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 Post subject: The Hero Exchange
Unread postPosted: Sun Feb 19, 2006 8:46 pm
  

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Palladium Books® Freelance Writer

Joined: Tue Dec 18, 2001 2:01 am
Posts: 2639
Location: Baltimore, MD
Okay, here's an idea I've got. I know lots of people are proud of characters they've made, origins they've created, histories, pictures, the works.

How about a (possibly sticky if the mods think its a good idea) Heroes Unlimited "Hero Exchange" thread?

You post stats, origins and pertinent information (try to keep it to a couple pages of text, readable) regarding favorite heroes, villians, and other NPCs.

No bashing people's ideas and only post characters you don't mind others using in their games.

Hero in this thread is a misnomer, it can be any kind of NPC.
It could be a major villian, an interesting hero, or just the non-combat , eccentric analytical mechanical/weapons hardware guy who makes all the cool gear the heroes use.

You can make it as detailed as you like, but at least give enough info for others to utilize. The 8 attributes, hitpoints, saves, bonuses and noteworthy skills, powers and gear at the least.

What do people think of this idea?

_________________
"Faith and reason are like the shoes on your feet. You can get a lot further with both than you can with just one." -- JMS

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 Post subject:
Unread postPosted: Sun Feb 19, 2006 9:16 pm
  

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Hero

Joined: Mon Aug 16, 2004 3:37 pm
Posts: 1152
Location: roseburg, or, u.s.
i love the idea. there have been quite a few memorable characters in my group, and i'd like to see what others think of them.

_________________
look up in the sky, it's a bird, it's a plane, it's Airman, *****, and i'm bringin' the pain!
i got a fan installed in my grill, no lie, i'm gonna blow your *** straight off the map, goodbye!


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 Post subject:
Unread postPosted: Mon Feb 20, 2006 9:18 am
  

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Palladin

Joined: Wed Dec 08, 2004 4:49 pm
Posts: 6851
Location: Dinosaur swamplands
Comment: Full of Love and C-4, give me a hug.
Ewwww....time to dig out some of my old Marvel , DC and Old HU characters and upgrade them and post them

_________________
Ravenwing wrote:
"Killing Dbee's isn't murder, they aren't human, it's pest control!"

Zardoz wrote:
You have been raised up from Brutality, to kill the Brutals who multiply, and are legion. To this end, Zardoz your God gave you the gift of the Gun. The Gun is good!


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 Post subject:
Unread postPosted: Mon Feb 20, 2006 10:25 am
  

Palladin

Joined: Tue Jul 09, 2002 1:01 am
Posts: 12242
Location: At the forefront of the War between Good & Evil.
This could be coolness.
I'll have to dig through my character archives.

_________________
when you get right down to it, Sentinel's right.~Uncle Servo.

Sentinel. you'll be always loved by the German Princess.~Nelly

That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.

That's the best place to start. Otherwise, listen to Sentinel~lather

Listen to the Sentinel...he speaks truth.~ Shadyslug

Sentinel you have the biggest sig I've ever seen~Natasha


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 Post subject:
Unread postPosted: Mon Feb 20, 2006 6:01 pm
  

Adventurer

Joined: Wed May 30, 2001 1:01 am
Posts: 710
Location: What bombs at midnight!
meh... i've been sharing my characters for ages....

that's was the origional purpose of my web-page back in the day
(http://sinestus.tripod.com) to store digital copies of my characters (and those in my gaming group that had a tendancy of losing the hard copy)

see: Folders of Nik...

_________________
I believe Socrates said it best at, "I drank what?"

"JESUS SAVES! The rest of you take full damage."

They call me Hadoken 'cause I'm down-right fierce.


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 Post subject: Slay
Unread postPosted: Mon Feb 20, 2006 7:25 pm
  

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Champion

Joined: Thu Nov 30, 2000 2:01 am
Posts: 2249
Location: High in the Tower of Yellow, Swanky town.
Comment: Time Magazine's person of the year, 2006.
I designed Slay as a filler character to break up sessions where there was alot of plot gaming and little combat. While I lothe to over induldge in raw combat, it's a heroes game and if you don't get to smash baddies and throw cars once in a while, then you're not really having all that much fun. ;) He was a summoned demon using the rules from HU Revised, excellent rules by the way. There is no rhyme or reason to Slay, it just hates. For some reason it will target superhumans and magic users first and foremost, then everything else that exists. It has equal hate for trees as it does pavement. Looking back on him now, I would classify him as a bit of a Doomsday style work, but when I first wrote him up I didn't think of him as such. I'm updating him for the new HU2E Rules and to take advantage of the new PU powers.

Slay is a rampaging monster that exists to kill superhumans. Who created him/summoned him is as of yet unknown. He's been on earth for a while, exactly how long would be up to your needs in your game. Other heroes have battled him, but no one has ever been able to put him down for the count. I'm leaving his exact origin, the nature of his being and his vulnerabilities up to the GM for customization. If you check the math, you'll note that Slay can have his powers increased, including adding another minor power. GMs running groups with tougher characters might want to step him up a bit. On the other hand GMs running lower powered games might want to scale him back a bit.

In our original game he was a summoned monster. He was first battled by the superhuman elements of the Knights Templar in 1284. Unable to destroy the monster, they shackled and entombed him in what is now Western Iraq. This held until grave robbers discovered his prision and in seeking templar treasures, let him loose. A few years later, having utterly destroyed untold numbers of small villages and nomad bands, he did battle with a batch of heroes from Europe and the middle east. A Ottoman spell caster, a Brittish adventurer, a Prussian mercenary turned hero, an Avatar of Ra and the last surviving member of Alexander the Great's companion calvery. After a desperate battle, he was put back into containment.

Alien, Mega-Villian.
Name:Slay 7th level villian
IQ:4 ME:3 MA:4 PS:67 PP:17 PE:19 PB:3 SPD:8
Alignment:Miscreant (animal like thought patterns)
Height:16 feet. Weight:2244 lbs.
Hit: SDC:1089
Humanoid/Ape like appearance with a pronounced snout nose and chin.
Homeworld/dimension:Toxic atmosphere. Slay does not breath.
Slay is a manufactured creature, differant fromwhatever else might exist where ever it is he comes from, as such he's would be a mutant.
Skills: Slay doesn't have sufficent mental power to master many skills. Or a toaster for that matter. Concider him a combat specialist.

Skills: Hand to Hand: Basic. Running, Body Building. Athletics. Wrestling.
WP:Blunt WP:Staff WP:Thrown WP:Player Character WP:Axe WP:Blunt. :)

S:2 P:5 D:4 F/R:4 APM:6 INI:1

NAR:16

SN Strength inflicts: 2d4x10+58 points of damage.

Mutant characteristic: Unusally large hands. +6 damage to punches.

Powers:APS:Stone. Multipul Limbs. Giant.
Mega-villian powers: Super Natural PS. Increased SDC. Enhanced healing (heals five times faster then a normal human). Immortal. Slay can only be killed by beheading him with his own axe. In his case, that's the only way. Of course it's been lost for ages and ages.

Penilties: Power lock, Slay doesn't have another form, this is it. Slow and ponderous. Deadly Metal: The (mystic) metal that makes his axe by-passes his AR, and does double damage to him, direct to hitpoints.

_________________
When I look in the dictionary and see the word Cool...I see Taffy's picture...-Shady Slug
Nearly all men can stand adversity, but if you want to test a man's character, give him power. -Abraham Lincoln
Don't blame me, I voted for Sanders.


Last edited by The Artist Formerly on Mon Feb 20, 2006 9:15 pm, edited 1 time in total.

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 Post subject:
Unread postPosted: Mon Feb 20, 2006 8:56 pm
  

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Palladin

Joined: Fri Mar 08, 2002 2:01 am
Posts: 8916
Location: Port Eclipse
don't let CSyPhrett near this topic... :lol:

it'll be a bottomless pit (of excellent characters) 8-)

_________________
"What the hell's an Aluminum Falcon ?" Papa Palpatine -- Robot Chicken, Star Wars Edition
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 Post subject:
Unread postPosted: Mon Feb 20, 2006 9:49 pm
  

Hero

Joined: Tue May 25, 2004 5:17 am
Posts: 1304
I like the idea. I'm rather proud of my HU2 character, 'Not', and wouldn't mind sharing him. I also created an recurring NPC who was so troublesome to my players he made even the Principled characters consider killing him. I have the stats on my PC, but not the NPC. I rarely make stats for NPC's.

_________________
"Do you even know what the word theory means? You must think it means '**** that you make up'."
---Penn Jillette


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 Post subject:
Unread postPosted: Tue Feb 21, 2006 3:20 am
  

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Palladin

Joined: Wed Dec 08, 2004 4:49 pm
Posts: 6851
Location: Dinosaur swamplands
Comment: Full of Love and C-4, give me a hug.
personally you want to use one of mine just pm about the characters and i'll pm you back with info about him/her

Name, powers, some details , level but thats it the rest is up to you

_________________
Ravenwing wrote:
"Killing Dbee's isn't murder, they aren't human, it's pest control!"

Zardoz wrote:
You have been raised up from Brutality, to kill the Brutals who multiply, and are legion. To this end, Zardoz your God gave you the gift of the Gun. The Gun is good!


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 Post subject:
Unread postPosted: Tue Feb 21, 2006 9:44 am
  

Palladin

Joined: Tue Jul 09, 2002 1:01 am
Posts: 12242
Location: At the forefront of the War between Good & Evil.
Here's one of my regulars. I'll edit for stats later.




Heroes Unlimited Character Data
Biographical Data:
Character Name: Arrow
Real Name: Harper Kendahl
Former Aliases: None
Physical Form: (Ninjas & Superspies) Worldly Martial Artist
Occupation: Costumed Crimefighter
Legal Status: U.S. Citizen with No Criminal Record
Place of Birth: Baltimore, MD
Known Relatives: Unnamed parents
First Appearance: 2003

Group Affiliation: The Power Alliance
Base of Operations: Alexandria, VA

Physical Data:

Age: 36
Height: 6’1”
Weight: 190 lbs.
Hair: Reddish Brown
Eyes: Hazel
Unusual Characteristics: None


Background and Origin: Born and raised in Maryland, Harper joined the Army straight out of High School, in hopes of traveling and accumulating valuable skills. Although bright, Kendahl was not a particularly noteworthy student.
He successfully entered Officer Candidacy School, and qualified for Electronic Warfare and Counter-Intelligence.
Kendahl was stationed in Okinawa, and as such had ample opportunities to travel to the mainland of Japan. Becoming in various elements of the cultures of these two nations, he began to formally train in the discipline of Sankukai Karate. After earning his First and Second Degree Black Belts, he witnessed a demonstration of Samurai Kyudo, and was especially impressed with the presentation of Yabusame (the discipline of firing arrows from charging horseback).
Approaching the practitioners, Kendahl was given the opportunity to study with their master. When his tour of duty ended, rather than continue in the Service, Kendahl stayed on in Japan furthering his studies in the martial arts. After three years of intense training, he returned to the United States. Kendahl took a job with Emergent Technologies in their microelectronics division, thus putting his Military experience to use, but he was unhappy in his circumstances, and his performance at work was lackluster.
He met a group of amateur adventurers, and witnessed them in action. Inspired, he designed a costume, and constructed specialized arrowheads similar to the ones he had trained with in Japan. Going one step farther, he cannibalized various electronic devices and constructed customized arrows for effects such as electrical discharge, explosive, and impediments such as nets and adhesive resins.
Dubbing himself “Arrow”, he began to act as a nighttime costumed vigilante, often alone, but in time, in the company of such adventurers as Nightfall, Lenore Dark, Mist, Xander Drax, Panthor, and Shadowstar. While teaming with Panthor to foil a nighttime robbery by agents of Chimera, Arrow was offered membership in the Power Alliance along with Panthor. The two joined the team at the same time as the hero called Morningstar.
Although Panthor has since left the team to explore his origins, Arrow remains a member. Currently, Arrow is assisting with the campaign against the secessionist Coalition of Free States.

_________________
when you get right down to it, Sentinel's right.~Uncle Servo.

Sentinel. you'll be always loved by the German Princess.~Nelly

That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.

That's the best place to start. Otherwise, listen to Sentinel~lather

Listen to the Sentinel...he speaks truth.~ Shadyslug

Sentinel you have the biggest sig I've ever seen~Natasha


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 Post subject:
Unread postPosted: Tue Feb 21, 2006 11:44 am
  

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Knight

Joined: Mon Jan 28, 2002 2:01 am
Posts: 3698
Location: Nashville.....ish....
I think it is a great idea. I could even see a thread for posting characters in character sheet format for dropping into campaigns. Everybody has had one of those days where they just can't make up one more NPC>

_________________
RockJock, holder of the mighty Rune Rock Hammer!


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 Post subject: Glitch
Unread postPosted: Wed Feb 22, 2006 4:59 am
  

User avatar
Champion

Joined: Thu Nov 30, 2000 2:01 am
Posts: 2249
Location: High in the Tower of Yellow, Swanky town.
Comment: Time Magazine's person of the year, 2006.
Glitch was a creation idea I had for a smart guy who worked in the tech-lab at the Seattle crime lab. He's part of the same revised campaign as Slay, so I've updated him as well. Instead of the normal hero catagory, he was just a very bright cop who was able to get a good look at the left behinds of tech gear that villians had caught with or left behind at the sceen of the crime. While far from a Genius hero class, he did have the smarts to patch some of the hardware he saw back together and replicate some of the other stuff. I used Glitch as an anti-hero to show the PCs where the line between hero and anti-hero was. Also as a plot hammer to deliver info or make a point when the PCs seemed to be stuck or having a hard time following or focusing. In a world with robots and superhumans, most major cities or counties have a very expansive CIS unit.

Roeman uses technology that he either lifted from police lock up or stuff he replicated after seeing them in the forenics lab. Alot of the hardware that SCRET, King County, or the city of seattle destroyed as dangerous hardware from convicted supercrims wasn't the real thing, it was a good mock up (of course, you can place Glitch into Hero hometown USA).

Alec wanted to be a rock star. He wanted to be a super hero. He wanted to work at NASA. He wanted to work as a SCRET agent. He wanted to work for the NSA. He wanted to do alot of things, but he never had the focus or the drive. He was smart, but not the smartest guy. He could do the work, but he'd lose intrest or just give up and move on to the next big thing he wanted to do. He had talent, but not drive. After college he took a job with the Seattle PD in their criminal forenics division, spesifically the technology center.

Over the years Alec has collected a small arsenal of weapons and equipment from would be supervillians and the odd bit of hero gear.

Glitch Fourth Level hero character.
Catagory: Non-class character.
Name: Alec Roeman
IQ:17 ME:10 MA:15 PS:14 PP:13 PE:14 PB:11 SPD:27
Alignment: Miscreant with Scrouplous tendencies.
Height:6'1" Weight:206lbs
Hit:30 SDC:30
S: P:1 D:1 F/R:1 APM: INI:

Level of education: Masters Degree.

Skill Programs: Medical Investigation Program, Mechanical Engineering, Electrical Engineering, Computer Program.

Scholastic Skills. (+23%)
Criminal Science and Forenics:88% ,Biology:73% ,Chemistry:73% ,Pathology:83% ,Basic Mathematics:88% ,Advanced Mathematics:88% ,Mechanical Engineer:68% ,Locksmith:73% ,Electrical Engineer:73% ,Robot Electronics:33% ,Computer Operation:83% ,Computer Programing:73% ,Computer Repair:68%

Secondary Skills. (+3%)
Radio Basic:68% ,Play Musical Instrament; Guitar:58% ,First Aid:68% ,Athletics, Body Building, Hand to hand:Basic, Running, Prowl:48% ,Research:73% ,Law:48% (3rd) T.V./Video:32% , Automotive Mechanics:33%.

Hardware.
Light powered exo-skeleton. Fully enviromental with four minute air supply. Includes all the features of the multi-optics head band. The AR and SDC of the suit used to be higher, but the suit was originally fit for a smaller woman, and Alec's skills aren't the best for patching damage done to it. Still it's in solid and servicable shape. Recharging the power cell takes a long time and so that alone limits the amount of time he can be out and about. He has two power cells left. He used to have four, but burned up two in working out a recharging system.
(Robotic)NAR:13(was 14) SDC:127(175) Adds +3 to PS (+4) and +4 to speed. +1 to INI. And the suit adds +6 feet to his jump.

He's added a on-board Cell phone system that allows him to make seemingling untracable calls as well as a police/FBI/SCRET/emergency band radio, GPS system and a varity of stealth and tracking features to hide himself from his co-workers. Things that would allow him to track where police helicopters are, change his voice so his voice print doesn't seem like it's electronically altered and even if it was discovered as such, it would seem to be impossible to filter out the masking (his masking program exploits minor flaws in the FBI computer program). He's also added a climbing harness to the suit's basic design but has no real skill in using the climbing gear.

Laser Sword. Lifted from superspy who dropped during a fight. 3d4+3 points of damage, +1 to parry. However, Glitch doesn't have any skill in using a sword. He tends to use it more as cutting tool then a weapon. It's a power hog, and recharging it takes F O R E V E R so he's hesitant to use it for very long.

Powered glove and Ion Blaster. This item fits over the arm brace and hand of the powered armor but is not an intrigal part of the system. He copied it most of the hardware, and stole the parts he couldn't fabricate himself. He only has one for the left hand, the right hand unit was crushed by the heroes who brought the original villian down. The stolen parts came from both units, a bit here, a bit there.
Adds 2d4+2 to punches via an electrical charge(the knuckles will always add+2 to the damage inflicted from the basic shape and design of the glove). The knuckle charge can be used 10 times before needing a recharge. He has no spare clips for this feature. The Ion blaster inflicts 3d4+3 points of damage to a range of 120 feet. It has a payload of 12 rounds. He has one extra clip for this device.

A rebuilt 1984 GM van. A real beater that he bought at a police auction, then later listed as something sent to the scrap yard. Instead he's removed all traces of it's real origin including the VIN and licencing history/info in police data banks (though that information might still exist as print hard copy in some record vault). The vehicle has two licence plates, both bogus but will pass anything less then a rigourous inspection. He can change them by getting out pulling the plate away from the van, flipping it over and pushing the new facing back into the van. Similarly he has snap off parts that allow him to alter the van's appearance in sublte ways, including making it look 'tricked out' adding colored striping and false (tinted) windows, fake rusting spots or (with about an hour's work) look like a newer model of van.

Alec has a small arsenal of conventional weapons. Not that he's particularly skilled with them, but he keeps them for reference and as trophies from those criminals he's bested.

Using a group of techniques he's seen used to conceal a drug labs and illegal immigrants and sweat shops or some variation or combination of the above, he's modified his unfinished basement and seperate garage into a base of sorts. This is where his real contributuion to super human crimefighting can be found. His home built computer network contains a vast amount of data on local supervillians and crime syndicates in the area. Alec has a real talent for data crunching.

Two other note worthy features of his 'base' are his garage. Alec has cleverly concealed his 'crime van' behind a lifting pile of crap stored in his garage. From the front it looks like a big pile of semi-originized boxes and tools in wild disarray. Actually the crud is mounted to a second front lifting garage door. The second is a series of cables running through the near by old city Seattle, sewers and gas lines which has allowed him to tap into a varity of power grids and (illegally) use them to recharge his equipment. The city power company is aware of the drain but has been totally unsuccessful in tracing it. Alec used power company cable and as altered their electronic maps of power lines to make some of his add on bits look legit. A bunch more runs through areas where the power company hasn't thought to look for taps. To help mimize his exposure, Alec has added several solar power cells and a small windmill power generator to his home. He's something of an expert on alternitive energy and is always (seeming to be) tinkering and talking about his intrest. Besides it makes a great cover for his 'tinkering' and some of the exotic parts he orders. A great number of his coworkers think he's a little off or a bit obsessed and tend to tune him out or interupt him before he really gets going on about the topic and change the subject.

Finally, Alec has one other ace in the hole. The network. Alec can call any number of experts on combating superhumans, complex military level robotics and technology experts and legitmately ask questions about designs and equipment as well as processes and repairs. After all to test to see if a given weapon was used to kill someone, it must be in working condition. He's been very cautious about using these contacts and tries not to call any one of them too often.

_________________
When I look in the dictionary and see the word Cool...I see Taffy's picture...-Shady Slug
Nearly all men can stand adversity, but if you want to test a man's character, give him power. -Abraham Lincoln
Don't blame me, I voted for Sanders.


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 Post subject:
Unread postPosted: Wed Feb 22, 2006 9:45 pm
  

Adventurer

Joined: Fri Apr 16, 2004 3:48 pm
Posts: 403
Location: Jacksonville, florida
This is the current version of this hero. He was my first memorable hero from back in the late 80's. I have recently decided that whatever game I play I must make the shadow in that world. :D I always try to make the characters I create like him anyway, so why not just make him.

The Shadow
Real name: Brian Dark
Experience: 3205
Level: 2
----------------------------------------------IQ: 18 (+4%)
Age: 28 ---------------------------------- ME: 17
Height: 6ft 2in ------------------------- MA: 11
Weight: 195lbs.--------------------------PS: 21
OCC: Super-invention ----------------- PP: 23
HP: 20------------------------------------- PE: 15
SDC: 61------------------------------------PB: 12
Attacks: 5 ------------------------------- SPD: 46
Alignment: Unprincipled

The invention is a battlesuit. Mostly like a jumpsuit with computer hardware and circuts. I (Brian Dark) am the inventor of the suit. I have a PhD in investigational skills and a personal talent for electronics. With the right parts and enough time (72% repairs are time consuming) I could build almost anything. In the begining of development, I had finacial backing that (little to my knowledge) was hopping to use the suit(s) to start a crime wave of unstoppable criminals. When I found out what they were intending to due with my suits I stole all 3 of them and decided to show these criminals just how effective the suits could be. I would stand as an obstical to all of the efforts of the S.E.N.O.X. corperation (my financial backers). Surface Environment Nutrilization Of Xenophobes, is an alien organization that believes that if the human race is allowed to continue to progress, that we will destroy all life in exsistance. They have set out to stop the humans from continuing any further and plan to destroy us. They will not succeed!
Availible money $10,000

Bonuses:
strike: + 6
parry/dodge: +10
Damage: +6 (+16 in armor)
Roll with punch fall /impact: + 6
Initiative: +2
Save vs. psionics: +1
Save vs. insanity: +1
pull punch: + 3

Education:
Electrical engineering - 69%, Surveillance systems - 55%, Read Sensory instruments - 59%
Optical systems - 59%, Computer operation - 79%, Computer programming - 59%
Radio basic - 74%, Basic mechanics - 49%, Math Advanced - 74%, Boxing
Hand to hand: martial arts, Research - 89%, Photography - 74%, Writing - 64%
Safecracking - 58%, Find contraband - 64%, Streetwise - 58%, concealment - 58%
Secondary- Law (general) - 34%, General repair - 44%, Athletics, WP: paired
Pick locks - 44%, Prowel - 34%, Running, Pilot: race car - 62%
Land navigation - 44% WP: Blunt (+1 stike and parry)
Hot wiring -91%, computer hacking - 83%, electronic construction - 89%

Powers:
1) Matter expulsion: metal - Metal armor - AR: 17 (natural) +240 SDC
+ 10 PS, + 4 PE, + 20 HP
Shoot metal blades - range: 30ft + 10 per lvl
damage - 1d6 per lvl (fades after 30 sec's)
create metal hand held weapons - + 1d6 damge of the weapon (kali sticks are preferred)
Encase in metal - range: 4ft per lvl - duration: 20 min. per lvl

2) Darkness control - Create darkness - range: 140ft + 10 per lvl
area of effect- up to 30ft +10 per lvl
Shadow meld -
Nightvision - range 600ft (30 ft in my own darkness)

3) Power weapon - normal damage + PS plus 1d6 extra at lvl's 1,3,5,7,10,12,and 15
once per melee fire an energy bolt that does empowered weapons full
damage at a range of 100ft per lvl- the weapon loses the charge untill the
following melee - Empowerment lasts 4 min per lvl

4) Enhanced leaping - PS X 10 in feet across, half vertical. Additionally he can fall twice his
jumping distance if he lands on his feet, without taking damage.
Kicks do an additional 1d6 damage

http://img212.imageshack.us/img212/633/ ... dow5pi.gif[/img]

_________________
"There is no need to strugle to be free, the absence of strugle is itself freedom" - Beyond the known

"Coming together is a begining, staying together is progress, working together is success"


Last edited by Shadow on Thu Feb 23, 2006 9:22 pm, edited 1 time in total.

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 Post subject:
Unread postPosted: Thu Feb 23, 2006 1:17 pm
  

Palladin

Joined: Tue Jul 09, 2002 1:01 am
Posts: 12242
Location: At the forefront of the War between Good & Evil.
Here's the bio/history of my Namesake Character, Sentinel.


Sentinel was born approximately 15 years before the Secession and the War Between the States. His parents, although wealthy landowners and slaveholders, secretly educated blacks and assisted them in fleeing the South. Sentinel was raised with a passionate hatred of human bondage, and taught to appreciate the diversity of mankind.
Although he did not know of such at the time, Sentinel was a mutant, among the first of his kind. After his parents died, he released the remaining servants (no longer slaves, having been set free), and sought out education. He attended college in New York, and then worked in CT, to support himself. At about this time (15 years after the War), he began to realize that he wasn't aging normally. He also realized that he was far stronger than ordinary men. Fearing what might happen should his secrets be found out, he left the North East, and journeyed West with the expansionist movement. He worked a variety of jobs over the years (indeed, throughout the remainder of the century) from cowhand to oil rig roustabout, to several voyages on fishing boats between California to Alaska. He also managed to complete his Masters degree in history and literature.
Sentinel enlisted in the First World War, and fought in the trenches of Europe. After the war, he remained in Europe for several years, and attended college in London and Paris. Always moving before it could be discovered that he wasn't growing older, he made his way to the East Orient on a steamship (he found he loved working on ships and learned as much from the crew as he did in any classroom). He spent several years in Japan, although the events leading to the Second World War would cause him to leave for a time, and return after the reconstruction. He spent time in Australia and New Zealand, working as a guide, land developer, animal handler, and briefly as a librarian.
Sentinel returned to the U.S.A. in 1955, appearing to be in his late 20s. He turned his studies to the occult, suspecting that there was something supernatural to his longevity and physical power and stamina. By now, Sentinel could lift several tons, and had learned during WWI that his skin was resistant to gunfire. He also seemed to be unaffected by the Mustard Gas used in trench warfare.
He sought out Professor Cyrus Ellicott, a noted teacher at Harvard who was also a parapsychologist, and confided in him. What Sentinel was surprised to learn was that Ellicott had known of Sentinel, and suspected there may be something unusual or perhaps even mystical about the man who seemed to live forever (apparently, Sentinel had not been as careful with concealing his nature and identity as he thought: there were always rumours, tabloids, and urban legends surrounding his trail).
Over the course of the next decade and a half, Sentinel learned that his nature was not mystic, but genetic. At this time, mutants were more common, although they comprised less than 1/10th of 1% of the population of the world. Ellicott and Sentinel battled supernatural menaces and explored occult incidents together. This association took the two around the world, from Egypt to Rome, the Himalayas, and to Okinawa, where Sentinel earned a Second Degree Black Belt in karate (he studied to better discipline himself and learn to control his strength). Sentinel worked with Ellicott until his death in 1981. He then returned to his childhood home in Virginia, and using forged papers validated his identity as one of his own descendants (although he found this distasteful, and taken steps to insure that it never becomes necessary to do so again), and discovered that he had amassed a small fortune in early investments and interest accrued on his land holdings.
In 1998, he aided several super-humans in battling a terrorist group called Chimera, and began to make several appearances on the East Coast as a "super-hero".
Sentinel disappeared sometime in the early 21st Century: although there were no witnesses, he had actually fallen through a Rift.
Sentinel found himself in the time after the apocalypse (105 P.A.). He continues to battle injustice and tyranny there today, alone or with friends. In Ciudad Juarez, he became a Champion of the Arena, aided in battling crime and corruption, Spluglorthian Slavers, and destroying a Vampire Intelligence. He is currently on route to Virginia, to set up a base of operations there.

_________________
when you get right down to it, Sentinel's right.~Uncle Servo.

Sentinel. you'll be always loved by the German Princess.~Nelly

That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.

That's the best place to start. Otherwise, listen to Sentinel~lather

Listen to the Sentinel...he speaks truth.~ Shadyslug

Sentinel you have the biggest sig I've ever seen~Natasha


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Unread postPosted: Thu Feb 23, 2006 5:25 pm
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 6229
Location: Jewdica
Comment: Non Impediti Ratione Cogitationis
This is a character I made based of a character I play in CoH.

Name: Dark Thorn
Alias: Hannah Ivus
Alignment: Scrupulous
Power Category: Alien/Experiment
Level: 3
Gender: Female Age: 22
Height: 5'9”
Weight: 142 lbs.
Hair: Red
Eyes: Green
Education and Skills: 4 years of College
Cause of Mutation: Deliberate Experimentation
Unusual Physical Characteristic: Green tinge to skin when in human form
Money: Has a vague understanding of money but little desire for it.
IQ: 19
ME: 15
MA: 11
PS: 16 (+8 in plant form)
PP: 20
PE: 17
PB: 20
Spd: 15
SDC: 10 (+60 in daytime only) (+90 in plant form)
Hps: 27

Powers:
Alter Physical Structure: Plant (Plant is her normal for, she uses this to turn ‘human’)
Body Weapons
Super Burrowing
Solar Powered

Skills:
Botany 60%
Biology 65%
Chemistry 65%
Analytical Chemistry 60%
Advanced Math 60%
Pathology 65%
Medical Doctor 85/75%
Read Sensory Equip. 55%
Surveillance Systems 55%
Computer Operation 65%
Basic Math 70%
TV & Video 48%
Boxing
Prowl 50%

Secondary:
Wilderness Survival 45%
Research 65%
Writing 40%


Hand to Hand: Expert

Background: Neither Alien or human, Dark Thorn is a mixture of both human and plant, an accident created during a long-term experiment in growing artificial organs. By combining human and plant DNA together, her creators hoped to make a plant that could grow a temporary replacement organ. One that wouldn’t be rejected by the human body, but that would be more compatible then current substitutes like pig organs. The prototype plant created by the company had successfully grown several animal organs that seemed to work when the lead scientist accidentally cut her finger, leaving a trace amount along a leaf of the plant while tending it. Overnight a strange pod grew, astonishing the night crew who tried to contact their supervisors to figure out what to do. Then suddenly the pod opened, giving birth to a strange green ‘clone’ of Dr. Hedra. The creation spooked its mind awash with fragments of her genetic parents memories and knowledge. Afraid for her very existence she used her strange powers to escape the lab, breaking through the floor and escaping before she could be contained. Since then she has wandered the city, hiding mostly in parks and open areas where she can blend in and hide while she tries to figure out what to do with herself, all the while worrying that her accidental creators could track her down and drag her back to the lab. Dark Thorn only recently discovered the ability to turn herself into a human, and has used this as new ability to explore the rest of the city and has made several friends in the local collage crowd and is considering using knowledge in science to ‘tutor’ some of the students for money… if she can remember what she really needs money for. She has been using her natural abilities to help keep the local homeless population that lives in and around ‘her’ park safe from thugs and vandals mostly, being more nervous about exposing herself in more ‘public’ areas.

Appearance: Dark Thorn in her plant form appears to be a green skinned woman with red hair, reminisant of petals and ivy. Her eyes have a faint almost green glow to them that brightens as she experiences emotions, as do the flowers that are in/make up her hair. Her body looks mostly human with ivy looking growths covering parts of her body. The growths themselves appear to be controlled by her subconscious and are patterned to respect her ‘modesty’. In her human form Dark Thorn has an ‘olive’ completion, her sap like blood giving her a green tinge under certain light. She tends to wear hand me down clothing provided to her college friends, or what she has managed to salvage from the local Salvation Army.

_________________
Judaism - More Old School than either Christianity or Islam.


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Unread postPosted: Thu Feb 23, 2006 6:39 pm
  

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Palladium Books® Freelance Writer

Joined: Tue Dec 18, 2001 2:01 am
Posts: 2639
Location: Baltimore, MD
Dr. Marcus Tagger was a gifted young scientist studying the origins of gamma radiation and it's effect on quantum particles in the late 90s. What Tagger's data collection needed most, however, was a burst of gamma radiation, which he and other theorists believed were generated by distant hypernovae, very large supernovae. When the Chandra X-Ray telescope detected just such a surge, Tagger went to his laboratory and prepared his gear for the collection of much-needed data.
What Tagger did not know was that in the laboratory adjacent to his was an advanced experiment in nanotechnology. Specifically, an experiment that allowed nanobots to reproduce and adapt to adverse conditions.
Too small to be housed in a metal container, the nanobots were kept in a magnetic bottle.
The gamma burst not only disrupted the bottle, but set fire to the laboratory after impacting on Tagger's highly attuned gear.
Hearing screams from the adjacent lab, Tagger ran in to find one of the graduate students from the lab experiment trapped in a burning room. With the flames closing in all around them, and Tagger's device emitting magnified and focused gamma rays, Tagger plunged through the freed nanobots and saved the lab assistant as the facility went up in flames.
Tagger has had a lot of time to think about what happened after. He believes that the nanobots reprogrammed themselves to their new environment: his gamma-irradiated body.
When Tagger concentrates, or is in danger, his body releases stored nanobots which surge across his skin and through is blood stream, unleashing incredible powers over radiation, a like-metal skin covering, and an ability to survive in nearly any environment.
Shortly after, Tagger made his appearance as the cosmic-powered Hypernova!
One of the few earth heroes capable of surviving in space and dealing with cosmic threats, Hypernova has specialized in dealing with evil aliens and has, for long stretches, traveled throughout the TMC and even battled the Atorian Empire, where he is a wanted fugitive.
His current whereabouts are unknown.

Name: Marcus Tagger
Alias: Hypernova
Age: 28 Ht: 6'2", Wt. 150 lbs.
Alignment: Scrupulous
Experience: Level 9 Imbued Hero
I.Q 15, M.E. 23, M.A. 13, P.S. 15 (18 imbued), P.P. 14, P.E. 21 (23 imbued), P.B. 11, Spd 21.
Hitpoints: 65
SDC: 35 (140 when imbued, with 380 SDC of bio-armor and an A.R. of 16)
Powers:
As needed, Hypernova's body can generate nanobots which transform him into his superpowered form for 1D6+4 hours. The nanobots do not work in anyone else's body and can only be generated by Tagger's. Tagger has a mild addiction to the rush of power he gets from the nanobots, but it has not become a problem...yet.
Powers include:
Bio-armor, Control Radiation (nuclear fire does 12D6, heat bolts do 9D6), Sonic Flight and Space Native.
He is impervious to radiation, heat, fire, molten slag and the rigors of being exposed to a vacuum.

Combat: Hand-to-Hand: Expert. 6 attacks per melee (7 transformed, 8 in space).
Bonuses: +2 initiative (+4 transformed, +6 in space), +3 damage when transformed, +2 strike (+3 in flight, +4 in space), +4 parry (+5 in flight, +7 in space), +4 dodge (+10 flying, +13 in space), +3 roll with punch, fall or impact, +2 to pull punch (+3 in space), +2 to disarm (+3 in space), critical strike on a natural 18, 19 or 20, paired weapons, roundhouse kick, crescent kick, bodyflip/throw. +4 vs psionics, +6 vs insanity, +12% vs. coma/death (+16% transformed), +3 vs. magic (+4 transformed), +3 vs. poison (+4 transformed).

Skills of note: Computer operation, Advanced math, chemistry, astrophysics, astronomy, anthropology, basic electronics, computer programming, cryptography, radio basic, radio scrambler, t.v./video, radio satellite, prowl, pilot airplane, speak french, japanese and atorian, literate in french and atorian, swimming, athletics.

Hypernova is best used when "cosmic" threats from outer space appear. He can be a good NPC to convey critical knowledge regarding space cultures and the universe at large, as well as spatial phenomena. He is also good at assisting player characters who are lost in space, off-planet, and could use a friend human face.
A resistance fighter and scientist, he believes strongly in freedom and the seeking of knowledge. He believes that with the galaxy as dangerous as it is, earth needs to be prepared, so he disagrees strongly with Alpha Prime's isolationist policy for earth. He has effectively, so far, argued that anything he brings back he acquired through human ingenuity and know-how whenever Alpha Prime has confronted him regarding some technologies he has brought back to earth. As far as she knows, they have been small, but secretly, Hypernova has funneled massive amounts of advanced knowledge to the U.S. government. He does so by bringing it back as raw data and small samples, instead of trying to return with, say, an intact FTL drive.
A patriotic American, he has no qualms about providing this information to the U.S. and the U.S. alone. In return, the government works closely with Hypernova regarding alien threats and often consults him in first contact situations.
He has sued, unsuccessfully so far, to get the earth protected by the TMC.

_________________
"Faith and reason are like the shoes on your feet. You can get a lot further with both than you can with just one." -- JMS

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Unread postPosted: Fri Feb 24, 2006 2:59 am
  

Wanderer

Joined: Sat Sep 06, 2003 12:25 am
Posts: 52
Ill bite on this one. I dont have all of his stats, but I will give what I can.

Name: Jack Oldsman
Lvl: 9
SDC: Lots and lots

Jack was raised in the Australian outback (well...all around the place actually). He learned a lot. He could pilot airplanes, and was an expert 'gator wrestler. He was just Unlucky. I mean *really* unlucky.

Think of every bad Australian Animal Wrangler/Croc Hunter pun you can, and you have Jack.

He eventually gain a Mutant Kangaroo as a buddy, and retired from his merc outfit to a Mutant Animal Control outfit.

Powers: Invunerability, Supernatural Strength, Extraordinary PE, Extraordinary PP, Animal Brother. Continous Mutation.

Skills: Advanced Pilot program (only used once, becuase of his craptacular rolls he was *never allowed to pilot again* because he crashed a large plane into a fence during takeoff (twice, with a VTOL plane)), Physical program. He had the Wrestleing (sport) martial art from one of the rifters.

Insanities: A Fear of success (his constant failures becuase of his crappy rolls influenced this...he automatically fails at critical times, even if your roll a 20 on a d20, or a 01 on a d100). He liked to poke things too...at one point he was in an ancient pyramid and almost knocked the sucker down becuase he was poking a pillar with a magic spear.

Known Attributes:
Str: Around 60
IQ: 9 (Barley...he was a very dull knife)
PE: 30-someodd
PP: 20-someodd

If I remember to I may try to get his sheet to post.


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Unread postPosted: Fri Feb 24, 2006 3:41 pm
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3497
Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
Young Flower

NOTE: The skill programs and education level are not standard HU2, but rather uses the material on Kuseru's site. I also use the super abilities on Brett Hegr's site and AJ Pickett's site. Gymnastics is my own modified version that can also be found on Kuseru's site. Also, the way that I present the text is the standard format that I use for all of my characters.

“I do not want to hurt you, but I must protect my friends.” - Young Flower to Immortal

A native of Osaka, Young Flower was a regular to a temple where she gained her martial art training. However, she did not really feel content in that environment. Although she spent over 30 years of her life there, she felt a yearning to travel the world. On her way to the airport however, she got some horrible news. A group of Oni attacked her temple and were holding her grandfather hostage. She knew by herself that she would be unable to defeat these foul villains. Thus she traveled to the U.S. and as luck would have it, joined a group that she hoped would be able to help her defeat the Oni that had desecrated her temple. She looks forward to going back home and defeating them.

Real Name: Tomiko Yamakami
Experience Level: 10th
Power Category: Dedicated Martial Artist
Alignment: Principled
Attributes: I.Q. 14, M.E. 12, M.A. 13, P.S. 8, P.P. 21, P.E. 20, P.B. 15, Spd. 12
Hit Points: 61, S.D.C.: 35
P.P.E.: 7, I.S.P.: None, Chi: 30
Age: 45 (looks 30), Sex: Female, Height: 5'3”, Weight: 111 Pounds.
Appearance: An attractive looking middle aged Japanese woman. She has no real outstanding features.

Natural Abilities: Zazshan Circle radius 26 feet. Cannot be surprised from behind and only loses +6 Initiative, +2 Parry, +4 Dodge bonuses against Invisible or Super Speed opponents.

Education Level: Special Training
Skill Programs: None
Skills: Language: Japanese 98%, Literacy: Japanese 98%, Language: English 70%, Literacy: English 30%, Calligraphy, Go, Floral Arrangement, Haiku, Aerobics, Cook 98%, First Aid 75%, Swimming 90%.

(1) Combat Style: Iwama-Ryu Aikido (10th level)
Combat Abilities: 4 Attacks per melee, Breakfall, Circular Parry, Combination Parry/Dodge, Disarm, Knife Hand Knock Out, Punch (Strike)(1D4), Kick Attack (1D8), Roundhouse Kick (3D6), Automatic Flip/Lock, Body Flip/Throw (3D6), Critical Body Flip/Throw, Choke, Combination Grab/Face Punch, Entering Throw, Hip Throw, Reverse Hold/Throw, Automatic Finger Lock, Automatic Wrist Lock, Automatic Elbow Lock, Clothing Hold, Neck Hold/Choke.
Weapon Katas: W.P. Bokken (+3 Throw, +4 Strike, +3 Parry), W.P. Jo (Staff) (+2 Throw, +4 Strike, +3 Parry).
Combat Bonuses: +6 Initiative, +3 Breakfall, +3 Roll with Punch/Fall/Impact, +3 Disarm, +3 Strike w/Weapon Katas, +7 Parry, +9 Dodge, +6 Lock, +6 Body Flip/Throw, Critical Body Flip/Throw Natural 18/19/20.
Martial Art Powers: Neural Atemi, Grasping Hand Atemi, Martial Art Awareness, Mute Strike Atemi
(2) Combat Style: Kendo (10th level)
Combat Abilities: 6 Attacks per melee, Maintain Balance, Breakfall, Combination Parry/Attack, Power Block/Parry, Strike (Punch)(1D4), Backward Sweep, Kick Attack (1D8), Combination Grab/Slash, Combination Strike/Parry, Forearm (1D4), Leap Attack.
Weapon Katas: W.P. Bokken (+3 Throw, +4 Strike, +3 Parry), W.P. Katana (+2 Throw, +4 Strike, +5 Parry), W.P. Shinai (+3 Throw, +4 Strike, +3 Parry).
Combat Bonuses: +6 Initiative, +1 Pull, +2 Maintain Balance, +2 Roll with Punch/Fall/Impact, +5 Strike, +6 Parry, +8 Dodge, +1 Damage, Ko/Stun 19/20, Critical 18/19/20.
Martial Art Powers: Fortress Penetration Kata (+3 Strike, -3 All Defense Rolls), Windmill Kata, Battojutsu (Only needs one action to dodge and strike with weapon all style and W.P. bonuses apply as well as +3 Initiative +3 Strike, +3 Dodge. However the weapon must be sheathed for the ability to gain any bonuses), Kiaijutsu.
Other Bonuses: +10% vs. Coma/Death, +3 vs. Poison, +3 vs. Magic.

Money: She has significantly less money than other members of the team. Her salary is only $24,000 a year and she devotes the rest of her salary to groups that help others.
Weapons: She has a high quality Katana (3D6) worth at least $6,000 dollars. The rest of her arsenal is of contemporary and easy-to-find weapons.
Items: Nothing of note.
Equipment: Nothing of note.

Top Hat Charlie

NOTE: The skill programs and education level are not standard HU2, but rather uses the material on Kuseru's site. I also use the super abilities on Brett Hegr's site and AJ Pickett's site. Gymnastics is my own modified version that can also be found on Kuseru's site. Also, the way that I present the text is the standard format that I use for all of my characters.

“You have not seen a real gentleman yet, have you?” - Top Hat Charlie to Overthrown

Despite his rather odd name and even odder attire, Top Hat Charlie is not someone to take lightly. He is a cold, ruthless killer that will not hesitate for a second to kill an enemy or fulfill a contract. His background is unknown, but many believe that he was a former ballet instructor that grew tired of dealing with normal people and instead decided to use his abilities in a life of crime. So far it has been quite lucrative for him, although the amount of damage and death he causes can sometimes turn some off from hiring him as he is quite flamboyant and not very subtle. But if you need a deadly distraction, he is the perfect foil for another operation.

Real Name: Tom Douglas
Aliases: Tim Drake, Gary Sanderson, White Suit, White Hat, Top Hat Charlie
Experience Level: 11th
Power Category: Mutant
Alignment: Diabolic
Attributes: I.Q. 12, M.E. 10, M.A. 14, P.S. 42, P.P. 17, P.E. 12, P.B. 23, Spd. 16
Hit Points: 56, S.D.C.: 79
P.P.E.: 4, I.S.P.: None, Chi: 12
Age: 38, Sex: Male, Height: 5'8”, Weight: 160 pounds.
Appearance: He normally wears a white suit with tassels and a white top hat that gives him his moniker. He also wears white cuff links and gloves (even his boots are white). Everything he wears in costume are white. He is a Caucasian male with red hair and blue eyes.

Cause of the Mutation: Radiation.
Mutant Characteristics: Cosmetic Mutation/Cro-Magnon Face (still considered handsome to most women).
Major Super Ability: Spin at High Velocity
Minor Super Abilities: Adhesion, Extraordinary Strength, Extraordinary P.B.
Natural Abilities: Can walk on walls and ceiling, can carry 420 pounds while using adhesion.
Spin at High Velocity Sub-Abilities:
1 Total Speeds: Spinning Speed (440 mph), Traveling/Running Speed (210 mph)
2 Deflect Projectiles and Gas Attacks While Spinning.
3 Create and Control Mini-Tornadoes While Spinning: Can pick up and hurl a single amount up to 900 pounds.
4 Fling Fusillade of Small Fusillade while Spinning: Range: 100 feet away affects a 20 foot radius. Damage: 1D6 and temporarily impairs vision: -4 Initiative, -4 Strike, -4 Parry, -4 Dodge.
5 Tunneling Ability.
6 Spinning Airborne Leaps: He can leap 110 feet up or 220 feet across.
7 360 Degree Vision While Spinning: Cannot be surprised by behind or by ground-based opponents.
8 Other Abilities: Can rise straight up into the air and hover there and spin up to 110 feet. He can also spin and fall safely from any height as long as he has two seconds and 80 feet of space. This counts as two melee attacks.

Education Level: Three Years of College and Trade School/Professional Thief
Skill Programs: Professional Thief, Con Man, Forger, Evasion Specialist, Athletics, Screen Acting, Teacher.
Skills: Hand to Hand: Expert Military, Language: English 98%, Literacy: English 98%, Basic Math 98%, Body Building, Gymnastics, Locksmith 98%, Climbing 90%, Prowl 98% including ceilings and other high places, Surveillance Systems 98%, Concealment 98%, Forgery 98%, Disguise 98%, Palming 98%, Pick Pocket 98%, Streetwise-Con Games 89%, Shell Game 64%, Art: Drawing 98%, Streetwise 89%, Computer Operation 98%, Photography 98%, Camouflage 98%, Detect Ambush 98%, Disguise 98%, Escape Artist 98%, Impersonation 98%/85%, Pick Locks 98%, Swimming 98%, Plyometrics, Public Speaking/Acting 85%, Research 98%, Writing (Technical) 80%, Basic Electronics 85%, Basic Radio: 98%, TV/Video 69%, Basic Mechanics 85%, General Athletics, Pilot Automobile 82%, Pilot Motorcycle 98%, Seduction 66%, Language: French 98%.
W.P. Skills: Knife (+4 Throw, +4 Strike, +4 Parry).

Combat Style: Hand to Hand: Expert Military and Gymnastics
Combat Abilities: 5 attacks per melee, Disarm, Entangle, Maintain Balance, Strike (Punch) (1D4), Kick Attack (1D8), Snap Kick (1D6), Wrist Lock, Elbow Lock, Body Flip/Throw (1D6), Sense of Balance, Sense of Strength, Handstand, Handstand – Escape, Somersault, Somersault – Escape, Somersault – Defense, Back Flip, Back Flip – Escape, Back Flip – Defense, Cartwheel, Cartwheel – Attack, Critical Strike 18/19/20.
Combat Bonuses: +2 Initiative, +8 Roll with Punch/Fall/Impact, +1 Maintain Balance, +2 Pull Punch, +6 Strike, +5 Parry, +5 Dodge, +2 Disarm, +32 Damage (applies to all below Special Attacks), +33 Sense of Strength, +3 Back Flip, +3 Sense of Balance.
Combat Bonuses While Spinning (Cumulative with above Combat Bonuses): +1 Attack per melee, +3 Initiative, +2 Roll with Punch/Fall/Impact, +1 Pull Punch, +1 Strike, +1 Parry, +3 Dodge, +6 Damage with punches, kicks, body/blocks and all below Special Attacks while spinning only (in addition to previous damage bonus), +9 Sense of Balance
Other Bonuses: 65% Charm/Impress.

Note about Top Hat Charlie's Fighting Style: In combat, one of his favorite attacks is to grab onto an opponent (preferably by their wrist with a Wrist Lock) and then start spinning, letting the opponent crash into things during the spin. The limit on this is his carrying capacity (420 pounds; he cannot use his special attacks on anyone heavier than this, and that is rare indeed) and his balance. He has some special attacks that are worth noting:
Important Note: He cannot spin at his full speed while holding an opponent. The maximum spin he can gain with any of the below attacks is 220 mph, for a total damage bonus of +44. This damage bonus applies to only the Spinning Opponent into Hard Object, Spinning Leap Throw, and Spinning Blade Attack.
Spinning Body Flip/Throw: This attack enables him to quickly grab someone and spin 360 degrees and then throw them to the ground. This is more painful and damaging than a traditional Body Flip/Throw because of the added torque of his spinning. The attack does 3D6 damage and uses up only one melee attack and opponent loses two melee attacks that round, or loses initiative for following melee round, however Top Hat Charlie is -2 to dodge his next melee attack that round because he is slightly disoriented from the change in movement. Best used on a single opponent. Note that characters with Supernatural Strength do not lose two attacks and always regain Initiative.
Spinning Stop: This attack is where he grabs his opponent and simply stops. The stop in rotation on most opponents is severe and painful. Normal humans suffer 3D6 damage direct to hit points and also a torn shoulder rotator cuff (if not outright dismemberment) from such a deadly move. Super humans however are much more resilient (only suffer damage to S.D.C. and no risk of dismemberment. See Special Opponents to see who can defeat some of his more powerful attacks. Note however that characters with Supernatural Strength are immune to the damage from this attack (too strong) and are likely to be more annoyed than anything by the outcome.
Spinning Opponent into Hard Object: This is the attack that he is most famous for. With this attack he grabs an opponent and starts spinning, letting them hit anything in the way. Most victims of this attack are completely helpless; no dodges are possible (unless one has Super Speed or Super/Heightened Agility) and one can only hope to dodge the initial attack. Getting out of this attack is difficult unless one has a power to dissuade him from continuing it. This includes auras, APS powers, Intangibility, Teleportation, Energy Expulsion, and any damaging attack. The damage from being spun into a hard object is the spinning damage, P.S. Damage bonus, plus 2D6 damage. Note that because of the spinning speed, radar, extraordinary hearing, and similar powers are completely useless (although Zazshan does not provide any bonuses, the character can make unmodified dodge rolls because he or she can sense the Chi of whatever the character is going to crash into. Chi Awareness does not apply because the speed of spinning cannot be compensated by the Chi Awareness).
Spinning Release: This attack is simply where he keeps spinning but releases his opponent. The character is thrown back 2D4x10 feet (twice that if under 200 pounds; half that if over 300 pounds) and with the velocity of travel, if he or she hits anything solid he or she takes 3D6 damage (damage bonuses apply; Roll with Punch/Fall/Impact and Breakfall apply to this attack).
Spinning Leap Throw: This attack enables him to grab an opponent, then use his ability to float to go up into the air, and then spinning and slamming the opponent back to the ground. This is his most visually spectacular attack although it is not his most damaging. This attack uses up all of his attacks per melee but one, and he cannot dodge or parry while performing the attack. The attack does 6D6 damage plus damage bonuses and the opponent is stunned for 2D4 melee rounds from the force of the impact.
Spinning Jump Kick: An attack not normally available to characters without extensive martial arts training, but because of his experience and powers, this is an attack that he possesses. He leaps slightly in the air, spins rapidly then pushes his leg out for a deadly hit. The damage is 4D6 + damage bonuses because of the speed of his leg and the opponent must make a Maintain Balance roll at -4 to stay on ones feet. It only uses up one attack for Top Hat Charlie.
Spinning Blade Attack: This is a deadly attack, where he holds two knives and then starts spinning and cuts up his opponents with the blades. The blade damage is used plus P.S. bonuses and spin bonuses (all damage bonuses are applicable). Full W.P. bonuses apply to this attack.
Special Opponents: Characters with Body Weapons (unless Top Hat Charlie is wearing gloves) can use the ability to prevent him from actually grabbing them without taking damage. Control Kinetic Energy (this character can use the Null Field to instantly stop him from spinning) is the most powerful opponent that Top Hat Charlie could meet, because he or she could stop him from spinning and render him quite powerless. Some characters that can either escape or remain less harmed from the special attacks include the following powers (any notes to above attacks will be noted): Characters with APS (Any), Extraordinary P.E., Healing Factor, Nigh-Invulnerability, Superhuman Strength, Alter Limbs, Bio-Armor, Bio-Ghost, Control Radiation, Create Force Field, Disruptive Touch (a dangerous dance for sure), Force Aura (is immune to above attacks because Top Hat Charlie cannot actually grab the character even with his Adhesion), Gravity Manipulation, Intangibility, Negate Super Abilities (pretty much the same effect as Control Kinetic Energy), Super Energy Expulsion, and Weight Manipulation. Note that characters with Invulnerability are immune to all of his attack damages (although I don't like Invulnerability as a power and never use/allow it in my games). Likewise, because of their great strength, characters with Supernatural Strength can usually be prevented from spinning against their will, especially if they remain on their feet.

Money: He has tons of money. He does what he does because he enjoys it.
Weapons: Other than two high quality hunting knives (1D8) he has no other special equipment, not even body armor.
Items: Nothing of note.
Equipment: Besides his old Buick, he has nothing of interest.


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Unread postPosted: Fri Feb 24, 2006 4:00 pm
  

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Palladium Books® Freelance Writer

Joined: Tue Dec 18, 2001 2:01 am
Posts: 2639
Location: Baltimore, MD
Hrmm what if someone had friction control against ole Top Hat Charlie? (Great character btw)

_________________
"Faith and reason are like the shoes on your feet. You can get a lot further with both than you can with just one." -- JMS

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 Post subject:
Unread postPosted: Fri Feb 24, 2006 4:03 pm
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3497
Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
el magico -- darklorddc wrote:
Hrmm what if someone had friction control against ole Top Hat Charlie? (Great character btw)


Thanks, he is one of my favorites also. I never considered Friction Control, but if it can slow him down, then he'd be more vulnerable.


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Unread postPosted: Fri Feb 24, 2006 4:06 pm
  

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Palladium Books® Freelance Writer

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Location: Baltimore, MD
Mephisto wrote:
el magico -- darklorddc wrote:
Hrmm what if someone had friction control against ole Top Hat Charlie? (Great character btw)


Thanks, he is one of my favorites also. I never considered Friction Control, but if it can slow him down, then he'd be more vulnerable.


I see him with a top hat, suit and monacle....and a cane.

And friction control can slow ya down or it can make you not have any friction at all.

Since friction control is a major power I rule that it overrides adhesion in my games, which is a minor power.

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"Faith and reason are like the shoes on your feet. You can get a lot further with both than you can with just one." -- JMS

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 Post subject:
Unread postPosted: Fri Feb 24, 2006 4:07 pm
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3497
Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
el magico -- darklorddc wrote:
Mephisto wrote:
el magico -- darklorddc wrote:
Hrmm what if someone had friction control against ole Top Hat Charlie? (Great character btw)


Thanks, he is one of my favorites also. I never considered Friction Control, but if it can slow him down, then he'd be more vulnerable.


I see him with a top hat, suit and monacle....and a cane.

And friction control can slow ya down or it can make you not have any friction at all.

Since friction control is a major power I rule that it overrides adhesion in my games, which is a minor power.


Even if he loses adhesion, he still has some formidable powers thanks to his spinning (such as Spinning Blade Attack and Fling Fusillade)


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 Post subject:
Unread postPosted: Sun Feb 26, 2006 2:07 am
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3497
Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
*bump* Doesn't anyone else have any heroes to add?


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 Post subject:
Unread postPosted: Sun Feb 26, 2006 9:15 am
  

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don't worry, I got a few...just pressed for time. worked OT all week.

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 Post subject:
Unread postPosted: Sun Feb 26, 2006 4:50 pm
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
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Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
Grinder

“Hey Gringo, say hello to my bladed friend.” -Grinder to Captain Constitution

Always someone that was at the right place at the right time, and with the right connections, Miguel was sometimes too lucky for his own good. Growing up in a very poor town, he managed to get decent enough grades to get into college, where he was pretty good with his hands and got a degree in Mechanics and Chemistry. Using that background, he went to work in a chemical factory in Mexico, but he was horrified at the working conditions there. Nonetheless, he had no choice but to work there, because there were few other opportunities for him. One day while working, a support beam broke and some chemicals fell on him, that knocked him into another vat of chemicals. He probably would've died if it wasn't for a dormant mutant gene that triggered itself, and he arose out of the deadly muck in a full suit of organic metal.
Since that time, he has decided to use his mutant abilities for his own personal gain. During a heist on a bank in San Diego, he was having trouble escaping the police. It was there that he would meet his future partner, Eroder. Eroder was trying to escape a jewelry heist when the cops surrounded the two of them. They decided to pool their powers, and the results were impressive. They easily beat the cops and escaped with the loot. Since then, they realized that they had a lot in common and pooled their resources to become one of the most effective mercenary duos around.

Real Name: Miguel Ferrera
Aliases: Grinder
Experience Level: 6th
Power Category: Mutant
Alignment: Miscreant
Attributes: I.Q. 11, M.E. 9, M.A. 9, P.S. 24, P.P. 12, P.E. 11, P.B. 12, Spd. 19
Hit Points: 34, S.D.C.: 31
P.P.E.: 10, I.S.P.: None, Chi: 11
Age: 23, Sex: Male, Height: 5'11”, Weight: 165 Pounds.
Appearance: A Latino male with odd indentations on his forehead (in the shape of a cross). Other than that he appears normal. He likes to wear leather and headbands, and is very rude and in your face most of the time. His Bio-Armor form is a futuristic suit of armor (with intricate weaves around joints and stylish screws and bolts on his ankles, chest, and wrists) with a variety of different mechanical devices on his hands, most typically a grinder (hence his code name) or a band saw.

Cause of the Mutation: Exposure to strange chemical combinations (worked in a Mexican chemical factory)
Mutant Characteristics: Random Mutation/Unusual Forehead, Lightweight Bones
Major Super Abilities: Alter Limbs and Bio-Armor
Minor Super Abilities: None
Natural Abilities: None, other than his major super abilities.
Alter Limbs Sub-Abilities:
(1) Body Weapons: Regular weapon damage +1D6, +1 Initiative, +1 Strike, +1 Parry with Body Weapon.
(2) Mechanized Body Weapon: To fire a gun-like weapon, it costs him one hit point for 12 bullet-like projectiles (3D6 damage) or one hit point for two grenades (1D6x10 damage). Each motorized body part burns up one hit point every two minutes/8 melee rounds.
(3) Shield Arms: The character can turn his arms into shields. Blunt and blade attacks are parried at +5, while arrows, bullets, energy blasts rockets are a normal parry without bonuses. The damage from parrying a fast moving attack is reduced to 10% if successfully parried.
(4) Stretch Limbs: Limbs can be stretched to three times normal length, but remain consistently solid.
(5) Locomotion and Limbs: He can transform his legs into wheels, tank treads, pogo stick, and similar. Wheels that don't require a motor increase Spd. to 57 (40 mph/63 km/h). Wheels that require locomotion to move (like an engine) increase Spd. to 114 (80 mph/130 km/h) but cost one hit point every two minutes.
Bio-Armor Sub-Abilities:
(1) Bio-Armor: Natural A.R. 16, 320 S.D.C. Armor vs. damage is same as APS: Metal. +2 Initiative to cover body with Bio-Armor during a melee round. His height is increased to 6'0” and his weight is increased to 215 pounds.
(2) Partial Armor: he can choose to cover only the arms, legs, upper body, or lower body. The entire amount of S.D.C. and Natural A.R. is used to cover that region.
(3) Resistant to Heat, Fire, and Cold: Half normal damage, including magic, super powered, and psionic attacks.
(4) Other Bio-Armor Abilities: P.S. is increased to 26 (Extraordinary) +1D6 to melee damage (can be added to Body Weapon damage, above), no reduction of speed or mobility. Does not protect against most magic or psionic attacks, or gas or disease (breathes air normally). Also, electrical attacks totally bypass the Natural A.R. And do full damage to his S.D.C.

Education Level: Four Years of College
Skill Programs: Science, Mechanical (General), General Handyman, Electronics Technician, Lab Assistant, Trucker.
Skills: Hand to Hand: Expert Self Defense, Language: Spanish 98%, Literacy: Spanish 98%, Basic Math 98%, Advanced Math 98%, Research 98%, Computer Operation 95%, Chemistry 85%, Analytical Chemistry 80%, Biology 85%, Botany 85%, Mechanical Engineer 80%, Locksmith 80%, General Repair/Maintenance 95%, Jury-Rig 80%, Radio: Basic 98%, Basic Electronics 85%, Computer Repair 80%, Read Sensory Equipment 85%, Photography 90%, Automotive Mechanics 80%, Pilot Freight Hauler 82%, Pilot Large Truck 98%, Pilot Small Truck 98%, Navigation 98%, Pilot Automobile 97%, First Aid 75%, Athletics (General), Swimming 80%, Pilot Motorcycle 84%, Language: English 80%, Literacy: English 60%, Law (General) 55%.
W.P. Skills: None

Combat Style: Hand to Hand: Expert Self Defense.
Combat Abilities: 4 Attacks per melee, Roll with Punch/Fall/Impact, Disarm, Entangle, Punch (Strike) (1D4), Knife Hand (1D6), Kick Attack (1D8), Snap Kick (1D6), Backward Sweep, Knockout/Stun 18/19/20.
Combat Bonuses: +1 Initiative, +3 Roll with Punch/Fall/Impact, +2 Pull Punch, +2 Strike, +4 Parry, +4 Dodge, +9 Damage (+11 in Bio-Armor), +10 Sense of Strength (+12 in Bio-Armor).
Other Bonuses: None.

Notes about Grinder's Fighting Style: In combat, he likes to get real close and turn his hands into Body Weapons and Mechanized Body Weapons. He will get in your face with a standard grinder as his left arm (4D6+11 damage with full bonuses accounted for), and a buzz saw as his right arm (5D6+11 damage with full bonuses accounted for). Luckily for most, he is not a great fighter, but he has some deadly weapons that one has to be wary of. If he's running low on hit points, he'll turn his left arm into a shield and his right arm into a long, serrated knife (does 3D6+11 damage, all bonuses included). On his own, he's a tough but unskilled fighter, but when combined with Eroder, they become a dangerous duo.

Money: He has about $3 million in savings buried in a desert somewhere, tends to steal whatever else he needs or wants.
Weapons: None; after all he can make his own!
Items: Nothing of note.
Equipment: Other than a van that he and Eroder use, nothing of real value.

Eroder

“Wow, you're actually kind of cute. Too bad you're not good enough for me.” -Eroder to Hypothermia

He hated being the kid that no one liked. Not smart enough for the nerd herd, not athletic enough for the jock rockers, not crazy enough for the druggies, and not cool enough for the skids, no one really seemed to hang around poor Rick. So Rick would go home and torture animals instead. Because no one liked him and no one paid any attention to him, no one noticed when his mutant abilities started to manifest. But he did, and he was delighted. Soon everyone would come to know and fear him and he would eventually rule the world. But he wasn't as smart as he thought he was, nor as successful as he thought he'd be. He was arrested for trying to steal the baseballs from a little league game and during his time in prison, his powers grew stronger.
When he was let out of prison, he made a brazen jewelry heist in the city. It was during this fateful robbery that he would meet his partner in crime, Grinder. And the rest as they say is history.

Real Name: Rick Cornerstone
Aliases: Eroder
Experience Level: 4th
Power Category: Mutant
Alignment: Diabolic
Attributes: I.Q. 9, M.E. 10, M.A. 10, P.S. 9, P.P. 11, P.E. 11, P.B. 7, Spd. 7
Hit Points: 24, S.D.C.: 30
P.P.E.: 7, I.S.P.: None, Chi: 11
Age: 30, Sex: Male, Height: 5'9”, Weight: 209 pounds.
Appearance: Appears as an obese Caucasian with freckles, glasses, brown hair and brown eyes. He is not very athletic and except for Grinder, no one really likes him.

Cause of the Mutation: Exposure to radiation.
Mutant Characteristics: None
Major Super Abilities: Control Elemental Force: Water, Control Elemental Force: Air
Minor Super Abilities: None
Natural Abilities: Accurately sense depth underwater to 1D6 feet, accurately sense direction underwater, resistant to cold underwater, depth tolerance is 1000 feet, can hold breath underwater for 8 minutes. Cold and electricity do half damage, can accurate sense air temperature to within 1D4 degrees.
Control Elemental Force: Water Sub-Abilities:
(1) Calm Water: Duration: 12 melee rounds, Range: up to 300 foot radius, 1000 feet away.
(2) Create Waves: Duration: Instant, Range: up to 300 foot radius, 1000 feet away, uses up two power attacks per melee, damage varies with wave size. +4 Strike.
(3) Water Slam: Duration: Half a melee, Range: 180 feet, line of vision, 2D6+4 damage, +3 Strike.
(4) Water Spout: An ability with a variety of effects.
(5) Wall of Water: Duration: 20 minutes, Range: 200 foot range, uses up two power attacks per melee, No damage per se, bullets and lasers -8 to strike and suffer reduced damage.
(6) Whirlpool: Duration: 8 minutes, Range: 380 feet, uses up all attacks per melee and must be first attack of the round, does 4D6 damage every melee round.
(7) Create an Air Bubble (Underwater Only): Duration: 32 minutes, Range: Self or 180 feet away, Bubble S.D.C.: 50, counts as three power attacks per melee.
(8) Walk on Water: Duration: 40 minutes, Range: Self or 4 feet, counts as one power attack per melee.
Control Elemental Force: Air Sub-Abilities:
(1) Wind Rush: Duration: one melee, Range: 300 feet, +3 Strike. Variety of effects.
(2) Whirlwind: Duration: 8 melee rounds, Range: 20 foot radius, can be created up to 300 feet away. Variety of effects.
(3) Ride the Wind: Duration: 40 minutes, Range: Self, Maximum Speed: 15 mph.
(4) Change Wind Direction: Duration: 16 minutes, Range: 320 foot radius.
(5) Stop Wind/Control Wind Speed: Duration: 16 minutes, Range: 160 foot radius.
(6) Create Air Bubble: Duration: 48 minutes, Range: Self or 60 feet, Bubble Radius: 6 feet, Bubble Spd. 10
(7) Call Lightning: Duration: Instant, Range: 280 feet, +2 Strike, 6D6 damage, counts as one power attack per melee, opponent -3 Dodge.
(8) Atmospheric Manipulation: Duration: 60 minutes, Range: 900 foot radius, each manipulation counts as two power attacks per melee, variety of effects.

Education Level: Trade School/Basic Thug
Skill Programs: Thug/Punk/Two Bit Hood (Modified; no Running skill for him), Forger, Historian, General Handyman
Skills: Language: English 80%, Literacy: English 60%, Basic Math 75%, Pilot Automobile 78%, Forgery 50%, Art: Drawing 65%, Streetwise 46%, Photography 65%, Computer Operation 70%, History 55%, History: Era Specialization: WWII: 55%, History: Era-Specialization: Roman Empire: 55%, History: Era-Specialization: German Industrial Revolution: 55%, Language: German 80%, Literacy: German 60%, Literacy: Latin 60%, Writing: Prose 55%, Basic Electronics 60%, Basic Mechanics 60%, General Repair/Maintenance 65%, Jury-Rig 55%, Radio: Basic 75%, Cook 55%, Swimming 70%, Art: Paint 55%, Research 70%. Has fewer Secondary Skills than a normal character because he's lazy. Also has no hand to hand style.
W.P. Skills: W.P. Knife (+2 Throw, +2 Strike, +2 Parry), Chain (+2 Entangle, +2 Strike, +1 Parry), W.P. Shotgun (+4 Aimed, +2 Burst).

Combat Style: None.
Combat Abilities: One melee attack per round, or four by super abilities (he practices these more).
Combat Bonuses: None! Check out the tandem moves however.
Other Bonuses: None!

Notes about Eroder's Fighting Style: Eh, what fighting style? From a distance he can be intimidating, but up close he is horrible. One attack per melee and no combat bonuses, that ain't gonna get you far if you want to be a world conquering super villain friend.

Money: He steals what he wants, but tends to spend a lot of money on food.
Weapons: None (which is really kind of dumb on his part).
Items: Nothing of note.
Equipment: If he were smart, he'd get some protection. But he feels that's invincible, so he has nothing of real value.

Tandem Attacks: Separate, they are not very impressive. But as a team, they know how to maximize their attacks and work well together. Here are the most common combat tactics that they employ and can be amazingly dangerous.
Air/Water Launch: This attack is when Eroder uses either a Wind Rush or Water Waves to push Grinder towards an opponent. The result is a -2 dodge penalty for the victim because of the unusual method of the attack, plus a +2D6 damage bonus to the attack. It uses up one of Grinders attacks per melee, and the appropriate number of attacks for the attack for Eroder. It is one of their favorites.
Pushing Action: This attack is where Eroder uses one of his powers to push an enemy into Grinder. Water Spout and Wind Rush are two of the most common. Since Grinder usually knows what is happening he doesn't get any penalties to combat. The victim however, unless he or she has flight, an appropriate CEF or APS power, will suffer -2 to combat for the remainder of the round, unless he or she can somehow regain initiative. Of course, this attack will have no effect on APS: Metal, APS: Stone, Growth, or Supernaturally Strong characters.
Lightning Rod: Unless a character is invulnerable to electricity or lightning, this can be a nasty attack. Grinder stands at one end and the victim is in the middle, while Eroder is on the other end. Eroder uses his Call Lightning attack and focuses it to nail the victim instead of Grinder, who in his Bio-Armor is a great conduit for electrical attacks. The attack gets no special bonus to strike, but the victim suffers an additional -3 dodge because of the tandem teamwork. Another alternative is for Grinder to be holding his opponent when the Call Lightning is done. Sure they both take the 6D6 damage (Grinder's armor always takes full damage from electrical attacks) but at least the victim can't dodge the attack. As long as it's for the greater good, Grinder is willing to endure a little discomfort.


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 Post subject:
Unread postPosted: Mon Feb 27, 2006 11:43 am
  

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Palladin

Joined: Wed Dec 08, 2004 4:49 pm
Posts: 6851
Location: Dinosaur swamplands
Comment: Full of Love and C-4, give me a hug.
Caleb


“How about I just break your neck, @#@$%^%!"

Caleb is just a pure and simple bully, killer and just one of them scum of the earth type of guys. Born in the rough part of town, lefted for dead in a trash can at 1 day old, he was found by Elementrol, Caleb was raised and trained by Demon Hawk and the sisters. Caleb is no more then Elementrol's attack dog and he enjoys his job. Caleb has a long running feud with Hannibal of Porter Inc. and Anvil, who he has never beaten yet, but vows to kill them both.

Real Name: unknown
Aliases: Caleb
Experience Level: 7
Power Category: Mutant (Gentic Aberration)
Alignment: Diabolic (evil)
Attributes: IQ: 12 ME: 20 MA: 11 PS: 63 PP: 13 PE: 36 PB:7 SPD: 30
Hit Points: 124, S.D.C.:266
P.P.E.:n/a, I.S.P.: n/a , Chi:n/a
Age: 30, Sex: male , Height: 7' 5", Weight:600lbs
Appearance: see picture

<<Category Specific Abilities;

Superhuman Strength
Energy Explusion Energy, Range 600ft damage 9d6
SuperVision: Advanced Sight range 7 miles
Extraordinary Physical Endurance

Education Level: equal to High school graduate
Skill Programs:Skills:
W.P. Skills:

Combat Style: Hand to hand Assassin
6 attacks, +2 to strike, +6 to dodge, +6 to parry, +6 to roll , +8 to pull punch, +1 to initiative, the 4 to damage

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 Post subject: Re: Slay
Unread postPosted: Mon Jun 18, 2007 8:36 am
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7694
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
The Artist Formerly wrote:
Alien, Mega-Villian.
Name:Slay 7th level villian
IQ:4 ME:3 MA:4 PS:67 PP:17 PE:19 PB:3 SPD:8
Alignment:Miscreant (animal like thought patterns)
Height:16 feet. Weight:2244 lbs.
Hit: SDC:1089
Humanoid/Ape like appearance with a pronounced snout nose and chin.
Homeworld/dimension:Toxic atmosphere. Slay does not breath.
Slay is a manufactured creature, differant fromwhatever else might exist where ever it is he comes from, as such he's would be a mutant.
Skills: Slay doesn't have sufficent mental power to master many skills. Or a toaster for that matter. Concider him a combat specialist.

Skills: Hand to Hand: Basic. Running, Body Building. Athletics. Wrestling.
WP:Blunt WP:Staff WP:Thrown WP:Player Character WP:Axe WP:Blunt. :)

S:2 P:5 D:4 F/R:4 APM:6 INI:1

NAR:16

SN Strength inflicts: 2d4x10+58 points of damage.

Mutant characteristic: Unusally large hands. +6 damage to punches.

Powers:APS:Stone. Multipul Limbs. Giant.
Mega-villian powers: Super Natural PS. Increased SDC. Enhanced healing (heals five times faster then a normal human). Immortal. Slay can only be killed by beheading him with his own axe. In his case, that's the only way. Of course it's been lost for ages and ages.

Penilties: Power lock, Slay doesn't have another form, this is it. Slow and ponderous. Deadly Metal: The (mystic) metal that makes his axe by-passes his AR, and does double damage to him, direct to hitpoints.
WP: Player Character!! :D :D :D That is hilarious.

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 Post subject:
Unread postPosted: Fri Jun 22, 2007 2:35 pm
  

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Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
Yeah, you're right that is extremely funny! :D

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"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: Slay
Unread postPosted: Tue Jun 26, 2007 5:55 am
  

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Dungeon Crawler

Joined: Wed May 30, 2007 4:43 am
Posts: 222
Location: Middle of the UK
Mr. Deific NMI wrote:
The Artist Formerly wrote:
Alien, Mega-Villian.
Name:Slay 7th level villian
IQ:4 ME:3 MA:4 PS:67 PP:17 PE:19 PB:3 SPD:8
Alignment:Miscreant (animal like thought patterns)
Height:16 feet. Weight:2244 lbs.
Hit: SDC:1089
Humanoid/Ape like appearance with a pronounced snout nose and chin.
Homeworld/dimension:Toxic atmosphere. Slay does not breath.
Slay is a manufactured creature, differant fromwhatever else might exist where ever it is he comes from, as such he's would be a mutant.
Skills: Slay doesn't have sufficent mental power to master many skills. Or a toaster for that matter. Concider him a combat specialist.

Skills: Hand to Hand: Basic. Running, Body Building. Athletics. Wrestling.
WP:Blunt WP:Staff WP:Thrown WP:Player Character WP:Axe WP:Blunt. :)

S:2 P:5 D:4 F/R:4 APM:6 INI:1

NAR:16

SN Strength inflicts: 2d4x10+58 points of damage.

Mutant characteristic: Unusally large hands. +6 damage to punches.

Powers:APS:Stone. Multipul Limbs. Giant.
Mega-villian powers: Super Natural PS. Increased SDC. Enhanced healing (heals five times faster then a normal human). Immortal. Slay can only be killed by beheading him with his own axe. In his case, that's the only way. Of course it's been lost for ages and ages.

Penilties: Power lock, Slay doesn't have another form, this is it. Slow and ponderous. Deadly Metal: The (mystic) metal that makes his axe by-passes his AR, and does double damage to him, direct to hitpoints.
WP: Player Character!! :D :D :D That is hilarious.


Does it apply only in HtH or to thrown player characters as well? Is there a seperate skill for WP: Non-player character?

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 Post subject:
Unread postPosted: Sat Jul 07, 2007 11:19 pm
  

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Adventurer

Joined: Fri Nov 24, 2006 9:09 am
Posts: 498
Location: The Frozen North
Crypt-Stocker

Brutus always knew he was different than they other kids in his neighborhood. Nothing that he could put his finger on, just that he was special in some way. As it turns out, he was dead wrong, nothing special about him whatsoever. He grew up being constantly teased, bullied, and beaten by his peers whenever they had the chance. Neither of his parents, nor any of the adults at school stepped I to help him they simply saw it as “boys being boys”, and ignored him.

After high school, Brutus joined the army, hoping to get away form those who had made his life miserable. Bad decision, as he didn’t read all the fine print involved. Since he was a ‘physically inferior specimen’, and they were needing to conduct experiments, testing new vaccines and such, he was chosen as part of the expendable test subjects. He was put through basic training, and given ‘vitamins’ and ‘protein supplements’ every day. After a few weeks of this, his skull felt like he had a rabid badger clawing to get out, he was always nauseous, and his fingers alternatively burned and itched. He had no idea what was happening to him, but he finally figured out that it was the pills he was given that was causing it (he noticed that not all of the recruits were given them).

He stopped taking them, and that was what saved his life. The pills and such did grant powers, but taken too long in the amounts they were given would prove lethal. He was one of only three who survived out of nearly forty tested, and he was the only one who was sane. Of the the other two, one was rendered nearly catatonic (lights were on, but nobody’s home), and the last was a raving psychopath who desired nothing more than to kill anybody he could get his hands on. Brutus finally managed to escape the base, and wandered the wilderness for several years, living off of the land, and avoiding humanity altogether (has a hard time trusting anybody after what he had gone through).

Finally he stopped in a mountainy region, and was fixed to live his life in solitude when fate stepped in and proceed to through all his plans out the window yet again. He ended up saving a young blind girl from a band of drunken lowlifes and escorting her back to her grandfather’s house. There the old man managed to look past the countenance the young man in front of him had, and see to the scared and abused boy within. Taking pity on Brutus, he invited him into his house, and offered him a place to stay for as long as he liked, no questions asked for as long as he wanted.

Over the next year of so, Brutus slowly filled in his life’s story to Father Wong, all about the torments he suffered as a child, the lies and deceit in the military, all of it. Father Wong offered to help him understand himself, to know himself so he could know his path in the world. Father Wong taught him everything form Jiu-Jitsu to philosophy over the next few years before tragedy struck. Little Elinore was on her way home from school when she was hit by a truck, crushing her. The driver was a drug runner, and took off immediately after hitting her, careering through town and out into the woods.

After finding out about this, Brutus tracked the offender down, and proceeded to extract all of the information he had about the people he worked for. He then went on a killing spree, taking the organization apart brick by brick, man by man, all the while gathering more info on the other drug rings. He eventually moved on to all corrupt officials and those involved in the drug trade, and has been there ever since, plotting different ways of brining them down once an d for all. On at least three different occasions has actually broken into a jail to get at the man he wanted, and each time has managed to escape virtually unscathed. One on his favorite tactics was to run up behind the bad guys and either try to rip their heads off or break their necks using his strength, speed, and invisibility.

Father Wong took a very dim view on all of this, and tried to get Brutus to give up his quest, but to no avail. Finally, he challenged Brutus to a duel, winner would dictate Brutus’s path in life. After several hours of struggle, Brutus barely managed to defeat the ninety year old man, but out of respect for him changed his modus operandi. Instead of killing them, he merely gathers evidence on the criminals and sends it anonymously to the authorities (also sends incriminating evidence to the F.B.I. about crooked cops and politicians). He has been responsible for shutting down at least three major drug smuggling operations, and at least ten times that in smaller drug rings and operations in the last five years alone.

Power Category: Experiment, Three Majors: Lycanthropy, Canine Animal Powers, and Invisibility (Later changed to Smoke and Mist generation after a life altering battle in which he was pumped full of the drugs that gave him his powers, resetting his experience levels). Suffered from a rather odd side effect, he no longer needed to sleep! Hasn’t slept a wink in almost fifteen years now, and automatically saves vs. any attempt to knock him out.

That’s all I have, the rest of the stat sheet was damaged in storage, water got all over it and ruined most of the rest (a few bits are legible but not enough to rebuild him like his last name or physical stats).

_________________
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...

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"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net


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 Post subject:
Unread postPosted: Mon Jul 09, 2007 2:29 am
  

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Adventurer

Joined: Tue May 22, 2007 1:33 am
Posts: 463
The Fighting Iron Mountain

Real Name: Eric Zemmerman
Aliases: The Wall , The Iron Defender (from mutants and those he has saved) and the Crushing Hill.
Race: Once Human, Now Mega Being
Group Affiliation: None for the moment
Occupation: Criminal and "Mutant" Defender.

Alignment: Aberrant (leaning toward good)
Power Category: Immortal Golem
Experience Level: 23rd Level
Hit Points: N/A S.D.C.: 3240 Natural AR: 16 (Iron) [MDC Worlds: 3240 MDC]
P.P.E.: 128
Attributes: IQ 15, ME 18, MA 12, PS 63, PP 28, PE 32, PB 8, Spd 22
Age: 683 Sex: Male Height: 7 Feet. Weight: 1300 lbs.

Mega Powers: Natural** Abilities of Golem (See Below)
Major Powers: Natural Combat; Invunerability; Massive Damage Capacity; PS Supernatural; World Gate; and Defensive Immunity.

**Natural Abilities: Impervious to possession, poison, drugs, gases (doesn't need air/food/water), and disease. Regenerate 2d6 per melee round. Limbs regenerate within 8 hours and the Golem Completely reforms in 48 hours at full strength, if destroyed. Only way to killed forever is to: inflict more 600 SDC by magical means (spell, magic weapon,ect..), take gemstone that is the Golem's Heart (Deep in Chest), and throw the gem into the Ocean. If gem recovered from ocean within 20 years; will regenerate to full strength in 48 hours after being brought to dry land. >>This informaton about ocean is Unknown to most except other golems-immortal, a few master wizards and gods<<**


Weaknesses: Magic Causes Double Damage and Obessions: Wealth and Power (Revenge has faded after killing those that made him this way.) and Helping fellow freaks (mostly young and weak).

Combat Training: Natural Combat (PP and Golem Bonuses Included)
Attacks: 12
Combat Bonuses and Saves: +9 Initiative, +8 Strike (+10 any weapon), +7 Parry (+9 with any weapon that parries), +7 Dodge, +7 Automatic Dodge, +10 Impact/Roll, +16 Pull Punch, +10 Disarm, +8 Entangle, +15 vs Horror Factor, +5 vs Mind Control, +9 vs Magic, +2 psionics/insanity and +48 damage.


Education Level and Skills: General Studies Plus Age
Program Skills: Language(Speak/Read/Write): English/ Spanish/ Chinese/ Japanese/ Atlantean and Dragonese/Elf, Tracking, Prowl, Streetwise, and Basic Math.

Secondary Skills: Research, Computer Hacker, Computer Programming, Land Navigation, Read Sensory Equipment, Basic: Radio, Computer Operation, Pilot Automobile, Pilot Spaceship, General Dimensional Knowledge and Intelligence.

Money: Has amassed $2,840,000 so for.

Weapons, Vehicles and Other Equipment:
Prefers World Gate, Natural Abilities but has a top of the line computer (stolen) for Information Garthering.


----------------------------------------------------------------------

Eric Zemmerman was a normal teen in the low income section of town. Both parents worked but they always got by. In the paper he saw a job ad: $10,000 for testers come to South Smith Street in interest. He went to find 50 other people waiting in front an old building. An older man in a black robe came out the door and looked over each person. The old man selected Eric and he lead Eric ito the building. He introduced him to 11 other individuals and claim to be real wizard of The Red Counsil(RC for short). They said if he was willing to be a test subject for spells he could have $10,000 cash and possible more. Since, Eric didn't believe in magic he agree if he could take the cash home first. The RC agreed to this and Eric took the money home. At first his parents thought robbed someone but Eric said it was a sign on bonus for a Test Trail Drug (a little white lie); he even gave the RC phone number to verify the job was real. After, his parents verified the information; then, they we're happy (he gave half to them and the rest in the bank). He went back to the RC the next day and with through some exercises to "purify" his body (he thought this is a piece of cake). Then the 1st spell hit him like a slegde hammer upside the head. He started to beg to stop (even offer to return the money) but the RC just cast one spell after another. Everything went black from Eric (he thought this was the end) and next thing he know he has starring at a Iron Statue in a mirror. Eric looked closer and the statue looke back; he didn't know how but He Was the Statue!! The RC members were standing around giving praise to one another. Eric demanded to be put back in his body. The RC laughed and pointed at a pile of dust on the ground. Eric went mad and charged at the RC. As Eric charged the RC, casted a spell stopping him in his tracks. Then the RC focused their combined energy and opened a swirling blue portal under Eric. Suddenly Eric found himself in a dimension of demons, dragons and all manner of vile creatures. The creatures instantly attacked and so begin the next 658 years of never ending combat and regeneration (no oceans in dimension). All he thought about was revenge and destroying those who did this to him and wonder why the RC picked him (he figured it was because he was from a poor family). On that 658 day, a blue portal opened and Eric drove though it. He was before 5 tattoo very tall humans (Atlanteans) and Eric took a defensive stance; One Atlantean touch a tattoo and asked how did it get here and what did it want (the Atlanteans needed info from a demon...wasn't ready for this). So, Eric began to explain his story; all the Atlanteans were amazed that he wasn't more crazy then he was. The group talked and said if he came with them right now that they would get him home. After, 10 years of travel with the group and learning of his powers (and weaknesses) the group opened a gate home for him (the group helped him to focus his anger and reminded him good still exists). After the goodbyes, he returned home with a large robe and hood on to disguise himself. He thought the world would be much different (600+ years) then he saw a newpaper and fell to his knees. The paper read Only 10 years later (the dimension he was sent to has no time); he instantly went to his home and saw a leveled lot. He carefully made some calls (smash a phone for quarters) and made calls to distant relatives. The relatives were shocked to hear him; they thought he died with his parents in the house fire 10 years ago (he knew it was RC). His mind snapped, he went to the RC; the building was more exotic now (a run down building to a $500k+ building). The media was there and the Old Man was explaining about their companies new product; Eric attacked without stopping then on to the building (he found each orignal RC that sent he to that cursed placed). But in his rage, he also injuried a few innocent office workers, seriously hurt two dozen police, and killed an overconfident Hunter ( Hunter was:Hero to the Public and Villian to mutants throught the city). Eric opened a portal and escaped. Over the last few months there have been some quick clashed with the law (he needs cash or so he thinks). But there has also been clashes with heroes/villians and beings trying to hurt the weaker mutants (low powered or peaceful) and a few killings. Eric will kill anyone altering, mutanting, or anything that changes one being into something else. He been seen all over the planet already (He will help a mutant...with food, cash, and the basics whenever possible. If teens or younger he goes out of his way to make sure they are took to a good safe location with cash, food and shelter.) But understand he still wants power (so, No one ever takes advantage of he again) and wealth...anyone getting in his way will be crushed (he would perfer not to kill but if he has to...HE WILL!!).


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 Post subject:
Unread postPosted: Tue Jul 10, 2007 3:52 pm
  

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Adventurer

Joined: Tue May 22, 2007 1:33 am
Posts: 463
The Survivor

“I'll gettin' to old for this. What is in now? Alien invasion, Monsters, Dooms Day Machine, Save the City..Town..Galaxy..Universe, OR did Mr. Smith's cows get out again?? ” ~Survivor


Real Name: Adam Clark
Aliases: The Survivor and The Come Back Kid
Experience Level: 9th
Power Category: Experiment
Alignment: Scrupulous
Attributes:
IQ: 14
ME: 17
MA:13
PS (normal): 31
PP: 24
PE: 23
PB: 12
Spd: 16
Hit Points: 58 , S.D.C.: 132
P.P.E.: 12, I.S.P./Chi: 4
Age: 52 , Sex: male , Height: 6' 1" , Weight: 325 pounds (Dense not fat)
Appearance: Just an average looking American male in his 30's.

The Nature of the Experiment: Chemical and Radiation combined in order to create a renewable energy source.
The General Type: Unexpected side effect of the Explosion.

Super Powers:
Super Regeneration
Immune to possession and control
Longevity
Hyperdensity

Side Effects:
Increased Mass
Breath without Air (Immune to gas. No smell nor taste....he misses food)

Education Level: High School
Pilot Automobile, Basic Math, & Speak/Read/Write English Language
Skill Programs: Body Building & Weight Lifting, Boxing, Running, Swimming, Automotive Mechanics, Aircraft Mechanics, Basic Electronics, and Weapon Engineer.
Skills (some continued education): Hand to Hand-Martial Arts, Basic:Radio, First Aid, Wilderness Survival, Pilot: Motorcycle , WP Blunt Revolver Heavy Weapons Automatic Pistol Shield Computer operation-(1st level)


Combat Style: Hand-to-Hand: Martial Arts

Combat Bonuses(PP included): +2 initiative, +7 strike, +7 dodge, +10 parry, +4 roll & pull, pair weapons, and +2 disarm
Other Bonuses(with Attributes) : + 4 vs magic and + 2 vs psionics

Money: $21,000 checking and monthly trust (set up by himself) of about $1200 after taxes.
Weapons: A few LAWs, Revolver with silver bullets and 13 shot clip of U-round (slow the regenerates down), Baseball bats, Non magnetin Metal Shield, A Dip Pistol (Created himself but has only half the range), grenades of differeni types (even 4 slicky grenades...super tar inside: 20 feet area equal to Carpet of Adhesion until removed), Tablets-remove tar (1d4+2 melee plus works for other adhesions as well add +2 rounds however).
Items: Old 1968 Ford Truck, Armor Plated Motor Cycle and single person mini airplane (with silver and U-round bullets)
Equipment: Basesment under his house, a computer (just started learning how to use one) and a Universal translator (holding it for his friends until they return.


Quick History(may edit later with full history....need to get ready for work soon):
Was a into sports and mechanics (weapons because his Dad owned a gun store.)
Want something different got a assistances job at a Lab in town...was working late one night and the Lad exploded.
Awoke in the hospital really broken up.
The Lab agree to pay medical and some cash to all victims of the explosion if sign paper releashing them from any legal action. After pressure to family Adam signed.
A week later he got up and lloked in mirror..all the wounds gone!!
Later, working on truck and fell and hit and (luckly) slide off him (hyperdenstiy).
He dress up simplely and started fighting crime...ran into many and Been beaten down so many times but keeps coming back.
He help a few (good) Aliens fix the ship and return home...the Aliens said they would return someday and repay the favor to the world.
He has even run into Whiplash (Maters of Speed VU Pg 106) ...after a brief and one sided battle Adam crawled away immune to whiplash and similiar neck breaking moves.
Adam has just recently found some mutant (9 total:7 mutant animal and 2 freaks) and has started training them as Heroes/side kicks.....


I hope you enjoy and comment on him (Yes, he is a real character of mine and all rolls were unaltered...true dice rolls :eek: )


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 Post subject:
Unread postPosted: Wed Jul 11, 2007 5:16 am
  

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Dungeon Crawler

Joined: Wed May 30, 2007 4:43 am
Posts: 222
Location: Middle of the UK
Survivor is a cool name with fairly obvious applications, although I like the possession/mind control immunity aspect.

For a different game (GURPS) I did a character called Survivor - basically unkillable and massively fast regen with no obvious attack powers.

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 Post subject:
Unread postPosted: Wed Jul 11, 2007 6:22 am
  

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Adventurer

Joined: Tue May 22, 2007 1:33 am
Posts: 463
leonmallett wrote:
Survivor is a cool name with fairly obvious applications, although I like the possession/mind control immunity aspect.

For a different game (GURPS) I did a character called Survivor - basically unkillable and massively fast regen with no obvious attack powers.


I just liked him (playing as him also)...defeated more then once but just keeps coming back. Though he hoping to get a little rest if he trains new recuits (but will more then likely have to save the newbies the first few times). One of my better characters (for the fun). I'll post a few more when I get extra time. One is a hunter I used as a NPC a long, long time ago but updating with a few things from Rifter.

(Stay tune and thanks for responding :ok: )


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 Post subject:
Unread postPosted: Wed Jul 11, 2007 7:02 am
  

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Dungeon Crawler

Joined: Wed May 30, 2007 4:43 am
Posts: 222
Location: Middle of the UK
I forgot to state: Survivor = good name in my view!

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 Post subject:
Unread postPosted: Wed Jul 11, 2007 6:00 pm
  

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Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
INteresting characters! Thanks for sharing them!

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"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: Slay
Unread postPosted: Thu Jul 12, 2007 5:52 am
  

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Champion

Joined: Thu Nov 30, 2000 2:01 am
Posts: 2249
Location: High in the Tower of Yellow, Swanky town.
Comment: Time Magazine's person of the year, 2006.
Mr. Deific NMI wrote:
The Artist Formerly wrote:
Alien, Mega-Villian.
Name:Slay 7th level villian
IQ:4 ME:3 MA:4 PS:67 PP:17 PE:19 PB:3 SPD:8
Alignment:Miscreant (animal like thought patterns)
Height:16 feet. Weight:2244 lbs.
Hit: SDC:1089
Humanoid/Ape like appearance with a pronounced snout nose and chin.
Homeworld/dimension:Toxic atmosphere. Slay does not breath.
Slay is a manufactured creature, differant fromwhatever else might exist where ever it is he comes from, as such he's would be a mutant.
Skills: Slay doesn't have sufficent mental power to master many skills. Or a toaster for that matter. Concider him a combat specialist.

Skills: Hand to Hand: Basic. Running, Body Building. Athletics. Wrestling.
WP:Blunt WP:Staff WP:Thrown WP:Player Character WP:Axe WP:Blunt. :)

S:2 P:5 D:4 F/R:4 APM:6 INI:1

NAR:16

SN Strength inflicts: 2d4x10+58 points of damage.

Mutant characteristic: Unusally large hands. +6 damage to punches.

Powers:APS:Stone. Multipul Limbs. Giant.
Mega-villian powers: Super Natural PS. Increased SDC. Enhanced healing (heals five times faster then a normal human). Immortal. Slay can only be killed by beheading him with his own axe. In his case, that's the only way. Of course it's been lost for ages and ages.

Penilties: Power lock, Slay doesn't have another form, this is it. Slow and ponderous. Deadly Metal: The (mystic) metal that makes his axe by-passes his AR, and does double damage to him, direct to hitpoints.
WP: Player Character!! :D :D :D That is hilarious.


Well he really like's hitting things with whatever comes to hand. And smashing PCs into each other is funny.

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Nearly all men can stand adversity, but if you want to test a man's character, give him power. -Abraham Lincoln
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 Post subject:
Unread postPosted: Sun Feb 17, 2008 4:28 pm
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3497
Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
As an example of why I don't consider HTH to be that important a skill I present to you this...note that the character isn't complete yet, but most of her abilities have been finalized.

Incandescence


“I don't agree with your motives, but I understand what you are doing” -Incandescence to Crazylegs

Born a privileged girl in upstate New York, Isabella would seem to be perfect. However her parents were horrified when she was born without ears, so they paid the best plastic surgeon to sculpt the false ears to keep the world from knowing she was born a mutant.

Real Name: Isabella Parker
Aliases: Incandescence
Experience Level: 3rd
Power Category: Mutant
Alignment: Principled
Attributes: I.Q. 14, M.E. 10, M.A. 14, P.S. 12, P.P. 11, P.E. 10, P.B. 24, Spd. 11.
Hit Points: 23, S.D.C.: 70
P.P.E.: 10, I.S.P.: None, Chi: 10
Age: 22, Sex: Female, Height: 5'4”, Weight: 117 pounds
Appearance: An attractive Caucasian female, with red hair and blue eyes. She is the only member of the Eclectics without any apparent physical deformity (her No Ears mutation was fixed with some plastic surgery) but she has a lot of mental scars that only her teammates can appreciate. However, she is a good ambassador for the team and does a lot of work that endears the community to them, and the team does a lot of good for the local communities that do appreciate them. The only cause of contention is her ongoing support for the Republican party that often gets her into hot water with some of the more liberal members of society (although her membership in both the party and team seem a bit contradictory, but that is a different story entirely).

Cause of the Mutation: Exposure to strange chemical combinations (her pregnant mother was investigating a leaking refuse containment facility).
Mutant Characteristics: Semi-Random Mutation/Angelic Face, No Ears, Heat Pit
Major Super Abilities: None
Minor Super Abilities: Wingless Flight (260 mph flying speed), Energy Expulsion: Light (600 foot/183 m range, 5D6 Damage, and Blinding Flash: 10 foot/3 m range, -8 all combat rolls, blinded for one melee round; +3 Strike on an aimed shot), Stun Discs, Personal Force Field, Mental Stun (60 foot/18.3 m range or by touch, save vs. 15, M.E. Bonuses apply, can only be used twice per melee round, Effects: Victim loses -1 attack, -3 to strike, parry, and dodge, -6 to roll and spd. And skills are reduced by 40%. Effects last for two melee rounds).
Psionic Abilities: None

Natural Abilities: Like a pit viper, the character has the ability to sense high temperatures within a 50ft radius. The sensing has an accuracy of 45% +5% per level and requires one melee action to execute. It is not fast enough to provide a general location of invisible beings, hence no bonuses. Temperatures from about 75 degrees Fahrenheit on up can be sensed with a relative degree of intensity (low, body temperature, high, flaming hot, etc.) Tracking via the heat pit is done at -15%, roll once per 50ft of ground covered
Stun Discs Sub-Abilities:
The super-being with this power is capable of creating discs of pure energy that not only damage a target, but also interfere with the bio-electrical energy of an organic creature’s brain. This can result in both a decreased response and increased difficulty comprehending the surrounding environment, or a loss of consciousness. The creations of the Stun Discs counts as one of the characters actions per melee.
Damage: 3D6, Range: 70 feet, Rate of Fire: The character may create two discs at once, one in each hand, and use them as paired throwing weapons.
Striking: She is +3 to strike with the Stun Discs
Stunning: In addition to the damage listed above, the disc can interfere with the body’s bio-electrical impulses. The target makes a save verses a difficulty 12 target's P.E. bonus will still apply.
Stun Penalties: -2 attacks, -3 strike, -4 to parry, and -4 to dodge for 2D4 melees if save is successful. If save is unsuccessful the target is knocked unconscious for 1D4 melees.
Note: The penalties for being stunned do not stack with multiple hits, but damage is inflict as normal.
Personal Force Field Sub-Abilities:
50 S.D.C. Field, regenerates S.D.C. At a rate of one per minute. Maintaining the Force Field requires some concentration so the character will never have initiative in combat.

Education Level: Four Years of College
Skill Programs: Academic, American Studies, Historian, Political Activist, Medical Assistant.
Skills: Language: English, Literacy: English, Basic Math, Computer Operation, Language: Spanish, Literacy: Spanish, Research, Writing (Prose), History: Era Specialization: America, Law: American Criminal, History: Era Specialization: Mexico, History: Era Specialization: Italy (Renaissance), History: Era Specialization: United Kingdom, Language: Italian, Literacy: Italian, Writing (Documentation), History: General, Law: General, Public Speaking, Biology, Business and Finance, Paramedic, Running, Climbing, Swimming, Athletics (General), Radio: Basic, Pilot Automobile, Pilot Motor Boat, Basic Mechanics, Photography, TV/Video
Select any one skill (+10%)
W.P. Skills: None

Combat Style: None
Attacks Per Melee: One by Hand to Hand, four by Super Abilities.
Combat Abilities: Parry, 1D4 Punch, Automatic Dodge (but only in flight).
Combat Bonuses: None in hand to hand, but she is +1 to strike when using her Stun Discs and Energy Expulsion, in addition to above mentioned bonuses.
Bonuses in Flight: +1 Attack per melee (includes Hand to Hand and via Super Abilities), +2 Strike hand to hand, +2 Parry, +4 Dodge under 80 mph, +6 dodge over 80 mph, +4 Damage Hand to Hand per every 20 mph of flying speed (so at full speed, +52 to hand to hand damage).
Other Bonuses: 70% to Charm/Impress.

Money: Very little; what she does have she often donates since the Republican Party pays her bills on her behalf as long as she doesn't bring bad press to them.
Weapons: None. She hates guns and prefers using her natural powers.
Items: Variance made her a costume that works as a suit of armor. It has an A.R. of 13 and 50 S.D.C. And isn't made of metal; rather it's a blending of teflon and kevlar and is light and porous. She also likes how it hugs her body.
Equipment: Nothing of note.

_________________
Thank you for that swank idea Mephisto! You rock AND roll! -mrloucifer
You Mephisto are a gentleman and a genius. -tetsubo
meph you are a true creative.... fill in blank. seriously good stuff. -BARQ


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 Post subject:
Unread postPosted: Mon Feb 18, 2008 6:13 am
  

Wanderer

Joined: Thu Jul 12, 2007 1:44 am
Posts: 62
X

"I think I have brain cancer now.. I need to do a psychic barrelroll." to the Blue Blazer when he stated that he didnt expect the lead pipe to the throat to be a fatal attack.


Real Name: Unknown
Aliases: Marcus Alexander was his false ID.
Experience Level: 4th
Power Category: uhhh hardware/robotics sort of.
Alignment: chaotic good (Sorry, our GM used D20 alignments)
Hand to Hand Style: Assassin
Skills: Very Rogueish skills.
Disposition: X was a young thrillseeker. He lived for the adrenaline rush, which is what got him into his line of work. He was also a smartass but in a fun away.


X woke up one day in a motel room with zero recollection his past. All he had was a suitcase with some clothes, an ID, some cash and a key to a storage locker. When he investigated the locker he found all of his equipment, which he instinctively knew how to use.

He was arrested by a super hero known as "The Blue Blazer" (Props to anyone who know who this is a tribute to) breaking into a government facility trying to find out who he was. The cool part here is that the Blue Blazer was another player in the group, had awesome RP factor. He was later let go on work release to join a new team that was forming called the Gulf Coast Avengers (We used the Marvel universe.)

He was never arrested for the dozens of counts of grand theft he was guilty of since waking up that day. He'd become a regular high tech super thief, something else that came naturally to him. What surprised him was how he fought, he knew many ways to kill a man quickly and stealthily, he was convinced he was some kind of assassin.

His background I left up to the GM. It was my way of giving him something fun to play with since he loved making things personal. This is what he came up with: X was a SHIELD operative who had become disillusioned with the agency after discovering some horrible information (Im sad I never got to find out what freaked him out so much, but its SHIELD, im sure they had something) He defected and began working for several major league crime bosses, using his stolen technology. His skills were too valuable though and when SHIELD laid hands on him again they erased his memory so that he wouldnt remember why he hated them so much. The plan worked, they tricked him into the Avengers and he worked well with them as a super HERO instead of a villain.

Powers: X has a variety of high tech equipment that was made from modifying existing technology used by known super beings. (Stats on the gear will be witheld due to the conversions policy, but anyone could make these items with little effort if they thought about it)

X's armor itself was lightweight and dyed with varied shades of black and charcoal. It sacrificed protection for flexibility and silence. Its main system was an electro-magnetic control system he used to support most of his components. His primary weapon were the electro-shock gloves, capable of generating large blasts of electricity or charging his fists to deliver electric punches. They carried a stunning effect which he used for non-lethal combat.

In addition to his gloves he had a a metal disk which unfolded on his arm to form a buckler sized shield. He could throw this disk and use his magnetic systems to ricochet it around like a boomerang or to parry incoming attacks. His wrists were equipped with an electro-magnetic spike launcher which he used as a grappling hook. His left wrist was armed with a powerful metal-mesh net that could electricute victims.

On top of these were the plates on his gloves, back and boots that allowed to cling to surfaces. Metal surfaces utilized the magnets in his armor but small barbs would come out to allow him to cling to other substances. On his back was a staff that could fire a neural disruptor ray.

For transportation he enjoyed a very well equipped glider (Yeah, that kind of glider) capable of high speed travel. He also has a small model sentinal (Gained during the actual game) that he restored and turned into a support unit. (Kind of like Rush was to Megaman, it carried various high tech sensory equipment and things too heavy or bulky for normal use.) He named it Barrelroll after it saved his life a few times.

Over time he found ways to create his own web shooters also. That was the theme of the character, stolen technology. He believed there to be no reason why one villain has a cool toy and a second villain has a fun gadget and the hero who beats them up doesnt use both of them now. The GM had to carefully destroy any gadget a villain had that he didnt want me to steal when we beat him, but he got pretty creative in how to keep things out of my hands if he wasnt cool we me having them. X never regained his memory and he was still unravelling clues to his past when the game ended (Too many people moving away.)

Did you want full stats on these? I'd have to go dig his sheet out of the closet. Actually.. I have nothing to do. *Goes to dig it out*

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 Post subject:
Unread postPosted: Tue Feb 19, 2008 8:00 pm
  

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Prince of Powers

Joined: Sun Jun 24, 2001 1:01 am
Posts: 1816
Location: Australia
Mephisto wrote:
Top Hat Charlie

Despite his rather odd name and even odder attire, Top Hat Charlie is not someone to take lightly. He is a cold, ruthless killer that will not hesitate for a second to kill an enemy or fulfill a contract. His background is unknown, but many believe that he was a former ballet instructor that grew tired of dealing with.....>snip<


Mutant Characteristics: Cosmetic Mutation/Cro-Magnon Face (still considered handsome to most women).

Education Level: Three Years of College and Trade School/Professional Thief
Skill Programs: Professional Thief, Con Man, Forger, Evasion Specialist, Athletics, Screen Acting, Teacher.


In which universe is a cro magnon face considered 'handsome to most women'?

and how does a guy with, what is a very memorable face, go through three years of professional training without leaving any impression of his background (refer to above emphasis)?

an

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 Post subject:
Unread postPosted: Wed Feb 20, 2008 3:25 am
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3497
Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
Iczer wrote:
Mephisto wrote:
Top Hat Charlie

Despite his rather odd name and even odder attire, Top Hat Charlie is not someone to take lightly. He is a cold, ruthless killer that will not hesitate for a second to kill an enemy or fulfill a contract. His background is unknown, but many believe that he was a former ballet instructor that grew tired of dealing with.....>snip<


Mutant Characteristics: Cosmetic Mutation/Cro-Magnon Face (still considered handsome to most women).

Education Level: Three Years of College and Trade School/Professional Thief
Skill Programs: Professional Thief, Con Man, Forger, Evasion Specialist, Athletics, Screen Acting, Teacher.


In which universe is a cro magnon face considered 'handsome to most women'?

and how does a guy with, what is a very memorable face, go through three years of professional training without leaving any impression of his background (refer to above emphasis)?

an


I had to find some way to make the mutations and his background fit the stats and concept, so some of the info did end up being a bit contrived.

_________________
Thank you for that swank idea Mephisto! You rock AND roll! -mrloucifer
You Mephisto are a gentleman and a genius. -tetsubo
meph you are a true creative.... fill in blank. seriously good stuff. -BARQ


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 Post subject:
Unread postPosted: Wed Feb 20, 2008 3:39 am
  

Dungeon Crawler

Joined: Mon Dec 19, 2005 7:40 pm
Posts: 366
Location: Raleigh, North Carolina
Comment: All I need is a warm bed, a kind word, and unlimited power.
Iczer wrote:
In which universe is a cro magnon face considered 'handsome to most women'?


Obviously, you have not seen the classic film "Encino Man"
Are you suggesting that the great Pauly Shore would appear in a film that was less than 100% anthropologically and paleontologically accurate?

_________________
All I need is a warm bed, a kind word and unlimited power.


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 Post subject: Re: The Hero Exchange
Unread postPosted: Wed Dec 31, 2008 4:40 pm
  

User avatar
Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3497
Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
to resurrect a dead thread, I present Crazylegs. Enjoy.

Crazylegs
“Being spineless does not make me a coward.” -Crazylegs to Mystic Master

One of the most unpredictable and intelligent beings is the mutant octopus known as Crazylegs. He was developed, along with a number of other mutant animals, in Mercurial Labs, a small genetic laboratory located in Langley, BC. The lab is known mostly for veterinary medicine and is well regarded in that aspect. Crazylegs was one of the more successful experiments in a secret underground facility linked to Mercurial Labs, and his measured I.Q. was phenomenal. So phenomenal in fact, that they started to train and teach the mutant science, math, and engineering in the hopes that he would make them all rich by doing all of the hard work for them. In essence, they were correct as he did show remarkable ability in all areas of study that he had. He also developed the ability to communicate via written words, and had in fact, become extremely self aware.

He knew that they were using him for their own purposes, so he hid his true motives and strategies while also building and constructing machines that he knew would be crucial to his escape. On a fateful night with only two guards and everyone else gone on a long weekend, he decided to escape. He simulated a computer malfunction upstairs and sent his new robotic power armor to his tank where it filled and he slithered inside. With the tank full of water and not bound to his previous isolationist existence, he flew out Mercurial Labs with a large assortment of tools and accessories.

After a month of hiding and random attacks, he came into contact with Ashterios, the Super Psychic, and the two formed a partnership, as they were both on the run from S.C.R.E.T. and the Canadian Force for attacks against civilians using super abilities. Crazylegs only uses his current affiliations to benefit him and really doesn't care about anyone but himself, but isn't afraid to act genuinely concerned if he feels that it will help him down
the road.

Important Note: He can not understand spoken languages, but can read and write exceptionally well. Thus writing is the only way to communicate with him unless one is psychic.

Real Name: Cid (Hates that name)
Aliases: Crazylegs
Experience Level: 7th
Power Category: Mutant Octopus/Natural Genius
Alignment: Miscreant
Attributes: I.Q. 30, M.E. 21, M.A.13, P.S. 11, P.P. 12, P.E. 7, P.B. 9, Spd. 2 on land, 33 underwater.
Hit Points: 21, S.D.C.: 25
P.P.E.: 14, I.S.P.: None, Chi: 7
Age: 6, Sex: Male, Height: 3'8” inches from tip of head to end of tentacles, Weight: 32 pounds
Appearance: A medium-sized grey octopus, with large eyes, a beak and eight tentacles. Other than his vast intelligence and powerful tentacles and suction cups, he is a normal octopus in appearance.

Animal Type: Octopus
Size Level: 5 (15 Bio-E)
Total Bio-E: 80
Hands: Partial (Zero Bio-E)
Speech: None (Zero Bio-E)
Bipedal: None (Zero Bio-E)
Looks: None (Zero Bio-E)
Animal Powers: Constrictive Tentacle Muscles (10 Bio-E)
Animal Super Abilities: Extra I.Q. (5 Bio-E), Multi-Limb Coordination x2 (30 Bio-E), Swimming (5 Bio-E), Extra M.E. (10 Bio-E), Extra P.P. (5 Bio-E), Powerful Suction Cups (5 Bio-E).
Animal Psionics: Techno-Mind (10 Bio-E)
Vestigial Disadvantages: Marine Environment (Requires being immersed in water to survive) (+10 Bio-E), Reptile Brain: Predator (+5 Bio-E).

Natural Abilities: Breathes naturally underwater, can use four of his tentacles simultaneously at once, can climb using powerful Suction Cups.
Natural Genius Special Abilities: Analytical Mind, Clinical Outlook, Enhanced Memory, Iron Willpower, Mystic Blocker, Speed Reader, Unnatural Perception.

Education Level: Natural Genius
Skill Programs: Computer, Literacy (Substituted for Language), Mechanical (General), Science, Technical, Mechanical (Vehicle), Medical Doctor, Electrical, Robotics, Pilot Advanced.
Skills: Hand to Hand: Basic, Basic Math 126%, Climb 60%, Swim 90%, Literacy: English 111%, Literacy: Latin 111%, Literacy: Japanese 111%, Literacy: German 111%, Literacy: Spanish 111%, Literacy: French 111%, Literacy: Swedish 111%, Computer Operation 126%, Computer Programming 116%, Computer Repair 111%, Mechanical Engineering 106%, Locksmith 111%, Advanced Math 126%, Chemistry 111%, Biology 111%, Zoology 111%, Botany 111%, Artificial Intelligence 97%, Pathology 121%, Medical Doctor 141%/131%, Excavation 111%, Firefighting 121%, Law (General) 116%, Research 121%, Electrical Engineering 111%, Electrical Generation 126%, Robot Electronics 111%, Robot Mechanics 111%, Navigation 126%, Read Sensory Equipment 106%, Weapon Systems 116%, Pilot Truck 114%, Pilot Water Scooter 121%, Pilot Submersibles 114%, Pilot Exoskeletons 111%, Cryptography 76%, Electronic Counter-Measures 81%, Optic Systems 81%, Radio: Basic 96%, TV/Video 69%, Toxicology 81%, Veterinary Medicine 94%, Animal Husbandry 91%, Demolitions 97%, Demolitions Disposal 91%, Demolitions Underwater 100%, Mining 76%, Prospecting 51%, Trap and Mine Detection 51%, Recycling 51%, Salvage 51%.
W.P. Skills: W.P. Vehicle Mounted Weapons (+2 Strike).

Combat Style: Hand to Hand: Basic (Limited Combat)
Attacks Per Melee: 5
Combat Abilities: Dodge, Parry, Automatic Parry, Pull Punch, Roll with Punch/Fall/Impact, Crush/Squeeze*, Body Hold*, Critical Strike.
Combat Bonuses: +3 Initiative, +2 Roll with Punch/Fall/Impact, +2 Pull Punch, +3 Strike, +4 Parry, +4 Dodge, Critical Strike Natural 19/20, +2 Damage.
Combat Note: Bonuses apply only underwater. On land he is -2 on Initiative and -6 on all combat abilities.
Other Bonuses: +9 vs. Horror Factor, +4 vs. Insanity, +4 vs. Mind Control, +5 vs. Possession, +4 vs. Knockout Drugs and Poison, +3 vs. Illusions, +15% vs. Coma/Death, +2 vs. Magic.
*Notes about these attacks: The Holds and Crush/Squeeze attacks require a successful roll to Strike. If successful and not dodged (because of all the tentacles, parrying is impossible) then the attacker has grabbed into the victim. Once a Hold is applied it can be held as long as the octopus likes. The Crush/Squeeze requires that the victim make a save vs. blackout (14 or better, with either P.S. or P.E. bonuses added in). Failure means victim goes unconscious. The P.S. Bonus is used when the victim is struggling to escape, the P.E. Bonus is used when the victim is just struggling to breathe and stay awake. While the Crush/Squeeze continues, the victim is helpless, and the attacker can continue indefinitely, doing damage (1D6) per melee round attack. The victim cannot reduce the damage with a Roll with Punch/Fall/Impact.
Escape from a Constrictive Hold: Victims held by constrictive tentacle muscles can only get out with brute strength, or if released by the attacker. Several people struggling to free the victim, including the victim and any helpful friends, can try to break the hold by rolling a pure strength strike (20 sided and P.S. Bonus only). The character doing the hold then rolls to Parry (20 sided, plus P.S. Bonuses, plus bonus to Parry).

Money: None; whatever he wants he steals or builds.
Tech Toys of Crazylegs: Due to his orientation and nature, he has a lot of common designs. What follows is a sampling of what he does when he gets his lab up and running.

Containment Power Armor: This is his heavy, combat power armor. It has an appearance of a flying saucer, with a large tank of water surrounded by two discs. The two discs are full of retractable appendages with particular functionality. He controls it via his eight tentacles (four for the top half and four for the bottom) and a special electrical system (similar to a Telemental Helmet) that reads his reactions and responds accordingly.

Robot Type: Robot Vehicle
Sponsoring Organization: Crazylegs
Status with Sponsoring Organization: Excellent
Quality of the Robot: Prototype (however only 1-6% chance of failing; he is a genius after all).
Robot Intelligence: Not Applicable
Robot Budget: Not Applicable
Robot Body Style: Reinforced Tapered Cylinder
Robot Power Supply: Pressure Chamber (Special)
Robot Height and Weight: 12 feet long, 6 feet wide, 4 feet high
Robot A.R. And S.D.C.: A.R. 15, 800 S.D.C. for the Cylinder (400 S.D.C. per half). The tank that houses Crazylegs is a special Pilots Compartment with an A.R. of 19 and 500 S.D.C. It is fairly obvious but requires a Called Shot at -4 to hit.
Robot Engine and Propulsion: Concealed Micro Hover Jet System (330 MPH Flying Speed, 5000 foot (1.5 km) maximum altitude.).
Robot Arms and Hands: He has a total of 4 arms hidden inside of the Power Armor, two on each half. They are all Utility Arms with an A.R. of 12 and S.D.C. of 40, with a P.S. Of 14. They can extend to a maximum of 10 feet (3 m). These arms are typically used for handling small delicate jobs, such as welding, fastening, electrical diagnosis, and circuit board analysis and implementation.
Robot Locomotion: The Power Armor has six retractable insect-style legs in each of the two halves. The legs have an A.R. of 12 and S.D.C. of 20, with a Running Spd. Of 66. If there is only one half (as he can jettison off a damaged half; see below for Special Systems) the Running Spd. Is increased to 110.
Robot Sensors and Features: External Audio Pickup (since he cannot hear anything, all this does is register, via different lights on his HUD, the level of sounds and the locations they are coming from. Remember, he doesn't use sound at all but is aware it exists), Advanced Robot Optic System (invisible eyes are located all over the frame of the Power Armor, they all patch in together and can use all of the optic systems in conjunction or separately; there are a total of 16 hidden eyes), Telescopic Vision, External Video (but not Audio), Night Sight, Searchlight, Thermo-Imager, Chemical Analysis System (also includes impurities in the water in his tank, and releases a special chemical formula to neutralize any impurities found), Motion Detection, Micro-Radar, Broadband Scanner, Energy Detector, Encrypted Wireless Link to Home Supercomputer, Robot Diagnostic Indicator.
Pilot Operated Systems: Telemental Helmet, Underwater Capabilities (although he can survive easily underwater, he likes having his machines also having that capability. That way, he can work on them in his natural element).
Special Systems: Jettison (He can instantly release either of two halves to have a bubble with one half. If the situation gets really desperate, he can release both but then he'd be pretty much stranded (keeps a communicator in the Pilots Compartment to Volcanus at all times), Water Flushing (if he's in water, he can flush out the water and replace it with a new batch of water. Useful if the water gets too stagnant for his liking).
Robot Weapons: Each half has one large Laser Cannon and one tentacle with a pretty nasty drill bit for close quarters combat. These weapons are typically concealed inside of the robot during high speed flight.
Laser Cannon: This fires a single beam. Can be fired equal to Hand to Hand attacks.
Range: 1000 feet (300 m); 4D6 damage per blast; Capacity: Effectively unlimited however is limited to 60 shots per 5 minutes before requiring a cool down period of 5 minutes. A usage of 60 shots per 10 minutes is sustainable and effectively unlimited. +1 to Strike in addition to Robot Bonuses and W.P. Vehicle Mounted Weapons.
Drill Tentacle: This is a tentacle with a very large and serrated drill bit on the end. Designed for combat, not construction. Range: 30 feet (10 m); 6D6 damage. Tentacle has an A.R. of 12 and S.D.C. of 70. +2 to Strike and +2 to Parry in addition to Robot Bonuses, but W.P. Vehicle Mounted Weapons does not apply.
Robot Bonuses: +3 Initiative, +2 Parry, +3 Dodge. In flight it has an Automatic Dodge of +4 and can weave and stop on a dime and fly through thin openings.

Fabrication Assistant: Crazylegs builds his own mechanical parts and materials, and doing that requires either raw materials or breaking down existing materials. The Fabrication Assistant is a robot that gathers odds and ends for the Smelter, the Forge, and the hyper-clean Electronics Lab. It flies while scanning for magnetic substances, then picks them up and flies back to Crazylegs.

Robot Type: Unmanned Drone
Sponsoring Organization: Crazylegs
Status with Sponsoring Organization: Minion
Quality of the Robot: Flawless Working Model
Robot Intelligence: None
Robot Budget: None
Robot Body Style: Small Platform
Robot Power Supply: Battery (limited to 20 hours of continuous use; the use of the magnet drains the battery life at double the rate).
Robot Height and Weight: 6 feet across, 2 feet high
Robot A.R. And S.D.C.: A.R. 11, 40 S.D.C.
Robot Engine and Propulsion: Hover Jet System (basically a magnet with thrusters and a few sensor units. It has a flying Speed of 150 MPH and a Maximum Altitude of 5000 feet (1.5 km)).
Robot Arms and Hands: None
Robot Locomotion: None (relies entirely on flight)
Robot Sensors and Features: Encrypted Link to Home Supercomputer, External Video Recorder, Magnetic Analyzer, Electromagnetic Underbelly (can hold up to two tons worth of metal in a single load), Motion Detector.
Pilot Operated Systems: None
Robot Weapons: Small laser for self defense; 3D6 damage; Range 100 feet (30 m); Limited by programming to 2 shots per melee round. Each shot drains 10 minutes off of the battery life. +1 to Strike.
Robot Bonuses: +1 Initiative, +2 Dodge, +1 Automatic Dodge at Maximum Flying Speed.

_________________
Thank you for that swank idea Mephisto! You rock AND roll! -mrloucifer
You Mephisto are a gentleman and a genius. -tetsubo
meph you are a true creative.... fill in blank. seriously good stuff. -BARQ


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 Post subject: Re: The Hero Exchange
Unread postPosted: Wed Dec 31, 2008 7:02 pm
  

User avatar
Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3497
Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
Here's another member of the Mentats.

Ashterios, the Super Psychic

“The world is about to burn. Prepare for anarchy!” -Ashterios to his teammates

Ashterios calls himself the Super Psychic, and the name is ironically appropriate. He was born psychic, and was aware of his abilities instantly. Unlike most mutants he didn't have an awakening of any kind. He was a really creepy kid, because of his psychic abilities and others, even adults, were dearly afraid of him. He enjoyed this hold over people and it only emboldened him more.

Teachers, psychologists and even priests were at a loss to explain his vast mental abilities. Clearly, they knew that he wasn't “normal” but he didn't really display any significant destructive powers, only an incredibly frightening degree of knowledge and emotional control. However, he was merely hiding his more powerful abilities, because he was well aware that should they become known, he would most certainly be turned over to the police and the government, and didn't trust them in the least.

Had fate not intervened he might have led a mundane existence. However, like so many others, it seemed that he wanted what he could not have. And that was to be with a young lady known as Isabella Hampton. He tried to win her affection but she was frightened by him, and he decided to try and earn her love. She told him there was nothing he could do, that she had affection for another, and he couldn't deal with it. It drove him mad that of all of his power, his emotional control he couldn't make her love him. So he decided to do the next logical thing: if he couldn't have her, then neither could anyone else.

The target was her fiance, a police detective named Peter Johnson. He went directly to a precinct office and demanded to speak to the detective. After a tense conversation, they met at a local donut eatery. It was there that Ashterios used his more flamboyant powers for the first time. He mind bolted poor Detective Johnson so badly that his eyes were burned out of his skull and his brain was fried. Nearby observers were horrified and S.C.R.E.T. was immediately notified. It was while on the run that he ran into Crazylegs and decided that working with the strange mutant octopus would be beneficial, at least until he found a way to make Isabella fall for him.

Real Name: Cardinal Angel Easton
Aliases: Ashterios, Super Psychic
Experience Level: 3rd
Power Category: Master Psychic
Alignment: Anarchist
Attributes: I.Q. 11, M.E. 20, M.A. 11, P.S. 10, P.P. 10, P.E. 20, P.B. 10, Spd. 12
Hit Points: 32, S.D.C.: 30
P.P.E.: 8, I.S.P.: 130, Chi: 20
Age: 17, Sex: Male, Height: 5'8”, Weight: 133 pounds.
Appearance: An ordinary looking youth of Native American descent. He has short hair and wears long pants and vests.

Physical Psionics: Mind Block (4), Telekinetic Leap (8), Summon Inner Strength (4), Impervious to Fire (4), Impervious to Cold (4).
Sensitive Psionics: Empathy(4), Object Read (6), Presence Sense (4), See Aura (6), Telepathy (4), Total Recall (3).
Healing Psionics: Bio-Regeneration (6).
Super Psionics: Hypnotic Suggestion (6), Telekinetic Force Field (90 S.D.C.)(30), Mind Bolt (6 I.S.P. Per 1D6 damage; +4 Strike, +8 Strike W/10 extra I.S.P.), Insert Memory (25).
Achilles Heel: Immolation. He can increase the power of his psychic abilities by channeling his P.E. And S.D.C. into them. This causes tremendous pain and effectively burns him from the inside out. For each 3 P.E. And 5 S.D.C. sacrificed this way, he doubles the power (range, duration and damage) of one psionic ability for the duration. The lost P.E. is gained over 3 hours of rest. The lost S.D.C. however, only recovers after 1D4 weeks of non-intensive activity. Such is the price of Immolation. Should his P.E. or S.D.C. fall to zero as a result of Immolation, he dies and can not be resurrected; he simply turns into a pile of ash.
Natural Abilities: Other than his psionics, he has normal human abilities.

Education Level: Basic Schooling (still hasn't graduated High School)
Skill Programs: Science
Skills: Language: English 75%, Literacy: English 50%, Basic Math 70%, Computer Operation 55%, Advanced Math 60%, Chemistry 45%, Biology 45%, Anthropology 35%, Cooking 50%, Basic Electronics 45%, Language: French 65%, Photography 50%. In 2D6 months he should have Basic Mechanics and First Aid due to training from Crazylegs.
W.P. Skills: None

Combat Style: None
Attacks Per Melee: one physical attack or four by psionics.
Combat Abilities: 1D4 Punch, Critical Strike
Combat Bonuses: None
Other Bonuses: +3 vs. Psionics, +3 vs. Insanity, +3 vs. Magic, +3 vs. Poisons, +10% vs. Coma/Death.

Money: None, still a kid.
Weapons: Crazylegs built him a laser pistol that does 2D6 damage and a range of 30 feet (5 m). It has an internal payload of 8 blasts that must be recharged by Crazylegs. Unknown to Ashterios, there is also a self-destruct mechanism inside so that if anyone else touches it (bio-rhythm sensor) it explodes, doing 3D6 damage to a one foot area. Thus he is not allowed to have anyone else handle it.
Items: He carries a picture of Isabella with him wherever he goes.
Equipment: Crazylegs built him a suit of armor to provide some degree of protection for the kid. It is flexible and lightweight (only 15 pounds). It has an A.R. of 12 and 50 S.D.C. It has no special resistances of any kind.

_________________
Thank you for that swank idea Mephisto! You rock AND roll! -mrloucifer
You Mephisto are a gentleman and a genius. -tetsubo
meph you are a true creative.... fill in blank. seriously good stuff. -BARQ


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 Post subject: Re: The Hero Exchange
Unread postPosted: Tue May 12, 2009 12:01 am
  

User avatar
Explorer

Joined: Mon May 11, 2009 9:21 pm
Posts: 151
Sounds good to me. Here's mine.

NAME: Black Angel
REAL NAME: Amy "Lost" Masion
POWER CLASS: experiment
ALIGNMENT: aberrant, sort of
GENDER: female
DESCRIPTION: Her hair is a clear translucent color and resembles polished glass. The rest of her body other then her wings also is this way. While she's not entirely see through, her entire body acts like a prism in light. She tends to wear tattered jeans and biker jackets to cover a network of scares on her arms, legs, and back. On her back are large black bat wings

INSANITIES: phobia-doctors, claustrophobic, phobia-cages

IQ: 9 Height: 5 ft 4 in
MA: 11 Weight: 210 lbs
ME: 8 Hair color: translucent
PS: 7 Eye color: green
PP: 12 Skin color: translucent
PE: 15
PB: 8
Spd: 10

HP: 26
SDC: 260

SKILLS
Education Level -- Street schooled
Scholastic Skills: Secondary Skills:
streetwise +14%, hand to hand combat-basic
prowl +5%,
wp knife
concealment
card sharp
palming
cook
sewing

POWERS:
winged flight-bat wings
healing factor
natural armor class-13
extraordinary sense of smell
extraordinary physical strength

COMBAT
Hand to Hand Style: basic
# of attacks: 4 (5 when flying)
Strike Bonus: (+2 when flying)
Parry Bonus: (+2 when flying)
Dodge Bonus: (+4 when hovering or
flying 80 mph or less, +6 when flying
90 mph or more)
Damage: +4 per 20 mph
Other: initiative, +2 pull punch, +2 roll with punch/fall/impact

EQUIPMENT:
1 dagger

Backstory: Amy is a tragic soul. Her father had been a genetic scientist who was convinced that nuclear war was coming. He was also convinced that only he could save humanity, by creating a new human that could survive a nuclear wasteland. To do this, he began work on highly illegal experiments. Soon he felt he needed human test subjects. To supply them he began to kidnap children. He was careful to never take them from the same general area more then once every few years. Always he tried to avoid creating a pattern in the kidnappings. The reason he needed so many test subjects was they kept dying.

When his wife gave birth he felt this was divine blessing on his work. He convinced the world the newborn Amy was dead, and secreted her away to his hidden lab. To his delight, the newborn actually survived the first of several gene grafts. Something none of the others had. The next four years were a joy for James Masion as he experimented on his daughter. With an infusion of elephant dna he made her incredibly strong. By using gecko dna she gained the ability to regenerate damage. Rhino dna granted the youth amazing durability, and partial invulnerability. Bat dna had an unexpected result of causing her to grow wings instead of enhancing her hearing like intended. Wolf dna gave her an animal keen sense of smell.

There were others he tried, but they didn't seem to have any effect. The day he discovered her skin and hair becoming glass like in appearance he was confused. Through it all he wondered why this child lived, while so many others hadn't. On Amy's fourth birthday he got the chance to preform tests he'd been wondering about. On that day his wife found the secret lab hidden beneath their house. Realizing he could never let her leave, James Masion captured his wife to use as a test subject.

Sarah Masion also took to the gene therapy, but not as well as their daughter. The next three years were a constant torment for the two captives. It was also a time for Amy to bond with her mother. They finally managed to escape seven years after Amy's birth. No longer human, he had created an entirely new species. And his tests showed they would always breed true. Before James Masion could begin the next stage of his plans the police raided his home. He died during the raid, and the two feral creatures fled as soon as their cages were opened.

When players encounter Amy she should be about 14 years old. Mentally she is only 7 due to her childhood. She lives more off instinct then reason, and only barely speaks English. While she will eat anything she can kill, she has noble tenancies. She protects anyone she views as 'family', which often consists of the homeless population. She has her own sense of right and wrong, and her enemies tend to be viewed as food.

Notes on creation: There is a little rules fudging with her, but mostly to weaken her. Unlike normal, her regen does allow scarring. It also allows her to regrow her wings if they become too damaged. They fall off and regrow in 3d4 days. Her wings are the only body part that regrows however. Also, while she has extraordinary PS, her actual score is only 7. This is because she hasn't been loose long enough to have built her strength up more. Fully half her life was spent either in a cage or tied to a table being experimented upon. Also, she does age 1.33 times faster then a normal human. This means that while she is 14 years old, biologicly she is an adult and soon will seek out a mate. She mates for life, as do bats and wolves.

_________________
"Justice is not blind. Justice is not fair. Justice is cold and ruthless. Justice strikes swiftly. Justice is harsh and brutal... I am Justice" -Harsh Justice


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 Post subject: Re:
Unread postPosted: Tue May 12, 2009 9:44 am
  

User avatar
Champion

Joined: Tue Mar 01, 2005 7:51 pm
Posts: 3192
Location: Greenwood, MO
Comment: The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done." - George Carlin
Mephisto wrote:
[NOTE: The skill programs and education level are not standard HU2, but rather uses the material on Kuseru's site. I also use the super abilities on Brett Hegr's site and AJ Pickett's site. Gymnastics is my own modified version that can also be found on Kuseru's site. Also, the way that I present the text is the standard format that I use for all of my characters.


You got links to those sites? :?

_________________
"Can you kill me?! With those feeble arms?!" - Ogami Itto
"Bodycount's in the house!" - Ice T
"The Great Destroyer is back again!" - Duo Maxwell
"It's mine you hear? Mine ALL MINE Get back in there. Down Down Down! Go Go Go! MINE MINE MINE!!!" --Daffy Duck
Nekira Sudacne wrote:
Sorry, the Anime genre and the Furry genre don't usually mix, except where Catgirls are concerned :D


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 Post subject: Re: Re:
Unread postPosted: Wed May 13, 2009 3:26 am
  

User avatar
Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3497
Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
Danger wrote:
Mephisto wrote:
[NOTE: The skill programs and education level are not standard HU2, but rather uses the material on Kuseru's site. I also use the super abilities on Brett Hegr's site and AJ Pickett's site. Gymnastics is my own modified version that can also be found on Kuseru's site. Also, the way that I present the text is the standard format that I use for all of my characters.


You got links to those sites? :?


They are in the Heroes Unlimited site link that is stickied.

_________________
Thank you for that swank idea Mephisto! You rock AND roll! -mrloucifer
You Mephisto are a gentleman and a genius. -tetsubo
meph you are a true creative.... fill in blank. seriously good stuff. -BARQ


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 Post subject: Re: The Hero Exchange
Unread postPosted: Fri May 29, 2009 3:07 am
  

User avatar
Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
Some cool new NPCs. I like them. Thank you for sharing them with us. I hope we get some more!

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: The Hero Exchange
Unread postPosted: Fri May 29, 2009 11:23 pm
  

User avatar
Explorer

Joined: Mon May 11, 2009 9:21 pm
Posts: 151
Aramanthus wrote:
Some cool new NPCs. I like them. Thank you for sharing them with us. I hope we get some more!


I got another street level villain I sometimes use too. I'll have to type him up though. He's a mutant with multiple personality syndrome. Main offensive power is alter limbs. Also shapeshifts (dominant personality is a female cop, the villain Blade is a man). The blade personality knows about the cop, and will use her to dodge pursuers if needed.

_________________
"Justice is not blind. Justice is not fair. Justice is cold and ruthless. Justice strikes swiftly. Justice is harsh and brutal... I am Justice" -Harsh Justice


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 Post subject: Re: The Hero Exchange
Unread postPosted: Sat May 30, 2009 4:32 am
  

User avatar
Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
Cool! Can't wait to see that one too!

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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