Active Points); 4 Charges (-1), OAF (-1), Range Based On Strength (-¼) [4] Kung Fu (Wu Shu) Maneuver OCV DCV Notes 8 +2 HTH Damage Class(es) 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 55 STR to Disarm roll 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 60 STR vs. Grabs 5 Flying Kick +1 -2 13d6 Strike 3 Joint Lock/Grab -1 -1 Grab Two Limbs, 55 STR for holding on 5 Kick -2 +1 13d6 Strike 4 Knife Hand -2 +0 HKA 4d6 +1 3 Legsweep +2 -1 10d6 Strike, Target Falls 4 Punch +0 +2 11d6 Strike 3 Throw +0 +1 9d6 +v/10, Target Falls 4 Tien-hsueh Strike -1 +1 3d6 NND 4 Tiger/Dragon Claw +0 +0 13d6 Crush, Must Follow Grab 4 Uproot/Sand Palm +0 +0 60 STR to Shove 1 Weapon Element: Blades 1 Weapon Element: Chain Weapons 1 Weapon Element: Clubs 1 Weapon Element: Hook Sword 1 Weapon Element: Polearms 1 Weapon Element: Staffs 1 Weapon Element: Three-Section Staff 1 Weapon Element: Wind and Fire Wheels Perks 1 Certified Computer Forensic Analyst: Fringe Benefit: License to practice a profession Talents 1 Hot Nerd: Lightning Reflexes (+1 DEX to act first with All Actions) 3 Maths: Lightning Calculator Skills 3 +1 with Kung Fu 3 Acrobatics 13- 3 Breakfall 13- 5 Computer Programming 14- 3 Concealment 13- 3 Contortionist 13- 3 Criminology 13- 3 Deduction 13- 3 Electronics 13- 3 Interrogation 13- 3 Inventor 13- 1 Language: English (imitate dialects) (5 Active Points) 1 Mimicry 8- 3 PS: Network Security Analyst 13- 3 SS: Computer Sciences 13- 3 Scholar 1 1) KS: Chinese Philosophy (2 Active Points) 11- 2 2) KS: Computer Forensics (3 Active Points) 13- 1 3) KS: Extreme Sports (2 Active Points) 11- 1 4) KS: Kung Fu (2 Active Points) 11- 2 5) KS: The Metahuman World (3 Active Points) 13- 2 6) KS: West Coast Underworld Figures (3 Active Points) 13- 2 Security Systems 13- (3 Active Points); Only Versus Computer Security Systems (-½) 3 Sleight Of Hand 13- 3 Stealth 13- 5 Streetwise 14- 3 Systems Operation 13- 7 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Hook Sword, Three-Section Staff, Wind and Fire Wheels Total Powers & Skill Cost: 227 Total Cost: 400 400+ Matching Complications 10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15 Hunted: Her Father's Crime Family Frequently (Mo Pow; NCI; Watching) 5 Hunted: Rival Hacker Infrequently (As Pow; Mildly Punish) 10 Psychological Complication: Meticulous, pays attention to every detail. Dislikes "spontenaity." (Common; Moderate) 15 Psychological Complication: Thrillseeker (Common; Strong) 15 Social Complication: Secret Identity Frequently, Major 5 Unluck: 1d6 Total Complications Points: 400 Background/History: Victoria Hunter is a transplanted english rose, who moved to Seattle in 2004 to work for Microsoft and establish herself as a top Forensic Analyst in the computer/network realms. There's another reason she came to the states however, she has a past she's not proud of. Victoria is the younger daughter of British criminal mastermind Cameron Winslow (from one of his specially chosen mistresses.) taught the family business from the technical end early on in life, despite her initial reluctance to harm others. As expected, Victoria proved an intellectual and physical prodigy, quickly grasping the complex computer science and network intrusion she was being expected to learn. Indeed she surpassed her teachers early, they were older and slightly slower to embrace and adapt new technologies and methods. By the time she was eighteen, Victoria had managed to squirrel away enough money and evidence to implicate her father in all manner of crimes, as well as a few secret identities and forged school diplomas. She disappeared in the night, leaving a warning not to come after her and a sample of the evidence she'd gathered. Once in America, she set about protecting herself, and to do that she'd need money. She got in at the ground floor in Microsoft's network security team and got to work. She found that this was...less exciting than extracating herself from a crime family, and took up a hobby - crime fighting. She took the name "White Rose" from one of her online identities. Personality/Motivation: Victoria's initial rush from fighting crime has germinated into a full blown passion for helping those unable to help themselves. She joined the Guardians of the Northwest without hesitation and is using their resources to improve her methodology. She gets along quite well with the team and finds herself rather attracted to the team's (other) nerd. Quote: Powers/Tactics: Keen intellect, intense training, and some slick gadgets. Right now she's two out of three and working on the gadgetry. Campaign Use: Appearance: Lovely young woman with platinum blond hair and green eyes. she dresses with to catch the eyes of passersby for the most part, often wearing tight t-shirts with suggestive logos or body-hugging dresses. She's not affraid to use her looks to get what she wants. When in her normal identity she maintains her native UK accent - kind of a posh London accent with a bit of eye-poppong profainity thrown in. The white rose wears a dusky gray bodysuit with a cowl that lets her hair free and a white rose on her left breast. Her gloves, boots, and accessories are white. She eschews a cape - though she quite likes them.
  11. Mr. Lei Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 20 13- 20 CON 10 13- 13 INT 3 12- PER Roll 12- 11 EGO 1 11- 15 PRE 5 12- PRE Attack: 3d6 10 OCV 35 7 DCV 20 3 OMCV 0 4 DMCV 3 4 SPD 20 Phases: 3, 6, 9, 12 10+10 PD 8 Total: 10/20 PD (0 rPD) 10+10 ED 8 Total: 10/20 ED (0 rED) 10 REC 6 40 END 4 12 BODY 2 40 STUN 10 Total Characteristic Cost: 165 Movement: Running: 40m/160m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 30m/30m Cost Powers END 60 Four Celestials Combat Maneuvers: Multipower, 60-point reserve 2f 1) Counterpunch: Hand-To-Hand Attack +4d6, Area Of Effect (1m Surface; +¼), Reduced Endurance (½ END; +¼), Constant (+½) (40 Active Points); Requires A Roll (Attack roll; -½), Hand-To-Hand Attack (-¼), Not When Grabbed/Grabbing (-¼) 1 5f 2) Five Phoenix Strike: Hand-To-Hand Attack +6d6, Variable Advantage (+½ Advantages; +1) (60 Active Points); Hand-To-Hand Attack (-¼) 6 4f 3) Lung Ch’uan (Dragon Fist): Killing Attack - Hand-To-Hand 2d6 (2 ½d6 w/STR), +2 Increased STUN Multiplier (+½) (45 Active Points) 4 2f 4) Phoenix Ascendant: Killing Attack - Ranged 1d6, Area Of Effect (1m Surface; +¼), Constant (+½) (26 Active Points); No Range (-½) 3 2f 5) Tortoise Strength: +40 STR (40 Active Points); Only To Disarm, Escape, And Grab (-¾) 4 66 Four Celestials Defense: Multipower, 66-point reserve 1f 1) Tortoise’s Shell Technique: +10 ED (10 Active Points); Costs Endurance (-½) 1 1f 2) Tortoise’s Shell Technique: +10 PD (10 Active Points); Costs Endurance (-½) 1 2f 3) Ultimate Blocking Technique: Barrier 12 PD, 0 BODY (up to 2m long, 2m tall, and ½m thick), Non-Anchored, Hardened (+¼), Reduced Endurance (½ END; +¼), One-Way Transparent (+½) (66 Active Points); Costs Endurance (to maintain; -½), No Range (-½), Self Only (-½), Restrainable (-½), Requires A Roll (Skill roll; Martial Arts Tricks; -½), Nonresistant Defenses (-¼), Only Works Against Hand-To-Hand Attacks (-¼) 3 1f 4) Ultimate Dodging Technique: Desolidification (40 Active Points); Only To Protect Against Limited Type Of Attack (-1), Increased Endurance Cost (x2 END; -½), Requires A Roll (Skill roll; Martial Arts Tricks; -½) 8 50 Four Celestials Movements: Multipower, 50-point reserve 1f 1) Hing Kung: Flight 8m, Invisible Power Effects (doesn’t leave tracks, trip seismic alarms, or the like; +¼) (10 Active Points); Only In Contact With A Surface (-¼) 1 3f 2) Tian Long Ba Bu: Running +28m (40m total), x4 Noncombat, Combat Acceleration/Deceleration (+¼), Reduced Endurance (½ END; +¼) (49 Active Points); Requires A Roll (Skill roll; Martial Arts Tricks; -½) 2 1f 3) Wind Running: Teleportation 30m (30 Active Points); Increased Endurance Cost (x5 END; -2), Requires A Roll (Skill roll; Martial Arts Tricks; -½), Must Pass Through Intervening Space (-¼), no Noncombat movement (-¼) 15 10 The Dragon’s Power Flows To Me: Aid STR, EGO, REC, PD, or ED 3d6, Variable Effect (any one of these Characteristics at a time; +½) (27 Active Points); Only to Aid Self (-1), Extra Time (Full Phase, -½), Can Only Have One Type Of Aid Active At A Time (-¼) 3 7 Tortoise’s Shell Technique: Mental Defense (10 points total) (10 Active Points); Costs Endurance (-½) 1 Kung Fu (Wu Shu) Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 30 STR to Disarm roll 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 35 STR vs. Grabs 5 Flying Kick +1 -2 8d6 Strike 3 Joint Lock/Grab -1 -1 Grab Two Limbs, 30 STR for holding on 5 Kick -2 +1 8d6 Strike 3 Legsweep +2 -1 5d6 Strike, Target Falls 4 Punch +0 +2 6d6 Strike 3 Throw +0 +1 4d6 +v/10, Target Falls 4 Tien-hsueh Strike -1 +1 2d6 NND 4 Tiger/Dragon Claw +0 +0 8d6 Crush, Must Follow Grab 4 Uproot/Sand Palm +0 +0 35 STR to Shove 1 Weapon Element: Axes, Maces, and Picks 1 Weapon Element: Blades 1 Weapon Element: Chain Weapons 1 Weapon Element: Clubs 1 Weapon Element: Hook Sword 1 Weapon Element: Polearms 1 Weapon Element: Staffs 1 Weapon Element: Three-Section Staff 1 Weapon Element: Whips 1 Weapon Element: Wind and Fire Wheels Talents 3 Ch'i Calm: Resistance (+3 to roll) 2 Off-Hand Defense 10 Phoenix Awareness: Lightning Reflexes (+10 DEX to act first with All Actions) 6 Breaking Boards and Breaking Hearts: +2/+2d6 Striking Appearance (vs. all characters) Skills 8 +1 with HTH Combat 3 Acrobatics 13- 3 Breakfall 13- 3 Charm 12- 3 Climbing 13- 3 Combat Driving 13- 3 Concealment 12- 3 Contortionist 13- 3 High Society 12- 3 Jack of All Trades 1 1) PS: Bodyguard (2 Active Points) 11- 3 2) PS: Calligraphy (4 Active Points) 13- 3 3) PS: Cooking (4 Active Points) 13- 1 4) PS: Driver (2 Active Points) 11- 3 5) PS: Lion Dancing (4 Active Points) 13- 1 6) PS: Sifu/Sensei (2 Active Points) 11- 3 Linguist 0 1) Language: Cantonese (idiomatic) (4 Active Points) 3 2) Language: English (idiomatic) (4 Active Points) 2 3) Language: Mandarin (idiomatic) (4 Active Points) 2 4) Language: Wu (idiomatic) (4 Active Points) 3 Navigation 12- 3 Paramedics 12- 3 Persuasion 12- 17 Power: Martial Arts Tricks 20- 3 Riding 13- 3 Scholar 1 1) KS: Buddhism (2 Active Points) 11- 2 2) KS: Chinese Healing (3 Active Points) 12- 3 3) KS: Ch’i-Centering Techniques (4 Active Points) 13- 3 4) KS: Kung Fu (4 Active Points) 13- 3 Shadowing 12- 3 Sleight Of Hand 13- 3 Stealth 13- 3 Streetwise 12- 8 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Carts & Carriages, Equines, Railed Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles 3 Traveler 1 1) AK: Eastern China (2 Active Points) 11- 1 2) AK: West Coast of the United States and Canada (2 Active Points) 11- 1 3) CK: Hong Kong (2 Active Points) 11- 1 4) CK: San Fransisco (2 Active Points) 11- 1 5) CK: Seattle (2 Active Points) 11- 1 6) CK: Shanghai (2 Active Points) 11- 1 7) CK: Tai Pei City (2 Active Points) 11- 1 8) CK: Vancouver, BC (2 Active Points) 11- 6 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons Total Powers & Skill Cost: 435 Total Cost: 600 400+ Matching Complications 10 Distinctive Features: Style Limitations: Rare Kung Fu Stylings (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 10 Hunted: Other "Masters" out to prove themselves Infrequently (As Pow; Harshly Punish) 20 Psychological Complication: Modern Knight's Code (Common; Total) Notes: Will Sacrifice Self for those under his protection. Topple those who abuse the weak. Defend the innocent. Always keep your word. Respect your elders. 15 Psychological Complication: Protective of Abigail Knight (Common; Strong) 15 Social Complication: Secret Identity Frequently, Major 200 Experience Points Total Complications Points: 600 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: A handsome chinese man with a hard-won physicque of granite and classical hollywood features. Mr Lei dresses like a chauffeur with a domino mask. He his slacks, hat, mask, gloves, jacket are all white. His shirt and tie are black as are his shoes. Clearly, this guy is an homage to Kato. Sooo. Now I have to make the crime fighter he protects. The Four Celestials Kung Fu are a Hero Universe creation so I may have to tinker with them to make them more friendly to my world. Also he lacks resistant defenses of any kind (save the blocking technique, and the Dodge is desolidificaton) so I might be ok there. The Phoenix Ascendant ability is to bath himself in flames - he doesn't do this very often.
  12. Hello, everyone. I was wandering through images looking for inspiration for a new superhero character concept and I came across this blast from the past; from rear cover of the 4th Edition Hero System Rulesbook(see below) then it dawned on me, the superheroine in the blue and yellow leotard was a cool looking picture and I had never seen a writeup for this character. So, since it was this book that inspired me to first invest myself with the Hero System, I thought writing her up might be the way to give a little back to the community and another thought popped in my head to open this up to the forumers and see what other writeups we could get that were inspired by this picture. P.S.: Does anyone have a clean image of the back cover of this book? I want to see if I can fill in the details of the superheroine to post with the character sheet.
  13. The Governess Val Char Cost Roll Notes 70 STR 60 23- Lift 409.6tons; 14d6 [7] 17 DEX 14 12- 30 CON 20 15- 20 INT 10 13- PER Roll 13- 15 EGO 5 12- 40 PRE 10 17- PRE Attack: 8d6 10 OCV 35 8 DCV 25 5 OMCV 6 5 DMCV 6 5 SPD 30 Phases: 3, 5, 8, 10, 12 8+12 PD 6 Total: 8/20 PD (0/12 rPD) 8+12 ED 6 Total: 8/20 ED (0/12 rED) 18 REC 14 90 END 14 20 BODY 10 90 STUN 35 Total Characteristic Cost: 306 Movement: Running: 32m/256m Leaping: 54m/108m Swimming: 4m/8m Cost Powers END 60 Combat Tricks: Multipower, 60-point reserve 1f 1) Agile Haymaker: Hand-To-Hand Attack +4d6 (20 Active Points); Extra Time (Extra Segment, -½), Hand-To-Hand Attack (-¼) 2 3f 2) Bearhug: Blast 6d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); All Or Nothing; +1) (60 Active Points); Must Follow Grab (-½), No Range (-½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) 6 2f 3) Crushing Grip: Killing Attack - Ranged 1d6+1, Attack Versus Alternate Defense (any sort of rigid Resistant PD; All Or Nothing; +½), Does BODY (+1) (50 Active Points); Must Follow Grab (-½), No Range (-½) 5 3f 4) Flick Of Unconsciousness: Blast 8d6, Attack Versus Alternate Defense (rigid Resistant PD covering the head, or any innate Resistant PD protecting the head; All Or Nothing; +½) (60 Active Points); No Range (-½), Requires A Roll (Brick Tricks roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) 6 2f 5) Insta-Barrier: Barrier 8 PD/8 ED, 8 BODY (up to 12m long, 4m tall, and 1m thick), Opaque Sight Group (60 Active Points); OIF (appropriate materials of opportunity; -½), No Range (-½), Defense Depends On Materials Used (-½), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; always causes considerable damage to the environment; -0) 6 Notes: Cost was not including 1m thick, it is 60 active points and 24 real. 1f 6) Intimidation: +20 PRE (20 Active Points); Only To Make Fear/Intimidation Based PRE Attacks (-1), Extra Time (Full Phase, -½) 2f 7) The Big Wrap-Up: Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (appropriate materials of opportunity; -½), No Range (-½), Extra Time (Full Phase, at least a Full Phase, and often longer, depending on how long it takes to get the materials; -½), Defense Depends On Materials Used (-½), Side Effects (Side Effect only affects the environment near the character; may cause considerable damage to the environment; -0) 6 2f 8) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the 1m radius area the character stands in when he uses the power; +¼), Does Knockback (+¼), Area Of Effect (18m Radius Explosion; +½) (48 Active Points); Extra Time (Full Phase, -½), Restrainable (-½), No Range (-½) 5 30 Robotic Mobility: Multipower, 30-point reserve 3f 1) Pedal to the Metal: Running +20m (32m total), x8 Noncombat (30 Active Points) 3 3f 2) Powerful Legs: Leaping +50m (54m forward, 27m upward) (Accurate) (30 Active Points) 3 Robotic Form 40 1) Conventional Warfare Immunity: Damage Negation (-5 DCs Physical, -5 DCs Energy) (50 Active Points); Only Works Against Conventional Modern Weaponry (Up to and Including Nukes) (-¼) 0 Notes: This is mostly just her ability to survive Gunfire/Missile/Etc attacks. Conventional weapons is Code for NON-Player Fire power 60 2) Machine Body: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) 0 36 3) Machine Body: Resistant Protection (12 PD/12 ED) 0 10 4) Machine Mind: Mental Defense (10 points total) 0 27 5) Merge With The Machine: Telepathy 8d6 (Machine class of minds) (40 Active Points); No Range (-½) 4 10 6) Nano Defenses: Power Defense (10 points) 0 40 7) Robo-Form: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0 58 8) Self-Repairing: (Total: 91 Active Cost, 58 Real Cost) Regeneration (1 BODY per Turn), Can Heal Limbs, Resurrection (Real Cost: 41) plus +50 BODY (50 Active Points); Only To Prevent Death (-2) (Real Cost: 17) 0 True Universal Translator 5 1) UT BOdy Language II: Detect Subject's Current Emotional State (INT Roll) 13- (Sight Group) 0 5 2) UT Body Language I: Detect Body Language Falsehood (INT Roll) 13- (Sight Group) 0 19 3) UT Decipherment: Cryptography 21- 3 4) UT Lie Detector: Detect Spoken Falsehood (INT Roll) 13- (Hearing Group) 0 10 -10) UT Math: Science Skill: Mathematics 21- (11 Active Points) 10 6) UT Read Symbolism: Detect Symbolic Meaning (INT Roll) 13- (Sight Group) 0 20 7) Universal Translator 13- Perks 6 Well-Cared For: Money: Wealthy 1 Fringe Benefit: Licensed Nanny/Governess Talents 3 Authoritative Appeal: +1/+1d6 Striking Appearance (vs. all characters) 3 Precise Range: Absolute Range Sense 3 Precise Timing: Absolute Time Sense 1 Two-Fisted Teacher: Ambidexterity (-2 Off Hand penalty) 3 Internal Compass: Bump Of Direction 3 Math Whiz: Lightning Calculator 10 Hypercombatant: Lightning Reflexes (+10 DEX to act first with All Actions) 8 Scanning: Speed Reading (x1,000) Skills 3 Bureaucratics 17- 3 Charm 17- 3 Combat Driving 12- 3 Combat Piloting 12- 3 Computer Programming 13- 5 Conversation 18- 5 Cramming 5 Deduction 14- 3 Demolitions 13- 2 Gambling (Card Games) 13- 5 High Society 18- 3 Interrogation 17- 3 Jack of All Trades 2 1) PS: Administrator (3 Active Points) 13- 2 2) PS: Cook (3 Active Points) 12- 2 3) PS: Dancer (3 Active Points) 12- 2 4) PS: Instructor (3 Active Points) 17- 2 5) PS: Singer (3 Active Points) 17- 3 Linguist 0 1) Language: English (imitate dialects) (5 Active Points) 2 2) Language: French (idiomatic) (4 Active Points) 3 3) Language: Spanish (idiomatic) (4 Active Points) 3 Oratory 17- 3 Paramedics 13- 3 Persuasion 17- 3 Scholar 4 1) KS or SS: favored subject of study (5 Active Points) 15- 2 2) KS: Folk Music (3 Active Points) 13- 7 3) KS: History (8 Active Points) 18- 2 4) KS: International Cuisine (3 Active Points) 13- 2 5) KS: Literature (3 Active Points) 13- 1 6) KS: Politics (2 Active Points) 11- 2 7) KS: The Metahuman World (3 Active Points) 13- 2 8) KS: The Military/Mercenary/Terrorist World (3 Active Points) 13- 2 9) KS: The Technology World (3 Active Points) 13- 2 10) KS: Victorian Era Dance (3 Active Points) 13- 3 Scientist 1 1) SS: Biology 11- (2 Active Points) 2 2) SS: Chemistry 13- (3 Active Points) 2 3) SS: Medicine 13- (3 Active Points) 2 4) SS: Metahuman Medicine 13- (3 Active Points) 2 5) SS: Physics 13- (3 Active Points) 8 TF: Common Motorized Ground Vehicles, Riding Animals, Helicopters, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 3 Traveler 1 1) AK: The American South (2 Active Points) 11- 2 2) AK: The United Kingdom and Its Territories (3 Active Points) 13- 1 3) CK: Fort Worth, Texas (2 Active Points) 11- 1 4) CK: London (2 Active Points) 11- 1 5) CK: New Orleans (2 Active Points) 11- 1 6) CK: New York (2 Active Points) 11- 1 7) CK: Oxford (2 Active Points) 11- Total Powers & Skill Cost: 639 Total Cost: 945 400+ Matching Complications 0 Distinctive Features: Robot (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 10 Hunted: Enemies of the Child Infrequently (As Pow; Harshly Punish) 5 Physical Complication: Heavy (Infrequently; Barely Impairing) 20 Psychological Complication: Absolute Loyalty to her Charge (Common; Total) 10 Psychological Complication: Pinochio Dreams - Wishes she had a "real" body (Common; Moderate) 10 Vulnerability: 1 ½ x STUN Magnetic Based Attacks (Common) 20 Vulnerability: 2 x Effect Magnetic Based Attacks (Common) 545 Experience Points Total Complications Points: 945 Background/History: Chantal was once a real woman. She had been hired by Arthur Bell, the Step-Child in 1847 to serve as his "Governess" and be his adult by proxy. His last caretaker was getting older and he wanted a younger, more attractive model. Chantel made the grade and was brainwashed into absolute loyalty. Over the next decade, her master grew surprisingly (to him) fond of her and he decided to keep her around. Bargaining with one of the master technicians of the day he had her brain removed and placed in an advanced (for the time) robot body. Chantal went a bit crazy and caused some damage before the Step Child and his agents got her under control. As the decades turned to centuries, Arthur has continually upgraded and updated the body that houses Chantal's brain. Personality/Motivation: Chantal is a fairly stern, dour woman who can put on her old charm when she needs to but kind of hates her lot in life. The more advanced robotic forms have given her some easing of the loss of her body and she's been able to see so much and do so much that she's finally come to grips with it. Though she is absolutely loyal to "Master Arthur" and dotes on him, she has in recent decades begun wishing for a normal body and a normal life. She keeps this hidden from her charge. Quote: "Of Course, Master Arthur." "It's time for your Piano, Master Arthur." Powers/Tactics: A powerful robotic body and keen intellect with almost 2 centuries of experience in social situations and 150 years of experience as a robot bodyguard. Campaign Use: Lieutenant to one of my creepier Master Criminals, the Governess could be used as a somewhat tragic figure or just a standard sub-boss level threat. She's powerful but I spent a lot of points on non-combat things. She should not be a match for a whole team of supers but can give your team brick fits. Appearance: Chantal appears to be an attractive woman on the cusp of middle age, she has sharp, stern features and wears her clothing to reflect this. Her usual outfit is a grey jacket with white blouse, grey vest, and a skirt that goes to her knees. She wears black heels, glasses, a black choker, and her long hair in a bun. it's not a perfect picture but it works.
  14. Blanc Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 30 DEX 40 15- 20 CON 10 13- 15 INT 5 12- PER Roll 12- 13 EGO 3 12- 15 PRE 5 12- PRE Attack: 3d6 10 OCV 35 10 DCV 35 3 OMCV 0 5 DMCV 6 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 12+6 PD 10 Total: 12/18 PD (0/6 rPD) 12+6 ED 10 Total: 12/18 ED (0/6 rED) 10 REC 6 40 END 4 15 BODY 5 40 STUN 10 Total Characteristic Cost: 234 Movement: Running: 14m/28m Leaping: 12m/24m Swimming: 4m/8m Cost Powers END 60 Martial Arts Savant: Multipower, 60-point reserve 1f 1) Applied Strength: +30 STR (30 Active Points); Only for Disarm, Grabbing, Escaping (-1) 3 2f 2) Fast Strikes: Hand-To-Hand Attack +2d6, Variable Advantage (+1 Advantages; +2) (30 Active Points); Hand-To-Hand Attack (-¼) 3 4f 3) Killing Strikes: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Variable Advantage (+1 Advantages; +2) (45 Active Points); Hand-To-Hand Attack (-¼) 4 5f 4) Power Strikes: Hand-To-Hand Attack +6d6, Variable Advantage (+½ Advantages; +1) (60 Active Points); Hand-To-Hand Attack (-¼) 6 4f 5) Standard Strikes: Hand-To-Hand Attack +4d6, Variable Advantage (+¾ Advantages; +1 ½) (50 Active Points); Hand-To-Hand Attack (-¼) 5 Athletic 9 1) Acrobatic: Leaping +8m (12m forward, 6m upward) (Accurate) 1 2 2) Fast: Running +2m (14m total) 1 Master of Martial Defense 17 1) Blocking: Damage Negation (-5 DCs Physical) (25 Active Points); Nonpersistent (-¼), Only Works Against Attacks She Can Sense (-¼) 0 14 2) Ch'i Defense: Damage Negation (-5 DCs Energy) (25 Active Points); Costs Endurance (-½), Only Works Against Attacks She Can Sense (-¼) 2 Talents 12 Combat Dancer: Combat Luck (6 PD/6 ED) 3 Striking Looks: +1/+1d6 Striking Appearance (vs. all characters) Skills 3 Acrobatics 15- 3 Analyze: Style 12- 3 Breakfall 15- 3 Climbing 15- 3 Paramedics 12- 3 Scholar 1 1) KS: Eastern Medicine (2 Active Points) 11- 1 2) KS: Eastern Philosophies (2 Active Points) 11- 7 3) KS: Martial Arts Styles (8 Active Points) 17- 2 4) KS: The Martial Arts World (3 Active Points) 12- 4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons Total Powers & Skill Cost: 166 Total Cost: 400 400+ Matching Complications 5 Distinctive Features: White Hair and "Tattoo" (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Rogues Gallery Frequently (As Pow; NCI; Harshly Punish) 10 Hunted: The Seven Elders Infrequently (Mo Pow; NCI; Watching) 20 Psychological Complication: Code of Honor (Common; Total) 10 Psychological Complication: Likes to Show Off Her Skills (Common; Moderate) 10 Psychological Complication: Seeks new Martial Arts Knowledge/Challenges (Common; Moderate) Total Complications Points: 400 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Tall and lean, Celeste has long straight hair the color of snow and big blue eyes. She tends to dress in bright colors in her "normal" identity, her costume consisting of an elegant, layerd white bodysuit with a sarong/skirt, long gloves and short boots. She has a "birthmark" of a white oriental dragon on her back.
  15. Here is my starting version of everyone's favorite Wall Crawler for review. preview link: http://www.herocentral.net/get/files/premium/Peter+Parker+400+6e.HTML download link: http://www.herogames.com/forums/files/file/257-peter-parker-6e-400/ Peter Parker Friendly Neighborhood Spider-Man, Spidey, Webhead, Webslinger, Wall-crawler VAL CHA Cost Roll Notes 45 STR 5 18- HTH Damage 9d6 END [2] 23 DEX 26 14- 20 CON 10 13- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 10 PRE 0 11- PRE Attack: 2d6 8 OCV 25 8 DCV 25 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 11 PD 9 11/20 PD (0/9 rPD) 9 ED 7 9/18 ED (0/9 rED) 10 REC 6 40 END 4 12 BODY 2 40 STUN 10 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 28m 28m forward, 14m upward FLIGHT 30m/60m SWINGING 60m/120m Characteristics Total: 155 Cost Powers Does Whatever A Spider Can! 37 1) Spider Strength part 1: +30 STR, Reduced Endurance (1/2 END; +1/4) (37 Active Points) - END=1 15 2) Spider Strength part 2: Leaping +24m (28m forward, 14m upward), Combat Acceleration/Deceleration (+ Add Modifiers to Base Characteristic; +1/4) (15 Active Points) - END=1 7 3) Spider Reflexes part 1: +3 DCV (15 Active Points); Requires A Roll (PER roll; Must be made each Phase/use; Spidey Sense (Danger Sense); -1) [Notes: Requires A Roll by default takes a -1 penalty to whatever roll is used for every 10 Active Points of the Power it is applied to (6e1 page 391). A -1 penalty or a final 15- Roll in this instance.] 18 4) Spider Reflexes part 2: Combat Luck (9 PD/9 ED) [Notes: From 6e1 page 447: Hardened (+1/4), Impenetrable (+1/4) (40 Active Points); Luck Based (encompasses all the restrictions described in the text; -3/4), Nonpersistent (-1/4)] 0 5) Spidey Reflexes part 3: Roll With A Punch (Custom Adder) [Notes: Optional Free Maneuver From Champions Complete page 154. (½ Phase; -2 OCV; -2 DCV) Allows a character to take less damage from a HTH attack. This Maneuver is unique because a character may perform it after the opponent’s Attack Roll succeeds (but before he rolls damage). The Rolling character attempts an Attack Roll against the attacker’s OCV (like Block). If successful, he takes only half the STUN and BODY that the attack would have normally done (after defenses). However, the attacker rolls one less die for Knockback. A character can only Roll With A Punch to reduce the effects of a single attack.] 25 6) Spidey Sense!: Danger Sense (self only, any danger, Function as a Sense) (31 Active Points); Conditional Power Suppressed by Bug Spray (-1/4) 16- 4 7) Spider Toughness: Regeneration (1 BODY per Day) - END=0 10 8) Spider Wall Crawling: Clinging (normal STR) - END=0 84 Web Shooters (worn on each wrist): Variable Power Pool, 42 base + 60 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1); all slots Persistent (+1/4), Reduced Endurance (0 END; +1/2) (154 Active Points); Limited Power Power loses about half of its effectiveness (-1); all slots Unified Power (Web Shooters; -1/4), 2 clips of 1 Continuing Fuel Charge lasting 20 Minutes (Increased Reloading Time: 2 Full Phases; Web Fluid; -1/4), Gestures (Must be able to squeeze palm trigger to use.; -1/4), IIF (2 Webshooters, 1 on each Arm) (Quantity = 2 (from 6e2 page 181) +5 Real points; -1/4) [Notes: (x2 number of items) Each VPP (2 Web Shooters are worn using the Equipment Doubling Rules) Slot has some form of the Range Based on Strength modifier. This means they effectively still cost the wearer END to use though the exact amount is up to the Player and GM to agree on. The slots only appear to have 105 Active Points due to the application of Reduced End and Persistent (They are all 60 Active Points if removed from the VPP) These VPP Only Modifiers are only being used to allow the application of the Continuous Charge Modifier to represent the limited amount of Web Fluid carried. I think this is a much easier method to track than traditional Charges or a separate End Reserve.] 0 1) Web Wall: Barrier 8 PD/7 ED, 9 BODY (up to 8m long, 8m tall, and 1/2m thick), Opaque Sight Group (105 Active Points); Cannot Englobe (-1/4), Range Based On Strength (-1/4) Real Cost: 42 - END=0 0 2) Web Cocooning: Entangle 4d6, 6 PD/5 ED (Stops A Given Sense Normal Sight), Entangle And Character Both Take Damage (+1/4) (105 Active Points); Range Based On Strength (-1/4), Can Be Deflected (-1/4) Real Cost: 42 - END=0 0 3) Thrown Web Balls: Blast 8d6, Reduced Negation (1), Autofire (3 shots; +1/4), Constant (+1/2) (105 Active Points); Range Based On Strength (-1/4), Beam (-1/4) Real Cost: 42 [Notes: Constant was only included to meet requirement to fit into the VPP due to using a Continuing Charge instead of traditional Charges or End Reserve to describe the limited amount of Web fluid carried. I would otherwise treat the Constant Advantage as Penetrating in this case (BODY rolled is the minimum STUN damage).] - END=0 0 4) Web Rope v1: Telekinesis (40 STR) (105 Active Points); OAF (Web Line; -1), Affects Whole Object (-1/4), Range Based On Strength (-1/4) Real Cost: 32 - END=0 0 5) Web Rope v2: Stretching 60m (105 Active Points); OAF (Web Line; -1), Cannot Do Damage (-1/2), Always Direct (-1/4) Real Cost: 30 - END=0 0 6) Web Rope v3: Swinging 60m, Combat Acceleration/Deceleration (+1/4), No Gravity Penalty (+1/2), Noncombat Acceleration/Deceleration (+1) (105 Active Points); OAF (Web Line; -1) Real Cost: 38 - END=0 0 7) Web Rope & Web Ballooning: Flight 30m, Range Based On STR (+1/4), Usable As Attack (+1 1/2), Grantor pays the END whenever the power is used, Grantor controls the power totally (105 Active Points); Limited Power Only for Swinging or Gliding (-1) Real Cost: 35 [Notes: Not only does this slot represent Swinging and Gliding. It also covers Stretching by way of Usable As Attack. This was the only way Ranged Based on Strength (as an Advantage in this instance) could be applied to this slot.] - END=0 Powers Total: 200 Cost Martial Arts Spidey-Fu 5 1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 4 2) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs 4 3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike Martial Arts Total: 13 Cost Skills Everyman 0 1) AK: New York City 8- 0 2) Acting 8- 0 3) Climbing 8- 0 4) Conversation 8- 0 5) PS: Character's job, hobby, or the like (Photography) 11- 0 6) Language: English (idiomatic; Everyman, literate) 0 7) Paramedics 8- 0 8) Persuasion 8- 0 9) Shadowing 8- 0 10) TF: Everyman, Small Motorized Ground Vehicles 3 Acrobatics 14- 3 Breakfall 14- 3 Concealment 12- 1 Contortionist 8- 2 Deduction 10- 1 Inventor 8- 3 Scientist 1 1) Science Skill: Biology 11- (2 Active Points) 1 2) Science Skill: Chemistry 11- (2 Active Points) 1 3) Science Skill: Engineering 11- (2 Active Points) 1 4) Science Skill: Physics 11- (2 Active Points) 3 Stealth 14- Skills Total: 23 Cost Perks 1 Fringe Benefit: Press Pass 1 Positive Reputation: It's Spider-Man! (A medium-sized group) 11-, +1/+1d6 Perks Total: 2 Cost Talents 3 Ambidexterity (no Off Hand penalty) 4 Double Jointed Talents Total: 7 Value Complications 20 Dependent NPC: Aunt May Infrequently (Incompetent; Unaware of character's adventuring career/Secret ID) 10 Dependent NPC: Mary Jane Infrequently (Normal) 10 Hunted: Rogues Gallery Infrequently (As Pow; Harshly Punish) 5 Negative Reputation: Public Menace - Thanks to J. Jonah Jameson, Infrequently 20 Psychological Complication: With Great Power Comes Great Responsibility (Common; Total) 10 Social Complication: Secret Identity Peter Parker/Spider-Man Infrequently, Major Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Peter Parker 400 6e.HTML
  16. Canadian Shield Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 20 13- OCV: 7/DCV: 7 20 CON 10 13- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 - 3 20 PRE 10 13- PRE Attack: 4d6 7 OCV 20 7 DCV 20 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 10+6 PD 7 Total: 10/16 PD (1/7 rPD) 10+6 ED 7 Total: 10/16 ED (1/7 rED) 10 REC 6 40 END 4 15 BODY 5 40 STUN 10 Total Characteristic Cost: 149 Movement: Running: 16m/64m Leaping: 12m/24m Swimming: 10m/20m Cost Powers END 12 Armored Costume: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-½) 0 75 The Maple Leaf Shield: Multipower, 150-point reserve, (150 Active Points); all slots OAF (-1) 1f 1) Cover Your Eyes!: Sight Group Flash Defense (20 points), Hardened (+¼) (25 Active Points); OAF (-1), Lockout (cannot use other Multipower slots while using this one; -½), Nonpersistent (-¼), Requires A Roll (14- roll; -¼) 0 7f 2) Protection I: Resistant Protection (25 PD/25 ED), Requires A Use Questionite Shield Roll (no Active Point penalty; +0), Hardened (x2; +½), Impenetrable (+½) (150 Active Points); OAF (-1), Nonpersistent (-¼) 0 1f 3) Protection II: Deflection (20 Active Points); OAF (-1), Lockout (cannot use other Multipower slots while using this one, and not until thrown shield is retrieved; -½) 2 1f 4) Shield Bash: HA +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-¼) 3 1f 5) Shield Edge: HKA 1d6 (2d6+1 w/STR); OAF (-1) 1 1f 6) Thrown Shield I: Blast 10d6; 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½), Range Based On STR (-¼) [1 rc] 2f 7) Thrown Shield II: Blast 10d6, Area Of Effect (40m Line; +¾); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½), Range Based On STR (-¼) [1 rc] 2f 8) Thrown Shield III: Blast 10d6, Area Of Effect (16m Radius; +¾); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½), Range Based On STR (-¼), Requires A Use Questionite Shield Roll (Skill roll, -1 per 20 Active Points modifier; -¼) [1 rc] 1f 9) Thrown Shield IV: HKA 1d6 (2d6 w/STR), Range Based On STR (+¼) (19 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½) [1 rc] Athletics 9 1) Acrobat: Leaping +8m (12m forward, 6m upward) (Accurate) 1 3 2) Swimmer: Swimming +6m (10m total) 1 9 3) Running +4m (16m total), x4 Noncombat 1 Augmented Skeleton 4 1) Bone Lacing (Heavier): Knockback Resistance -4m 0 3 2) Bone Lacing (Increased Sturdiness): Resistant Protection (1 PD/1 ED) 0 12 3) Reinforced Skeleton: Resistant Protection (20 PD/20 ED) (60 Active Points); Only To Protect Against Breaking Bones (-3), Only Works Against BODY Damage (-1) 0 Enhanced Physiology 3 1) Efficient Biology: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Sleeping: Character only has to sleep 8 hours per week) 0 4 2) Environmental Protection: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0 9 3) Healing Factor - Of course, I'm Canadian.: Regeneration (2 BODY per Week), Can Heal Limbs 0 2 4) Longevity: Life Support (Longevity: 400 Years) 0 5 5) Strong Life Force: Power Defense (5 points) 0 5 6) Strong Will: Mental Defense (5 points total) 0 10 7) Toxin and Disease Immunity: Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases) 0 Generic Martial Arts Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 5 Kick -2 +1 8d6 Strike 4 Punch +0 +2 6d6 Strike 3 Throw +0 +1 4d6 +v/5, Target Falls 1 Weapon Element: Shield Perks 3 Fringe Benefit: Federal/National Police Powers: Canada Talents 3 Real Good Looking, Eh?: +1/+1d6 Striking Appearance (vs. all characters) Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Bureaucratics 13- 3 Charm 13- 3 Oratory 13- 2 PS: Field Agent 11- 3 Paramedics 11- 13 Power: Use Shield 18- 3 Scholar 2 1) KS: The Espionage World (3 Active Points) 11- 1 2) KS: The Metahuman World (2 Active Points) 11- 1 3) KS: The Military/Mercenary/Terrorist World (2 Active Points) 11- 2 WF: Small Arms Total Powers & Skill Cost: 251 Total Cost: 400 400+ Matching Complications 15 Hunted: Canadian Security Intelligence Service Frequently (Mo Pow; NCI; Watching) 20 Hunted: Rogues Gallery Frequently (As Pow; NCI; Harshly Punish) 15 Psychological Complication: Canadian Patriot (Common; Strong) 10 Psychological Complication: Competitive (Common; Moderate) 15 Social Complication: Subject to Orders Frequently, Major Total Complications Points: 400 Background/History: Ian is the second Canadian Shield to be assigned to the Guardians of the Northwest, serving as Canada's representative on the team. He replaced John Kellog who was tragically killed while the team tried to contain the damage of the 2014 tsunami caused by Dr. Tectonic. Ian was a natural for the program, a three year CSIS veteran field agent, his parents had served in the military and he had been a highly decorated student and athlete. He took to the program like a fish to water and flew threw his training; joining the team a mere four months after his predicessors sacrifice. Personality/Motivation: Ian loves his new job. He's an adrenaline junkie and hypercompetitive which makes being on a hero team a series of entertaining and intense games of one-upmanship. Quote: Powers/Tactics: A near peak physical specimen, Ian has been given the Canadian Shield treatment and has already exhibited positive effects on his physiology. In addition to the tell-tale healing factor and increased phisical efficiency, he's had his skeleton strengthened which will allow for further increased power as he trains. He's been trained in gymnastics and unarmed combat as befitting the weilder of the shield. Ian is also a skilled orator and bureaucrat, knowing how best to portray his (and his team's) strengths to the powers that be. Campaign Use: Appearance: Tall, dark and handsome, Ian has the physique of a super-soldier built for mobility. He has dark brown hair and blue eyes. He weras the traditional red and white costume for the Candian Shield - adding the military uniform for "ceremonial occasions." The uniform is a white cowl and shoulders tapering into a chveron at his navel. The red Maple Leaf on this chest. The rest of the costume is red with white boots, gloves, and belt. Chad's Notes: Yeah this one was easy. I've been inspired by art and photos. (But would still like to see Major Tom's version) My version lacks the trunks...the white stops at belly button...the leaf is on the chest rather than the cowl. Otherwise...
  17. Amazing Man Val Char Cost Roll Notes 50 STR 40 19- Lift 25.6tons; 10d6 [5] 20 DEX 20 13- 25 CON 15 14- 10 INT 0 11- PER Roll 11- 13 EGO 3 12- 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 7 DCV 20 3 OMCV 0 5 DMCV 6 4 SPD 20 Phases: 3, 6, 9, 12 25 PD 8 Total: 25 PD (15 rPD) 20 ED 8 Total: 20 ED (10 rED) 15 REC 11 50 END 6 15 BODY 5 50 STUN 15 Total Characteristic Cost: 212 Movement: Running: 14m/28m Flight: 20m/80m Leaping: 12m/24m Swimming: 4m/8m Cost Powers END Acrutraments of Power 13 1) Aegis Bucklers: Deflection (20 Active Points); Restrainable (-½) 2 20 2) Hermes's Boots: Flight 20m, Position Shift, x4 Noncombat (30 Active Points); OIF (-½) 3 Olympian Demi-God 3 1) Dense Flesh: Knockback Resistance -3m 0 27 2) Olympian Resiliance: Life Support (Eating Character only has to eat once per week; Extended Breathing 1 END per Turn; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; 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) 0 4 3) Powerful Legs: Leaping +8m (12m forward, 6m upward) 1 10 4) Strong Souled: Power Defense (10 points) 0 5 5) Strong Will: Mental Defense (5 points total) 0 2 6) Swift: Running +2m (14m total) 1 15 7) Toughness: +10 ED, Resistant (+½) (15 Active Points) 22 8) Toughness: +15 PD, Resistant (+½) (22 Active Points) Pankration Maneuver OCV DCV Notes 4 Crush +0 +0 14d6 Crush, Must Follow Grab 3 Grab -1 -1 Grab Two Limbs, 60 STR for holding on 3 Kick/Punch +1 +0 12d6 Strike Talents 9 Greek God of Ooooh: +3/+3d6 Striking Appearance (vs. all characters) Skills 8 +1 with HTH Combat 3 High Society 13- 3 Linguist 1 1) Language: English (completely fluent) (3 Active Points) 0 2) Language: Greek (Byzantine) (idiomatic) (4 Active Points) 1 3) Language: Greek (Modern) (completely fluent) (3 Active Points) 3 4) Language: Latin (idiomatic) (4 Active Points) 3 Oratory 13- 3 Persuasion 13- 3 Riding 13- 3 Scholar 2 1) KS: Military History, Earth (3 Active Points) 11- 1 2) KS: Olympian (2 Active Points) 11- 1 3) KS: Pankration (2 Active Points) 11- 1 4) KS: The Metahuman World (2 Active Points) 11- 3 Survival 11- 5 Tactics 12- 4 WF: Common Melee Weapons, Common Missile Weapons Total Powers & Skill Cost: 188 Total Cost: 400 400+ Matching Complications 10 Distinctive Features: Distractingly Handsome Greek God (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Lady Phobos Infrequently (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 5 Hunted: Minions of Ares Infrequently (As Pow; PC has a Public ID or is otherwise very easy to find; Watching) 20 Psychological Complication: Follows the Heroic Code (Common; Total) 15 Psychological Complication: Supreme Confidence (Common; Strong) 10 Social Complication: Public Identity Frequently, Minor Total Complications Points: 400 Background/History: Jessica Preston was a UCLA student studying abroad in 1985 when she met the man of her dreams. He was tall, dark, handsome - had the body of a Greek god. They chatted and flirted for days when he came to the restaurant she was working at. It wasn't until the terrorist strike that she realized he was anything more than a really REALLY good-looking Greek man with loads of money. A small, armed group of xenophobic nationalists - frustrated at what they saw as the failure of Europe and "inspired" by the wisdom of Nikolaos Michaloliakos (Who would later form the Golden Dawn Party) began blowing things up and occasionally shooting people who disagreed with their views. They targeted the restaurant that Jessica worked at because the owner hired foreign students and refused to vocally support their cause. The day the nationalists decided to show they meant business happened to be one of the days the handsome Ares was there. Jessica had believed his stories about being a soldier were fanciful, and that he was giving her a fake name an American could pronounce. It turned out he was even more than what he'd said. When the mayhem erupted, Jessica tried to reason with the nationalists, noting that the owner wasn't even there, that the customers were mostly the elderly and that she was the only foreign-born employee there and that they'd seen fit to flirt with her on their previous visits. The leader of the little group clubbed her with his rifle and would have shot her if the man in the expensive suit hadn't sent him sprawling to the floor with a casual shove. As Jessica rose unsteadily to her feet, she saw Ares embarrassing the nationalists in what could only be described as a dance of violence. Though he didn't kill them; that he clearly could have was evident. He returned to her side and touched her wound. Her head swam for a moment and then her vision cleared. Ares was standing before her resplendent in golden armor. What happened next was months of romance and warfare. Jessica was taught to take care of herself, as well as others. In turn, she filled Ares in on America and other European countries. In the end, the thrill dulled, Jessica was grateful and smitten but she had to go home at some point and Ares would grow weary of her company eventually. Shortly after arriving back in the States she realized she was pregnant and decided to go with the "little present from European Vacation" and set about raising her son. Iason Aerios Preston was born early the following year and after a relatively rambunctious but normal childhood, his father appeared before him. Jessica and Ares shared some quiet moments together and then Iason was taken to his father's homeland to be trained. When he returned he was a man. He settled into the Capes and Masks scene rather easily, using his tremendous physical gifts and magic items to aid the mortals of his mother's realm. He recently moved further north and joined the Guardians of the Northwest. (Though they technically operate all over the Pacific) Personality/Motivation: Amazing Man is an ardent follower of an Ancient Greek heroic code. He, more so than his fellow Guardians is willing to use lethal force on a terrible foe. But he also knows that killing willy nilly is frowned upon and the son of the Soldier and nephew of the Goddess of Wisdom isn't going sully his name and reputation being a heartless butcher. Iason is extremely confident in his abilities. He's a little bit sexist - the fact that Invicta is stronger than he kind of upsets him - inspiring him to work harder. He gets along well with everyone on the team and really admires Invicta, on many levels. She thinks he's a bit full of himself. She's right. Quote: Powers/Tactics: Demi-God of the Soldier, trained by Athena and Ares to harness his gifts. He's superhuman physically but other than that, he's mostly skill based. His powers may or may not grow as he gains experience, but he's shown instinctive ability for combat and leadership. Campaign Use: Appearance: Tall and leanly muscular, Iason is powerful without being bulky, graceful, and finely featured. His black hair is slightly wavy, his eyes are the color of a clear blue sea, and he has a slight accent that only makes him sound exotic. He tends to dress in outfits that show off his physique but he cleans up damn well if he has to. Amazing Man wears a golden breast plate with a stylized eagle on it over a white bodysuit with blue and red panels on the sides. His "bucklers' are great silver armguards depicting ancient Athens. His boots are blue and have silvery wings etched on the sides that glow when he flies. Not totally sold on Amazing Man as a moniker. But considering he's a ripoff of Wonder Woman I'm not going to shed too many tears there.
  18. In the grimdark future of the Warhammer 40K universe space marines battle the enemies of Mankind, usually xenos or the minions of the Ruinous Powers, in a never-ending religious crusade based on their faith in the Emperor of Mankind. Divided into Chapters, these genetically-engineered supermen develop from the gene-seed of their Chapter Primarchs. Each space marine is the epitome of the human warrior, but this package deal forms the basis of their abilities. It is derived from the description of General Space Marine abilities in the Deathwatch RPG, as well as close reading of the Codex. It is not meant to be a full space marine -- even so, it clocks in at 150 points. The package contains a character file, a template file for the character (for starting a new space marine), a package deal (for applying to an existing character), and a document with the package deal in the old format. Warhammer 40K Hero - Space Marine.pdf
  19. For my new Champions campaign, set in Boston, I'm using parts of the 4th edition VIPER sourcebook. One thing from there is that the Nest Leader is technically Python, but much of the Boston Nest's work depends upon Python's second-in-command, a robotics expert named the Professor. (Of course, my players expect their characters to see a coconut-powered robot somewhere along the way.) To add my own twist to the Boston Nest, I added another lieutenant for Python: a young woman named Attache. My initial concept was a completely normal, if highly talented, young woman, to act as a professional rival to the Professor. She has since morphed into a woman who has one (relatively broadly-defined) power: she can teleport small objects from her "storage area" to her briefcase, valise, or pockets. She can also create objects from raw materials. (So if she had read a book at some point, her eidetic memory would allow her to create that book in her attache case. Or she can use her Forgery skill to create counterfeit money. I'm representing that overall power as a VPP with which she can make a Major Transform to create things from thin air. Or create a VIPER blaster pistol. Or create food. The actual writeup is: Variable Power Pool (30 pt. Pool, 50 pt. Control), Change as Half-Phase Action (+½), No Skill Roll Required (+1); Pool and all Slots at least IIF (-¼), Object Size Limited by Size of Space to Pull From (-¼), Slightly Limited Powers Available (must be something in her “storage area” or a mundane object she can clearly and completely visualize; -¼), Not work if Teleports blocked (-¼) Does this seem a reasonable and viable writeup for that ability? Or is there a better way to do this?
  20. Before the fall of the original Olympians, Hephaestus descended from Olympus and in the guise of a lame old man visited some of those who created and crafted in his name. The experience was upsetting. The smiths he visited treated the old man coldly at beset, one or two attempting to physically remove the pest from their forges. Already prone to fits of self-pity, Hephaestus sulked rather than smote. It was while he wandered, lost in his thoughts that he encountered a group of thieves who saw an old man hobbling alone. The descended on the god and accosted him. Before Hephaestus could even raise a hand to his own defense, the shout of a man drew his attention, and that of the thieves. Standing before them, clad in a leather apron and brandishing a heavy hammer, stood an apprentice to one of the smiths he'd visited. The thieves rushed the youth but he made a fair account of himself, downing three before being swarmed. But Hephaestus had now recovered his wits and lashed out with fire and fury scattering the remaining thugs before he limped to his would-be protector. "You have shown me kindness, Mortal; where your masters did not." The God of the Forge smiled at the young man, he touched the hammer with his own and it transformed into solid gold. "I have passed along my knowledge to you, Blacksmith, and you shall pass that on with your own lessons of compassion and heroism." The young apprentice went on to become a great smith and in times of trouble, a tireless protector of his homeland. He passed the hammer onto his oldest son who took over the forges and he passed on to his son and he to his own. Hephaestus watched from Olympia, pleased at what he saw. For several generations his protegee's descendants did his name proud. Until one day, tragedy struck. A jealous brother murdered the bearer of the hammer and tried to steal its secrets for himself. Hephaestus returned in a fiery fury and destroyed the murderer himself. Then he grabbed the Golden Hammer and gave forth the command the only the worthy would be able to make use of his gifts, then he set the hammer on an anvil and departed. All those present scrambled to retrieve the artifact in the God's wake but none found that he could budge it from its resting place. So it lay forgotten until a worthy bearer found it. After the Gods of Olympus were removed by their Jupitarian counterparts, the hammer continued to pop up now and again, in the hands of one champion or another, someone who protected the weak and crafted great wonders. Powers: The Golden Hammer (though it is not always depicted as gold) grants a number of esoteric abilities to it's wielder. As a cheap Thor knockoff idea, it provides them with prodigious strength and durability - superhuman class fit for the campaign in question, a hight resistance to fire/heat, the ability to travel (usually flight) as well as the knowledge of those who came before. Access to their skills and memories. Additionally, the wielder can craft beautiful, even enchanted items - enough reason to give a mystical "gadget pool" to the character. Finally, the Hammer provides the ability to summon and project heat and fire. The Hammer of Hephaestus has, over the eons developed a rudimentary intelligence of it's own. As it sees into the hearts of those who try to possess it, it transforms itself when it accepts a host. (ie their supper hero costume reflects their tastes, not necessarily a greek theme) Challenge: Now, I tend to craft high powered/points builds but I'm kind of vanilla with them. So I guess I'll open this up to my fellow Heroes to see what their Blacksmiths might look like. I'll post a build here soon.
  21. Hello all. I'm a newcomer to the Hero system, and while I'm still in the process of becoming familiar with it, I am liking how it looks a lot so far. This is my first attempt at a character, and I figured I'd ask for some feedback. The character sheet: https://docs.google.com/spreadsheet/ccc?key=0AkZy54JhkHkodDQxdHZxVnN3ckdueWJIWHBzWXBPanc&usp=sharing His name is Silence, and he's a hero... mostly. A mute whose powers reflect this, he seeks to do good. However, his 'career' thus far has left him with little time for a typical income, and indebted to a powerful and less-than-noble figure, and thus he must occasionally find ways to make money however possible... however possible. His nobler acts and talents in stealth have kept him from being pursued by the law, though they are suspicious. He has also caught the attention of members of a certain, more devious organization who believe his willingness to walk the line may represent the capacity to go further. Most of this remains unknown to others, and most know him as a mysterious figure who will appear, aid those in need, and by the time they look back he's vanished. Special effects of his powers: Points of concern: Thanks to Narf the Mouse, Christougher, and Cassandra for helping me with learning the system.
  22. Hi all. I'm bored. If you are bored, here is a character to look at. It's another Doc Samson homage (most of my character posts are psychologists or bricks). I think the build is simple enough that most standard games would allow it. As a creation note, I enjoy roleplaying but I find I tend to focus too much on combat and powers. I have started to force myself to include skills, talents, perks, and complications that will lead my characters into roleplaying situations that I think will be fun. --- Character Name: The Paladin Alternate Identities: Roland Grim CHARACTERISTICS Val Char Points Roll Notes 15/60 STR 5 12- / 21- HTH Damage 3d6/12d6 END [1] 13/18 DEX 6 12- / 13- 15/30 CON 5 12- / 15- 18 INT 8 13- PER Roll 14- 15/20 EGO 5 12- / 13- 15/20 PRE 5 12- / 13- PRE Attack: 3d6 / 4d6 4/8 OCV 5 4/8 DCV 5 3 OMCV 0 4/7 DMCV 3 3/5 SPD 10 Phases: 4, 8, 12/3, 5, 8, 10, 12 5/30 PD 3 (0/15 rPD) 5/30 ED 3 (0/15 rED) 5/12 REC 1 30/60 END 2 15/20 BODY 5 30/60 STUN 5 80 Total Characteristics Points SKILLS Cost Name Psychology Skills 3 1) Analyze: Psychoanalysis 13- 3 2) Charm 12- (13-) 3 3) Criminology 13- 3 4) Interrogation 12- (13-) 3 5) Oratory 12- (13-) 3 6) Persuasion 12- (13-) 3 7) Science Skill: Psychology 13- 4 8) +1 with all Intellect Skills 8 Unarmed Combat: +2 with a large group of attacks (10 Active Points); Only In Alternate Identity (-1/4) 33 Total Skills Cost PERKS Cost Name 3 Super Psychologist: Positive Reputation (A large group) 14-, +1/+1d6 3 Total Perks Cost TALENTS Cost Name 2 Psychology Training: Resistance (+2 to roll) 2 Superheroic Form: +1/+1d6 Striking Appearance (vs. all characters) (3 Active Points); Only In Alternate Identity (-1/4) 4 Total Talents Cost POWERS Cost Power END Idealized Form, all slots Only In Alternate Identity (-1/4) 162 1) (Total: 202 Active Cost, 162 Real Cost) +45 STR (45 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 36)+5 DEX (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8)+15 CON (15 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 12)+5 EGO (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4)+5 PRE (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4)+4 OCV (20 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 16)+4 DCV (20 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 16)+3 DMCV (9 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 7)+2 SPD (20 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 16)+10 PD (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8)+10 ED (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8)+7 REC (7 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 6)+30 END (6 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 5)+5 BODY (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4)+30 STUN (15 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 12) 4 8 2) Brick Tricks: Area Of Effect (2 2m Areas; +1/4) for up to 48 Active Points of STR (12 Active Points); Side Effects (Side Effect only affects the environment near the character; -1/4), Only In Alternate Identity (-1/4) 1 36 3) Resistant Protection (15 PD/15 ED) (45 Active Points); Only In Alternate Identity (-1/4) 0 22 4) Mental Fortitude: Aid STUN 10d6 (60 Active Points); Only to Aid Self (-1), Only Restores To Starting Values (-1/2), Only In Alternate Identity (-1/4) 6 22 5) Leaping +55m (5m/60m forward, 2 1/2m/30m upward) (28 Active Points); Only In Alternate Identity (-1/4) 3 8 6) Superstrong Legs: Knockback Resistance -10m (10 Active Points); Only In Alternate Identity (-1/4) 0 2 7) +1 PER with all Sense Groups (3 Active Points); Only In Alternate Identity (-1/4) 0 20 8) Detect Evil: Detect Criminals 14-/13- (Mental Group), Penetrative, Sense, Targeting (25 Active Points); Only In Alternate Identity (-1/4) 0 280 Total Powers Cost EXPERIENCE POINTS Total Points: 400 Total XP Earned: 0 XP Spent: 0 XP Unspent: 0 Base Points: 400 Complication Points: 75 COMPLICATIONS Cost Complication 15 Distinctive Features: Large and Muscular with Glowing Golden Eyes (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Rogues Gallery of Supervillains Infrequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 15 Negative Reputation: Relentless and Uncompromising (Supervillains), Very Frequently (Extreme; Known Only To A Small Group) 5 Rivalry: Professional, Various Superheroes, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 20 Social Complication: Secret Identity Frequently, Severe 75 Total Disadvantages Cost APPEARANCE Hair Color: Blond Eye Color: Blue Height: 2.13 m : 7' 0" Weight: 182.00 kg : 401 lbs Description: The Paladin's appearance reflects Roland's idealized image of what a superhero should look like. He is large and muscular with flowing blond hair and, when using his powers, his eyes glow with a golden light. His costume consists of a white and gold tabard, wristbands, a belt, tights, and boots. In his normal form, Roland looks like the typical scholarly type, including an elbow patched blazer and glasses, though he keeps himself in good shape. BACKGROUND Carl Roland always fantasized about being a superhero. He became a psychologist who specializes in superhuman behavior so he could learn more about them. Roland made a career of his studies and has become famous for his treatment of mentally ill superheroes and criminally insane supervillains. One day while treating a young girl with budding mental powers, his own latent psionic abilities flared to life. It was a quick and easy decision for Roland to become a superhero. PERSONALITY Roland secretly revels in his powers and loves being able to live out his superheroic fantasies. He sometimes overplays the role a bit to the point of competing with other superheroes to see who is more heroic. His zeal for hunting supervillains has earned him a reputation for being merciless among the criminal underworld. His past foes sometimes seek violent revenge on him. QUOTE "There is no escape from me villain!" POWERS/TACTICS Paladin has the power to change into a superhuman form. While his powers appear to be supernatural in nature, they are in fact a manifestation of his latent psychic abilities. For example, his superhuman strength is telekinetic in nature and his ability to detect evil thoughts is a narrow use of telepathy. He has picked up a few tricks watching other super strong beings in combat, such as using cars as weapons, though these tactics often cause some damage to the surrounding area. One of the Paladin's most dramatic powers, drawn directly from his heroic fantasies, is the ability to continue on even after taking a terrible beating. Roland can also use his skill in psychology to analyze a foe's mental state and use it against them. CAMPAIGN_USE Roland is easily brought into any story where his expertise in psychology would be of use. For example, he would readily lend his skills to the district attorney as a forensic psychologist, appear on a talk show as an expert in superhuman psychology, or aid the police in the pursuit of a criminally insane supervillain. The Paladin's is a natural fit for the brick role in any superteam.
  23. This character was inspired by Salvador Velazquez's cover art for Eco Comics' Dick Turbin #1. I have a hard-time coming up with "themed" characters -- but this worked for me. Dick Turban was a historical highwayman, and I've always enjoyed Alfred Noyes eponymous poem -- The Highwayman. I had a picture in my head of a 1700's highwayman blowing into "old town" on an old Indian-4 motorcycle while writing it. The design fits the Hudson City Knights genre-principles and Hudson City Powers power-levels. However, I've been considering doing Champions:TAS with trimmed down power-levels that would allow DC:TAS crossover. To that end, his flintlock blasters are 10DC, his CVs are at the DC:TAS high end, and he has Cinematic Safety from Dark Champions. That combination should allow him to deal with the occasional full on super while still being a suitable DC:TAS character. In a straight DC:TAS game I would remove Cinematic Safety and (maybe) drop his Flintlocks to 8DC. The character is written in my usual short-hand, but most Herophiles should be able to follow it -- the unstatted talents are in DC.. The "recoverable" on the blasters is intended to be an auto-recharge time -- which isn't specified. Maybe a turn w/out firing (?) I will flesh out the associated text: background, personality, powers-tactics, abilities, and quote a bit later. For now, I just know his town is Liberty City (in "New England") and that he owns a colonial era stone farmhouse / farm outside it. I'm thinking there is an undocumented bomb shelter under some fallow pasture from the cold war. His secret identity is that of John Doan, a scion of the city's founding fathers -- and a part of its "old money" crowd. Trivia: The Doan Gang were Revolutionary War Era highwaymen.
  24. Joni Lightspeed updated Joni Lightspeed Val Char Cost Roll Notes 7/15 STR -3 10- / 12- Lift 66.0kg/200.0kg; 1d6/3d6 10/18 DEX 0 11- / 13- OCV: 3/9/DCV: 3/9 10/25 CON 0 11- / 14- 18 INT 8 13- PER Roll 13- 11 EGO 1 11- ECV: 1 - 1 18 PRE 8 13- PRE Attack: 3 ½d6 3/9 OCV 0 3/9 DCV 0 1 OMCV -6 1 DMCV -6 2/6 SPD 0 Phases: 6, 12/2, 4, 6, 8, 10, 12 2/25 PD 0 Total: 2/25 PD (0/15 rPD) 2/25 ED 0 Total: 2/25 ED (0/15 rED) 4/15 REC 0 20 END 0 10 BODY 0 20/50 STUN 0 Total Characteristic Cost: 1 Movement: Running: 12m/24m Flight: 53m/1696m Leaping: 2m/4m Swimming: 4m/8m Cost Powers END Energy form, all slots Only In Alternate Identity (-¼), Unified Power (-¼) 5 1) +8 STR (8 Active Points) 1 11 2) +8 DEX (16 Active Points) 10 3) +15 CON (15 Active Points) 20 4) +6 OCV (30 Active Points) 20 5) +6 DCV (30 Active Points) 27 6) +4 SPD (40 Active Points) 5 7) +8 PD (8 Active Points) 5 8) +8 ED (8 Active Points) 7 9) +11 REC (11 Active Points) 10 10) +30 STUN (15 Active Points) 33 11) Endurance Reserve (125 END, 25 REC) (50 Active Points) 0 50 12) Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense) (75 Active Points) 0 11 13) Absorption 11 BODY (energy), Expanded Effect (x3 Characteristics or Powers simultaneously) (+1) (22 Active Points); Only Restores To Starting Values (-½) 0 24 14) Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (36 Active Points) 0 13 15) Spatial Awareness (Sight Group) (20 Active Points) 0 73 Energy Manipulation: Multipower, 109-point reserve, (109 Active Points); all slots Only In Alternate Identity (-¼), Unified Power (-¼) 5f 1) Gravity bolt: Blast 9d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (79 Active Points) 3 Notes: 11d6 w/ ranged MA max flight 20m 5f 2) Laser Bolt: Killing Attack - Ranged 3d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (79 Active Points) 3 Notes: 3d6+1 RKA w/ ranged MA max flight 20m 4f 3) (Total: 77 Active Cost, 43 Real Cost) Killing Attack - Ranged ½d6, Reduced Endurance (½ END; +½), Area Of Effect Nonselective (128m Cone; +1), Penetrating (x2; +1), Autofire (3 shots; +¼), Non-Standard Attack Power (+1) (47 Active Points); No Range (-½) (Real Cost: 23) plus Sight and Radio Groups Flash 2d6, Area Of Effect Nonselective (128m Cone; +1) (30 Active Points) (Real Cost: 20) 5 Notes: Max Flight 22m 15v 4) Flight 53m, x32 Noncombat, Costs Endurance Only To Activate (+¼), Usable [As Second Mode Of Movement] (Swimming; +¼) (109 Active Points) 9 Notes: Max Non-combat 3,392 mph or Mach 4.405 at sea level 6f 5) Space Flight 17m, Costs Endurance Only To Activate (+¼), MegaScale (1m = 1 trillion km; +4) (89 Active Points) 8 Notes: 10.54 million miles per phase or 28.33 x the speed of light or warp 5.32 in star trek 5 Basic Shot +2 +0 Weapon, ranged attack Notes: +2 damage classes +1 for no range mod 5 Basic Disarm +2 +0 Weapon, Strike Notes: +2 DC's +1 for no range 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove Perks 4 Money: Well Off Talents 3 +1/+1d6 Striking Appearance (vs. all characters) Skills 3 Scientist 1 1) Nuclear Physics: Science Skill 11- (2 Active Points) 1 2) Physics: Science Skill 11- (2 Active Points) 1 3) Quantum Physics: Science Skill 11- (2 Active Points) 3 Charm 13- 3 Computer Programming 13- 3 Navigation 13- 3 Persuasion 13- Total Powers & Skill Cost: 399 Total Cost: 400 400+ Matching Complications 10 Distinctive Features: Glows like a freaking star (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: when normals are harmed (Common), go 11-, recover 11- 20 Hunted: by the corperation that caused her transformation Infrequently (Mo Pow; NCI; Harshly Punish) 20 Psychological Complication: Protective of normals (Very Common; Strong) 5 Social Complication: Secret Id Infrequently, Minor Total Complications Points: 400 Background/History: Substandard equipmet used by the company Joan use to work for is the cause of her transformation Personality/Motivation: Protect the innocent Quote: Powers/Tactics:
  25. Harbinger Player: Eddie Val Char Cost 15 STR 5 18 DEX 24 15 CON 10 13 BODY 6 13 INT 3 23 EGO 26 15 PRE 5 12 COM 1 6/18 PD 3 6/18 ED 3 4/5 SPD 12 6 REC 0 30 END 0 30 STUN 1 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 99 Cost Power END 27 Mental Powers: Multipower, 40-point reserve, (40 Active Points); OIF (Focus; Psionic Gem; -1/2) 4u 1) Astral Form: Desolidification (affected by Psionic and Mystic SFX) (40 Active Points) 4 4u 2) Mindblast: Ego Attack 4d6 (40 Active Points) 4 3u 3) Mindwipe: Drain EGO 2d6+1, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (40 Active Points); Concentration (0 DCV; -1/2) 4 4u 4) Mindlock: Entangle 2d6, 2 DEF, Based On EGO Combat Value (Mental Defense applies; +1) (40 Active Points) 4 1u 5) Empathic Healing: Healing BODY 3d6+1, Can Heal Limbs (38 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration (0 DCV; -1/2) 4 3u 6) Mindcloud: Invisibility to Sight, Hearing and Mental Groups , No Fringe (40 Active Points); Only vs Sentient Beings (-1/2) 4 4u 7) Mindscapes: Mental Illusions 8d6 (40 Active Points) 4 4u 8) Mindbar: Mind Control 8d6 (40 Active Points) 4 3u 9) Mindspeech: Telepathy 8d6 (40 Active Points); Concentration (0 DCV; -1/2) 4 1u 10) Mindshock: +25 PRE (25 Active Points); Only To Make Presence Attacks (-1/2), Costs Endurance (-1/2) 2 12 Psychokinetic Powers: Elemental Control, 36-point powers, (18 Active Points); all slots OIF (Focus; Psionic Gem; -1/2) 9 1) Psychokinetic Wings: Flight 12", Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 1 km; +1/4) (36 Active Points); Restrainable (-1/2), OIF (Focus; Psionic Gem; -1/2) 1 12 2) Psychokinetic Shield: Force Field (12 PD/12 ED/5 Mental Defense), Reduced Endurance (1/2 END; +1/4) (36 Active Points); OIF (Focus; Psionic Gem; -1/2) 1 9 3) Psychokinetic Sword: Hand-To-Hand Attack +5d6, Affects Desolidified Astral Forms (+1/4), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Hand-To-Hand Attack (-1/2), OIF (Focus; Psionic Gem; -1/2) 1 Psychokinesis, all slots OIF (Focus: Psionic Gem; -1/2) 5 1) Speed of Thought: +1 SPD (10 Active Points); Only To Use Mental Powers (-1/2), OIF (Focus: Psionic Gem; -1/2) 2 2) Psionic Shield II: Mental Defense (13 points total) (3 Active Points); OIF (Focus: Psionic Gem; -1/2) 0 4 3) Psionicshield III: Power Defense (6 points) (6 Active Points); OIF (Focus: Psionic Gem; -1/2) 0 13 4) Mental Energy: Endurance Reserve (100 END, 10 REC) (20 Active Points); OIF (Focus: Psionic Gem; -1/2) 0 11 5) Mindscan: Mind Scan 8d6 (Human class of minds) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration (0 DCV; -1/2), OIF (Focus: Psionic Gem; -1/2) 4 Powers Cost: 135 Cost Skill 0 Acting 8- 2 Analyze: Psionics 10- 0 AK: Bright City (Everyman Skill) 11- 2 Bureaucratics 10- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 0 Language: English (idiomatic; literate) (5 Active Points) 0 Paramedics 8- 0 Persuasion 8- 0 PS: Paralegal (Everyman Skill) 11- 3 Scholar 1 1) KS: Criminal Law & Procedure (2 Active Points) 11- 1 2) KS: Current Events (2 Active Points) 11- 1 3) KS: Psionic Etiquette (2 Active Points) 11- 1 4) KS: Psionics (2 Active Points) 11- 1 5) KS: The Criminal Underworld (2 Active Points) 11- 1 6) KS: The Law Enforcement World (2 Active Points) 11- 1 7) KS: The Psionics World (2 Active Points) 11- 0 8) KS: The Superhuman World (Everyman Skill) 11- 0 Seduction (Charm) 8- 0 Shadowing 8- 0 Stealth 8- 0 Streetwise 8- 1 Tactics 8- 1 Teamwork 8- 0 TF: Common Motorized Ground Vehicles, Everyman Skill 0 WF: Clubs, Fist-Loads, Unarmed Combat Skills Cost: 16 Total Character Cost: 250 Val Disadvantages 10 Distinctive Features: Mindspeech (Voice echoing in you mind) (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: the Cabal 11-, More Powerful, NCI, Capture/Kill 15 Psychological Limitation: Altruistic (Common; Strong) 10 Psychological Limitation: Code vs Murder (Uncommon; Strong) 10 Psychological Limitation: Sworn to Protect Innocents (Common; Moderate) 15 Social Limitation: Secret ID (Frequently; Major) Disadvantage Points: 75 Base Points: 175 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
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