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BloodOnWhitePetals
Crew

PostPosted: Fri Jul 21, 2006 5:51 pm


If you've never played HÖL, you probably shouldn't ask...

Blood's HÖL Character
User Image - Blocked by "Display Image" Settings. Click to show.Name: Cannon-chan 32576

Greymatta: 7
Meat: 2
Feets: 8
Mouth: 10
Nuts: -2

Skills:
Pummeling with the assistance of a cannon barrell: 5
Run real fast: 8
Make people do your bidding by screaming unintelligably: 6
Make anything you say sound more important with the voice of god: 4
Shootin' Kinda ********' Huge Guns: 9
Turn Radios into Howitzers: 4
Whining Until You Get What You Want: 8
Spot Wastit: 2

Equipstuff:
- One-peice C.O.W. Scout Uniform and Hat
- Cyborg "TANK" Armor Rating: 3 1/2
- All-terrain Cyborg "TANK" tracks: +2 feets when in use
- ********' Huge TANK Cannon with Anti-Personnel Incendiary rounds. Anguish 12 Damage 18
Cannon can also be used to for pummeling with Anguish 4 Damage 6
- Extra carrying capacity on hips

Background:
Cannon-chan 32576 was created by C.O.W. scientists in an effort to create the ultimate soldier. When they realized that they not only failed miserably, but created possibly the most annoying fox-girl-tank hybrid cyborg in the Confederation, they scrapped her. Oddly enough, she fell off the recyclable scrap heap and into the trash heap destined for HÖL. They also forgot to shut her off, so she whined the enitre trip and asked the pilots "Are we there yet?" an uncountable number of times. She has spent much of her time on HÖL so far trying to annoy Mahatma Gandhi.
PostPosted: Fri Jul 21, 2006 5:53 pm


Blood's Project Draco Character
User ImageName: Lt. Himmler
Class: Gun Bunny
Race: Human
Occupation: Military
Age: 18
Gender: Female
Height: 4’6”
Weight: 89lbs

Stats:
Str: 5 -3
Dex: 16 +3
Con: 7 -2
Int: 12 +1
Wis: 6 -2
Cha: 14 +2

Health Points: 6
Energy Points: 1
Base Attack: +1
Armor Class: +3
Initiative: +7

Saves:
Fort: -2
Reflex: 5 = +2 +3 Dex
Will: -2

Weapon:
Machine Pistol: 1d8 (auto-fire, concealable, spreading, inaccurate, limited shots (6), short range)
Heavy Assault Rifle: 2d6+2 (auto-fire, spreading, inaccurate, limited shots (6))
Sniper Rifle: 2d8+1 (accurate, limited shots (6))
Medium Pistol: 1d8 (concealable, short range)
Heavy Pistol: 1d8+1 (concealable, short range)
Light Pistol: 1d6+1 (concealable, low penetration, short range)

Attributes:
Armor (tactical assault vest): 2 (-8 damage)
Aura of Command: 3 (1-10 people)
Highly Skilled: 2
Personal Gear: 3 (3 major, 12 minor)
Special Movement (cat-like): 1

Defects:
Phobia (loneliness): 1 BP

Feats:
Improved Initiative
Point Blank Shot
Portable Armoury

Skills: Specialty Ranks
Balance (tightrope): 2
Bluff (acting): 1
Climb (walls): 1
Demolitions (artificial structures): 1
Intimidate (interrogation): 2
Investigate (government): 1
Jump (long): 2
Know: Police Sciences (ballistics): 2
Know: Military Sciences (tactics): 1
Listen (Eavesdropping): 1
Seduction (Males): 3
Spot (Movement): 2
Gun Combat: 4
Ranged Defense: 4

Gear:
Fragmentation Grenades
Smoke Grenades
White Phosphorus Grenades
Laser Sight (Pistol Attachment)
Sniper Electro-Sight (Rifle Attachment)
Laser Sight (Rifle Attachment)
Grenade Launcher (Rifle Attachment)
Electro-Binoculars
Com-link
Tactical Assault Vest
Tactical Assault Helmet

Background: Lt. Himmler is actually a Neo-Nazi who has been working among the group… She is mean and evil, though oddly attractive. Like her historic idols, she is a skilled orator with a commanding presence which has brought her this far despite obvious shortcomings. She is deathly afraid of being alone, and stays close to whatever group she works in. She also tends to try and run things, giving out orders and creating battle plans without accepting help or suggestions. Some people think she is so angry because of her failed attempt at a career as a painter.

Description: Lt. Himmler is a young girl, appearing to be even younger than she is, but has a forceful voice and no-nonsense attitude. (see pic) She is currently dressed in tactical assault armor, but is wearing the pictured uniform (black sport coat, white shirt, red tie, knee-length skirt, nazi adornments) underneath.

BloodOnWhitePetals
Crew


BloodOnWhitePetals
Crew

PostPosted: Fri Jul 21, 2006 6:05 pm


I figured I'd post this here to be scary...

The Shadow
Information: The Shadow spends his time disguised as a human, trying to topple governments, control markets, destroy religion, corrupt the media and police, and other general evil-mastermind type activities. Due to his nature, actually finding him (even if he stood 2 feet from you) would be practically impossible. He is also a capable psionicist and wizard, and is suspected to have many more powers than anyone knows about. The Shadow Chasers worry mainly about fighting with his minions to thwart his plans, since he rarely does things for himself. He doesn't even see The Fellowship as important enough for his personal attention, let alone their employees. He is suspected to be involved with many evil organizations such as the Discordians, Thelemites, Scientologists, Time/Warner and GreenPeace to name a few.

User ImageName: The Shadow
Class: Mind_Flayer 15 / Charismatic Hero 3 / Personality 3
Race: Mind_Flayer
Occupation: Stock Broker / World Dominator
Sex: Male
Alignment: Lawful Evil
Size: Medium
Height: 5'11'
Weight: 190lbs
Skin: Mauve
Eyes: White
Hair: none

Stats:
Strength 11 (+0)
Dexterity 19 (+4)
Constitution 14 (+2)
Intelligence 26 (+ cool
Wisdom 19 (+4)
Charisma 24 (+7)

Total Hit Points: 108

Speed: 30 feet

Armor Class: 19 = 10 +4 [dexterity] +3 [natural] +2 [class]

Touch AC: 16
Flat-footed: 15

Class Defense Bonus Option: +7 [no stacking with armor]

Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +8 = 6 [base] +2 [constitution]
Reflex save: +10 = 6 [base] +4 [dexterity]
Will save: +12 = 8 [base] +4 [wisdom]
Attack (handheld): +8/+3 = 8 [base]
Attack (unarmed): +8/+3 = 8 [base]
Attack (missile): +12/+7 = 8 [base] +4 [dexterity]
Grapple check: +8/+3 = 8 [base]
Reputation: +7 = 4 [base] +3 [renown]

Action Points: 239 (lifetime)

Languages: Abyssal Celestial Common Illithid (Mind Flayer) Beholder Spanish Infernal Undercommon French Hindi German Polish Arabic Japanese Chinese

Talents:
Charm (humans)
Fast Talk

Feats:

Augment Summoning
Personal Firearms Proficiency
Spell Focus (Conjuration)
Deceptive
Meticulous
Point Blank Shot
Simple Weapon Proficiency
Renown
Minions
Obscure Knowledge

Skills:
Appraise Int 8
Balance Dex* 4
Bluff Cha 19
Climb Str* 0
Concentration Con 8
Computer Use Int 16
Craft (Writing) Int 12
Decipher Script Int 11
Diplomacy Cha 20
Disguise Cha 12
Drive Dex* 7
Escape Artist Dex* 4
Forgery Int 13
Gather Information Cha 17
Hide Dex* 4
Intimidate Cha 20
Investigate Cha 8
Knowledge (arcana) Int 14
Knowledge (behavioral sciences) Int 10
Knowledge (business) Int 12
Knowledge (current events) Int 10
Knowledge (earth & life sciences) Int 9
Knowledge (history) Int 13
Knowledge (psionics) Int 15
Knowledge (physical sciences) Int 9
Knowledge (religion & theology) Int 20
Knowledge (streetwise) Int 10
Listen Wis 7
Move Silently Dex* 4
Perform (Oration) Cha 16
Profession (Stock-broker) Wis 13
Research Int 13
Search Int 12
Sense Motive Wis 4
Spot Wis 8
Survival Wis 4
Treat Injury Wis 12
Tumble Dex* 6

* = check penalty for wearing armor

Mind_Flayer:

* Brain-eating, tentacle-faced Aberrations with powers of mental domination. darkvision to 60 feet; monster class skills are bluff, concentration, craft, intimidate, knowledge (all), listen, move silently, profession, and spot.

* Level 1:First hit die; +2 int; 2 tentacles 1d4 + strength bonus, +1 natural armor

* Level 2:+2 str, telepathy 10 feet

* Level 3:Second hit die; +2 wis, psionics (detect thoughts, levitate) at will

* Level 4:+2 con, mind blast 1/day (1 creature, 1d4 rounds)

* Level 5:Third hit die; +2 int, 3 tentacles, psionics (suggestion) at will, telepathy 60 feet

* Level 6:+2 dex, spell resistance 10 + monster class level; +2 natural armor

* Level 7:Fourth hit die; +2 cha, psionics (charm monster) at will

* Level 8:Improved grab, mind blast 3/day (10 foot cone, 1d4 rounds)

* Level 9:Fifth hit die; +2 int, 4 tentacles, telepathy 100 feet

* Level 10:+2 wis, +3 natural armor

* Level 11:Sixth hit die; +2 cha, mind blast 3/day (30 foot cone, 1d4 rounds)

* Level 12:Extract brain, psionics (plane shift 1/day); mind blast 3/day (30 foot cone, 2d4 rounds)

* Level 13:Seventh hit die; +2 int, +2 dex

* Level 14:+2 wis, mind blast at will (60 foot cone, 3d4 rounds)

* Level 15:Eighth hit die; +2 cha, psionics (astral projection, plane shift) at will

Aberration:

* Strange being.

* Don't become undead or contract lycanthropy.

* Immune to spells that typically affect only humanoids, such as charm person or hold person.
PostPosted: Fri Jul 21, 2006 6:09 pm


Wow... my google search for megaman stuff resulted in finding this:

http://www.ugo.com/channels/comics/heroMachine2/heromachine2.asp

I liked it so much I immediatley made some super-heroes....
User ImageUser ImageUser ImageUser Image

ninja pirate

BloodOnWhitePetals
Crew

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