Enforcer84
May 31st, '06, 09:26 PM
Post one: The Dark Clone of Justice!
Grendel
Val  Char  Cost  Roll  Notes
30    STR     20      15-    Lift 1600.0kg; 6d6 [1]
23    DEX     39      14-    OCV:  8/DCV:  8
25    CON     30      14-
20    BODY    20      13-
18    INT       8      13-    PER Roll 13-
15    EGO     10      12-    ECV:  5
25    PRE      15      14-    PRE Attack:  5d6
12    COM     1      11-
15/21    PD         9      Total:  15/21 PD (0/6 rPD)
10/16    ED         5      Total:  10/16 ED (0/6 rED)
5    SPD       17      Phases: 3, 5, 8, 10, 12
11    REC       0
50    END     0
50    STUN   2      Total Characteristic Cost:  186
Movement:
Running:  9"/18"
Leaping:  8"/16"
Swimming:  4"/8"
Swinging:  10"/20"
Cost  Powers  END
20  Utility Belt:  Multipower, 30-point reserve, (30 Active Points); OIF (-1/2)
1u  1) Advanced Lockpick Set:  +2 with Lockpicking (4 Active Points); OAF (-1)
1u  2) Billy Club:  Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
1u  3) Bomb Defusing Kit:  +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4)
1u  4) Boomerang:  Energy Blast 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)
1u  5) Calculator:  Lightning Calculator (3 Active Points); OAF (-1)
1u  6) Crime Scene Kit:  +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2)
1u  7) Flash Pellets:  Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
1u  8) Flashlight:  Sight Group Images 1" radius, +4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4) [1 cc]
1u  9) Laser Torch:  Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (12 Active Points); OAF (-1), No Range (-1/2)
1u  10) Medkit:  +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)
1u  11) Mini-Camera:  Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)
1u  12) Mini-Console:  High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1)
1u  13) Mini-bolos:  Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) [3]
1u  14) Mini-radios:  Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Sense Affected As Hearing And Radio Groups, Not Mental Group (-1/4)
1u  15) Mini-recorder:  Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)
1u  16) Miniature Climbing Rig:  +2 with Climbing (4 Active Points); OAF (-1)
1u  17) Nightsight Monocular:  (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4)
1u  18) Parabolic Mini-Mike:  +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1)
1u  19) Rebreather:  Life Support (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system; +0) (5 Active Points); OAF (-1) [1 cc]
1u  20) Security Systems Analyzer:  +2 with Security Systems (4 Active Points); OAF (-1)
1u  21) Smoke Pellets:  Darkness to Sight Group 3" radius, 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; +0) (30 Active Points); OAF (-1), Range Based On Strength (-1/4) [8 cc]
1u  22) Swingline:  Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1)
1u  23) Throwing Blades:  Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [6 rc]
  Costume Enhancements
12  1) Armored Costume:  Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)
6  2) Mask Radio:  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Groups As Well As Radio Group (-1/2)
3  3) Nightsight Lenses:  Nightvision (5 Active Points); OIF (-1/2)
  Physical Marvel
5  1) Acrobat:  Leaping 0" (8" forward, 4" upward) (Accurate) 1
7  2) Gifted Athlete:  Reduced Endurance (1/2 END; +1/4) (7 Active Points) applied to STR
\tabGeneric Martial Arts
Maneuver OCV DCV Notes
8  +2 HTH Damage Class(es)
4  Block +2 +2 Block, Abort
4  Dodge -- +5 Dodge, Affects All Attacks, Abort
5  Kick -2 +1 12d6 Strike
4  Punch +0 +2 10d6 Strike
3  Throw +0 +1 8d6 +v/5, Target Falls
Perks
20  Well Connected and 15 contacts within Empire City 11-
2  Fringe Benefit: International Driver's License, License to practice a profession
5  Money: Well Off
6  Reputation: The Giant of Empre City (A large group) 14-, +2/+2d6
15  Special Sports Car
30  Base
Talents
6  Combat Elite:  Combat Luck (3 PD/3 ED)
15  Combat Elite:  Combat Sense 13-
3  Combat Elite:  Lightning Reflexes: +2 DEX to act first with All Actions
Skills
16  +2 with All Combat
10  +2 with HTH Combat
3  Acrobatics 14-
3  Analyze: Combat 13-
3  Breakfall 14-
5  CK: Empire City 15-
3  Climbing 14-
3  Combat Driving 14-
3  Concealment 13-
3  Criminology 13-
3  Cryptography 13-
3  Deduction 13-
3  Defense Maneuver I
3  Forensic Medicine 13-
3  High Society 14-
3  Interrogation 14-
3  KS: Empire City Underworld 13-
2  KS: The Martial World 11-
2  KS: The Superhuman World 11-
3  Lockpicking 14-
3  Mechanics 13-
3  Navigation (Land, Marine) 13-
3  Paramedics 13-
3  Security Systems 13-
3  Shadowing 13-
3  Streetwise 14-
3  Stealth 14-
2  Survival (Underground) 13-
3  Systems Operation 13-
2  TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
Total Powers & Skill Cost:  314
Total Cost:  500
200+ Disadvantages
10  Dependent NPC: Annette Williams, Fiancee 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
5  Dependent NPC: Preston Collins; Aide De Campe 8- (Normal; Useful Noncombat Position or Skills)
10  Distinctive Features: Tall, powerfully built man. (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15  Hunted: Empire City Police 8- (Mo Pow, NCI, Mildly Punish)
20  Hunted: Empire City Underworld 11- (As Pow, NCI, Harshly Punish)
15  Hunted: Grendal's Rogue's Gallery 8- (As Pow, NCI, Harshly Punish)
20  Psychological Limitation: Code vs Killing (Common, Total)
20  Psychological Limitation: Devoted to Justice (Common, Total)
10  Psychological Limitation: Enjoys playing "Games" with Targets (Common, Moderate)
10  Reputation: Murderous Vigilante, 8- (Extreme)
15  Social Limitation: Secret Identity (Frequently, Major)
150 Experience Points
Total Disadvantage Points:  500
Background/History:  Erich was born in Siberia. His family was sold into slavery in the "New Soviet Economy" by a burgeoning crimelord. At first his life was simply that of a child laborer. However, Erich grew big and strong. And then bigger and stronger! By the time he was fifteen Erich was two meters tall and weighed over a hundred kilos. His master, the Cobalt Czar, was a costumed criminal in the 70's and 80's. The Czar saw potential in using Erich as a henchman. He had the boy trained in martial arts and espionage, transforming the tall, lean youth into a tall, powefully built giant. Given a black and bronze costume and the name Grendel, Erich was released upon the world. However, the Czar was a dangerously unstable man, and when Grendel was unable to destroy his enemy, the russian crime fighter, Bronze Hammer (English Translation), the Czar had his parents and siblings slain as punishment. Though he had been unable to best the heroic Bronze Hammer, Grendel had little trouble killing the Czar and all his lieutenants as they tried to stop him, or escape. Then he disappeared. The Czar's kept policemen fingered Erich for the crime but a search for him was never really initiated. Erich Roushok simply disappeared. <br>Five years later, a tall, jovial young man set the social scene of Empire City on fire. Eric Wolf had a slight european accent and a tidy portfolio, he was readily accepted. <br>Empire City also gained a new monster. This monster stalks the night and shines his blood red eyes on the evils inhabiting his new home. Grendel has come to town. It's gonna be a long night.
Personality/Motivation:  Eric spent years coming to grips with his life. Now he maintains a rich playboy "day job" and a crime fighting night time gig. Eric killed his 'benefactor' but has sworn to never take a life again. Though he misses his family he fights in their memory, trying to make Empire City a safe place to raise a family. He knows he won't be able to keep this up forever, but he feels the vigilante gig is the best way to pay for his sins. <br>Eric is friendly, intelligent, and polite. He is quite the ladies man though he has toned it down now that he's engaged to the Police Comissioner's daughter. Eric has a nice russian accent and gets his coloquialisms wrong. He knows precious little pop culture and often talks of his favorite russian celebrities...like Gorky Park!<br>Grendel, despite his name and origin, is a rather happy go lucky type vigilante. He does the grim stalker in the night routine as well, but will definately crack wise when the mood strikes him. Grendel has a habit of tossing bits of mythology, and even pop culture into his speech patterns. Grendal has no accent.
Quote:  "Boo."<br>"When things go bump in the night...I bump back...wait, too Hellboy?"<br>"Any of you guys named Beowulf? No? *Cracks Knuckles* Good...."
Powers/Tactics:  Grendel is a physical marvel; tall and almost inhumanly strong, he is as graceful as a ballerina. He has studied a distilled version of several martial arts and other "Costumed Crimefighter" Skills, acrobatics, vehicle combat, detective work, etc. <br>Though he has a few weapons on his Utility Belt, Grendel really perfers to get up close and personal. His costume makes him seem even taller and broader than he already is.
Campaign Use:  Yeah, a Batman wannabe. Sue me.
Appearance:  Eric is tall and well built, he wears his brown hair long(about to his shoulders) and dresses very well. <br>The Grendel costume is still a black body suit with bronze bands at his bicepts, wrists, thighs, and calves. He wears black gloves, bronze colored boots, a bronze colored utility belt and a full face mask with glowing red eyes. The mask also has a dark brown plume at the top of the skull. He wears a black cape. On his chest is a bronze monsterous skull with it's mouth open.
Grendel
Val  Char  Cost  Roll  Notes
30    STR     20      15-    Lift 1600.0kg; 6d6 [1]
23    DEX     39      14-    OCV:  8/DCV:  8
25    CON     30      14-
20    BODY    20      13-
18    INT       8      13-    PER Roll 13-
15    EGO     10      12-    ECV:  5
25    PRE      15      14-    PRE Attack:  5d6
12    COM     1      11-
15/21    PD         9      Total:  15/21 PD (0/6 rPD)
10/16    ED         5      Total:  10/16 ED (0/6 rED)
5    SPD       17      Phases: 3, 5, 8, 10, 12
11    REC       0
50    END     0
50    STUN   2      Total Characteristic Cost:  186
Movement:
Running:  9"/18"
Leaping:  8"/16"
Swimming:  4"/8"
Swinging:  10"/20"
Cost  Powers  END
20  Utility Belt:  Multipower, 30-point reserve, (30 Active Points); OIF (-1/2)
1u  1) Advanced Lockpick Set:  +2 with Lockpicking (4 Active Points); OAF (-1)
1u  2) Billy Club:  Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
1u  3) Bomb Defusing Kit:  +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4)
1u  4) Boomerang:  Energy Blast 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)
1u  5) Calculator:  Lightning Calculator (3 Active Points); OAF (-1)
1u  6) Crime Scene Kit:  +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2)
1u  7) Flash Pellets:  Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
1u  8) Flashlight:  Sight Group Images 1" radius, +4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4) [1 cc]
1u  9) Laser Torch:  Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (12 Active Points); OAF (-1), No Range (-1/2)
1u  10) Medkit:  +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)
1u  11) Mini-Camera:  Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)
1u  12) Mini-Console:  High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1)
1u  13) Mini-bolos:  Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) [3]
1u  14) Mini-radios:  Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Sense Affected As Hearing And Radio Groups, Not Mental Group (-1/4)
1u  15) Mini-recorder:  Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)
1u  16) Miniature Climbing Rig:  +2 with Climbing (4 Active Points); OAF (-1)
1u  17) Nightsight Monocular:  (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4)
1u  18) Parabolic Mini-Mike:  +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1)
1u  19) Rebreather:  Life Support (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system; +0) (5 Active Points); OAF (-1) [1 cc]
1u  20) Security Systems Analyzer:  +2 with Security Systems (4 Active Points); OAF (-1)
1u  21) Smoke Pellets:  Darkness to Sight Group 3" radius, 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; +0) (30 Active Points); OAF (-1), Range Based On Strength (-1/4) [8 cc]
1u  22) Swingline:  Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1)
1u  23) Throwing Blades:  Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [6 rc]
  Costume Enhancements
12  1) Armored Costume:  Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)
6  2) Mask Radio:  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Groups As Well As Radio Group (-1/2)
3  3) Nightsight Lenses:  Nightvision (5 Active Points); OIF (-1/2)
  Physical Marvel
5  1) Acrobat:  Leaping 0" (8" forward, 4" upward) (Accurate) 1
7  2) Gifted Athlete:  Reduced Endurance (1/2 END; +1/4) (7 Active Points) applied to STR
\tabGeneric Martial Arts
Maneuver OCV DCV Notes
8  +2 HTH Damage Class(es)
4  Block +2 +2 Block, Abort
4  Dodge -- +5 Dodge, Affects All Attacks, Abort
5  Kick -2 +1 12d6 Strike
4  Punch +0 +2 10d6 Strike
3  Throw +0 +1 8d6 +v/5, Target Falls
Perks
20  Well Connected and 15 contacts within Empire City 11-
2  Fringe Benefit: International Driver's License, License to practice a profession
5  Money: Well Off
6  Reputation: The Giant of Empre City (A large group) 14-, +2/+2d6
15  Special Sports Car
30  Base
Talents
6  Combat Elite:  Combat Luck (3 PD/3 ED)
15  Combat Elite:  Combat Sense 13-
3  Combat Elite:  Lightning Reflexes: +2 DEX to act first with All Actions
Skills
16  +2 with All Combat
10  +2 with HTH Combat
3  Acrobatics 14-
3  Analyze: Combat 13-
3  Breakfall 14-
5  CK: Empire City 15-
3  Climbing 14-
3  Combat Driving 14-
3  Concealment 13-
3  Criminology 13-
3  Cryptography 13-
3  Deduction 13-
3  Defense Maneuver I
3  Forensic Medicine 13-
3  High Society 14-
3  Interrogation 14-
3  KS: Empire City Underworld 13-
2  KS: The Martial World 11-
2  KS: The Superhuman World 11-
3  Lockpicking 14-
3  Mechanics 13-
3  Navigation (Land, Marine) 13-
3  Paramedics 13-
3  Security Systems 13-
3  Shadowing 13-
3  Streetwise 14-
3  Stealth 14-
2  Survival (Underground) 13-
3  Systems Operation 13-
2  TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
Total Powers & Skill Cost:  314
Total Cost:  500
200+ Disadvantages
10  Dependent NPC: Annette Williams, Fiancee 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
5  Dependent NPC: Preston Collins; Aide De Campe 8- (Normal; Useful Noncombat Position or Skills)
10  Distinctive Features: Tall, powerfully built man. (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15  Hunted: Empire City Police 8- (Mo Pow, NCI, Mildly Punish)
20  Hunted: Empire City Underworld 11- (As Pow, NCI, Harshly Punish)
15  Hunted: Grendal's Rogue's Gallery 8- (As Pow, NCI, Harshly Punish)
20  Psychological Limitation: Code vs Killing (Common, Total)
20  Psychological Limitation: Devoted to Justice (Common, Total)
10  Psychological Limitation: Enjoys playing "Games" with Targets (Common, Moderate)
10  Reputation: Murderous Vigilante, 8- (Extreme)
15  Social Limitation: Secret Identity (Frequently, Major)
150 Experience Points
Total Disadvantage Points:  500
Background/History:  Erich was born in Siberia. His family was sold into slavery in the "New Soviet Economy" by a burgeoning crimelord. At first his life was simply that of a child laborer. However, Erich grew big and strong. And then bigger and stronger! By the time he was fifteen Erich was two meters tall and weighed over a hundred kilos. His master, the Cobalt Czar, was a costumed criminal in the 70's and 80's. The Czar saw potential in using Erich as a henchman. He had the boy trained in martial arts and espionage, transforming the tall, lean youth into a tall, powefully built giant. Given a black and bronze costume and the name Grendel, Erich was released upon the world. However, the Czar was a dangerously unstable man, and when Grendel was unable to destroy his enemy, the russian crime fighter, Bronze Hammer (English Translation), the Czar had his parents and siblings slain as punishment. Though he had been unable to best the heroic Bronze Hammer, Grendel had little trouble killing the Czar and all his lieutenants as they tried to stop him, or escape. Then he disappeared. The Czar's kept policemen fingered Erich for the crime but a search for him was never really initiated. Erich Roushok simply disappeared. <br>Five years later, a tall, jovial young man set the social scene of Empire City on fire. Eric Wolf had a slight european accent and a tidy portfolio, he was readily accepted. <br>Empire City also gained a new monster. This monster stalks the night and shines his blood red eyes on the evils inhabiting his new home. Grendel has come to town. It's gonna be a long night.
Personality/Motivation:  Eric spent years coming to grips with his life. Now he maintains a rich playboy "day job" and a crime fighting night time gig. Eric killed his 'benefactor' but has sworn to never take a life again. Though he misses his family he fights in their memory, trying to make Empire City a safe place to raise a family. He knows he won't be able to keep this up forever, but he feels the vigilante gig is the best way to pay for his sins. <br>Eric is friendly, intelligent, and polite. He is quite the ladies man though he has toned it down now that he's engaged to the Police Comissioner's daughter. Eric has a nice russian accent and gets his coloquialisms wrong. He knows precious little pop culture and often talks of his favorite russian celebrities...like Gorky Park!<br>Grendel, despite his name and origin, is a rather happy go lucky type vigilante. He does the grim stalker in the night routine as well, but will definately crack wise when the mood strikes him. Grendel has a habit of tossing bits of mythology, and even pop culture into his speech patterns. Grendal has no accent.
Quote:  "Boo."<br>"When things go bump in the night...I bump back...wait, too Hellboy?"<br>"Any of you guys named Beowulf? No? *Cracks Knuckles* Good...."
Powers/Tactics:  Grendel is a physical marvel; tall and almost inhumanly strong, he is as graceful as a ballerina. He has studied a distilled version of several martial arts and other "Costumed Crimefighter" Skills, acrobatics, vehicle combat, detective work, etc. <br>Though he has a few weapons on his Utility Belt, Grendel really perfers to get up close and personal. His costume makes him seem even taller and broader than he already is.
Campaign Use:  Yeah, a Batman wannabe. Sue me.
Appearance:  Eric is tall and well built, he wears his brown hair long(about to his shoulders) and dresses very well. <br>The Grendel costume is still a black body suit with bronze bands at his bicepts, wrists, thighs, and calves. He wears black gloves, bronze colored boots, a bronze colored utility belt and a full face mask with glowing red eyes. The mask also has a dark brown plume at the top of the skull. He wears a black cape. On his chest is a bronze monsterous skull with it's mouth open.