Ura-Maru
Aug 9th, '05, 10:33 PM
Jack Monroe. A failed super soldier. A fallen super hero. A reluctant “father.” Wandering the highways and byways of this vast land, Monroe tries to discover himself, by discovering America.
Stan Lee presents (An Ura-Maru writeup of) NOMAD
Character Name: Nomad
Alternate Identities: Jack Monroe, Bucky
CHARACTERISTICS Characteristics Notes
Val Char Base Cost Pts. Roll
25 STR 10 1 15 14- HTH damage: 5d6 Lift:800 kg End: 3
23 DEX 10 3 39 14- Total OCV:8 Total DCV: 8
23 CON 10 2 26 14-
23 BODY 10 2 26 14-
13 INT 10 1 3 12- Perception Roll 12
10 EGO 10 2 0 11- Base ECV: 3
20 PRE 10 1 10 13- Base Presence Attack: 4d6
16 COM 10 1/2 3 12-
15 PD 5 1 10
10 ED 5 1 5
5 SPD 3.3 10 17 Phases: 3 5 8 10 12
10 REC 10 2 0
46 END 46 1/2 0
48 STUN 48 0 0
Characteristics Cost: 154
SKILLS, PERKS, AND TALENTS
Cost Name Roll
16 +2 with All Combat
6 +2 w' Shadowing, Sec.Systems, & W'Smith
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
3 Lockpicking 14-
3 Slight Of Hand 14-
3 Stealth 14-
3 Teamwork 14-
3 Computer Programming 12-
3 Deduction 12-
3 Security Systems 14-
3 Shadowing 14-
3 Navigation 12-
3 W'Smith: Super Guns 14-
3 Streetwise 12-
7 PS: Hitchiker 14-
3 KS: 50's Cap fanboy 12-
3 KS: Superhuman World 12-
3 Travler 12-
2 AK: US & Canada 12-
2 CK: Washington 12-
2 CK: Los Angeles 12-
2 CK: New York 12-
2 AK: Interstates 12-
5 TF: Lrg & Sml ground vehicles, Motorcycles
4 WF: Small Arms, Shoulder Arms, Super Guns
6 Contact: Capt. Americaextremely useful 8-
skills/ablities, Access, Signifigant
Contacts of His Own
12 Contact: Undergrounders very useful 8-
skills, signifigant Contacts, Organization
120 Total Skill, Perks, & Talents Cost
POWERS AND EQUIPMENT
Cost Name Power/ Equipment End
Martial Arts Combat Training
4 Block 10 OCV, 10 DCV, Block, Abort
4 Dodge -- OCV, 13 DCV, Dodge all attacks, Abort
4 Punch 10 OCV, 10 DCV, 8d6
5 Kick 6 OCV, 9 DCV, 10d6 2
3 Throw 8 OCV, 9 DCV, 5d6+v5, Target Falls 2
4 Disarm 7 OCV, 9 DCV, 40 STR to Disarm 2
4 Escape 8 OCV, 8 DCV, 45 STR to Escape 2
4 Extra DC
8 Athletic +4" Running 3
2 Athletic +2" Leap 3
6 Super Soldier 1/2 End on STR
5 Super Soldier Half End on Running
16 Super Soldier 50% Physical Damage Reduction, Non-Persistant (-1/4)
10 Experienced Defensive Manuver IV
30 Stun Disks 10" Streching, Does Not Cross Intervening Space (+1/2), 3 No Velocity Damage (-1/4), OIF: Stun Disks (-1/2), 4 Recoverable Charges (-1/2),Range Penalties Apply (-1/4)
4 Stun Disk Blades 1 pip Killing HKA (1/2 D6 w' STR) Armor Piercing (+1/2)
35 (88) Shotgun w'Blanks 7d6 EB, AVLD: Flash Defense (+1 1/2), 8 Charges (-1/2), No Range (-1/2), OAF:Shotgun (-1), Defended by both
visual and Hearing Flash Defense (-1/2)
7 Armored Coat 4/4 Armor, IIF (-1/4) Activation 14- (-1/2)
6 Bulletproof Vest 4/4 Armor, IIF (-1/4) Activation 12- (-3/4)
171 Total Power/Equipment Cost
DISADVANTAGES
Cost Disadvantage
25 DNPC: 'Bucky', Incompetent, 14-
15 DNPC:Angst Story of the Month, Normal, 11-
10 Wealth: Destitute
5 DF: Super Solder (Consealable, Noticed, Unusal Senses to detect)
5 DF: Uses dated slang and expressions (easily cons, noticed)
5 Reputation: Unstable Failed Superhero 8- (by supers), Super Wanna-Be 8- (by normals)
5 Phys Lim: Artifically Induced Mental Blocks He's Not Aware Of (Occasionaly, Slightly)
10 Psych Lim: Code vs Killing (Common, Moderate)
10 Psych Lim: Lost Soul, needs a cause to sacrifice himself for or someone to take care of, because he thinks his life is worthless (Uncom., Strong)
15 Guilt Complex, Self-loathing, and Insecurity (Common, Strong)
10 Rivalry: Captain America, Professional, Signifigantly More Powerful, One Sided
5 Vulnerablity: Non-fear based presence attacks Uncommon, 1 1/2
20 Hunted:Vauge Government Agency (8-, MoPow, NCI, Harsh)
10 Born to lose: 2d6 Unluck
150 Total Disadvantages Cost
Characteristics Cost: 154
Skills & Talents Cost: 120
Powers & Equipment Cost:171
Total Cost 445
This is the Nomad from the monthly series. The Stun Disks (Did he have two or four? I don’t remember) are bought as stretching because he frequently disarmed or tripped people with them, as well as smacking them. Seemed easier than using TK or ranged martial arts. Plus, it saves buying swinging just to use the grappling hook attachment.
The shotgun-blanks-in-the-face thing might be too big, but it did stun USAgent, and he’s a pretty beefy guy. One recovering charge might be better, though. It only worked as a surprise move, he never used it more than once in a combat that I remember. Usually he just threatened people with them.
He actually seemed to have several guns, but that seemed basically a special effect, like the jacket changes. He had a collapsible staff, too, but I don’t think he ever used it for anything but a vaulting pole.
I’d put most of Cap’s physical stats at 25, so 23 seems about right. Str should probably be 23 as well, but I hate dealing with half dice. The fairly low speed and dex means he’ll be stuck playing ‘madly block and dodge!’ against almost any ‘real’ super, which is basically how he was portrayed.
Yes, the Ego really should be that low. Combined with the vulnerability, he can be pressured into almost everything, as long as he’s not bullied directly.
Nomad’s art was . . . amusingly inconsistent. He could look pretty badass, or he could be a bishonen with full, pouty lips (he was a sidekick, after all . . .) or he could be a barely humanoid scribble. Adjust Pre and Com appropriately.
Bucky doesn’t get ‘unaware of secret identity’ because she was relatively well behaved when things got serious. She didn’t cry on stakeouts or while sneaking around. :)
I’m a bit disappointed Psych Lims aren’t maxed out, but then both the one-sided rivalry and the vulnerability are sorta-psychlims, and that gives an even 50.
The CVK isn’t strong enough to be worth anything in pure 4 color games. But then a CVK shouldn’t be worth 20 points in those kind of games either.
Continued!
---
Still, 445 points? That’s pretty high for a guy who couldn’t even take USAgent. I always buy too many skills . . .
Stan Lee presents (An Ura-Maru writeup of) NOMAD
Character Name: Nomad
Alternate Identities: Jack Monroe, Bucky
CHARACTERISTICS Characteristics Notes
Val Char Base Cost Pts. Roll
25 STR 10 1 15 14- HTH damage: 5d6 Lift:800 kg End: 3
23 DEX 10 3 39 14- Total OCV:8 Total DCV: 8
23 CON 10 2 26 14-
23 BODY 10 2 26 14-
13 INT 10 1 3 12- Perception Roll 12
10 EGO 10 2 0 11- Base ECV: 3
20 PRE 10 1 10 13- Base Presence Attack: 4d6
16 COM 10 1/2 3 12-
15 PD 5 1 10
10 ED 5 1 5
5 SPD 3.3 10 17 Phases: 3 5 8 10 12
10 REC 10 2 0
46 END 46 1/2 0
48 STUN 48 0 0
Characteristics Cost: 154
SKILLS, PERKS, AND TALENTS
Cost Name Roll
16 +2 with All Combat
6 +2 w' Shadowing, Sec.Systems, & W'Smith
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
3 Lockpicking 14-
3 Slight Of Hand 14-
3 Stealth 14-
3 Teamwork 14-
3 Computer Programming 12-
3 Deduction 12-
3 Security Systems 14-
3 Shadowing 14-
3 Navigation 12-
3 W'Smith: Super Guns 14-
3 Streetwise 12-
7 PS: Hitchiker 14-
3 KS: 50's Cap fanboy 12-
3 KS: Superhuman World 12-
3 Travler 12-
2 AK: US & Canada 12-
2 CK: Washington 12-
2 CK: Los Angeles 12-
2 CK: New York 12-
2 AK: Interstates 12-
5 TF: Lrg & Sml ground vehicles, Motorcycles
4 WF: Small Arms, Shoulder Arms, Super Guns
6 Contact: Capt. Americaextremely useful 8-
skills/ablities, Access, Signifigant
Contacts of His Own
12 Contact: Undergrounders very useful 8-
skills, signifigant Contacts, Organization
120 Total Skill, Perks, & Talents Cost
POWERS AND EQUIPMENT
Cost Name Power/ Equipment End
Martial Arts Combat Training
4 Block 10 OCV, 10 DCV, Block, Abort
4 Dodge -- OCV, 13 DCV, Dodge all attacks, Abort
4 Punch 10 OCV, 10 DCV, 8d6
5 Kick 6 OCV, 9 DCV, 10d6 2
3 Throw 8 OCV, 9 DCV, 5d6+v5, Target Falls 2
4 Disarm 7 OCV, 9 DCV, 40 STR to Disarm 2
4 Escape 8 OCV, 8 DCV, 45 STR to Escape 2
4 Extra DC
8 Athletic +4" Running 3
2 Athletic +2" Leap 3
6 Super Soldier 1/2 End on STR
5 Super Soldier Half End on Running
16 Super Soldier 50% Physical Damage Reduction, Non-Persistant (-1/4)
10 Experienced Defensive Manuver IV
30 Stun Disks 10" Streching, Does Not Cross Intervening Space (+1/2), 3 No Velocity Damage (-1/4), OIF: Stun Disks (-1/2), 4 Recoverable Charges (-1/2),Range Penalties Apply (-1/4)
4 Stun Disk Blades 1 pip Killing HKA (1/2 D6 w' STR) Armor Piercing (+1/2)
35 (88) Shotgun w'Blanks 7d6 EB, AVLD: Flash Defense (+1 1/2), 8 Charges (-1/2), No Range (-1/2), OAF:Shotgun (-1), Defended by both
visual and Hearing Flash Defense (-1/2)
7 Armored Coat 4/4 Armor, IIF (-1/4) Activation 14- (-1/2)
6 Bulletproof Vest 4/4 Armor, IIF (-1/4) Activation 12- (-3/4)
171 Total Power/Equipment Cost
DISADVANTAGES
Cost Disadvantage
25 DNPC: 'Bucky', Incompetent, 14-
15 DNPC:Angst Story of the Month, Normal, 11-
10 Wealth: Destitute
5 DF: Super Solder (Consealable, Noticed, Unusal Senses to detect)
5 DF: Uses dated slang and expressions (easily cons, noticed)
5 Reputation: Unstable Failed Superhero 8- (by supers), Super Wanna-Be 8- (by normals)
5 Phys Lim: Artifically Induced Mental Blocks He's Not Aware Of (Occasionaly, Slightly)
10 Psych Lim: Code vs Killing (Common, Moderate)
10 Psych Lim: Lost Soul, needs a cause to sacrifice himself for or someone to take care of, because he thinks his life is worthless (Uncom., Strong)
15 Guilt Complex, Self-loathing, and Insecurity (Common, Strong)
10 Rivalry: Captain America, Professional, Signifigantly More Powerful, One Sided
5 Vulnerablity: Non-fear based presence attacks Uncommon, 1 1/2
20 Hunted:Vauge Government Agency (8-, MoPow, NCI, Harsh)
10 Born to lose: 2d6 Unluck
150 Total Disadvantages Cost
Characteristics Cost: 154
Skills & Talents Cost: 120
Powers & Equipment Cost:171
Total Cost 445
This is the Nomad from the monthly series. The Stun Disks (Did he have two or four? I don’t remember) are bought as stretching because he frequently disarmed or tripped people with them, as well as smacking them. Seemed easier than using TK or ranged martial arts. Plus, it saves buying swinging just to use the grappling hook attachment.
The shotgun-blanks-in-the-face thing might be too big, but it did stun USAgent, and he’s a pretty beefy guy. One recovering charge might be better, though. It only worked as a surprise move, he never used it more than once in a combat that I remember. Usually he just threatened people with them.
He actually seemed to have several guns, but that seemed basically a special effect, like the jacket changes. He had a collapsible staff, too, but I don’t think he ever used it for anything but a vaulting pole.
I’d put most of Cap’s physical stats at 25, so 23 seems about right. Str should probably be 23 as well, but I hate dealing with half dice. The fairly low speed and dex means he’ll be stuck playing ‘madly block and dodge!’ against almost any ‘real’ super, which is basically how he was portrayed.
Yes, the Ego really should be that low. Combined with the vulnerability, he can be pressured into almost everything, as long as he’s not bullied directly.
Nomad’s art was . . . amusingly inconsistent. He could look pretty badass, or he could be a bishonen with full, pouty lips (he was a sidekick, after all . . .) or he could be a barely humanoid scribble. Adjust Pre and Com appropriately.
Bucky doesn’t get ‘unaware of secret identity’ because she was relatively well behaved when things got serious. She didn’t cry on stakeouts or while sneaking around. :)
I’m a bit disappointed Psych Lims aren’t maxed out, but then both the one-sided rivalry and the vulnerability are sorta-psychlims, and that gives an even 50.
The CVK isn’t strong enough to be worth anything in pure 4 color games. But then a CVK shouldn’t be worth 20 points in those kind of games either.
Continued!
---
Still, 445 points? That’s pretty high for a guy who couldn’t even take USAgent. I always buy too many skills . . .