Ben Seeman
Sep 5th, '03, 02:50 PM
Hey gang, I was just thinking about about villain team concept which lead to many character concepts, one of which I've complete and put here for your review. Let me know what you think, how he can be improved, etc. I'm wanting to stay at the 350 point level. Thanks!
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The Dealer
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 HTH damage
19 DEX 27 13- OCV: 6/DCV: 6
15 CON 10 12-
14 BODY 8 12-
19 INT 9 13- PER Roll 13-
13 EGO 6 12- ECV: 4
18 PRE 8 13- PRE Attack: 3 1/2d6
14 COM 2 12-
4 PD 1 Total: 4/16 PD (0/12 rPD)
4 ED 1 Total: 4/16 ED (0/12 rED)
4 SPD 11 Phases: 3, 6, 9, 12
10 REC 8
31 END 1
31 STUN 1 Total Characteristics Cost: 98
Movement: Run: 6"/NC"
Swim: 2"/NC"
Cost Powers END
35 Deck of Cards: Multipower, 70-point reserve, all slots: (70 Active Points); OAF (-1)
2u 1) Jokers: RKA 5d6 - 1 (70 Active Points); 2 Charges (-1 1/2)
2u 2) Kings: EB 7d6, Penetrating (+1/2), Explosion (Cone; -1 DC/2"; +1/2) (70 Active Points); 4 Charges (-1)
2u 3) Queens: (Total: 70 Active Cost, 23 Real Cost) Entangle 4d6, 4 DEF (40 Active Points); 4 Charges (-1) (Real Cost: 20) plus Suppress: STR 6d6 (30 Active Points); 4 Charges (-1) (Real Cost: 15)
2u 4) Jacks: EB 7d6, AP x1 (+1/2), AOE (One Hex; +1/2) (70 Active Points); 4 Charges (-1)
3u 5) Numbers: EB 5 1/2d6, 36 Charges (+1/2), Variable Advantage (+1/2 Advantages +1) (70 Active Points)
25 Stack of Chips: Multipower, 50-point reserve, all slots: (50 Active Points); OAF (-1)
2u 1) Green Chips: Sight Group Flash 5d6, AOE (3" Radius; +1) (50 Active Points); 5 Charges (-3/4)
1u 2) Blue Chips: Drain FORCEFIELD 5d6 (50 Active Points); 5 Charges (-2)
2u 3) Red Chips: FW (9 PD/9 ED; 3" long and 1" tall) (49 Active Points); 8 Charges (-1/2)
2u 4) Yellow Chips: EB 5d6, Autofire (5 shots; +1) (50 Active Points); 10 Charges (-1/4)
2u 5) White Chips: RKA 1d6, 32 Charges (+1/4), Autofire (5 shots; +1), Penetrating (x2; +1) (49 Active Points)
Suit
24 1) Protective Suit: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2)
13 2) Protective Suit: Energy Damage Reduction, 50% (20 Active Points); OIF (-1/2)
13 3) Protective Suit: Physical Damage Reduction, 50% (20 Active Points); OIF (-1/2)
5 Shades: Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1)
Martial Arts: Cane Maneuvers
Maneuver OCV DCV Notes
4 Choke Hold -2 +0 Grab One Limb; 3d6 NND
5 Defensive Block +1 +3 Block, Abort
3 Takedown +1 +1 5d6 Strike; Target Falls
5 Offensive Strike -2 +1 9d6 Strike
4 Killing Strike -2 +0 HKA 1d6 +1
Perks
5 Money: Well Off
3 Anonymity
Talents
3 Ambidexterity (-2 Off Hand penalty)
5 Eidetic Memory
4 Speed Reading (x10)
Skills
3 Acting 13-
3 Bribery 13-
7 Concealment 15-
3 Conversation 13-
5 Cryptography 14-
7 Deduction 15-
10 Gambling (Card Games) 17-
3 Persuasion 13-
6 PS: Card Dealer 16-
5 Seduction 14-
9 +3 with Deck of Cards Multipower
6 +2 with Stack of Chips Multipower
Total Powers & Skills Cost: 253
Total Cost: 350
200+ Disadvantages
15 Dependence: Alcohol Incompetence: -1 to Skill Rolls and related rolls per time increment (Easy To Obtain; Addiction)
15 Enraged: Cards or Chips are taken away (Uncommon), go 11-, recover 11-
15 Hunted: Local Crimefighters 11- (As Pow; Harshly Punish)
15 Psych. Lim.: Greedy (Common; Strong)
15 Psych. Lim.: Over Confidence (Common; Strong)
25 Psych. Lim.: Sexist (Very Common; Total)
10 Reputation: Member of Casino Crime Syndicate 11-
20 Soc. Lim.: Subject to Orders (Very Frequently; Major)
20 Vulnerability: 2 x Effect All Mental Attacks (Common)
Total Disadvantage Points: 350
<hr>
The Dealer
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 HTH damage
19 DEX 27 13- OCV: 6/DCV: 6
15 CON 10 12-
14 BODY 8 12-
19 INT 9 13- PER Roll 13-
13 EGO 6 12- ECV: 4
18 PRE 8 13- PRE Attack: 3 1/2d6
14 COM 2 12-
4 PD 1 Total: 4/16 PD (0/12 rPD)
4 ED 1 Total: 4/16 ED (0/12 rED)
4 SPD 11 Phases: 3, 6, 9, 12
10 REC 8
31 END 1
31 STUN 1 Total Characteristics Cost: 98
Movement: Run: 6"/NC"
Swim: 2"/NC"
Cost Powers END
35 Deck of Cards: Multipower, 70-point reserve, all slots: (70 Active Points); OAF (-1)
2u 1) Jokers: RKA 5d6 - 1 (70 Active Points); 2 Charges (-1 1/2)
2u 2) Kings: EB 7d6, Penetrating (+1/2), Explosion (Cone; -1 DC/2"; +1/2) (70 Active Points); 4 Charges (-1)
2u 3) Queens: (Total: 70 Active Cost, 23 Real Cost) Entangle 4d6, 4 DEF (40 Active Points); 4 Charges (-1) (Real Cost: 20) plus Suppress: STR 6d6 (30 Active Points); 4 Charges (-1) (Real Cost: 15)
2u 4) Jacks: EB 7d6, AP x1 (+1/2), AOE (One Hex; +1/2) (70 Active Points); 4 Charges (-1)
3u 5) Numbers: EB 5 1/2d6, 36 Charges (+1/2), Variable Advantage (+1/2 Advantages +1) (70 Active Points)
25 Stack of Chips: Multipower, 50-point reserve, all slots: (50 Active Points); OAF (-1)
2u 1) Green Chips: Sight Group Flash 5d6, AOE (3" Radius; +1) (50 Active Points); 5 Charges (-3/4)
1u 2) Blue Chips: Drain FORCEFIELD 5d6 (50 Active Points); 5 Charges (-2)
2u 3) Red Chips: FW (9 PD/9 ED; 3" long and 1" tall) (49 Active Points); 8 Charges (-1/2)
2u 4) Yellow Chips: EB 5d6, Autofire (5 shots; +1) (50 Active Points); 10 Charges (-1/4)
2u 5) White Chips: RKA 1d6, 32 Charges (+1/4), Autofire (5 shots; +1), Penetrating (x2; +1) (49 Active Points)
Suit
24 1) Protective Suit: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2)
13 2) Protective Suit: Energy Damage Reduction, 50% (20 Active Points); OIF (-1/2)
13 3) Protective Suit: Physical Damage Reduction, 50% (20 Active Points); OIF (-1/2)
5 Shades: Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1)
Martial Arts: Cane Maneuvers
Maneuver OCV DCV Notes
4 Choke Hold -2 +0 Grab One Limb; 3d6 NND
5 Defensive Block +1 +3 Block, Abort
3 Takedown +1 +1 5d6 Strike; Target Falls
5 Offensive Strike -2 +1 9d6 Strike
4 Killing Strike -2 +0 HKA 1d6 +1
Perks
5 Money: Well Off
3 Anonymity
Talents
3 Ambidexterity (-2 Off Hand penalty)
5 Eidetic Memory
4 Speed Reading (x10)
Skills
3 Acting 13-
3 Bribery 13-
7 Concealment 15-
3 Conversation 13-
5 Cryptography 14-
7 Deduction 15-
10 Gambling (Card Games) 17-
3 Persuasion 13-
6 PS: Card Dealer 16-
5 Seduction 14-
9 +3 with Deck of Cards Multipower
6 +2 with Stack of Chips Multipower
Total Powers & Skills Cost: 253
Total Cost: 350
200+ Disadvantages
15 Dependence: Alcohol Incompetence: -1 to Skill Rolls and related rolls per time increment (Easy To Obtain; Addiction)
15 Enraged: Cards or Chips are taken away (Uncommon), go 11-, recover 11-
15 Hunted: Local Crimefighters 11- (As Pow; Harshly Punish)
15 Psych. Lim.: Greedy (Common; Strong)
15 Psych. Lim.: Over Confidence (Common; Strong)
25 Psych. Lim.: Sexist (Very Common; Total)
10 Reputation: Member of Casino Crime Syndicate 11-
20 Soc. Lim.: Subject to Orders (Very Frequently; Major)
20 Vulnerability: 2 x Effect All Mental Attacks (Common)
Total Disadvantage Points: 350