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Thread: Jon Wrath, Agent of PRIMUS

  1. #16
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    The HOVERCar

    <font size=+1><b>PRIMUS Hovercar</b></font>

    Player:

    <table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>-5</font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>13&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>4&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>10</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>25"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>38</font></td></tr><tr><td align="right"><font size=2>0"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>-2</font></td></tr><tr><td align="right"><font size=2>0"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 104

    <table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">54&#160;&#160;</td><td><b><i>Anti-Gravitic Generator and Hover-JETS: </i></b>Flight 15" (Improved Noncombat Movement (x16)), 2 Continuing Fuel Charges lasting 1 Hour each (+1/4), Fuel is Difficult to obtain (-1/4), Sideways Manueverability (+1/2) (67 Active Points); Only In Heroic Identity (-1/4) [<b>Notes:</b> To use this power, the car goes through some physical alterations, the tires flip down, stabilizer wings and flaps extend, and the jets pop out from concealed hatches in flanks of the car.]&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Comm Suite, all slots: OIF (-1/2), Restrainable by Jamming; Interference (Only by means other than Grabs and Entangles -1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5&#160;&#160;</td><td>1) Radio Perception/Transmission (10 Active Points); Sense Affected As More Than One Sense (Hearing and Radio) (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">11&#160;&#160;</td><td>2) Radar (Increased Arc of Perception: 360-Degree) (20 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5&#160;&#160;</td><td><b><i>Spotlight: </i></b>Sight Group Images, x2" Radius (+1/4), Conforming (+1/2) (17 Active Points); Only To Create Light (-1), IIF Bulky Fragile (-1), Limited Arc of Fire (60 Degrees; -1/2) [<b>Notes:</b> The headlights of the car have a 'spotlight' setting. The lamps are on pivots allowing a small amount of lateral and horizontal movement, similar to a rearview mirror.]&#160;</td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">6&#160;&#160;</td><td><b><i>Tractor Beam: </i></b>Suppress Running 4d6 (20 Active Points); IIF Bulky (-3/4), 3 Continuing Charges lasting 1 Turn each (-3/4), Limited Arc of Fire (60 Degrees; -1/2), Only In Heroic Identity (-1/4) [<b>Notes:</b> This device is contained under the car, and can thus only be used while the car is flying and off the ground.]&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 81


    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>+2 Combat Driving, Combat Piloting&#160;</td></tr></table><b>Skills Cost: </b>6


    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Absolute Range Sense&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Absolute Time Sense&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Bump Of Direction&#160;</td></tr></table><b>Talents Cost:</b> 9


    <b>Total Character Cost:</b> 200

    <table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>PRIMUS Hover Car, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses&#160;</td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>Vulnerability: Telekinesis, Uncommon, Only when flying, Vulnerability Multiplier (2x Effect)&#160;</td></tr><tr><td valign="top" align="right">13&#160;&#160;</td><td>Susceptibility: Gravitic Fields, Uncommon, 1d6 damage, per Segment, Only when flying&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Reputation: Vehicle used by top PRIMUS Agents (criminals will hide or attack), Almost Always (14-)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Accidental Change: From Fly Mode to Drive Mode: Encounter abnormal gravitic field or electical interference, Uncommon, Infrequently (8-)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Dependence: Requires regular tune-ups, Difficult To Obtain, -30 Active Points from Affected Power, 1 Week&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Physical Limitation: Requires special technicians to repair, Infrequently, Slightly Impairing&#160;</td></tr></table>
    <b>Disadvantage Points:</b> 59

    <b>Base Points:</b> 140
    <b>Experience Required:</b> 1
    <b>Total Experience Available:</b> 1
    <b>Experience Unspent:</b> 0
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    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    KillerShrike.com, wiki

  2. #17
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    Curses, Mattingly is one step ahead of me again!

    Originally posted by mattingly
    With GM's permission (which should be easy in your case, Shrike), Skills can be treated as Powers, which includes Frameworks.

    Either give him a 1-point Elemental Control: International Man Of Mystery, and shave off 1 point from all his skills, or else put his Languages, KSes, rarely-used Perks, etc. into a 5-point Cosmic VPP: Cool Background, for 15 points.
    Uh...yes, yes of course I thought of that, but, um...decided not to do that because.....um....hey, look at the time; gotta go....

    Ahem. Well, we just finished the 1st session, and though John Wrath did not get to use all of his skills and abilities, the Hovercar sure came in handy

    Will eyeball the character again to assess the feasability of this brilliant suggestion.....

    All that aside however, what do you guys think of John Wrath as printed above?
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

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  3. #18
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    Originally posted by Mayday
    I have a PRIMUS agent as well, created for one of Shelley's games way back when.
    Hey, Phaedra!!! Long time, no chat. Great to hear you're still playing Rebecca!

    -Shelley
    Shelley Chrystal Mactyre
    mactyre.typepad.com/menagerie

  4. #19
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    OK, I bought and glanced through PRIMUS by Shelly Mactyre, and I was suprised by the level of corruption and dark dealing illustrated therein. Quite taken aback actually. I had to reevaluate several preconceptions.

    Much to mull over.......

    Actually, I dont feel so bad at seeing him escalate to 450 points to feel 'solid' (at that level, his Cyberline stat-boosts were always on), as the Silver Avengers appear to be in the 420 range for the most part, with one exception.

    Obviously, right off the bat I treated his Cyberline treatments as a necessary weekly regimine of gene therapy (also, I put all of his equipment to recharge weekly and require service weekly, the idea being that when he goes in for his treatments the R&D boys service the Hovercar and he gets a new load out) AND further, his raised stats arent 'on' all the time; he basically can sustain boosted levels of performance for very short periods of time.

    The obvious dodge is that, while compatible with Cyberline, John Wrath proved to not be as compatible as most of the other Silver Agents after selection. Presumably he is kept on due to his long experience in the field and commendable service....or maybe in my universe, Cyberline works like this, giving performance enhancement in spurts, rather than constantly......much to think about regardless......

    Thanx for providing food for thought, Shelly. More to come on the direction I want to take John Wrath and his beloved PRIMUS.......
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    KillerShrike.com, wiki

  5. #20
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    Originally posted by Killer Shrike
    Obviously, right off the bat I treated his Cyberline treatments as a necessary weekly regimine of gene therapy.
    Just a quick clarification -- weekly treatment with gene therapy isn't something I included in PRIMUS (although it's a nice way to keep a grip on the character if he gets uppity)! It's more there's a massive treatment at the onset, then little periodic updates. (Check out the secret GM vault area in the CU, too.)

    Additionally, who knows how much of that dark, cynical view of PRIMUS will survive a rewrite? Maybe my world view will drastically change in the next couple of years.

    -Shelley
    Shelley Chrystal Mactyre
    mactyre.typepad.com/menagerie

  6. #21
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    OK, I applied Dave Mattingly's suggestion (though it feels pretty slimy )and threw most of his background skills into a VPP Skill Pool. Im really rethinking this, as it seems very very abusive. I have refused to let players have Skill pools in the past as a matter of fact. But, I figured what the hell; let see just how abusive it can be 5th Edition and have some fun with it.......

    <font size=+1><b>John Wrath, Agent of PRIMUS</b></font>

    Player: Jon Bristow

    <table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15/30&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>15/25&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>15/20&#160;&#160;</font></td><td><font size=2><b>CON</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>15/20&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>18&#160;&#160;</font></td><td><font size=2><b>INT</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>10&#160;&#160;</font></td><td><font size=2><b>COM</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>5/23&#160;&#160;</font></td><td><font size=2><b>PD</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>5/21&#160;&#160;</font></td><td><font size=2><b>ED</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>3/4&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>6/10&#160;&#160;</font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30/40&#160;&#160;</font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>34/50&#160;&#160;</font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>3</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"/12"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>1"/4"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>-2</font></td></tr></table><b>Characteristics Cost:</b> 73

    <table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">1&#160;&#160;</td><td>Life Support (Longevity: 200 Years)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5&#160;&#160;</td><td><b><i>Regeneration: </i></b>Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) (1 Hour; -2 1/4), Self Only (-1/2) [<b>Notes:</b> No Healing Max (see FREd p. 120).]&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8&#160;&#160;</td><td><b><i>School of Hard Knocks: </i></b>VPP, 5 base + 3 control cost, Cosmic (+2) (12 Active Points); Limited Class Of Powers Available (Set List, no variance) (Very Limited; -1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>1) Breakfall (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>2) Bugging (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>3) Bureaucratics (5 Active Points) 13- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>4) Climbing (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>5) Combat Driving (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>6) Combat Piloting (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>7) Concealment (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>8) Cryptography (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>9) Deduction (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>10) Demolitions (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>11) Fast Draw (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>12) Gambling (Card Games, Horse Racing, Roulette) (5 Active Points) 13- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>13) Interrogation (5 Active Points) 13- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>14) KS: Vietnam War History (INT-based) (5 Active Points) 15- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>15) Lockpicking (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>16) Paramedics (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>17) Security Systems (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>18) Shadowing (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>19) Stealth (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>20) Streetwise (5 Active Points) 13- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>21) Survival (Temperate/Subtropical) (4 Active Points) 14- Real Cost: 4&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>22) Survival (Desert) (4 Active Points) 14- Real Cost: 4&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>23) Survival (Tropical) (4 Active Points) 14- Real Cost: 4&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>24) Survival (Mountain) (4 Active Points) 14- Real Cost: 4&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>25) Tactics (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>26) Tracking (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>27) Teamwork (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Cyberline Powers, all slots: Drained as an EC (Power loses about a fourth of its effectiveness; -1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">12&#160;&#160;</td><td>1) +15 STR (15 Active Points) (added to Secondary Value)&#160;</td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">24&#160;&#160;</td><td>2) +10 DEX (30 Active Points) (added to Secondary Value)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8&#160;&#160;</td><td>3) +5 CON (10 Active Points) (added to Secondary Value)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8&#160;&#160;</td><td>4) +5 BODY (10 Active Points) (added to Secondary Value)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8&#160;&#160;</td><td>5) Running +6" (12 Active Points); No Noncombat Movement (-1/4) (added to Secondary Value)&#160;</td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">8&#160;&#160;</td><td>6) +1 Overall (10 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">12&#160;&#160;</td><td>7) +3 with HTH Combat (15 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">14&#160;&#160;</td><td>8) Combat Luck: 9 PD/9 ED (18 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">45&#160;&#160;</td><td><b><i>PRIMUS Special Agent Field-Test Equipment: </i></b>VPP, 41 base + 4 control cost (62 Active Points); Activation Roll 14-, Jammed (-1), VPP Powers Can Be Changed Only In Given Circumstance (-1/2), VPP Can Only Be Changed Between Adventures (-1/2), Limited Class Of Powers Available (Limited; -1/2), Character Has No Choice Regarding How Powers Change (-1/2), OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>1) <b><i>Cyber Eye: </i></b>(Total: 40 Active Cost, 15 Real Cost) Find Weakness 14- (Related Group of Attacks) (35 Active Points); Activation Roll 14-, Jammed (-1), OIF (-1/2), Visible (-1/4) (Real Cost: 13) <b>plus</b> Nightvision (5 Active Points); Activation Roll 14-, Jammed (-1), OIF (-1/2), Visible (-1/4) (Real Cost: 2) Real Cost: 15&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>2) <b><i>Energy Pistol: </i></b>Energy Blast 4d6 (vs. ED), Variable Advantage (+1/2 Advantages Limited Group of Advantages (AP,Autofire x5, Penetrating, Explosion); +3/4) (35 Active Points); Activation Roll 14-, Jammed (-1), OIF (-1/2), 16 Clips of 8 Charges which Recover every 1 Week (-1/2), No Knockback (-1/4), Real Weapon (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4), Beam (-1/4) Real Cost: 9&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>3) <b><i>Omni-Belt: </i></b>Force Field (7 PD / 7 ED / 7 Mental Defense / 7 Power Defense / 2 Flash Defense: Sight Group) (30 Active Points); Activation Roll 14-, Jammed (-1), 4 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-3/4), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Character May Take No Other Actions (-1/4), OIF (-1/2) (not added to totals) Real Cost: 8&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>4) <b><i>Haze Grenade: </i></b>Darkness to Sight Group 3" radius (Additional Sense: Radar, Additional Sense: Spatial Awareness) (40 Active Points); Activation Roll 11- (-1), 1 Continuing Charges lasting 1 Minute each (-1), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Character May Take No Other Actions (-1/4), Can Be Missile Deflected (-1/4), Strength Based Range (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) Real Cost: 9&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 153

    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">8&#160;&#160;</td><td>+2 HTH Damage Class(es)&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +4d6 Strike&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +20 STR to take weapon away&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Reversal: var Phase, -1 OCV, -2 DCV, +25 STR to Escape; Grab Two Limbs&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Shove: 1/2 Phase, +0 OCV, +0 DCV, +25 STR to Shove&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls&#160;</td></tr></table><b>Martial Arts Cost:</b> 42

    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>+1 Overall&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Language: French: Completely Fluent, w/Accent (Literacy) &#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Language: Vietnamese: Idiomatic, native accent (Literacy) &#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>TF: Custom Adder, Small Motorized Ground Vehicles [<b>Notes:</b> Custom Mod is Everyman Skill]&#160;</td></tr><tr><td valign="top" align="right">11&#160;&#160;</td><td>WF: Common Melee Weapons, Common Missile Weapons, Garrote, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Small Arms, Vehicle Weapons&#160;</td></tr></table><b>Skills Cost: </b>30

    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Reputation, Law Enforcement, Federal Government (A large group, 11-) +1/+1d6&#160;</td></tr><tr><td valign="top" align="right">23&#160;&#160;</td><td>Fringe Benefit (Concealed Weapon Permit (where appropriate), Federal/National Police Powers, License to Kill, Membership: PRIMUS, Passport, Security Clearance)&#160;</td></tr><tr><td valign="top" align="right">36&#160;&#160;</td><td>PRIMUS Hovercar (180 Base, 60 Disad)&#160;</td></tr></table><b>Perks Cost:</b> 61

    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">12&#160;&#160;</td><td>Combat Luck: 6 PD/6 ED&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Resistance: 3 points&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Lightsleep&#160;</td></tr></table><b>Talents Cost:</b> 18


    <b>Total Character Cost:</b> 377

    <table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Social Limitation: Subject to Orders, Frequently (11-), Severe&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Social Limitation: Public Identity, Occasionally (8-), Minor&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Psychological Limitation: Vengeful, Uncommon, Strong&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Reputation: Hardass, Frequently (11-)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Physical Limitation: -1 Sight PER, All the Time, Slightly Impairing&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Hunted: Watched by Primus, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Psychological Limitation: Driven to complete the mission, Uncommon, Strong&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Distinctive Features: Scarred over eye, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Dependence: Cyberline RNA Treatment, Difficult To Obtain, Powers Gain 0- Activation Roll, 1 Week, Looses all Cyberline Powers until he can get another treatment&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Enraged: When it looks like his mission will be botched, Uncommon, go 11-, recover 14-&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Hunted: Shadowdragon (CKC pg 193-194), More Powerful, 8- (Occasionally), Harshly Punish&#160;</td></tr></table>
    <b>Disadvantage Points:</b> 125

    <b>Base Points:</b> 250
    <b>Experience Required:</b> 2
    <b>Total Experience Available:</b> 2
    <b>Experience Unspent:</b> 0
    <hr>
    <table><tr> <td><b>Description:</b></td></tr><tr><td colspan="3" style="padding-left: 30px;"><div style="white-space: pre;">Stocky, grizzled man who appears to be in his early 40's. Has a knife or sword scar down the left side of his face through his eye socket; he wont talk about it. Wears a Silver Avengers uniform, but with a gun belt and modern loadbearing harness. Almost always is either smoking or chewing on a stogey, and smells like a ripe cigar, Old Spice, and testosterone. He is a "Man of Action"(tm), and is always on his toes, bristling with a visible readiness to leap into action. </div> </td></tr> <tr> <td align="left" class="header" colspan=3 style="padding: 0px;">BACKGROUND</td></tr><tr> <td colspan=3 style="padding-left: 30px;">Born in 1935 to a military family in Biloxi, he grew up a rabid patriot and joined the Army in 1953 to go to Korea where his father had fallen in battle the year before, but by the time he cleared Basic and his MOS school, the armistice had been signed (on July 27, 1953). He was stationed at Panmunjeom (Joint Security Area 1) for 1 year from 1957-1958, but that is as close as he came to the Korean War. In 1961, already a 1SG and a Ranger, Jon became involved in covert actions in Vietnam as a supposed Military Advisor, and in 1967 his LRRP unit went to MACV Recondo School at Nha Trang. After passing the 'you bet your life' trial by fire in a LRRP that saw Jon's team uncover and and rout a much larger VC force, Jon was attached with Company E LRP 51st Infantry (Airborne) and served with that unit until its disbanding on September 14, 1971. During his time in the LRRPs, he lead his team, nicknamed the 'Growling Recondos' on 37 official missions and a number of missions that officially 'never happened'. His daring successes attracted media attention, and despite their covert nature certain reporters embellished the accounts for public consumption, and 1SG John Wrath became something of a media darling in a time of a generally negative characterization of the US forces in Vietnam. The State Department and the DoA decided to take advantage of this and John, along with a handful of other 'heroes' of the war were brought back stateside in late 1971 for a USO/Public Relations tour. John was pissed by this wasting of resources and of his time, and in 1973, still stateside and attached to the Army Recruiting branch, he retired with 20 years in. He was snatched up by the CIA, entering service as a field operative as a Military Advisor in a number of small states where the CIA was establishing 'anti-Communist' resistance forces. In 1986 PRIMUS was formed, and experienced agents were acquired from other agencys. John, finishing a stint in various parts of Central and South America, submitted a request to join and was accepted despite his age (51), still being in excellent shape and extremely experienced in all manner of operations. He was was found compatible and became one of the 1st to undergo the Cyberline treatments. As a side effect of the Cyberline treatments, his aging seems to have been arrested. In the nearly 20 years of service since joining PRIMUS, Jon has not appeared to age a day; although almost 70, he still looks and had the physique of a very fit 40 or 50 year old. <BR><BR>He ran afoul of Shadowdragon in 1998, when Shadowdragon was involved in a bit of espionage for an unrevealed employer. PRIMUS was tipped off that he was in the country when Shadowdragon made a minor error coming through Immigration with false papers, and John lead a team of other PRIMUS agents who tracked him down and arrested him. John was able to get the jump on Shadowdragon and managed to beat him in HtH combat, although in truth there were some mitigating circumstance that contributed to this victory. Shadowdragon of course escaped imprisonment and has had it out for John ever since. He has made an appearance twice since, when it was convenient to Shadowdragon's other activities. John has narrowly managed to fight him off, but Shadowdragon evaded capture both times.</td> </tr> <tr> <td align="left" class="header" colspan=3 style="padding: 0px;">POWERS/TACTICS</td></tr> <tr><td colspan=3 style="padding-left: 30px;">A very skilled normal, with considerable Close Combat training. John is a Silver Avenger and has enhanced physical capabilities due to receiving Cyberline treatments. Unlike most other Silver Avengers, Jon must undergo weekly Cyberline treatments to maintain his boosted abilities. These treatments provide him with superhuman strength, speed, and durability. As a side effect of the Cyberline treatments, Jon's aging process has been slowed significantly, and his body shows minor regenerative abilities. As a respected and senior field agent, Jon is frequently assigned equipment by PRIMUS R&D to field test. At any given time they may collect old equipment (field test complete) and give out new equipment to test. This equipment is prototypical and thus is invariably a little buggy, but often useful nonetheless. Occasionally he'll get a dud item or one that proves to be unusually fragile, which inspires a round or two of cursing. Additionally, Jon has at his service one of the prized PRIMUS Hovercars, which has an advanced anti-gravitic generator and concealed Turbo-Jets.</td></tr><tr><td align="left" class="header" colspan=3 style="padding: 0px;">PERSONALITY/MOTIVATION </td></tr><tr><td colspan=3 style="padding-left: 30px;">Patriot. Pure and simple. He loves the goddamn U.S. of A. and if you dont like it you can lump it. He is an American of the old skool; in fact, he's so old skool, he's PRE-skool. In Nam he was a straight shooter, and a decade of teaching indigenous 'freedom fighter' and doing slimy things for the CIA in the name of National Security have had no dilluting affect on his patriotism. "In the National Interests" is an absolution of just about anything in his mind. He has the morals of a soldier, and will kill when he deems it necessary, and is known for his 'accomplish the mission at any cost' mentality. Some criminals have been known to just turn themselves in to his without a fight, knowing that this Silver Agent wont treat them with kid gloves. </td></tr></table><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;">Character created with <a href="http://www.herogames.com" target="new">Hero Designer</a> (version 1.20)
    Last edited by Killer Shrike; Apr 1st, '03 at 05:17 PM.
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    KillerShrike.com, wiki

  7. #22
    Join Date
    Feb 2003
    Location
    San Diego
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    John Wrath
    Attached Images Attached Images
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    KillerShrike.com, wiki

  8. #23
    Join Date
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    I had some points left over, so I spruced up the hovercar a bit. I added a Megaphone and Sirens, and changed the Suppress Movement Tractor beam to a Drain Move, added another fuel charge for the flight, and bumped up the Def and Body a hair.


    <font size=+1><b>PRIMUS Hovercar</b></font>

    Player:

    <table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>-5</font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>14&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>1</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>4&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>10</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>25"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>38</font></td></tr><tr><td align="right"><font size=2>0"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>-2</font></td></tr><tr><td align="right"><font size=2>0"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 111

    <table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">63&#160;&#160;</td><td><b><i>Anti-Gravitic Generator and Hover-JETS: </i></b>Flight 15" (Improved Noncombat Movement (x16)), 3 Continuing Fuel Charges lasting 1 Hour each (+1/2), Fuel is Difficult to obtain (-1/4), Sideways Manueverability (+1/2) (79 Active Points); Only In Heroic Identity (-1/4) [<b>Notes:</b> To use this power, the car goes through some physical alterations, the tires flip down, stabilizer wings and flaps extend, and the jets pop out from concealed hatches in flanks of the car.]&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Comm Suite, all slots: OIF (-1/2), Restrainable by Jamming; Interference (Only by means other than Grabs and Entangles -1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5&#160;&#160;</td><td>1) Radio Perception/Transmission (10 Active Points); Sense Affected As More Than One Sense (Hearing and Radio) (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">11&#160;&#160;</td><td>2) Radar (Increased Arc of Perception: 360-Degree) (20 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5&#160;&#160;</td><td><b><i>Spotlight: </i></b>Sight Group Images, x2" Radius (+1/4), Conforming (+1/2) (17 Active Points); Only To Create Light (-1), IIF Bulky Fragile (-1), Limited Arc of Fire (60 Degrees; -1/2) [<b>Notes:</b> The headlights of the car have a 'spotlight' setting. The lamps are on pivots allowing a small amount of lateral and horizontal movement, similar to a rearview mirror.]&#160;</td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">20&#160;&#160;</td><td><b><i>Megaphone & Sirens: </i></b>Aid 5d6 (max. Aided Points: 30): PRESENSE (50 Active Points); OIF Bulky (-1), Only to give 'Cop Commands' (Power loses about a third of its effectiveness; -1/2) [<b>Notes:</b> Standard Effect Rule, +15 PRE]&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10&#160;&#160;</td><td><b><i>Stasis Beams: </i></b>Drain 3d6: Ground Based Movement (30 Active Points); IIF Bulky (-3/4), 8 Charges (-1/2), Limited Arc of Fire (60 Degrees; -1/2), Only In Heroic Identity (-1/4) [<b>Notes:</b> This device is contained under the car, and can thus only be used while the car is flying and off the ground.]&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 114


    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>+2 Combat Driving, Combat Piloting&#160;</td></tr></table><b>Skills Cost: </b>6


    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Absolute Range Sense&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Absolute Time Sense&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Bump Of Direction&#160;</td></tr></table><b>Talents Cost:</b> 9


    <b>Total Character Cost:</b> 240

    <table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>PRIMUS Hover Car, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses&#160;</td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>Vulnerability: Telekinesis, Uncommon, Only when flying, Vulnerability Multiplier (2x Effect)&#160;</td></tr><tr><td valign="top" align="right">13&#160;&#160;</td><td>Susceptibility: Gravitic Fields, Uncommon, 1d6 damage, per Segment, Only when flying&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Reputation: Vehicle used by top PRIMUS Agents (criminals will hide or attack), Almost Always (14-)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Accidental Change: From Fly Mode to Drive Mode: Encounter abnormal gravitic field or electical interference, Uncommon, Infrequently (8-)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Dependence: Requires regular tune-ups, Difficult To Obtain, -30 Active Points from Affected Power, 1 Week&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Physical Limitation: Requires special technicians to repair, Infrequently, Slightly Impairing&#160;</td></tr></table>
    <b>Disadvantage Points:</b> 59

    <b>Base Points:</b> 180
    <b>Experience Required:</b> 1
    <b>Total Experience Available:</b> 1
    <b>Experience Unspent:</b> 0
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    KillerShrike.com, wiki

  9. #24
    Join Date
    Mar 2003
    Location
    Illinois
    Age
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    Hey Shrike, you got a website for Jon? I added the url of this thread to Wraithes website for later reference. She is my PRIMUS agent, and I like Nick Fury. :-)
    "One day, I shall come back…Yes, I shall come back. Until then, there most be no regrets no tears no anxieties just go forth in all your beliefs and prove to me that I am not mistaken in mine." -- The First Doctor

  10. #25
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    Originally posted by Mayday
    Hey Shrike, you got a website for Jon? I added the url of this thread to Wraithes website for later reference. She is my PRIMUS agent, and I like Nick Fury. :-)
    Sorry; I have a website, but I havent touched it for several years now

    You can however feel free to copy John Wrath (and his trusty Hovercar) and use him for whatever you see fit; just put a byline (Ed Hastings\Killer Shrike & Jon Bristow) on it.
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    KillerShrike.com, wiki

  11. #26
    Join Date
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    OK, with the release of Millenium City we finally had a 5th Ed Silver Avenger to look at. So, we made some tweaks to John Wrath. His VPP has also been switched out since the last post. The R&D boys have been busy.....


    <font size=+1><b>John Wrath, Agent of PRIMUS</b></font>

    Player: Jon Bristow

    <table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15/30&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>15/25&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>15/20&#160;&#160;</font></td><td><font size=2><b>CON</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>15/20&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>18&#160;&#160;</font></td><td><font size=2><b>INT</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>10&#160;&#160;</font></td><td><font size=2><b>COM</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>5/23&#160;&#160;</font></td><td><font size=2><b>PD</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>5/21&#160;&#160;</font></td><td><font size=2><b>ED</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>3/4&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>6/10&#160;&#160;</font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30/40&#160;&#160;</font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>34/50&#160;&#160;</font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>3</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"/12"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>1"/4"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>-2</font></td></tr></table><b>Characteristics Cost:</b> 73

    <table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">1&#160;&#160;</td><td>Life Support (Longevity: 200 Years)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5&#160;&#160;</td><td><b><i>Regeneration: </i></b>Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) (1 Hour; -2 1/4), Self Only (-1/2) [<b>Notes:</b> No Healing Max (see FREd p. 120).]&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8&#160;&#160;</td><td><b><i>School of Hard Knocks: </i></b>VPP, 5 base + 3 control cost, Cosmic (+2) (12 Active Points); Limited Class Of Powers Available (Set List, no variance) (Very Limited; -1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>1) Breakfall (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>2) Bugging (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>3) Bureaucratics (5 Active Points) 13- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>4) Climbing (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>5) Combat Driving (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>6) Combat Piloting (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>7) Concealment (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>8) Cryptography (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>9) Deduction (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>10) Demolitions (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>11) Fast Draw (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>12) Gambling (Card Games, Horse Racing, Roulette) (5 Active Points) 13- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>13) Interrogation (5 Active Points) 13- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>14) KS: Superhuman World (INT-based) (3 Active Points) 13- Real Cost: 3&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>15) KS: Vietnam War History (INT-based) (5 Active Points) 15- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>16) Lockpicking (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>17) Paramedics (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>18) PS: Law Enforcement (INT-based) (3 Active Points) 13- Real Cost: 3&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>19) Security Systems (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>20) Shadowing (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>21) Stealth (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>22) Streetwise (5 Active Points) 13- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>23) Survival (Temperate/Subtropical) (4 Active Points) 14- Real Cost: 4&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>24) Survival (Desert) (4 Active Points) 14- Real Cost: 4&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>25) Survival (Tropical) (4 Active Points) 14- Real Cost: 4&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>26) Survival (Mountain) (4 Active Points) 14- Real Cost: 4&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>27) Systems Operation (3 Active Points) 13- Real Cost: 3&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>28) Tactics (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>29) Tracking (5 Active Points) 14- Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>30) Teamwork (5 Active Points) 13- (15-) Real Cost: 5&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Cyberline Powers, all slots: Drained as an EC (Power loses about a fourth of its effectiveness; -1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">12&#160;&#160;</td><td>1) +15 STR (15 Active Points) (added to Secondary Value)&#160;</td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">24&#160;&#160;</td><td>2) +10 DEX (30 Active Points) (added to Secondary Value)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8&#160;&#160;</td><td>3) +5 CON (10 Active Points) (added to Secondary Value)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8&#160;&#160;</td><td>4) +5 BODY (10 Active Points) (added to Secondary Value)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8&#160;&#160;</td><td>5) Running +6" (12 Active Points); No Noncombat Movement (-1/4) (added to Secondary Value)&#160;</td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td>6) Damage Resistance (5 PD/5 ED) (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8&#160;&#160;</td><td>7) +1 Overall (10 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">12&#160;&#160;</td><td>8) +3 with HTH Combat (15 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">14&#160;&#160;</td><td>9) Combat Luck: 9 PD/9 ED (18 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">50&#160;&#160;</td><td><b><i>PRIMUS Special Agent Field-Test Equipment: </i></b>VPP, 45 base + 5 control cost (68 Active Points); Activation Roll 14-, Jammed (-1), VPP Powers Can Be Changed Only In Given Circumstance (-1/2), VPP Can Only Be Changed Between Adventures (-1/2), Limited Class Of Powers Available (Limited; -1/2), Character Has No Choice Regarding How Powers Change (-1/2), OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>1) <b><i>Cyber Eye: </i></b>(Total: 40 Active Cost, 15 Real Cost) Find Weakness 14- (Related Group of Attacks) (35 Active Points); Activation Roll 14-, Jammed (-1), OIF (Cyber-eye; -1/2), Visible (-1/4) (Real Cost: 13) <b>plus</b> Nightvision (5 Active Points); Activation Roll 14-, Jammed (-1), OIF (Cyber-eye; -1/2), Visible (-1/4) (Real Cost: 2) Real Cost: 15&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>2) <b><i>Energy Scythe: </i></b>Killing Attack - Ranged 3d6 -1 (vs. ED) (40 Active Points); 1 Recoverable Charges which Recover every 1 Week (-1 3/4), Activation Roll 14-, Jammed (-1), OIF (-1/2), Cannot Be Used With Multiple-Power Attacks (-1/4), No Knockback (-1/4) Real Cost: 8&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>3) <b><i>Omni-Belt: </i></b>Force Field (7 PD/7 ED/7 Mental Defense/7 Power Defense/2 Flash Defense: Hearing Group/2 Flash Defense: Sight Group) (32 Active Points); Activation Roll 14-, Jammed (-1), 4 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-3/4), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Character May Take No Other Actions (-1/4), OIF (-1/2) (not added to totals) Real Cost: 8&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>4) <b><i>Subharmonic Pulseray: </i></b>Flash 2d6 (Sight Group) (10 Active Points); 2 Clips of 4 Charges which Recover every 1 Week (-1 1/4), Activation Roll 14-, Jammed (-1), OIF (-1/2), Cannot Be Used With Multiple-Power Attacks (-1/4) Real Cost: 2&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>5) <b><i>Wall-borer: </i></b>Tunneling 1" through 8 DEF material (26 Active Points); 4 Charges which Recover every 1 Week (-1 1/2), Activation Roll 14-, Jammed (-1), IIF (-1/4) Real Cost: 7&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>6) <b><i>Swingline: </i></b>Swinging 10" (10 Active Points); 2 Clips of 4 Charges which Recover every 1 Week (-1 1/4), Activation Roll 14-, Jammed (-1) Real Cost: 3&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>7) <b><i>Throat Mike & Ear Bud: </i></b>Radio Perception/Transmission (10 Active Points); Activation Roll 14-, Jammed (-1), IAF (-1/2), Restrainable (Only by means other than Grabs and Entangles -1/4), Limited Power (Only within 60" of Hovercar; -1/4) Real Cost: 3&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 162

    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">8&#160;&#160;</td><td>+2 HTH Damage Class(es)&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +4d6 Strike&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +20 STR to take weapon away&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Reversal: var Phase, -1 OCV, -2 DCV, +25 STR to Escape; Grab Two Limbs&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Shove: 1/2 Phase, +0 OCV, +0 DCV, +25 STR to Shove&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls&#160;</td></tr></table><b>Martial Arts Cost:</b> 42

    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>+1 Overall&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Language: French (Completely Fluent, w/Accent; Literacy)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Language: Vietnamese (Idiomatic, native accent; Literacy)&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>TF: Custom Adder, Small Motorized Ground Vehicles [<b>Notes:</b> Custom Mod is Everyman Skill]&#160;</td></tr><tr><td valign="top" align="right">11&#160;&#160;</td><td>WF: Common Melee Weapons, Common Missile Weapons, Garrote, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Small Arms, Vehicle Weapons&#160;</td></tr></table><b>Skills Cost: </b>30

    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Reputation, Law Enforcement, Federal Government (A large group, 11-) +1/+1d6&#160;</td></tr><tr><td valign="top" align="right">21&#160;&#160;</td><td>Fringe Benefit (Concealed Weapon Permit (where appropriate), Federal/National Police Powers, License to Kill, Membership: PRIMUS, Passport, Security Clearance)&#160;</td></tr><tr><td valign="top" align="right">36&#160;&#160;</td><td>PRIMUS Hovercar (180 Base, 60 Disad)&#160;</td></tr></table><b>Perks Cost:</b> 59

    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">12&#160;&#160;</td><td>Combat Luck: 6 PD/6 ED&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Resistance: 3 points&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Lightsleep&#160;</td></tr></table><b>Talents Cost:</b> 18


    <b>Total Character Cost:</b> 384

    <table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Distinctive Features: Scarred over eye Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Enraged: When it looks like his mission will be botched Uncommon, go 11-, recover 14-&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Hunted: Watched by Primus 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Hunted: Shadowdragon (CKC pg 193-194) 8- (Occasionally), More Powerful, Harshly Punish, PC has a Public ID or is otherwise very easy to find&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Physical Limitation: -1 Sight PER All the Time, Slightly Impairing&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Psychological Limitation: Vengeful Uncommon, Strong&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Psychological Limitation: Driven to complete the mission Uncommon, Strong&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Reputation: Hardass Frequently (11-)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Social Limitation: Public Identity (Frequently; Minor; Not Limiting In Some Cultures)&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Social Limitation: Subject to Orders Frequently (11-), Severe&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Vulnerability: Poisons/Toxins Uncommon&#160;</td></tr></table>
    <b>Disadvantage Points:</b> 125

    <b>Base Points:</b> 250
    <b>Experience Required:</b> 9
    <b>Total Experience Available:</b> 9
    <b>Experience Unspent:</b> 0
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

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