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[Else Earth] Hero A Day...Sorta (2014)


Enforcer84

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Angel

 

Val   Char   Cost    Roll     Notes

  50    STR       6       19-      Lift 25.6tons; 10d6 [5]

  26    DEX      8       14-

  33    CON      3       16-

  13    INT        3       12-      PER Roll 12-

  13    EGO      3       12-

  23    PRE       8       14-      PRE Attack:  4 ½d6

 

  10    OCV     10     

   9     DCV     10     

   3     OMCV  0      

   4     DMCV  3      

   6     SPD      10                  Phases:  2, 4, 6, 8, 10, 12

 

10+18            PD     4            Total:  10/28 PD (0/18 rPD)

10+18            ED     4            Total:  10/28 ED (0/18 rED)

   6     REC      2

  26    END      2

  12    BODY   2

  55    STUN    5       Total Characteristic Cost:  83

 

Movement:    Running:  12m/24m

                         Flight:  34m/136m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

50      Armaments:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)      

5f       1)  Gauntlet Concussor Beam:  Energy Blast 8d6, Double Knockback (+¾) (70 Active Points); OIF (-½)             7

1f       2)  Spotlight:  Sight Group Images, +6 to PER Rolls (28 Active Points); Only To Create Light (-1), OIF (-½), Limited Range (30"; -¼)                                                                                                 3

3f       3)  Tangleweb Sprayer:  Entangle 5d6, 5 PD/5 ED (50 Active Points); OIF (-½), Limited Range (30"; -¼), 10 Boostable Charges (-0)                                                                                      [10 bc]

9         Spectre-7 Sidearm:  (Total: 22 Active Cost, 9 Real Cost) Killing Attack - Ranged 1d6+1 (20 Active Points); OAF (-1), 2 clips of 8 Charges (-¼), No Knockback (-¼) (Real Cost: 8) plus +1 with any single attack (2 Active Points); OAF (-1) (Real Cost: 1)                                                                                                    [8]

           Notes:  This pistol is worn underneath the armor, but is accessable through an independantly powered hatch in the right thigh. It is a weapon she carries in her secret ID too.

36      Vibro Scythe:  (Total: 80 Active Cost, 36 Real Cost) Killing Attack - Hand-To-Hand 3d6 (5d6 w/STR), Reduced Endurance (½ END; +¼), Penetrating (+½) (79 Active Points); OAF (-1), No Knockback (-¼) (Real Cost: 35) plus Stretching 1m, Reduced Endurance (0 END; +½); OAF (-1), Only To Cause Damage (-½), Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼), Physical Manifestation (-¼) (Real Cost: 1) 3

           Brotherhood X27 Armored Exoskeleton, all slots OIF (-½)

15      1)  Advanced Cooling System:  (Total: 25 Active Cost, 15 Real Cost) Force Field (6 PD/10 ED) (24 Active Points); OIF (-½), 12 Charges (-¼) (Real Cost: 14) plus Knockback Resistance -1m; Only Works Against Rare attack (fire/heat; -1), OIF (-½), Linked (Force Field; -½), 12 Charges (-¼) (Real Cost: 1)            [12]

43      2)  Microfusion Power Supply:  Endurance Reserve  (200 END, 20 REC) (64 Active Points); OIF (-½)                0

3         3)  Padded Armor:  +4 ED (4 Active Points); OIF (-½)         

3         4)  Padded Armor:  +4 PD (4 Active Points); OIF (-½)         

7         5)  Powered Armor Polarized Lenses:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)         0

5         6)  Psionic Shielding:  Mental Defense (10 points total) (10 Active Points); OIF (-½), Costs Endurance (-½)      1

36      7)  Reinforced Light Armor:  Resistant Protection (18 PD/18 ED) (Impermeable) (54 Active Points); OIF (-½)   0

           Communications & Sensors Suite, all slots OIF (-½)            

3         1)  Nightsight:  Nightvision (5 Active Points); OIF (-½)      0

12      2)  Powered Armor Closed Communications Suite:  Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½), Sense Affected As Radio And Hearing Groups, Not Mental Group [very common Sense] (-½)                     0

6         3)  Powered Armor Communications Suite:  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½)    0

10      4)  Radar Array:  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-½), OIF (-½)           0

6         5)  Telescopic Lenses:  +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-½)              0

3         6)  Thermalvision, Standard:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)   0

           Life Support Systems, all slots OIF (-½)                                  

6         1)  Environmental Protection System:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½)               0

7         2)  Internal Oxygen Supply:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; -0)  [1 cc]

7         3)  NBC-Proof Sealed System:  Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (10 Active Points); OIF (-½)       0

           Mobility Systems, all slots OIF (-½)                                         

26      1)  Bootjets, Advanced:  Flight 34m, x4 Noncombat (39 Active Points); OIF (-½)      4

           Physical Aumentation Exoskeleton, all slots OIF (-½)         

16      1)  Agility Augmentation:  +12 DEX (24 Active Points); OIF (-½) 

13      2)  Combat Computer:  +4 DCV (20 Active Points); OIF (-½)        

17      3)  Combat Computer:  +5 OCV (25 Active Points); OIF (-½)        

3         4)  Impressive Armor:  +5 PRE (5 Active Points); OIF (-½)  

20      5)  Reaction Augmentation System:  +3 SPD (30 Active Points); OIF (-½)   

8         6)  Resiliance Agumentation:  +25 STUN (13 Active Points); OIF (-½)        

11      7)  Resilience Augmentation:  +20 CON (20 Active Points); OIF (-½), Does Not Apply To CON Rolls (-¼)         

23      8)  Strength Augmentation:  +34 STR (34 Active Points); OIF (-½)               3

           Perks

7         Call the Doctor:  Contact:  Dr. Ishowa (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 11-

2         Payroll:  Money:  Well Off

2         Street Cred:  Reputation:  Respected/Feared Mercenary Team (A large group) 11-, +1/+1d6

3         The Brotherhood:  Fringe Benefit:  Membership (Brotherhood of Steel)

10      The Steel Works:  Concealed Base off Florida Coast: Individual Contribution

 

           Talents

0         Onboard Computer, all slots OIF (-½)

2         1)  Absolute Time Sense (3 Active Points); OIF (-½)

2         2)  Absolute Range Sense (3 Active Points); OIF (-½)

2         3)  Lightning Calculator (3 Active Points); OIF (-½)

6         Head-Turner:  +2/+2d6 Striking Appearance (vs. all characters)

 

           Skills

20      +2 with All Combat

6         +2 with Firearms

3         Breakfall 14-

2         KS: Brotherhood of Steel Tactics & Code Words 11-

3         KS: Iron Crusade 12-

3         KS: The Local Underworld 12-

2         KS: The Superhuman World 11-

3         PS: Mercenary Supervillain 12-

3         Paramedics 12-

3         Stealth 14-

3         Streetwise 14-

3         Teamwork 14-

3         WF:  Small Arms, Blades

 

Total Powers & Skill Cost:  507

Total Cost:  589

 

400+     Matching Complications

15      Hunted:  Dr. Cyber and his minions 8- (As Pow; NCI; Harshly Punish)

10      Hunted:  Iron Crusade 8- (Mo Pow; NCI; Watching)

15      Hunted:  Legion of Justice Infrequently (Mo Pow; Harshly Punish)

10      Psychological Limitation:  Amoral And Greedy (Common; Moderate)

10      Psychological Limitation:  Reckless and Impulsive (Common; Moderate)

15      Social Limitation:  Secret Identity (Frequently; Major)

189    Experience Points

 

Total Complications Points:  589

 

Background/History:  Rachel Reyes always wanted to be where the excitement was. She was also intensely interested in money and luxury. These two traits led her down the path of a criminal. Despite her "immigrant Heritage" she found herself an Iron Crusade agent. It was exciting, but her maverick impulses got her moved around a bit.

 

Finally, she was a member of the team assigned to guard Dr. Ishowa. The crazy old nerd was a blast to be around. He often gave them design sketches he felt matched their personalities. When the Dr Gorrus situation went down, and Dr. Ishowa urged them to don the armors he had around the lab, Rachel didn't need to be told twice.

 

When the team decided to go mercenary, she was thrilled. When Dr. Ishowa presented her with the Black Angel armor she almost cried. It was the most beautiful thing she'd ever seen.

 

Personality/Motivation:  A whirlwind of destruction, Black Angel flies into combat unafraid. Actually anything she does she does unafraid. Reckless and wild, she is the most trying of the Brotherhood on Bronze Dragon's patience.

 

Quote:  "I was hoping you'd make a fight of it!"

 

Powers/Tactics:  Weeeee! Slice! Punch! Kick! Blast! Weeeee!

Dr. Ishowa installed the prototype tactical computer in her unit as a subtle way of teaching her patience. It hasn't been very successful. She is impetuous to the extreme.

 

Campaign Use:  Merc Mecha Junkie.

 

Appearance:  Rachel is a lovely young woman of hispanic decent with black hair and brown eyes. She is motion personified and rarely sits still. She has an athletic figure she maintains by working out constantly with Bronze Dragon and Crimson Minotaur. Her armor is a feminine mecha design, black with white arms, legs, and midrift. The armor has "Wings" that stick out from the backpack but  really don't serve much purpose other than asthetic. The scythe is a silvery white blade on a long black metallic shaft.

 

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New Asgard

 

In the late 1980's a master villain known as the Gatekeeper wreaked havoc with the time stream as part of one of his gambits against Earth. Among his many malevolent machinations in this plot, he summoned forth Thor, the norse God of Thunder. This didn't work as planned, Thor was too difficult to control and in a rage. He'd been summoned from the battle of Ragnarok. When he returned he found a burnt husk of a realm where Asgard once stood. For the next two decades Thor tried to return to Asgard's past so he could aid his fellow Gods against Loki and the Giants. 

 

On December 31st, 2000 he succeeded. 

 

On January 1st, 2001 the night sky erupted in flames and people who had been in contact with Thor, who had believed in his divinity simply disappeared...a Norse version of the Rapture if you would. The Night of Fire announced the return of Asgard to the Lands of Legend. 

 

New Asgard has settled into a traditional (comic book slanted) magical realm of the new Norse Gods. Ruled by Thor's eldest son Modi, the Gods of Asgard have stayed pretty much to themselves with some notable exceptions:

 

Freya - Who took on a warrior aspect to go with her Love, Fertility, and Magic portfolios has left Asgard more or less for good, serving as a member of the Legion of Justice. 

 

Magni - God of Strength who chaffes under his brother's "command" tends to wander Earth Realm as a hero, often just looking for the next fight or party. 

 

Khur Loki - Tragic God of Luck possessed by Loki so the latter could escape his destruction in Ragnarok. Plots to overthrow Modi...while Khur seeks to regain his body.

 

Thrud - Daughter of Thor, Goddess of the Sun, Like Earth Realm very much, thank you. 

 

Winter - A frost giant who was exiled from his people and now aids the people of Earth Realm.

 

Starting from Blackguard on down to the New Asgardians, I recognize these as heroes and heroines for whom

I'd done Fabrica versions of their costumes for.

 

 

Major Tom 2009 :cool:

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Bronze Dragon

 

Val   Char   Cost    Roll     Notes

  60    STR      10      21-      Lift 102.4tons; 12d6 [6]

  22    DEX      8       13-

  37    CON      7       16-

  13    INT        3       12-      PER Roll 12-

  14    EGO      4       12-

  23    PRE       8       14-      PRE Attack:  4 ½d6

 

   7     OCV     10     

   7     DCV     10     

   3     OMCV  0      

   5     DMCV  6      

   5     SPD      10                  Phases:  3, 5, 8, 10, 12

 

7+15 PD          5                   Total:  7/22 PD (0/15 rPD)

7+15 ED         5                   Total:  7/22 ED (0/15 rED)

   7     REC      3

  34    END      3

  12    BODY   2

  59    STUN    7       Total Characteristic Cost:  101

 

Movement:    Running:  17m/34m

                         Flight:  15m/30m

                         Leaping:  4m/8m

                         Swimming:  15m/60m

 

Cost   Powers                                                                                   END

50      Armaments:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)      

5f       1)  Flame Breath:  (Total: 74 Active Cost, 47 Real Cost) Killing Attack - Ranged 3d6-1, Penetrating (+½) (60 Active Points); OIF (-½) (Real Cost: 40) plus Killing Attack - Ranged 1 point, Sticky (only affects flammables; +¼), Uncontrolled (see text; +½), Continuous (+1) (14 Active Points); Linked (Killing Attack - Ranged; -½), OIF (-½) (Real Cost: 7)        7

5f       2)  Gauntlet Concussor Beam:  Energy Blast 8d6, Double Knockback (+¾) (70 Active Points); OIF (-½)             7

3f       3)  Knockout Gas Projector:  Energy Blast 6d6, Area Of Effect (1m Radius; +¾), No Normal Defense (+1) (82 Active Points); OAF (-1), 8 Charges (-½), Limited Range (30"; -¼)          [8]

1f       4)  Multi-Shot Signal Flare Gun:  Sight Group Images, +4 to PER Rolls (22 Active Points); Set Effect (signal flare of defined appearance; -1), OIF (-½), 4 Continuing Charges lasting 1 Minute each (-¼)              [4 cc]

1f       5)  Spotlight:  Sight Group Images, +6 to PER Rolls (28 Active Points); Only To Create Light (-1), OIF (-½), Limited Range (30"; -¼)                                                                                                 3

3f       6)  Tangleweb Sprayer:  Entangle 5d6, 5 PD/5 ED (50 Active Points); OIF (-½), Limited Range (30"; -¼), 10 Boostable Charges (-0)                                                                                      [10 bc]

                                                                                                                   

           Brotherhood X27 Armored Exoskeleton, all slots OIF (-½)

15      1)  Advanced Cooling System:  (Total: 25 Active Cost, 15 Real Cost) Force Field (6 PD/10 ED) (24 Active Points); OIF (-½), 12 Charges (-¼) (Real Cost: 14) plus Knockback Resistance -1m; OIF (-½), Only Works Against Rare attack (fire/heat; -½), Linked (Force Field; -½), 12 Charges (-¼) (Real Cost: 1)            [12]

43      2)  Microfusion Power Supply:  Endurance Reserve  (200 END, 20 REC) (64 Active Points); OIF (-½)                0

30      3)  Mithril-Class Battle Armor:  Resistant Protection (15 PD/15 ED) (Impermeable) (45 Active Points); OIF (-½)             0

7         4)  Powered Armor Polarized Lenses:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)         0

5         5)  Psionic Shielding:  Mental Defense (10 points total) (10 Active Points); OIF (-½), Costs Endurance (-½)      1

                                                                                                                   

           Combat Analyzer                                                                        

10      1)  Combat Computer:  +2 DCV                                               

10      2)  Combat Computer:  +2 OCV                                               

13      3)  Combat Computer:  +2 with All Combat (20 Active Points); OIF (-½)    

6         4)  Combat Computer:  Penalty Skill Levels:  +3 vs. Range Modifier with All Attacks (9 Active Points); OIF (-½)             

11      5)  Tactical Calculator:  Tactics 16- (17 Active Points); OIF (-½)

                                                                                                                   

           Communications & Sensors Suite, all slots OIF (-½)            

3         1)  Nightsight:  Nightvision (5 Active Points); OIF (-½)      0

12      2)  Powered Armor Closed Communications Suite:  Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½), Sense Affected As Radio And Hearing Groups, Not Mental Group [very common Sense] (-½)                     0

6         3)  Powered Armor Communications Suite:  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½)    0

10      4)  Radar Array:  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-½), OIF (-½)           0

6         5)  Telescopic Lenses:  +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-½)              0

3         6)  Thermalvision, Standard:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)   0

                                                                                                                   

           Life Support Systems, all slots OIF (-½)                                  

6         1)  Environmental Protection System:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½)               0

7         2)  Internal Oxygen Supply:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; -0)  [1 cc]

7         3)  NBC-Proof Sealed System:  Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (10 Active Points); OIF (-½)       0

                                                                                                                   

           Mobility Systems, all slots OIF (-½)                                         

10      1)  Bootjets:  Flight 15m (15 Active Points); OIF (-½)         1

3         2)  Increassed Running:  Running +5m (17m total) (5 Active Points); OIF (-½)          1

7         3)  Underwater Mobility:  Swimming +11m (15m total) (x4 Noncombat) (11 Active Points); OIF (-½)                1

                                                                                                                   

           Physical Aumentation Exoskeleton, all slots OIF (-½)         

11      1)  Agility Augmentation:  +8 DEX (16 Active Points); OIF (-½)   

3         2)  Impressive Armor:  +5 PRE (5 Active Points); OIF (-½)  

13      3)  Reaction Augmentation System:  +2 SPD (20 Active Points); OIF (-½)   

8         4)  Resiliance Agumentation:  +25 STUN (13 Active Points); OIF (-½)        

11      5)  Resilience Augmentation:  +20 CON (20 Active Points); OIF (-½), Does Not Apply To CON Rolls (-¼)         

27      6)  Strength Augmentation:  +40 STR (40 Active Points); OIF (-½)               4

 

           Commando Training

           Maneuver        OCV   DCV    Notes

4         Block                +2      +2      Block, Abort

4         Dodge                --       +5      Dodge, Affects All Attacks, Abort

4         Punch               +0      +2      14d6 Strike

3         Throw               +0      +1      12d6 +v/5, Target Falls

 

           Perks

3         Brother:  Fringe Benefit:  Membership (Brotherhood of Steel)

2         Payroll:  Money:  Well Off

2         Street Cred:  Reputation:  Respected Mercenary (A medium-sized group) 11-, +2/+2d6

10      The Steel Works:  Base: Personal Contribution

3         Well-Connected

6         1)  Good Afternoon, Doctor:  Contact:  Dr. Ishowa (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) (7 Active Points) 11-

6         2)  Hello Ms. Welch:  Contact:  Leslie Welch, Liason to Iron Crusade (Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) (7 Active Points) 12-

8         3)  I can call someone:  Contact:  Mercenary Community (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

 

           Talents

0         Onboard Computer, all slots OIF (-½)

2         1)  Absolute Time Sense (3 Active Points); OIF (-½)

2         2)  Absolute Range Sense (3 Active Points); OIF (-½)

2         3)  Lightning Calculator (3 Active Points); OIF (-½)

 

           Skills

6         +2 with Firearms

30      +3 with All Combat

3         Breakfall 13-

3         Interrogation 14-

4         PS: Mercenary Supervillain 13-

3         Paramedics 12-

3         Scholar

2         1)  KS: Brotherhood Tactics & Codewords (3 Active Points) 12-

1         2)  KS: Military Technology (2 Active Points) 11-

1         3)  KS: The Local Underworld (2 Active Points) 11-

1         4)  KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-

2         5)  KS: The Superhuman World (3 Active Points) 12-

3         6)  KS: VIPER (4 Active Points) 13-

3         Stealth 13-

7         Tactics 14-

3         Teamwork 13-

6         WF:  Emplaced Weapons, Flamethrowers, Grenade Launchers, Heavy Machine Guns, Shoulder-Fired Weapons

3         WF:  Small Arms, Blades

 

Total Powers & Skill Cost:  517

Total Cost:  617

 

400+     Matching Complications

15      Hunted:  Dr Cyber and Minions 8- (As Pow; NCI; Harshly Punish)

20      Hunted:  Iron Crusade 8- (Mo Pow; NCI; Harshly Punish)

10      Psychological Limitation:  Dismissive Of Non-Military Or Quasi-Military Personnel (Common; Moderate)

15      Psychological Limitation:  Will not break his oaths (Uncommon; Total)

15      Social Limitation:  Secret Identity (Frequently; Major)

217    Experience Points

(23 points unspent)

 

Total Complications Points:  617

 

Background/History:  Elliot Blackwood's mother left the reservation to find herself a new life and never looked back. His father, an investment banker and former college football player, instilled in his son a sense of personal pride that still shows. For his part, Elliot, played sports and studied hard. He joined the army at age 18 and looked to be on his way to a distinguished military career until he ran afoul of an officer who was in truth a recruiter for the Iron Crusade. Seeing Elliot's potential, he began the recruiting process. Elliot's personal sense of honor was at first an impediment to his joining a criminal terrorist organization. However, the IC recruiters were accostomed to dealing with this. The officer secretly managed to have Elliot  disgraced and given a dishonorable discharge. Then after a few months of stewing over his plight he was approached by another recruiter. This man played on Elliot's pride and convinced him that the Crusade was a place he would be rewarded for his knowledge and professionalism.

 

Elliot agreed.

 

Six years later, Elliot was the leader of the team assigned to watch Dr. Ishowa. The eccentric Ishowa was very popular with the men and women assigned his guard duty.  Dr. Ishowa designed armors for his favorite guards in his spare time (on paper), and gave them the sketches as gifts.

 

When Dr. Gorrus and Dr. Ishowa began competing over the affections of Professor Andrea Lace, Tank could see the writing on the wall. He didn't trust Dr. Gorrus' sanity and often noted this in his reports. When Aubrey approached  him in a panic, claiming she'd bugged Gorrus' lab and that he was assaulting Proffessor Lace, Dr. Ishowa begged Elliot and his men to don the prototype suits he'd developed and protect her. After the melee, the eight agents, Dr. Ishowa, and Professor Lace escaped into the night.

 

A few weeks later, communications from the Iron Crusade came requesting a meeting. 

 

The Grand Council decided that the loss could be somewhat recouped if Dr. Ishowa's work was turned over. Blackwood countered with another offer. The 8 agents would use the prototype armors of Dr. Ishowa as mercenary supervillains, paying a percentage of their earnings to the coffers of the Crusade until the loss was recuped. Not only that, but the armors would be studied during these field tests and the information would be made available to the Grand Council so that if they wanted to continue the project they would have more accurate data.

 

It was agreed upon and the Brotherhood of Steel was born.

 

Personality/Motivation:  Bronze Dragon is a professional in every sense of the word. His men (with the exceptions of Emerald Serpant and Silver Spectre) are completely loyal and he has an excellent reputation in the Mercenary world. The Brotherhood has the grudging respect of many of the major superhero teams for their profesionalism and restraint.

 

Quote:  "Okay team, let's get in and out. Remember, the senator is a soft target, no wetworks."

 

Powers/Tactics:  A PA specialist, with a rather limited arsenal. Bronze Dragon's strengths are his experimental combat computer, his own leadership and tactical skill, and experience working with the team.

 

Campaign Use:  Armored merc team.

 

Appearance:  Elliot "Tank" Blackwood is a big burly guy with the physique of someone who engages in intense regular exercise. He has black hair and brown eyes. He is tan, and dresses impeccably.

 

The Bronze Dragon armor is (obviously) bronze colored with black arms, legs, and midrift. His helmet looks like an anime mecha, resembling archaic amror with very modern stylings.

 

post-198-0-69335800-1389927136_thumb.jpg

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Unicorn

 

Val   Char   Cost    Roll     Notes

  55    STR       5       20-      Lift 51.2tons; 11d6 [5]

  23    DEX     10      14-

  33    CON      3       16-

  13    INT        3       12-      PER Roll 12-

  10    EGO      0       11-

  18    PRE       3       13-      PRE Attack:  3 ½d6

 

   8     OCV     10     

   8     DCV     10     

   3     OMCV  0      

   3     DMCV  0      

   5     SPD      10                  Phases:  3, 5, 8, 10, 12

 

4+15 PD          2                   Total:  4/19 PD (0/15 rPD)

4+15 ED         2                   Total:  4/19 ED (0/15 rED)

   6     REC      2

  26    END      2

  12    BODY   2

  55    STUN    5       Total Characteristic Cost:  69

 

Movement:    Running:  21m/84m

                         Flight:  15m/30m

                         Leaping:  4m/8m

                         Swimming:  16m/64m

                         Teleportation:  15m/240m

 

Cost   Powers                                                                                   END

50      Armaments:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)      

5f       1)  Gauntlet Concussor Beam:  Energy Blast 8d6, Double Knockback (+¾) (70 Active Points); OIF (-½)             7

5f       2)  Sniper Blast:  Energy Blast 10d6, No Range Modifier (+½) (75 Active Points); OIF (-½)    7

1f       3)  Spotlight:  Sight Group Images, +6 to PER Rolls (28 Active Points); Only To Create Light (-1), OIF (-½), Limited Range (30"; -¼)                                                                                                 3

3f       4)  Tangleweb Sprayer:  Entangle 5d6, 5 PD/5 ED (50 Active Points); OIF (-½), Limited Range (30"; -¼), 10 Boostable Charges (-0)                                                                                      [10 bc]

20      Mobility Systems:  Multipower, 30-point reserve,  (30 Active Points); all slots OIF (-½)           

1f       1)  Aquatic Movement:  Swimming +12m (16m total) (x4 Noncombat) (11 Active Points); OIF (-½)    1

1f       2)  Bootjets:  Flight 15m (15 Active Points); OIF (-½)         1

1f       3)  Combat Transporting:  Teleportation 10m, No Relative Velocity (20 Active Points); OIF (-½)         2

1f       4)  Increased Mobility:  Running +9m (21m total), x4 Noncombat, Reduced Endurance (½ END; +¼) (17 Active Points); OIF (-½)                                                                                                  1

2f       5)  Long Distance Transporting:  Teleportation 5m, x16 Noncombat, x2 Increased Mass (25 Active Points); OIF (-½)   2

           Brotherhood X27 Armored Exoskeleton, all slots OIF (-½)

10      1)  Combat Computer:  +3 OCV (15 Active Points); OIF (-½)        

10      2)  Combat Computer:  +3 DCV (15 Active Points); OIF (-½)        

30      3)  "Mithril" Class Body Armor:  Resistant Protection (15 PD/15 ED) (Impermeable) (45 Active Points); OIF (-½)           0

15      4)  Advanced Cooling System:  (Total: 25 Active Cost, 15 Real Cost) Force Field (6 PD/10 ED) (24 Active Points); OIF (-½), 12 Charges (-¼) (Real Cost: 14) plus Knockback Resistance -1m; Only Works Against Rare attack (fire/heat; -1), OIF (-½), Linked (Force Field; -½), 12 Charges (-¼) (Real Cost: 1)            [12]

43      5)  Microfusion Power Supply:  Endurance Reserve  (200 END, 20 REC) (64 Active Points); OIF (-½)                0

7         6)  Powered Armor Polarized Lenses:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)         0

5         7)  Psionic Shielding:  Mental Defense (10 points total) (10 Active Points); OIF (-½), Costs Endurance (-½)      1

           Communications & Sensors Suite, all slots OIF (-½)            

3         1)  Nightsight:  Nightvision (5 Active Points); OIF (-½)      0

13      2)  Powered Armor Closed Communications Suite:  Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½), Sense Affected As Radio And Hearing Groups, Not Mental Group [very common Sense] (-½)     0

16      3)  Powered Armor Communications Suite: Advanced:  High Range Radio Perception (Radio Group), +3 to PER Roll, Rapid:  x10, Targeting, Tracking (33 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½)                                                       0

10      4)  Radar Array:  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-½), OIF (-½)           0

6         5)  Telescopic Lenses:  +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-½)              0

3         6)  Thermalvision, Standard:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)   0

           Life Support Systems, all slots OIF (-½)                                  

6         1)  Environmental Protection System:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½)               0

7         2)  Internal Oxygen Supply:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; -0)  [1 cc]

7         3)  NBC-Proof Sealed System:  Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (10 Active Points); OIF (-½)       0

           Physical Aumentation Exoskeleton, all slots OIF (-½)         

11      1)  Agility Augmentation:  +8 DEX (16 Active Points); OIF (-½)   

3         2)  Impressive Armor:  +5 PRE (5 Active Points); OIF (-½)  

13      3)  Reaction Augmentation System:  +2 SPD (20 Active Points); OIF (-½)   

8         4)  Resiliance Agumentation:  +25 STUN (13 Active Points); OIF (-½)        

11      5)  Resilience Augmentation:  +20 CON (20 Active Points); OIF (-½), Does Not Apply To CON Rolls (-¼)         

27      6)  Strength Augmentation:  +40 STR (40 Active Points); OIF (-½)               4

           Perks

3         Brotherhood:  Fringe Benefit:  Membership (Brotherhood of Steel)

2         Payroll:  Money:  Well Off

79      Spy Spheres:  Follower

1         Street Cred:  Reputation:  Respected mercenary (A medium-sized group) 11-, +1/+1d6

10      The Steel Works:  Base Contribution

8         Yes Dr. Ishowa!:  Contact:  Dr. Ishowa (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 12-

 

           Talents

0         Onboard Computer, all slots OIF (-½)

2         1)  Absolute Time Sense (3 Active Points); OIF (-½)

2         2)  Absolute Range Sense (3 Active Points); OIF (-½)

2         3)  Lightning Calculator (3 Active Points); OIF (-½)

 

           Skills

3         +1 with Firearms

4         +2 with Systems Operation

3         Bugging 12-

3         Computer Programming 12-

3         Cryptography 12-

5         Electronics 13-

3         Inventor 12-

7         Mechanics 14-

4         PS: Mercenary Supervillain 13-

3         SS:  Mathematics 12-

3         SS:  Physics 12-

3         Scholar

1         1)  KS: Alien Technology (2 Active Points) 11-

2         2)  KS: Brotherhood Tactics & Codewords (3 Active Points) 12-

3         3)  KS: Iron Crusade (4 Active Points) 13-

2         4)  KS: Military Vehicles (3 Active Points) 12-

1         5)  KS: The Superhuman World (2 Active Points) 11-

3         Stealth 14-

3         Streetwise 13-

3         Systems Operation 12-

7         TF:  Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Railed Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

3         Tactics 12-

6         WF:  Beam Weapons, Small Arms, Blades, Vehicle Weapons

5         Weaponsmith (5 points' worth) 12-

 

Total Powers & Skill Cost:  547

Total Cost:  615

 

400+     Matching Complications

15      Hunted:  Dr Cyber and his Minions 8- (As Pow; NCI; Harshly Punish)

10      Hunted:  Iron Crusade 8- (Mo Pow; NCI; Watching)

15      Psychological Limitation:  Amoral And Greedy (Common; Strong)

10      Psychological Limitation:  Will Never Surrender (Common; Moderate)

10      Social Limitation:  Ex-Con (Frequently; Minor)

15      Social Limitation:  Secret Identity (Frequently; Major)

215    Experience Points

(13 points unspent)

 

Total Complications Points:  615

 

Background/History:  Aubrey was a rough and tumble girl who's desire of the finer things in life and penchant for mechanics, led to her making a living stealing cars. She was caught and went to juvenile. Then she got out and studied mechanics at the local community college in an attempt to go straight. She slid back into old habbits and was again arrested. This time going to jail. When she got out she was recruited into the Iron Crusade. Her technical skills were noticed early and she was sent to the tehcnolgy side. She was an assistant/Bodyguard to Dr. Ishowa. She was his favorite.

 

When the team went solo and began developing their armors as mercenary villains Dr. Ishowa made her the Surveillance/communications/mobility specialist. When they got ahold of alien transport technology, she was the recipient.

 

Personality/Motivation:  Aubrey hates jail. She won't go back. She is loyal to her fellow members of the Brotherhood and she sees Dr. Ishowa as a father figure. In her armor, she maintains the team's communications and acts as primary lookout. She's also the  most mobile, with 4 modes of travel; to this end she sees herself as the "Guardian" and flits about the battle field looking to aid any of her fellow mercs that seems to be getting the short end of the stick.

 

Quote:  "Got it. I'm there Dragon!"

 

Powers/Tactics:  The most technically advanced armor, Cerulean Unicorn has teleportation technology, as well as servitor sensor spheres. She monitors the battle from a safe distance at first, deciding where she'd be best used then she flits about the battlefield.

 

Campaign Use:  PA Jocky

 

Appearance:  Aubrey's a grease monkey. She's taller and more muscular than average, wears her hair short (just below the chin) and has blue eyes. She generally dresses in jeans and tee shirts.

 

The Unicorn armor is White armor with blue arms, legs, and midrift. The helmet has a crystiline horn in the forehad that pulese with energy when she uses any of her transport abilities. The servitor drones are spherical and silver with glowing blue LED lights.

 

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Minotaur

 

Val   Char   Cost    Roll     Notes

  75    STR      15      24-      Lift 819.2tons; 15d6 [7]

  22    DEX      8       13-

  40    CON     10      17-

  13    INT        3       12-      PER Roll 12-

  14    EGO      4       12-

  23    PRE       8       14-      PRE Attack:  4 ½d6

 

   7     OCV     10     

   7     DCV     10     

   3     OMCV  0      

   5     DMCV  6      

   5     SPD      10                  Phases:  3, 5, 8, 10, 12

 

7+25 PD          5                   Total:  7/32 PD (0/25 rPD)

7+25 ED         5                   Total:  7/32 ED (0/25 rED)

   9     REC      5

  40    END      4

  15    BODY   5

  65    STUN   10      Total Characteristic Cost:  118

 

Movement:    Running:  18m/72m

                         Flight:  15m/30m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

50      Armaments:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)      

5f       1)  Gauntlet Concussor Beam:  Energy Blast 8d6, Double Knockback (+¾) (70 Active Points); OIF (-½)             7

5f       2)  Ion Pulse Blaster:  Energy Blast 15d6 (75 Active Points); OIF (-½)         7

1f       3)  Spotlight:  Sight Group Images, +6 to PER Rolls (28 Active Points); Only To Create Light (-1), OIF (-½), Limited Range (30"; -¼)                                                                                                 3

3f       4)  Tangleweb Sprayer:  Entangle 5d6, 5 PD/5 ED (50 Active Points); OIF (-½), Limited Range (30"; -¼), 10 Boostable Charges (-0)                                                                                      [10 bc]

           Brotherhood X27 Armored Exoskeleton, all slots OIF (-½)

50      1)  "Adamantium" Heavy Armor:  Resistant Protection (25 PD/25 ED) (Impermeable) (75 Active Points); OIF (-½)          0

15      2)  Advanced Cooling System:  (Total: 25 Active Cost, 15 Real Cost) Force Field (6 PD/10 ED) (24 Active Points); OIF (-½), 12 Charges (-¼) (Real Cost: 14) plus Knockback Resistance -1m; Only Works Against Rare attack (fire/heat; -1), OIF (-½), Linked (Force Field; -½), 12 Charges (-¼) (Real Cost: 1)            [12]

43      3)  Microfusion Power Supply:  Endurance Reserve  (200 END, 20 REC) (64 Active Points); OIF (-½)                0

7         4)  Powered Armor Polarized Lenses:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)         0

5         5)  Psionic Shielding:  Mental Defense (10 points total) (10 Active Points); OIF (-½), Costs Endurance (-½)      1

           Communications & Sensors Suite, all slots OIF (-½)            

3         1)  Nightsight:  Nightvision (5 Active Points); OIF (-½)      0

12      2)  Powered Armor Closed Communications Suite:  Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½), Sense Affected As Radio And Hearing Groups, Not Mental Group [very common Sense] (-½)                     0

6         3)  Powered Armor Communications Suite:  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½)    0

10      4)  Radar Array:  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-½), OIF (-½)           0

6         5)  Telescopic Lenses:  +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-½)              0

3         6)  Thermalvision, Standard:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)   0

           Life Support Systems, all slots OIF (-½)                                  

6         1)  Environmental Protection System:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½)               0

7         2)  Internal Oxygen Supply:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; -0)  [1 cc]

7         3)  NBC-Proof Sealed System:  Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (10 Active Points); OIF (-½)       0

           Minotaur Horns, all slots OIF (-½)                                           

7         1)  Hand-To-Hand Attack +4d6 (20 Active Points); Only With Move Throughs (-1), Hand-To-Hand Attack (-½), OIF (-½)                                                                                                       2

           Mobility Systems, all slots OIF (-½)                                         

10      1)  Bootjets:  Flight 15m (15 Active Points); OIF (-½)         1

7         2)  Swift:  Running +6m (18m total), x4 Noncombat, Reduced Endurance (½ END; +¼) (17 Active Points); OIF (-½)     1

           Physical Aumentation Exoskeleton, all slots OIF (-½)         

11      1)  Agility Augmentation:  +8 DEX (16 Active Points); OIF (-½)   

7         2)  Combat Computer:  +2 DCV (10 Active Points); OIF (-½)        

7         3)  Combat Computer:  +2 OCV (10 Active Points); OIF (-½)        

3         4)  Impressive Armor:  +5 PRE (5 Active Points); OIF (-½)  

13      5)  Reaction Augmentation System:  +2 SPD (20 Active Points); OIF (-½)   

8         6)  Resiliance Agumentation:  +25 STUN (13 Active Points); OIF (-½)        

11      7)  Resilience Augmentation:  +20 CON (20 Active Points); OIF (-½), Does Not Apply To CON Rolls (-¼)         

33      8)  Strength Augmentation:  +50 STR (50 Active Points); OIF (-½)               5

 

           Brawling

           Maneuver        OCV   DCV    Notes

4         Block                +2      +2      Block, Abort

4         Dodge                --       +5      Dodge, Affects All Attacks, Abort

4         Punch               +0      +2      17d6 Strike

3         Throw               +0      +1      15d6 +v/5, Target Falls

 

           Perks

3         Brother of Steel:  Fringe Benefit:  Membership (Brotherhood of Steel)

7         Hey Doc.:  Contact:  Dr. Ishowa (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 11-

2         Street Cred:  Reputation:  Respectable Merc (A medium-sized group) 14-, +1/+1d6

3         L33T Warriors:  Contact:  War Gamers (Group of friends he games with online) (Contact limited by identity), Organization Contact (x3) (3 Active Points) 11-

2         Payroll:  Money:  Well Off

10      The Steel Works:  Individual Contribution to Base and Equipement

 

           Talents

0         Onboard Computer, all slots OIF (-½)

2         1)  Absolute Time Sense (3 Active Points); OIF (-½)

2         2)  Absolute Range Sense (3 Active Points); OIF (-½)

2         3)  Lightning Calculator (3 Active Points); OIF (-½)

 

           Skills

6         +2 with Firearms

24      +3 with HTH Combat

3         Demolitions 12-

2         PS: Mercenary Supervillain 11-

3         Scholar

2         1)  KS: Brotherhood Tactics & Codewords (3 Active Points) 12-

1         2)  KS: Iron Crusade (2 Active Points) 11-

1         3)  KS: Online Gaming (2 Active Points) 11-

1         4)  KS: The Local Underworld (2 Active Points) 11-

1         5)  KS: The Superhuman World (2 Active Points) 11-

1         6)  KS: Video Games (2 Active Points) 11-

1         7)  KS: War Games (2 Active Points) 11-

3         Stealth 13-

3         Streetwise 14-

3         Tactics 12-

3         Teamwork 13-

3         WF:  Small Arms, Blades

 

Total Powers & Skill Cost:  470

Total Cost:  588

 

400+     Matching Complications

5         Distinctive Features:  Tattoo of Minotaur on back (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15      Hunted:  Dr. Cyber and Minions 8- (As Pow; NCI; Harshly Punish)

10      Hunted:  Iron Crusade 8- (Mo Pow; NCI; Watching)

10      Psychological Limitation:  Has a crush on Silver Spectre (Common; Moderate)

10      Psychological Limitation:  Loves combat (Common; Moderate)

10      Rivalry:  Professional and Romantic (Emerald Serpent; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)

15      Social Limitation:  Secret Identity (Frequently; Major)

188    Experience Points

(30 points unspent)

 

Total Complications Points:  588

 

Background/History:  Dewayne was sucked into the ranks of the Iron Crusade by being a war game enthusiest. It was a rather easy transition. And, while he had no qualms about joining an organization dedicated to bettering America, he wasn't so blood-thirsty as to require constant supervision. He was put in with Elliot "Tank" Blackwood's team and the big, burly Dewayne fit right in. He readily donned the powered armor and fought the cyborgs. To him it was just like his games.  When the team broke from the Iron Crusade, he of course followed them. He has not regreted it.

 

Personality/Motivation:  Though he's the biggest dog on the team, Dewayne acknoledges Dragon as his alpha. He gets along well with everyone on the team save for Serpent, but that's because he has his eyes on the latter's girl. In combat, he focuses on performing to his utmost. When not on a job, he plays several online tactical games. He and Dee Dee have been developing a mech based tactical war game; partially for training purposes, but they hope to actually have it published.

 

Quote:  "And now prepare for the beating of your life!"

 

Powers/Tactics:  The heaviest of the armors, Minotaur is the assault agent. He takes point and goes toe to toe with the tough guys. He's Dragon's pupil on tactics and wants Dr. Ishowa to install an advanced tactical computer into his armor too. He follows direction well. HIs weakness is Spectre; if she's in real danger, he might abandon what he's doing to aid her.

 

Campaign Use:  Merc.

 

Appearance:  Dewayne is big, not quite as tall as Elliot Blackwood, but broader and more muscular. He tends towards fatigues and tee shirts when not in his armor.

The Minotaur is red with black arms and legs, a gold midrift, and two great golden horns on his head. His shoulders and helmet are heavily armored.

 

 

 

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Infernal

 

Val   Char   Cost    Roll     Notes

  50    STR       5       19-      Lift 25.6tons; 10d6 [4]

  26    DEX      8       14-

  33    CON      3       16-

  15    INT        5       12-      PER Roll 12-

  14    EGO      4       12-

  25    PRE       5       14-      PRE Attack:  5d6

 

   9     OCV     10     

   9     DCV     10     

   3     OMCV  0      

   5     DMCV  6      

   6     SPD      10                  Phases:  2, 4, 6, 8, 10, 12

 

4+15 PD          2                   Total:  4/19 PD (0/15 rPD)

4+15 ED         2                   Total:  4/19 ED (0/15 rED)

   6     REC      2

  26    END      2

  12    BODY   2

  55    STUN    5       Total Characteristic Cost:  81

 

Movement:    Running:  12m/24m

                         Flight:  15m/30m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

50      Armaments:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)      

3f       1)  Force Globe Projector:  Force Wall 10 PD/10 ED, 0 BODY (up to 5m long, 2m tall, and ½m thick), Alterable Size, Opaque (50 Active Points); OIF (-½)                                                     5

5f       2)  Gauntlet Concussor Beam:  Energy Blast 8d6, Double Knockback (+¾) (70 Active Points); OIF (-½)             7

1f       3)  Spotlight:  Sight Group Images, +6 to PER Rolls (28 Active Points); Only To Create Light (-1), OIF (-½), Limited Range (30"; -¼)                                                                                                 3

3f       4)  Tangleweb Sprayer:  Entangle 5d6, 5 PD/5 ED (50 Active Points); OIF (-½), Limited Range (30"; -¼), 10 Boostable Charges (-0)                                                                                      [10 bc]

18      Steel Whip:  (Total: 37 Active Cost, 18 Real Cost) Killing Attack - Hand-To-Hand 1 ½d6, Armor Piercing (+¼) (31 Active Points); OIF (-½), No STR Bonus (-½) (Real Cost: 15) plus Stretching 4m, Reduced Endurance (0 END; +½) (6 Active Points); OIF (-½), Always Direct (-¼), No Noncombat Stretching (-¼) (Real Cost: 3)               3

16      Whip Electrification:  Multipower, 40-point reserve,  (40 Active Points); all slots Only Versus Targets Grabbed By Whip (-1), OIF (steel whip; -½)                                                                             

1f       1)  Deadly Electrification:  Killing Attack - Ranged 2 ½d6 (40 Active Points); Only Versus Targets Grabbed By Whip (-1), OIF (steel whip; -½), No Knockback (-¼)                                      4

1f       2)  Standard Electrification:  Energy Blast 8d6 (40 Active Points); Only Versus Targets Grabbed By Whip (-1), OIF (steel whip; -½), No Knockback (-¼)                                                            4

2f       3)  Taser Electrification:  Energy Blast 4d6, No Normal Defense (+1) (40 Active Points); Only Versus Targets Grabbed By Whip (-1), OIF (steel whip; -½)                                                           4

           Brotherhood X27 Armored Exoskeleton, all slots OIF (-½)

30      1)  "Mithril" Light Armor:  Resistant Protection (15 PD/15 ED) (45 Active Points); OIF (-½)  0

15      2)  Advanced Cooling System:  (Total: 25 Active Cost, 15 Real Cost) Force Field (6 PD/10 ED) (24 Active Points); OIF (-½), 12 Charges (-¼) (Real Cost: 14) plus Knockback Resistance -1m; OIF (-½), Only Works Against Rare attack (fire/heat; -½), Linked (Force Field; -½), 12 Charges (-¼) (Real Cost: 1)            [12]

43      3)  Microfusion Power Supply:  Endurance Reserve  (200 END, 20 REC) (64 Active Points); OIF (-½)                0

5         4)  Psionic Shielding:  Mental Defense (10 points total) (10 Active Points); OIF (-½), Costs Endurance (-½)      1

           Communications & Sensors Suite, all slots OIF (-½)            

3         1)  Nightsight:  Nightvision (5 Active Points); OIF (-½)      0

12      2)  Powered Armor Closed Communications Suite:  Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½), Sense Affected As Radio And Hearing Groups, Not Mental Group [very common Sense] (-½)                     0

6         3)  Powered Armor Communications Suite:  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½)    0

10      4)  Radar Array:  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-½), OIF (-½)           0

6         5)  Telescopic Lenses:  +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-½)              0

3         6)  Thermalvision, Standard:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)   0

           Life Support Systems, all slots OIF (-½)                                  

6         1)  Environmental Protection System:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½)               0

7         2)  Internal Oxygen Supply:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; -0)  [1 cc]

7         3)  NBC-Proof Sealed System:  Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (10 Active Points); OIF (-½)       0

           Mobility Systems, all slots OIF (-½)                                         

10      1)  Bootjets:  Flight 15m (15 Active Points); OIF (-½)         1

           Physical Aumentation Exoskeleton, all slots OIF (-½)         

16      1)  Agility Augmentation:  +12 DEX (24 Active Points); OIF (-½) 

13      2)  Combat Computer:  +4 DCV (20 Active Points); OIF (-½)        

13      3)  Combat Computer:  +4 OCV (20 Active Points); OIF (-½)        

7         4)  Frightful Armor:  +10 PRE (10 Active Points); OIF (-½)           

20      5)  Reaction Augmentation System:  +3 SPD (30 Active Points); OIF (-½)   

8         6)  Resiliance Agumentation:  +25 STUN (13 Active Points); OIF (-½)        

11      7)  Resilience Augmentation:  +20 CON (20 Active Points); OIF (-½), Does Not Apply To CON Rolls (-¼)         

23      8)  Strength Augmentation:  +35 STR (35 Active Points); OIF (-½)               3

           Utility Helmet, all slots OIF (-½)                                               

5         1)  Auditory Dampers:  Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-½)    0

7         2)  Polarized Lenses:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)       0

6         3)  Telescopic Lenses:  +6 versus Range Modifier for Sight Group (9 Active Points); OIF (-½)                0

3         4)  Thermalvision:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)      0

3         5)  UV Vision:  Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)         0

           Perks

3         Brotherhood:  Fringe Benefit:  Membership (Brotherhood of Steel)

2         Payroll:  Money:  Well Off

2         Street Cred:  Reputation:  Respected Mecenary (A medium-sized group) 14-, +1/+1d6

10      The Steel Works:  Vehicles & Bases

6         Contact:  Dr. Ishowa (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 11-

6         Contact:  Underground Medical Community (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-

 

           Talents

0         Onboard Computer, all slots OIF (-½)

2         1)  Absolute Time Sense (3 Active Points); OIF (-½)

2         2)  Absolute Range Sense (3 Active Points); OIF (-½)

2         3)  Lightning Calculator (3 Active Points); OIF (-½)

 

           Skills

3         +1 with Firearms

2         +1 with whip

3         Computer Programming 12-

3         Electronics 12-

3         Forensic Medicine 12-

2         PS: Doctor     11-

2         PS: Mercenary Supervillain 11-

3         Scholar

3         1)  KS: Iron Crusade (4 Active Points) 13-

1         2)  KS: The Superhuman World (2 Active Points) 11-

3         Scientist

2         1)  SS:  Anatomy     12- (3 Active Points)

2         2)  SS:  Medicine    12- (3 Active Points)

1         3)  SS:  Neurology    11- (2 Active Points)

2         4)  SS:  Pharmacology/Toxicology     12- (3 Active Points)

1         5)  SS:  Psychology    11- (2 Active Points)

3         Stealth 14-

3         Systems Operation 12-

3         WF:  Small Arms, Blades

 

Total Powers & Skill Cost:  479

Total Cost:  559

 

400+     Matching Complications

15      Hunted:  Dr. Cyber & Minions 8- (As Pow; NCI; Harshly Punish)

10      Hunted:  Iron Crusade 8- (Mo Pow; NCI; Watching)

10      Psychological Limitation:  Compulsive Manipulator (Common; Moderate)

10      Psychological Limitation:  Lecherous (Common; Moderate)

15      Psychological Limitation:  Refuses To Take Responsibility For His Own Actions (Common; Strong)

15      Social Limitation:  Secret Identity (Frequently; Major)

159    Experience Points

(34 points unspent)

 

Total Complications Points:  559

 

Background/History:  Brandon Long is chinese-American who became a doctor because it suited his sense of self importance. However, his attitudes and selfishness made him rather unpoplar. He lost his practice when it was revealed that he was taking "liberties" with his patients. Where does a disgraced doctor go? To crime of course. Dr. Brandon Long joined the Iron Crusade's medical division and set about making himself a player within the organization. Dr. Long was the medical specialist on the original project. He was a suckup to Dr. Gorrus, but when the others looked to be winning, he threw in with them. He reluctantly left with the others, wasn't really thrilled with the idea of becoming a mercenary supervillain, but he's nothing if not adaptable.

 

Personality/Motivation:  Though not a coward, Dr. Long is uncomfortable being a supervillain. And he damn well wasn't going to call himself the Purple Demon. For now, he follows the orders of his obvious inferiors as he's not figured out a plan of escape yet. Part of that is because he's actually got it really good. Sure, the fighting in armor is a bad idea, but he's almost convinced Bronze Dragon that he's not the right guy for the job. Soon he suspects he'll be replaced in the combat team and serve only as the Brotherhood's Chief Medical Officer.

That appeals.

He's made passes at all the women on the team to varying degrees of failure.

 

Quote:  "This will sting a little."

"You look lovely today..."

 

Powers/Tactics:  His force wall is the team's "Escape Distraction" but it's not very powerful. It stops conventional weapons readily enough though.  He's fast and agile and his Whip is a potent weapon in his hands.

 

Campaign Use:  Mec Lech

 

Appearance:  Dr. Long is an attractive man of mixed Asian-American heritage. He works out a lot and is impeccably groomed. He dresses in high end fashions and affects a friendly, if aloof demeanor.

 

His armor, which he calls, Infernal is dark (Tyrian) purple with black arms and legs, silver midriff, and glowing red eyes. The helmet looks demonic and his weapons emit viscous red energy effects.

 

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Serpent

 

Val   Char   Cost    Roll     Notes

  55    STR       5       20-      Lift 51.2tons; 11d6 [5]

  22    DEX      8       13-

  33    CON      3       16-

  15    INT        5       12-      PER Roll 12-

  10    EGO      0       11-

  18    PRE       3       13-      PRE Attack:  3 ½d6

 

   7     OCV     10     

   7     DCV     10     

   3     OMCV  0      

   3     DMCV  0      

   5     SPD      10                  Phases:  3, 5, 8, 10, 12

 

4+15 PD          2                   Total:  4/19 PD (0/15 rPD)

4+15 ED         2                   Total:  4/19 ED (0/15 rED)

   6     REC      2

  26    END      2

  12    BODY   2

  55    STUN    5       Total Characteristic Cost:  70

 

Movement:    Running:  12m/24m

                         Flight:  15m/30m

                         Leaping:  4m/8m

                         Swimming:  26m/208m

 

Cost   Powers                                                                                   END

50      Armaments:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)      

5f       1)  Gauntlet Concussor Beam:  Energy Blast 8d6, Double Knockback (+¾) (70 Active Points); OIF (-½)             7

1f       2)  Spotlight:  Sight Group Images, +6 to PER Rolls (28 Active Points); Only To Create Light (-1), OIF (-½), Limited Range (30"; -¼)                                                                                                 3

3f       3)  Tangleweb Sprayer:  Entangle 5d6, 5 PD/5 ED (50 Active Points); OIF (-½), Limited Range (30"; -¼), 10 Boostable Charges (-0)                                                                                      [10 bc]

10      Lucky Fellow:  Luck 2d6                                                          0

45      Trident:  Multipower, 90-point reserve,  (90 Active Points); all slots OAF (-1)            

1f       1)  Shaft Smack!:  (Total: 21 Active Cost, 9 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-½) (Real Cost: 8) plus Stretching 1m, Reduced Endurance (0 END; +½); OAF (-1), Only To Cause Damage (-½), Always Direct (-¼), No Noncombat Stretching (-¼), No Velocity Damage (-¼) (Real Cost: 1)                2

4f       2)  Sonic Burst:  Energy Blast 12d6, Explosion (+½) (90 Active Points); OAF (-1)     9

4f       3)  Sonic Cutter:  Killing Attack - Ranged 6d6 (90 Active Points); OAF (-1)                9

2f       4)  Trident:  (Total: 51 Active Cost, 23 Real Cost) Killing Attack - Hand-To-Hand 3d6-1 (6d6+1 w/STR), Reduced Endurance (½ END; +¼) (50 Active Points); OAF (-1), No Knockback (-¼) (Real Cost: 22) plus Stretching 1m, Reduced Endurance (0 END; +½); OAF (-1), Only To Cause Damage (-½), Always Direct (-¼), No Noncombat Stretching (-¼), No Velocity Damage (-¼) (Real Cost: 1)                                                                                        2

           Brotherhood X27 Armored Exoskeleton, all slots OIF (-½)

30      1)  "Mithril" Light Power Armor:  Resistant Protection (15 PD/15 ED) (Impermeable) (45 Active Points); OIF (-½)         0

15      2)  Advanced Cooling System:  (Total: 25 Active Cost, 15 Real Cost) Force Field (6 PD/10 ED) (24 Active Points); OIF (-½), 12 Charges (-¼) (Real Cost: 14) plus Knockback Resistance -1m; OIF (-½), Only Works Against Rare attack (fire/heat; -½), Linked (Force Field; -½), 12 Charges (-¼) (Real Cost: 1)            [12]

43      3)  Microfusion Power Supply:  Endurance Reserve  (200 END, 20 REC) (64 Active Points); OIF (-½)                0

7         4)  Powered Armor Polarized Lenses:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)         0

5         5)  Psionic Shielding:  Mental Defense (10 points total) (10 Active Points); OIF (-½), Costs Endurance (-½)      1

           Communications & Sensors Suite, all slots OIF (-½)            

3         1)  Nightsight:  Nightvision (5 Active Points); OIF (-½)      0

12      2)  Powered Armor Closed Communications Suite:  Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½), Sense Affected As Radio And Hearing Groups, Not Mental Group [very common Sense] (-½)                     0

6         3)  Powered Armor Communications Suite:  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½)    0

10      4)  Radar Array:  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-½), OIF (-½)           0

6         5)  Telescopic Lenses:  +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-½)              0

3         6)  Thermalvision, Standard:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)   0

           Life Support Systems, all slots OIF (-½)                                  

6         1)  Environmental Protection System:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½)               0

7         2)  Internal Oxygen Supply:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; -0)  [1 cc]

7         3)  NBC-Proof Sealed System:  Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (10 Active Points); OIF (-½)       0

3         4)  Water Filtration System:  Life Support  (Expanded Breathing: Water) (5 Active Points); OIF (-½)  0

           Mobility Systems, all slots OIF (-½)                                         

10      1)  Bootjets:  Flight 15m (15 Active Points); OIF (-½)         1

1         2)  Underwater Freedom:  Environmental Movement (no penalties underwater) (2 Active Points); OIF (-½)     

2         3)  Underwater Freedom:  Lightning Reflexes: +6 DEX to act first with All Actions (+6 DEX to act first with All Actions) (6 Active Points); Only underwater (-1), OIF (-½)                      

16      4)  Underwater Movement:  Swimming +20m (26m total) (x8 Noncombat), Reduced Endurance (½ END; +¼) (26 Active Points); OIF (-½)                                                                         1

           Physical Aumentation Exoskeleton, all slots OIF (-½)         

11      1)  Agility Augmentation:  +8 DEX (16 Active Points); OIF (-½)   

7         2)  Combat Computer:  +2 DCV (10 Active Points); OIF (-½)        

7         3)  Combat Computer:  +2 OCV (10 Active Points); OIF (-½)        

3         4)  Impressive Armor:  +5 PRE (5 Active Points); OIF (-½)  

13      5)  Reaction Augmentation System:  +2 SPD (20 Active Points); OIF (-½)   

8         6)  Resiliance Agumentation:  +25 STUN (13 Active Points); OIF (-½)        

11      7)  Resilience Augmentation:  +20 CON (20 Active Points); OIF (-½), Does Not Apply To CON Rolls (-¼)         

27      8)  Strength Augmentation:  +40 STR (40 Active Points); OIF (-½)               4

           Perks

2         Payroll:  Money:  Well Off

2         Street Cred:  Reputation:  Respectable Merc (A medium-sized group) 14-, +1/+1d6

3         Fringe Benefit:  Membership (Brotherhood of Steel)

3         Well-Connected

6         1)  S'up Doc?:  Contact:  Dr. Ishowa (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) (7 Active Points) 11-

5         2)  Contact:  Arms Dealer; Jonas Wilt (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) (6 Active Points) 11-

14      3)  Contact:  Black Market (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-

4         4)  Contact:  Race Morgan, Elite Fence (Contact has significant Contacts of his own, Contact has very useful Skills or resources) (5 Active Points) 11-

 

           Talents

0         Onboard Computer, all slots OIF (-½)

2         1)  Absolute Time Sense (3 Active Points); OIF (-½)

2         2)  Absolute Range Sense (3 Active Points); OIF (-½)

2         3)  Lightning Calculator (3 Active Points); OIF (-½)

 

           Skills

12      +1 Overall

6         +2 with trident

3         Breakfall 13-

3         Bribery 13-

3         Bureaucratics 13-

3         Climbing 13-

3         Conversation 13-

3         Deduction 12-

3         Navigation (Land, Marine) 12-

4         PS: Mercenary Supervillain 13-

3         Paramedics 12-

3         Persuasion 13-

3         Scholar

2         1)  KS: Accounting/Finance (3 Active Points) 12-

4         2)  KS: Iron Crusade (5 Active Points) 14-

3         3)  KS: The Law (4 Active Points) 13-

3         4)  KS: The Local Underworld (4 Active Points) 13-

2         5)  KS: The Superhuman World (3 Active Points) 12-

3         Stealth 13-

4         Survival (Marine, Temperate/Subtropical) 12-

2         TF:  SCUBA, Submarines

3         WF:  Small Arms, Blades

 

Total Powers & Skill Cost:  528

Total Cost:  597

 

400+     Matching Complications

15      Hunted:  Dr. Cyber & Minions 8- (As Pow; NCI; Harshly Punish)

10      Hunted:  Secret Service 8- (Less Pow; NCI; Harshly Punish)

                Notes:  Counterfeit Bills Investigation

15      Psychological Limitation:  Ambitious And Opportunistic (Very Common; Moderate)

10      Psychological Limitation:  Amoral And Greedy (Common; Moderate)

10      Psychological Limitation:  Compulsive Schemer (Common; Moderate)

15      Social Limitation:  Secret Identity (Frequently; Major)

197    Experience Points

(76 points unspent)

 

Total Complications Points:  597

 

Background/History:  Ben, knicknamed the "Knack" by his friends, has never had trouble succeeding. Always with a plan, he went from petty thievery to grand larceny. No matter what he tried, he seemed good at it, he seemingly always come out on top. Ben always has a scheme going and that's what landed him with the Iron Crusade. For a while he felt he'd bit off more than he could chew, but when he donned the armor for the first time, he knew that he'd stumbled onto his biggest break yet. Ben sees the super villain game as  his chance to really make it big. He loves his team and while he keeps telling himself he should replace Elliot Blackwood as leader, he's not been very serious about it. He likes things the way they are for now.

 

Personality/Motivation:  Ben is a risk taker and a schemer. He always has a plan. Right now all his plans coincide with those of the Brotherhood. He's got good friends, a girl that's crazy about him, good money, excitement, seemingly everything he wants. He's reasonably content for now. He knows that he doesn't have the strength to remove Bronze Dragon at the moment so he's merely waiting things out, planning or the day he has more support, power, or an opportunity.

 

Quote:  "That works for me."

 

Powers/Tactics:  An underwater specialist, Serpent is a bit out of his element when not near water. But even then he has his weapons and super strength.

He works from the rear, preferring his trident's weapons over the armor's inherent systems.

 

Campaign Use:  Merc Villain.

 

Appearance:  Ben is a bit on the short side, but stocky. He has blonde hair, green eyes, and a mischievous smile and glint in his eye. He dresses like he's always going somewhere important.

 

The Serpent armor is two tone green, darker arms, legs, and midriff, sea green other wise. His forearms and legs have "fins"; his boots are slightly over-sized. The Trident shares his color scheme with some silver accents. The tines are light green and the shaft is dark.

Edited by Enforcer84
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Wyvern

 

Val   Char   Cost    Roll     Notes

  55    STR       5       20-      Lift 51.2tons; 11d6 [5]

  28    DEX     10      15-

  33    CON      3       16-

  10    INT        0       11-      PER Roll 11-

  10    EGO      0       11-

  18    PRE       3       13-      PRE Attack:  3 ½d6

 

  10    OCV     15     

  10    DCV     15     

   3     OMCV  0      

   3     DMCV  0      

   5     SPD      10                  Phases:  3, 5, 8, 10, 12

 

4+15 PD          2                   Total:  4/19 PD (0/15 rPD)

4+15 ED         2                   Total:  4/19 ED (0/15 rED)

   6     REC      2

  26    END      2

  12    BODY   2

  55    STUN    5       Total Characteristic Cost:  76

 

Movement:    Running:  12m/24m

                         Flight:  20m/160m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

50      Armaments:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)      

5f       1)  Compressed Air Blast:  Energy Blast 8d6, Double Knockback (+¾) (70 Active Points); OIF (-½)     7

2f       2)  Flare Sabots:  Sight Group Flash 9d6 (45 Active Points); 4 Charges (-1), OIF (-½)               [4]

1f       3)  Flechette Sabots:  Killing Attack - Ranged 2d6, Armor Piercing (+¼) (37 Active Points); 4 Charges (-1), OIF (-½)        [4]

5f       4)  Gatling Blaster:  Energy Blast 10d6, Autofire (5 shots; +½) (75 Active Points); OIF (-½)   7

3f       5)  Knockout Gas Sabots:  Energy Blast 5d6, Area Of Effect (1m Radius; +¾), No Normal Defense (+1) (69 Active Points); 4 Charges (-1), OIF (-½)                                                             [4]

1f       6)  Spotlight:  Sight Group Images, +6 to PER Rolls (28 Active Points); Only To Create Light (-1), OIF (-½), Limited Range (30"; -¼)                                                                                                 3

3f       7)  Tangleweb Sprayer:  Entangle 5d6, 5 PD/5 ED (50 Active Points); OIF (-½), Limited Range (30"; -¼), 10 Boostable Charges (-0)                                                                                      [10 bc]

           Brotherhood X27 Armored Exoskeleton, all slots OIF (-½)

30      1)  "Mithril" Light Armor:  Resistant Protection (15 PD/15 ED) (Impermeable) (45 Active Points); OIF (-½)      0

15      2)  Advanced Cooling System:  (Total: 25 Active Cost, 15 Real Cost) Force Field (6 PD/10 ED) (24 Active Points); OIF (-½), 12 Charges (-¼) (Real Cost: 14) plus Knockback Resistance -1m; OIF (-½), Only Works Against Rare attack (fire/heat; -½), Linked (Force Field; -½), 12 Charges (-¼) (Real Cost: 1)            [12]

43      3)  Microfusion Power Supply:  Endurance Reserve  (200 END, 20 REC) (64 Active Points); OIF (-½)                0

7         4)  Powered Armor Polarized Lenses:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)         0

5         5)  Psionic Shielding:  Mental Defense (10 points total) (10 Active Points); OIF (-½), Costs Endurance (-½)      1

           Communications & Sensors Suite, all slots OIF (-½)            

3         1)  Nightsight:  Nightvision (5 Active Points); OIF (-½)      0

12      2)  Powered Armor Closed Communications Suite:  Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½), Sense Affected As Radio And Hearing Groups, Not Mental Group [very common Sense] (-½)                     0

6         3)  Powered Armor Communications Suite:  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½)    0

10      4)  Radar Array:  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-½), OIF (-½)           0

6         5)  Telescopic Lenses:  +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-½)              0

3         6)  Thermalvision, Standard:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)   0

           Life Support Systems, all slots OIF (-½)                                  

6         1)  Environmental Protection System:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½)               0

7         2)  Internal Oxygen Supply:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; -0)  [1 cc]

7         3)  NBC-Proof Sealed System:  Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (10 Active Points); OIF (-½)       0

           Mobility Systems, all slots OIF (-½)                                         

35      1)  Advanced Flight System:  Flight 20m, x8 Noncombat, No Turn Mode (+¼), combat acceleration/deceleration (+¼), Reduced Endurance (½ END; +¼) (52 Active Points); OIF (-½)        2

           Physical Aumentation Exoskeleton, all slots OIF (-½)         

17      1)  Agility Augmentation:  +13 DEX (26 Active Points); OIF (-½) 

13      2)  Combat Computer:  +4 DCV (20 Active Points); OIF (-½)        

13      3)  Combat Computer:  +4 OCV (20 Active Points); OIF (-½)        

3         4)  Impressive Armor:  +5 PRE (5 Active Points); OIF (-½)  

13      5)  Reaction Augmentation System:  +2 SPD (20 Active Points); OIF (-½)   

8         6)  Resiliance Agumentation:  +25 STUN (13 Active Points); OIF (-½)        

11      7)  Resilience Augmentation:  +20 CON (20 Active Points); OIF (-½), Does Not Apply To CON Rolls (-¼)         

27      8)  Strength Augmentation:  +40 STR (40 Active Points); OIF (-½)               4

           Perks

7         Contact:  Dr. Ishowa (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 11-

3         Fringe Benefit:  Membership (Brotherhood of Steel)

10      The Steel Works:  Base Contribution

2         Payroll:  Money:  Well Off

 

           Talents

0         Onboard Computer, all slots OIF (-½)

2         1)  Absolute Time Sense (3 Active Points); OIF (-½)

2         2)  Absolute Range Sense (3 Active Points); OIF (-½)

2         3)  Lightning Calculator (3 Active Points); OIF (-½)

 

           Skills

3         +2 with any single attack (4 Active Points); Only When in Flight (-½)

6         +2 with Firearms

4         +2 with any single attack

3         Breakfall 15-

3         Combat Piloting 15-

2         Navigation (Air) 11-

2         PS: Mercenary Supervillain 11-

3         Scholar

2         1)  KS: Brotherhood Tactics & Codes (3 Active Points) 11-

2         2)  KS: Iron Crusade (3 Active Points) 12-

1         3)  KS: The Local Underworld (2 Active Points) 11-

1         4)  KS: The Pilot World (2 Active Points) 11-

1         5)  KS: The Superhuman World (2 Active Points) 11-

3         Stealth 15-

3         Streetwise 13-

1         TF:  Combat Aircraft, Small Planes

3         WF:  Small Arms, Blades

 

Total Powers & Skill Cost:  442

Total Cost:  517

 

400+     Matching Complications

10      Enraged:  when ridiculed about his mistakes (Uncommon), go 8-, recover 11-

15      Hunted:  Dr. Cyber & Minions 8- (As Pow; NCI; Harshly Punish)

10      Hunted:  Iron Crusade 8- (Mo Pow; NCI; Watching)

15      Psychological Limitation:  Takes Foolish Risks To Earn The Respect Of The Gang (Very Common; Moderate)

10      Rivalry:  Professional (Infernal; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15      Social Limitation:  Secret Identity (Frequently; Major)

117    Experience Points

(54 points unspent)

 

Total Complications Points:  517

 

Background/History:  A young and inexperienced member of the Iron Crusade, Rick managed to anger his superior so much that the man shot him. After his release from the med unit they put him with a commander with a bit more patience. That was Elliot Blackwood; Rick took to the man almost immediately. His childishness aside, Elliot Blacwood found Rick to be an eager and reliable agent. Rick's specialty was vehicles and even at his young age he'd managed to become a decent pilot before his former commander lost his patience with him. Rick and and Dr. Ishowa also got alon very well. When the team split from the Iron Crusade, Rick was a bit nervous, but what ever Elliot and Dr. Ishowa agreed to was okay with him.

 

Rick is a damn fine Mecha Jockey. He has taken to the Wyvern suit like a fish to water (or a bird to the sky).

 

Personality/Motivation:  Impress Commander Blackwood, Dr. Ishowa, Rachel, and Aubrey. In that order. Rick is still quite immatue and get's worked up over his performance and mocking him is a good way to get yourself punched. When combat breaks, he's right there with Black Angel, trying to show what he can do.  Dr. Long hates him and spends much of his free time making the naive young man's life miserable.

 

Quote:  "Shut up!"

 

Powers/Tactics:  Fly fast, shoot hard. Leave scorched Earth. Wyvern will play to Dragon's plans as best he can but he'll always look for an opportunity to impress his allies with his skills.

 

Campaign Use:  Merc.

 

Appearance:  Tall and skinny,  with unkempt hair and brown eyes. Rick looks like he's auditioning to play Eddie Vetter in a movie.

 

The Wyvern is Gold with red arms and legs. The middriff is black. He has great wings on his back

 

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Spectre

 

Val   Char   Cost    Roll     Notes

  40    STR       1       17-      Lift 6400.0kg; 8d6 [4]

  28    DEX      6       15-

  32    CON      2       15-

  18    INT        8       13-      PER Roll 13-/17-

  11    EGO      1       11-

  20    PRE       5       13-      PRE Attack:  4d6

 

   9     OCV      5      

   9     DCV      5      

   3     OMCV  0      

   4     DMCV  3      

   6     SPD      10                  Phases:  2, 4, 6, 8, 10, 12

 

3+15 PD          1                   Total:  3/18 PD (0/15 rPD)

3+15 ED         1                   Total:  3/18 ED (0/15 rED)

   4     REC      0

  24    END      1

  11    BODY   1

  51    STUN    3       Total Characteristic Cost:  53

 

Movement:    Running:  12m/24m

                         Flight:  15m/30m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

50      Armaments:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)      

5f       1)  Advance Pulson Blaster:  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points); OIF (-½)             3

5f       2)  Gamma Blaster:  Energy Blast 8d6, Invisible Power Effects (Inobvious to [one Sense Group]; +¾) (70 Active Points); OIF (-½)                                                                                                       7

1f       3)  Spotlight:  Sight Group Images, +6 to PER Rolls (28 Active Points); Only To Create Light (-1), OIF (-½), Limited Range (30"; -¼)                                                                                                 3

3f       4)  Tangleweb Sprayer:  Entangle 5d6, 5 PD/5 ED (50 Active Points); OIF (-½), Limited Range (30"; -¼), 10 Boostable Charges (-0)                                                                                      [10 bc]

           Brotherhood X27 Armored Exoskeleton, all slots OIF (-½)

30      1)  "Mithril" Light Powered Armor:  Resistant Protection (15 PD/15 ED) (45 Active Points); OIF (-½) 0

15      2)  Advanced Cooling System:  (Total: 25 Active Cost, 15 Real Cost) Force Field (6 PD/10 ED) (24 Active Points); OIF (-½), 12 Charges (-¼) (Real Cost: 14) plus Knockback Resistance -1m; OIF (-½), Only Works Against Rare attack (fire/heat; -½), Linked (Force Field; -½), 12 Charges (-¼) (Real Cost: 1)            [12]

12      3)  Camoflage Suit:  Sight Group Images, -6 to PER Rolls (28 Active Points); No Range (-½), Set Effect (only to camoflage wearer; -½), IIF (-¼)                                                                  3

43      4)  Microfusion Power Supply:  Endurance Reserve  (200 END, 20 REC) (64 Active Points); OIF (-½)                0

7         5)  Powered Armor Polarized Lenses:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)         0

5         6)  Psionic Shielding:  Mental Defense (10 points total) (10 Active Points); OIF (-½), Costs Endurance (-½)      1

20      7)  Silence Suit II:  Invisibility to Sight and Hearing Groups  (25 Active Points); IIF (-¼)         2

           Communications & Sensors Suite, all slots OIF (-½)            

10      1)  Crime Scene Analyzer:  Criminology 18- (21 Active Points); OAF (-1)   

5         2)  Hearing-Augmenting Earphones:  +4 PER with Hearing Group (8 Active Points); OIF (-½)               0

13      3)  Hearing-Augmenting Earphones:  Discriminatory with Hearing Group and Analyze for Hearing Group (20 Active Points); OIF (-½)                                                                                       0

3         4)  Nightsight:  Nightvision (5 Active Points); OIF (-½)      0

8         5)  Parabolic Earphones:  +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (-½)  0

12      6)  Powered Armor Closed Communications Suite:  Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½), Sense Affected As Radio And Hearing Groups, Not Mental Group [very common Sense] (-½)                     0

6         7)  Powered Armor Communications Suite:  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½)    0

10      8)  Radar Array:  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-½), OIF (-½)           0

6         9)  Telescopic Lenses:  +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-½)              0

7         10) Thermal Vision Hi-Res:  Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-½)       0

3         11) Thermalvision, Standard:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0

3         12) Ultrasight:  Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)        0

7         13) Wide-Angle Vision:  Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF (-½)           0

           Life Support Systems, all slots OIF (-½)                                  

6         1)  Environmental Protection System:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½)               0

7         2)  Internal Oxygen Supply:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; -0)  [1 cc]

7         3)  NBC-Proof Sealed System:  Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (10 Active Points); OIF (-½)       0

           Mobility Systems, all slots OIF (-½)                                         

23      1)  Advanced Whisper Jet Flight System:  Flight 15m, No Turn Mode (+¼), Invisible Power Effects (Inobvious to [one Sense Group]; +¼), Reduced Endurance (½ END; +¼), No Gravity Penalty (+½) (34 Active Points); OIF (-½)               1

           Physical Aumentation Exoskeleton, all slots OIF (-½)         

20      1)  Agility Augmentation:  +15 DEX (30 Active Points); OIF (-½) 

17      2)  Combat Computer:  +5 DCV (25 Active Points); OIF (-½)        

17      3)  Combat Computer:  +5 OCV (25 Active Points); OIF (-½)        

3         4)  Impressive Armor:  +5 PRE (5 Active Points); OIF (-½)  

20      5)  Reaction Augmentation System:  +3 SPD (30 Active Points); OIF (-½)   

8         6)  Resiliance Agumentation:  +25 STUN (13 Active Points); OIF (-½)        

11      7)  Resilience Augmentation:  +20 CON (20 Active Points); OIF (-½), Does Not Apply To CON Rolls (-¼)         

19      8)  Strength Augmentation:  +29 STR (29 Active Points); OIF (-½)               3

           Perks

2         Payroll:  Money:  Well Off

2         Street Cred.:  Reputation:  respected Merc (A medium-sized group) 14-, +1/+1d6

10      The Steel Works:  Base Contributions

7         Contact:  Dr. Ishowa (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 11-

1         Fringe Benefit:  Membership (Brotherhood of Steel)

 

           Talents

6         Looker:  +2/+2d6 Striking Appearance (vs. all characters)

0         Onboard Computer, all slots OIF (-½)

2         1)  Absolute Range Sense (3 Active Points); OIF (-½)

2         2)  Absolute Time Sense (3 Active Points); OIF (-½)

2         3)  Lightning Calculator (3 Active Points); OIF (-½)

 

           Skills

10      +1 with All Combat

3         +1 with Firearms

3         Acting 13-

3         Charm 13-

3         Computer Programming 13-

5         Concealment 14-

3         Criminology 13-

3         Deduction 13-

3         Disguise 13-

3         Electronics 13-

3         Forensic Medicine 13-

4         Forgery (Commercial Goods, Documents) 13-

3         High Society 13-

3         Inventor 13-

3         Lockpicking 15-

3         Mechanics 13-

3         PS: Mercenary Supervillain 13-

3         Scholar

2         1)  KS: Brotherhood of Steel Tactics & Codes (3 Active Points) 13-

2         2)  KS: Computer Networks (3 Active Points) 13-

1         3)  KS: Online Community (2 Active Points) 11-

1         4)  KS: The Local Underworld (2 Active Points) 11-

1         5)  KS: The Superhuman World (2 Active Points) 11-

2         6)  KS: VIPER (3 Active Points) 13-

3         Scientist

2         1)  SS:  Computer Science 13- (3 Active Points)

2         2)  SS:  Mathematics 13- (3 Active Points)

1         3)  SS:  Physics 11- (2 Active Points)

3         Security Systems 13-

3         Shadowing 13-

3         Sleight Of Hand 15-

3         Stealth 15-

3         Streetwise 13-

3         Systems Operation 13-

3         Teamwork 15-

3         WF:  Small Arms, Blades

3         Weaponsmith 13-

 

Total Powers & Skill Cost:  590

Total Cost:  642

 

400+     Matching Complications

15      Hunted:  Dr. Cyber and his Minions 8- (As Pow; NCI; Harshly Punish)

10      Hunted:  Iron Crusade 8- (Mo Pow; NCI; Watching)

10      Psychological Limitation:  Lacks Personal Initiative (Common; Moderate)

15      Psychological Limitation:  Loves Technology (Very Common; Moderate)

10      Psychological Limitation:  Devoted To Ben's Welfare (Common; Moderate)

15      Social Limitation:  Secreat Identity (Frequently; Major)

242    Experience Points

 

Total Complications Points:  642

 

Background/History:  Dee Dee met Ben Tenpas when they were in highshool. She fell for him and has been following him ever since. It was Ben who noticed that she was good with math and liked computers. His encouragement led her to school while he was running the streets. When he joined the Iron Crusade, Dee Dee followed.  Ben got her in touch with Dr. Ishowa and she became his assistant. She and Aubrey got along well, especially when it was apparent that Aubrey had no designs on Ben. When they left the Iron Crusade to become supervillains she followed. She's become the team's security specialist.

 

Personality/Motivation:  Dee Dee is somewhat unhinged. Her devotion to Ben borders on obsession. However, her time with the team is slowly bringing out her individuality. Ben approves as he feels smothered sometimes. She is aware of Dewayne's crush on her and she feels bad about it. They spend alot of time together playing and designing games.

 

As a matter of fact she always feels guilty when they are together, she feels bad for Dewayne and worries that Ben feels abandoned. Dragon laments her lack of initiative and constantly, but gently, prods her to be more of a foreward thinker.

 

Quote:  "Score one for the Spectre!"

 

Powers/Tactics:  Spectre's main duties are stealth and infiltration. She's far from defenseless, but she's at her most effective getting to the objectives undetected. She has the most non combat responsibilities, but her tendancy to wait for orders frustrates the team. In combat she's cool under fire, takes direction well, and generally supports her team. Unless Emerald Serpent is harmed, then she goes crazy and the team often has to go into "Collect the crazy" mode.

 

Campaign Use:  Powered Armor Merc.

 

Appearance:  A pretty, petite blonde with an everpresent smile and spritely personality. She dresses well, Ben picks most of her clothes out.

 

The Spectre armor is sleek, gray on white, and seems almost a delicate flower by comparison to the other armors.

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Athena Deveraux

Val   Char     Cost    Roll      Notes

  50    STR       40      19-       Lift 25.6tons; 10d6 [5]

  20    DEX      20      13-       OCV:  7/DCV:  7

  25    CON     15      14-

  14    BODY   4      

  23    INT       13      14-       PER Roll 14-

  16    EGO       6       12-       ECV:  5 - 5

  23    PRE       13      14-       PRE Attack:  4 ½d6

   

 

24+8  PD         22                  Total:  24/32 PD (24/32 rPD)

24+8  ED         22                  Total:  24/32 ED (24/32 rED)

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

   4     REC       0

  50    END       6

  50    STUN   15      Total Characteristic Cost:  258

 

Movement:      Running:  15m/30m

                         Leaping:  7m/14m

                         Swimming:  4m/8m

 

Cost    Powers                                                                                      END

60       Demigoddess Power:  Variable Power Pool (Magic Pool), 40 base + 40 control cost               

0         1) Divine Armor:  Resistant Protection (8 PD/8 ED), Hardened (+¼) (30 Active Points) Real Cost: 30    0

                                                                                Notes:  Sample Power

0         2) Primordial Blast:  Energy Blast 8d6 (40 Active Points) Real Cost: 40   4

                                                                                Notes:  Sample Power

0         3) Summon Weapon:  Killing Attack - Hand-To-Hand 1d6+1 (4 ½d6 w/STR) (20 Active Points); Restrainable (-½), No Knockback (-¼) Real Cost: 11                                                                                  2

                                                                                Notes:  Sample Power

                                                                                                                   

           Driven to Succeed                                                                           

8         1)  Disciplined:  Mental Defense (8 points total)                           0

7         2)  Very Athletic:  Leaping +3m (7m forward, 3 ½m upward) (Accurate)   1

3         3)  Very Athletic:  Running +3m (15m total)                                  1

                                                                                                                   

           Touch of the Divine                                                                        

10       1)  Demigoddess Blessings:  Luck 2d6                                          0

13       2)  Demigoddess:  Life Support  (Extended Breathing: 1 END per Minute; Longevity 1600 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)          0

10       3)  Semi-divine:  Power Defense (10 points)                                 0

1         4)  Sturdy:  Knockback Resistance -1m                                         0

12       5)  Toughness:  Resistant (+½) (12 Active Points) applied to PD  

12       6)  Toughness:  Resistant (+½) (12 Active Points) applied to ED  

 

           Perks

45       Followers: Gang

15       Fringe Benefit:  CEO of a major business, Concealed Weapon Permit (where appropriate), International Driver's License, Organized crime group overall leader, Passport

15       Money:  Filthy Rich

6         Reputation:  Member of Cultural Elite (A large group) 11-, +3/+3d6

3         Well-Connected

3         1)  Contact:  Aries God of War (Contact has extremely useful Skills or resources) (4 Active Points) 8-

5         2)  Contact:  Dr Louis Brimmer (Professor of Greek History, Millennium City University) (Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 12-

4         3)  Contact:  Fiacho (Contact has very useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-

1         4)  Contact:  Judge Jeremiah Polk (4th Circuit Court) (Contact has access to major institutions, Contact has been blackmailed by the character, Contact has useful Skills or resources) (2 Active Points) 11-

 

           Talents

30       Combat Sense (Analyze, Discriminatory, Sense) 17-

5         Eidetic Memory

3         Perfect Pitch

6         +2/+2d6 Striking Appearance (vs. all characters)

 

           Skills

40       +4 with All Combat

3         Analyze:  Combat 14-

3         Analyze:  Magic 14-

3         Bribery 14-

3         Charm 14-

3         Combat Driving 13-

3         Concealment 14-

3         Electronics 14-

3         High Society 14-

3         Linguist

2         1)  Language:  English (completely fluent) (3 Active Points)

3         2)  Language:  French (idiomatic) (4 Active Points)

1         3)  Language:  German (fluent conversation) (2 Active Points)

0         4)  Language:  Greek (idiomatic) (4 Active Points)

2         5)  Language:  Latin (completely fluent) (3 Active Points)

2         6)  Language:  Spanish (completely fluent) (3 Active Points)

3         Oratory 14-

3         PS: Import Dealer 14-

3         Persuasion 14-

13       Power:  DemiGoddess Power 19-

3         Riding 13-

3         Scholar

1         1)  CK: Chicago (2 Active Points) 11-

2         2)  CK: Millennium City (3 Active Points) 14-

2         3)  KS: Business Law (3 Active Points) 14-

2         4)  KS: Business/Finance (3 Active Points) 14-

1         5)  KS: Criminal Law (2 Active Points) 11-

1         6)  KS: Football (2 Active Points) 11-

2         7)  KS: Greek Mythology (3 Active Points) 14-

3         8)  KS: High Society (4 Active Points) 15-

2         9)  KS: Import/Export Business (3 Active Points) 14-

2         10)  KS: International Business Law (3 Active Points) 14-

1         11)  KS: Legends And Lore (2 Active Points) 11-

2         12)  KS: Louisiana Underworld (3 Active Points) 14-

2         13)  KS: The Business World (3 Active Points) 14-

1         14)  KS: The Superhuman World (2 Active Points) 11-

3         Stealth 13-

3         Streetwise 14-

3         Tactics 14-

3         Teamwork 13-

3         Trading 14-

6         WF:  Common Melee Weapons, Common Missile Weapons, Small Arms

 

Total Powers & Skill Cost:  427

Total Cost:  685

 

400+   Disadvantages

10       Enraged:  If secrets threatened/revealed. (Uncommon), go 8-, recover 11-

15       Psychological Limitation:  Disdain for Authroity; except her own. (Common; Strong)

10       Psychological Limitation:  Loves intellectual challenges Common, Moderate

15       Psychological Limitation:  Obsessive about keeping her secrets Common, Strong

15       Social Limitation:  Secret Criminal Activity Frequently (11-), Major

10       Unluck: 2d6

                Notes:  Cursed by her father after her "rebellion".

285     Experience Points

 

Total Disadvantage Points:  685

 

Background/History:  A relative new comer to the Big Easy's business scene, Athena is a beautiful and brilliant business woman. She's photogenic, quotable, and generous; she's also a burgeoning crime lord. Her secrets go deeper still. Athena is a demigoddess, the spawn of the False Olympian Mars and a french mystic who found her way to the Lands of Legend and came across Olympus.

 

Athena, whom Mars sought to use as a conduit to the "old world" as he called it, and whose mother wanted to use as a pawn in her own plans for conquest; promptly left Europe as soon as she was old enough to travel alone. She has begun a criminal empire in New Orleans seeing this a challenge worthy of her attention. She has already been quite successful as a business woman and uses her existing wealth to hide and occasionally fund her criminal ventures.

 

Personality/Motivation:  Athena has become a crime boss because she wants to be the one manipulating. She sees it as a game, her incredibly long lifespan will enable her to out live most of the mortal crime lords, should she keep her nose clean. She doesn't want to win that way, however, and has brokered deals with superhuman criminals, begun recruiting a number of thugs for her "family" and developing a closeknit group of lieutenants whom she can trust with her "peculiarities."

 

She keeps her superhuman nature a tightly locked secret. She'd surrender to a vigilante to be jailed rather than reveal her nature. She can always get out of prison. The only souls in who know of her powers are the two men who have been sent to assassinate her. Each met with a grizzly and painful demise.

 

Athena Devereaux seethes with what she considers "divine passions" and has a tendency to seek the company of capable men and women for conversation and recreation.

 

Quote:  "Why Mr. Harmon, your wit is simply Divine!"

 

Powers/Tactics:  Leave the fighting to your thugs.

Only if your life depends on it do you reveal your true nature.

Eliminate all witnesses to this.

 

Campaign Use:  More crime boss than brick. If her powers aren't enough to ensure her survival, give her a few brick tricks. She avoids combat. She could also lead into dealings with her parents, Mars is a potent foe for a team of heroes, her mother is probably a match for an individual or duo.

 

Appearance:  An attractive woman of French/Greek descent. Wears fashionable but relatively conservative clothing. More business chic than femme fatale. Athena is an imposing six feet tall and weighs a deceptive 300lbs She has long wavy black hair and green eyes. She prefers black business suits often with blue or gray pinstripes and white blouses. When more casual she likes breezy white summer dresses or black numbers for more formal occasions. She usually wears her hair up in elaborate ways, setting trends rather than following them. 

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Black Saint Adonis

   Val     Char     Cost    Roll            Notes

15+30   STR        5       12- / 18-    Lift 200.0kg/12.8tons; 3d6/9d6 [¼]

    15      DEX      10      12-             OCV:  6/DCV:  6

    20      CON     10      13-

    10      BODY   0      

    13      INT        3       12-             PER Roll 12-

    11      EGO       1       11-             ECV:  3 - 3

    15      PRE        5       12-             PRE Attack:  3d6

     

 

  8+12    PD          6                         Total:  8/20 PD (0/12 rPD)

  8+12    ED          6                         Total:  8/20 ED (0/12 rED)

     5       SPD      30                        Phases:  3, 5, 8, 10, 12

     8       REC       4

    60      END       8

    40      STUN   10      Total Characteristic Cost:  130

 

Movement:         Running:  13m/26m

                            Leaping:  16m/32m

                            Swimming:  5m/10m

                            Swinging:  15m/30m

 

Cost    Powers                                                                                      END

20       Instant Makeover:  Shape Shift  (Sight Group, any shape), Instant Change, Persistent (+¼), Reduced Endurance (0 END; +½) (40 Active Points); Only to change hair style, length and color (-1)                0

9         Living Hair:  (Total: 12 Active Cost, 9 Real Cost) Extra Limbs (Up to 10)  (10) (5 Active Points); Costs Endurance (-½) (Real Cost: 3) plus Stretching 6m, Reduced Endurance (½ END; +¼) (7 Active Points); Limited Body Parts: Extra Limbs/Hair Only (-¼) (Real Cost: 6)                                                                                                       2

8         Rapunzel Rapelling:  Swinging 15m                                              1

20       Super-Strong Hair:  +30 STR (30 Active Points); Only with Extra Limbs (-½)         3

           Gear                                                                                                

12       1)  Armored Costume:  Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-½)            0

5         2)  Combat Specs:  Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1)         0

20       3)  Grav Boots:  (Total: 36 Active Cost, 20 Real Cost) Clinging (normal STR) (10 Active Points); OIF (-½) (Real Cost: 7) plus Leaping +12m (16m forward, 8m upward) (6 Active Points); OIF (-½) (Real Cost: 4) plus Invisible Power Effects (Inobvious to Hearing Sense, effects of Power are Inobvious to both target and other characters; +¾) (10 Active Points); IIF (-¼) applied to Running (Real Cost: 5) plus Damage Negation (-2 DCs Physical) (10 Active Points); Only Works Against Falling Damage (-1), OIF (-½) (Real Cost: 4)         2

15       4)  Katana:  (Total: 35 Active Cost, 15 Real Cost) Killing Attack - Hand-To-Hand 2d6 (3d6 / 5d6 w/STR) (30 Active Points); OAF (-1), No Knockback (-¼) (Real Cost: 13) plus +1 OCV (5 Active Points); OAF (-1), Only with Blade (-½) (Real Cost: 2)             3

6         5)  Knuckle Dusters:  Hand-To-Hand Attack +2d6 (10 Active Points); OIF (-½), Hand-To-Hand Attack (-¼)         1

4         6)  Knuckle Dusters:  Killing Attack - Hand-To-Hand ½d6 (10 Active Points); OIF (-½), Only with Kidney Punch Maneuver (-½), No STR Bonus (-½), No Knockback (-¼)                                           1

10       7)  Reinforced Leather Duster:  Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-½), Activation (14- roll; Must be made each Phase/use; -¼)                                                                                0

           Street Fighting/Hair-do Fu

           Maneuver         OCV    DCV    Notes

4         Choke Hold        -2       +0      Grab One Limb; 2d6 NND

4         Disarm                -1       +1      Disarm; 25 STR  / 55 STR to Disarm

3         Grappling           -1        -1      Grab Two Limbs, 25 STR  / 55 STR for holding on

4         Kidney Punch     -2       +0      HKA 1 ½d6 / HKA 3 ½d6

4         Low Blow          -1       +1      2d6 NND

4         Martial Block     +2       +2      Block, Abort

5         Overhand Right, Spinning Kick, Hair Smash              -2             +1            7d6 / 13d6 Strike

4         Punch, Elbow, Hair Snap        +0 +2            5d6 / 11d6 Strike

4         Weapon Bind     +1       +0      Bind, 25 STR  / 55 STR

1         Weapon Element:  Blades

1         Weapon Element:  Empty Hand

0         Weapon Element:  Living Hair

 

           Perks

5         Dive:  Safehouse

2         Contact:  The Black Market 11-

 

           Talents

5         Quick in a Fight:  Lightning Reflexes (+10 DEX to act first with All HTH Attacks)

3         Pretty Boy:  +1/+1d6 Striking Appearance (vs. all characters)

 

           Skills

2         +1 with Sweep Maneuver

16       +2 with HTH Combat

3         Acrobatics 12-

3         Breakfall 12-

3         Charm 12-

3         Climbing 12-

3         Combat Driving 12-

3         Disguise 12-

3         Gambling 12-

3         Lockpicking 12-

3         Mechanics 12-

3         Navigation 12-

3         PS: Hairstylist 12-

3         Persuasion 12-

15       Power: Hair Stylings 18-

10       Rapid Attack

3         Scholar

1         1)  KS: Gang Cultures (2 Active Points) 11-

1         2)  KS: Japanese Pop Culture (2 Active Points) 11-

2         3)  KS: Local Underworld (3 Active Points) 12-

1         4)  KS: The Superhuman World (2 Active Points) 11-

2         Survival (Urban) 12-

3         Security Systems 12-

3         Shadowing 12-

3         Stealth 12-

3         Streetwise 12-

1         TF:  Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3         Teamwork 12-

3         WF:  Small Arms, Blades

 

Total Powers & Skill Cost:  291

Total Cost:  420

 

400+   Disadvantages

10       Hunted:  Solo Hero Infrequently (As Pow; Harshly Punish)

10       Psychological Complication:  Embarrassed by powerset, overcompensates (Common; Moderate)

15       Psychological Complication:  Greedy (Very Common; Moderate)

10       Psychological Complication:  Sensitive about reputation (Common; Moderate)

5         Rivalry:  Professional (Pool Shark; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15       Social Complication:  Secret Identity Frequently, Major

10       Unluck: 2d6

20       Experience Points

 

Total Disadvantage Points:  420

 

Background/History:  Alexander Vann Priest's powers manifested in his early teens.  Shy and unsure of his place in the pecking order of his peers, he initially embraced them as something that made him special - until he showed his friends. He still has nightmares in which they are laughing at him. After that, he tried to pretend it never happened but the teasing got to him and he found himself fighting to keep them from laughing at him. It turns out he was actually a good scrapper and after a while the teasing stopped as his childhood friendships were all rather violently severed.

 

Alex's parents took him out of school and sent him to live with relatives in another state, he finished school and then disappeared. Joining a gang was his first step and he quickly graduated to working for larger, stronger gangs. When a local crime lord wanted to expand his operations and decided he wanted a costumed enforcer, Alex, now going by his middle name, invented the Black Saint Adonis personae - something of an otaku-affected street thug. His employer liked what he saw and hired Vann as his primary enforcer.

 

Black Saint Adonis had a pretty good thing going until he seduced his boss's girlfriend, but by then his confidence was high enough that he simply thrashed the goons sent to teach him a lesson and sent their broken bodies and copies of evidence he'd been gathering back as his resignation letter. Adonis has been a free agent ever since.

 

Personality/Motivation:  Vann Priest is tough to a fault. He doesn't back down from a challenge and never forgets an insult. However, he worries very much about his professional reputation and image so he doesn't often let his temper get the best of him. Despite being somewhat embarrassed about his powers, he puts them to good use and is quite the ladies man - this stemming from his fear of being seen as "unmanly."

 

Quote:  "Very funny, just remember how funny it was when I kick your @$$."

 

Powers/Tactics:  Black Saint Adonis has the regretable (for a male) power set of prehensile hair, it's an effective weapon for him...but it's somewhat embarrassing and he often doesn't use it to its full effectiveness because he feels it makes him look silly. However he's very effective with it when he's convinced he needs to pull out all the stops.

 

Beyond his stuperstrong, elastic, and prehensile locks Vann Priest is a talented streetfighter who has trained hard with his almost innocuous weapon, the Grav-Boots. With these boots he's incredibly mobile and would not seem at all out of place in a Wuxia film.

 

His sword is mostly for looks at this point, but he's capable of using it.

 

Campaign Use:  A thug with a rather unique look. He's a mercenary villain and can easily be over-played for a light-hearted element to the campaign as he strives to get the respect he thinks he deserves.

 

Alternately he can be played smarter and used as someone who might romance a DNPC or two.

 

Appearance:  Black Saint Adonis would be considered an American Bishonen, or "Pretty Boy." He has fine, striking features and a hard-won physique. When not on the job, he actually dresses very similar to his "Villain ID," tight jeans and teeshirt with a long leather duster and sunglasses. His hairstyle and color changes with his mood and he's adept at building convincing disguises, he often (when not on the job) keeps his hair very closely cropped, it's unknown where it goes when he does this. Curiously enough, he has no body hair at all this maybe an unconscious use of his powers.

 

As Black Saint Adonis, his costume is black, shows off his muscles and his duster is black with a number of baroque designs in blue or silver. He wears combat goggles that are polarized and look like blue designer sunglasses. His Grav Boots are gray high tech looking boots with thick soles...almost moon boot style...with silver designs. He has recently taken to weilding a katana, though it rarely leaves it's sheath.

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Testing a different Export Template.

 

Chain Reaction

Val      Char   Cost    Roll     Notes

25        STR     15        14-       Lift 800.0kg; 5d6 [2]

17        DEX    14        12-       OCV:  7/DCV:  6

50        CON   40        19-

15        BODY 5         

10        INT     0          11-       PER Roll 11-

11        EGO    1          11-       ECV:  3 - 4

18        PRE     8          13-       PRE Attack:  3 1/2d6

 

 

15        PD       5          Total:  15 PD (8 rPD)

15        ED       5          Total:  15 ED (8 rED)

4          SPD     20        Phases:  3, 6, 9, 12

4          REC    0

100      END    16

50        STUN  15        Total Characteristic Cost:  182

 

Movement:     Running:         12m/24m

            Leaping:          4m/8m

            Swimming:      4m/8m

            Swinging:        12m/24m

 

Cost    Powers            END

30        Lord of the Chains:  Variable Power Pool (Chain Command), 30 base + 15 control cost, Powers Can Be Changed As A Zero-Phase Action (+1); Limited Special Effect Chain Control/Summoning Powers only (-1)

            Command of Chain, all slots Unified Power (Mystic Command of Chains; -1/4)

26        1)  Basic Chain Attack:  Hand-To-Hand Attack +6d6, Variable Special Effects (Any SFX; Any material, energy coating, etc. ; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2), Unified Power (Mystic Command of Chains; -1/4)     4

7          2)  Chain Control:  Stretching 12m, Reduced Endurance (1/2 END; +1/4) (15 Active Points); Limited Body Parts (Extra Limbs Only; -1/4), no Noncombat Stretching (-1/4), Physical Manifestation (-1/4), Unified Power (Mystic Command of Chains; -1/4)     1

4          3)  Chain Swing:  Swinging 12m (6 Active Points); Physical Manifestation (-1/4), Unified Power (Mystic Command of Chains; -1/4)    1

36        4)  Fierce Chain Attack:  Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Variable Special Effects (Any SFX; Any material, energy coating, etc. ; +1/2) (45 Active Points); Unified Power (Mystic Command of Chains; -1/4)    4

41        5)  In Chains:  Entangle 5d6, 5 PD/5 ED, Entangle And Character Both Take Damage (+1/4) (62 Active Points); Limited Range (12"; -1/4), Unified Power (Mystic Command of Chains; -1/4)       6

13        6)  Lord of Chains:  Retrocognitive Clairsentience (Hearing And Sight Groups), +1 to PER Roll, Discriminatory, Rapid:  x10, Costs END Only To Activate (+1/4) (74 Active Points); Only to determine the past users and history of length of Chain (-3), Precognition/Retrocognition Only (-1), No Range (-1/2), Unified Power (Mystic Command of Chains; -1/4)   6

3          7)  Summon Chains:  Extra Limbs  (6) (5 Active Points); Limited Manipulation (-1/4), Unified Power (Mystic Command of Chains; -1/4)

            Demonic Durability

12        1)  Tough:  +8 PD, Resistant (+1/2) (12 Active Points)

12        2)  Tough:  +8 ED, Resistant (+1/2) (12 Active Points)

60        3)  Hard to Hurt:  Energy Damage Reduction, Resistant, 75%

60        4)  Hard to Hurt:  Physical Damage Reduction, Resistant, 75%

11        5)  Hellbourne Support Systems:  Life Support  (Extended Breathing: 1 END per Turn; Immunity: Alcohol; Longevity: 800 Years; Safe in Intense Cold; Safe in Intense Heat)

            Chain Gang Brawling

            Maneuver       OCV   DCV   Notes

4          Block/Chin Block       +2        +2        Block, Abort

4          Choke Hold    -2         +0        Grab One Limb; 2d6 NND

4          Disarm -1         +1        Disarm; 35 STR to Disarm roll

4          Eye Gouge      -1         -1         Flash 4d6

3          Grappling Throw         +0        +2        7d6 Strike; Target Falls; Must Follow Grab

5          Hoist 'n' Heave            -2         -2         Grab Two Limbs, 20 STR to Throw

4          Kidney Blow  -2         +0        HKA 3d6

4          Low Blow       -1         +1        2d6 NND

4          Punch/Backhand         +0        +2        7d6 Strike

5          Roundhouse/Two-Fisted Smash         -2         +1        9d6 Strike

3          Tackle  +0        +0        +v/5; You Fall, Target Falls

3          Throw  +0        +1        5d6 +v/5, Target Falls

4          Weapon Bind  +1        +0        Bind, 35 STR

1          Weapon Element:  Chain & Rope Weapons

1          Weapon Element:  Clubs

 

            Perks

8          Street Credibility:  Reputation:  Bad Ass (A medium-sized group) 14-, +4/+4d6

 

            Talents

2          Chain Swinging:  Environmental Movement (no penalties on Chains)

 

            Skills

8          +1 with HTH Combat

20        +4 with a Chains

2          AK: The Bronx 11-

2          CK: New York 11-

3          Demolitions 11-

3          Interrogation 13-

11        KS: Chains 20-

2          KS: Demonology 11-

2          KS: New York Criminal Underworld 11-

13        Power:  Lord of Chains 16-

3          Shadowing 11-

3          Stealth 12-

3          Streetwise 13-

4          Survival (Urban) 12-

 

Total Powers & Skill Cost:  457

Total Cost:  639

 

400+    Disadvantages

10        Distinctive Features:  Red Eyes, Gothic Punk Look, wears lots of chains (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10        Hunted:  Archon 8- (As Pow; Harshly Punish)

20        Physical Limitation:  Cannot Enter Holy Ground; Halted by Summoning Circles (Infrequently; Fully Impairing)

15        Psychological Limitation:  Bully, Abusive (Very Common; Moderate)

20        Psychological Limitation:  Casual Killer (Common; Total)

10        Vulnerability:  2 x STUN Consecrated or Holy Attacks (Uncommon)

239      Experience Points

(72 points unspent)

 

Total Disadvantage Points:  639

 

Background/History:  Stanley Redd left home the minute he felt he could get away with it. His folks were squares and he could do all right on his own. Stanley was a large, tough S.O.B. with a bad attitude to match;  various gangs vied for his services and he was never at a loss for somewhere to belong.

 

Changing his name to "Blood" Redd, he clawed his way to the top of a gang and took over a few blocks of town. Then he spent most of his days prowling his turf and making sure everyone knew who was in charge. This worked for almost two decades. But when you're the old man in the hard part of the city, you begin to be challenged. Blood found the challenges annoying, if not overwhelming. Until someone finally beat him.

 

Cast down from his place of power, Blood Redd had no where to go, nothing ot turn to. He was approached by a man of means who needed an associate in the streets. Someone who knew the area and had credibility. Blood was that man. The bargain was quickly made and the benefits immediate. Returning to his old haunts to reestablish himself, Blood took a new name, Chain Reaction.

 

Personality/Motivation:  A sociopathic bully, Stanley Redd now has the power to back up his twisted desires. He has precious few scrouples or redeeming qualities.

 

Quote:  Hello weakest link! Welcome to my chain of fools!

 

Powers/Tactics:  An old-school brawler who now can summon twisted lengths of chain as weapons. His chains are controlled by his thoughts. In addition to the power of demonic chains, he can envelop them with energies or alter their make up so as to use other special effects. He likes to make "witty" taunts and rejoinders in combat.

 

Campaign Use:  Chain Reaction serves one of the bigger Mystic NPC's of Else Earth, and as such can be used as an enforcer or assassin. He also likes to cause mayhem when on his own time.

 

He'll hunt heroes on command or if they upset him. As a hunter, he's a find em and bash em kind of guy.

 

Appearance:  Chain Reaction is a tall, barrell-chested man with thick limbs and a craggy, rugged face. He has red eyes, perpetual stubble, and a tall purple mowhawk. He dreses in goth-style leathers and has naturally pale skin. He accentuates his goth look with dark eye makeup and a number of chain themed tattoos and jewelry. He appears in his mid-to late 30's but is closer to twice that.

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Major Magnum

Val      Char    Cost    Roll     Notes

20        STR     10        13-       Lift 400.0kg; 4d6 [2]

23        DEX    26        14-       OCV:  8/DCV:  8

20        CON   10        13-

14        BODY 4         

13        INT      3          12-       PER Roll 12-

11        EGO    1          11-       ECV:  3 - 5

18        PRE     8          13-       PRE Attack:  3 1/2d6

 

 

8/16     PD       6          Total:  8/16 PD (0/8 rPD)

8/16     ED       6          Total:  8/16 ED (0/8 rED)

6          SPD     40        Phases:  2, 4, 6, 8, 10, 12

10        REC     6

40        END    4

40        STUN  10        Total Characteristic Cost:  194

 

Movement:     Running:           14m/28m

            Leaping:           5m/10m

            Swimming:        6m/12m

 

Cost    Powers            END

13        .44 Magnum (Automag):  Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), No Knockback (-1/4), 4 clips of 8 Charges (-0)   [8]

13        Automag Customization:  (Total: 21 Active Cost, 13 Real Cost) +2 with Ranged Combat (16 Active Points); OAF (-1) (Real Cost: 8) plus Penalty Skill Levels:  +5 vs. PER Rolls to Hear Weapon Fire with Automag (Real Cost: 5)

5          Double Tap:  Autofire (2 shots; +1/4) for up to 30 Active Points of RKA (7 Active Points); OIF (Handguns of Opportunity; -1/2)    1

2          Father Time has nothing on me.:  LS  (Longevity 400 Years)

42        Grenade Pool:  Variable Power Pool, 30 base + 60 control cost,  (60 Active Points); 8 Charges (Can only carry 8 grenades at once.; -1/2); all slots OAF (-1)

            Defensive Gear

20        1)  Armored Costume:  Resistant Protection (8 PD/8 ED), Hardened (+1/4) (30 Active Points); OIF (-1/2)

3          2)  Environmental Armor:  Life Support  (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF (-1/2)

            Helmet, all slots OIF (-1/2)

7          1)  Commlink:  Radio Perception/Transmission (Radio Group), Telescopic (+1):  +1 (11 Active Points); OIF (-1/2)

3          2)  Heat Sensor Visor:  Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)

3          3)  NIghtvision Visor:  Nightvision (5 Active Points); OIF (-1/2)

3          4)  Polarized Visor:  Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

7          5)  Rebreather:  LS  (Self-Contained Breathing) (10 Active Points); OIF (-1/2)

            Tae Kwon Do

            Maneuver       OCV    DCV    Notes

4          Block   +2        +2        Block, Abort

4          Disarm -1         +1        Disarm; 30 STR to Disarm roll

5          Flying Side Kick           +1        -2         8d6 Strike

3          Legsweep         +2        -1         5d6 Strike, Target Falls

4          Punch/Elbow Strike      +2        +0        6d6 Strike

4          Side Kick         +0        +2        6d6 Strike

5          Spin Kick         -2         +1        8d6 Strike

 

            Perks

4          Grimm's Perks:  Fringe Benefit:  Concealed Weapon Permit (where appropriate), International Driver's License, Passport

10        Not in it for the money:  Money:  Wealthy

6          Reputation :  Assassin (A large group) 14-, +2/+2d6

3          Well-Connected

4          1)  Contact:  The Armory (Contact has very useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-

8          2)  Contact: Mercenary Community (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (9 Active Points) 12-

5          3)  Contact::  The Black Market (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-

 

            Talents

3          Absolute Range Sense

8          Lightning Reflexes: +8 DEX to act first with All Actions (+8 DEX to act first with All Actions)

6          Combat Luck (3 PD/3 ED)

 

            Skills

20        +2 with All Combat

32        +4 with Ranged Combat

3          Breakfall 14-

3          Climbing 14-

3          Combat Driving 14-

3          Concealment 12-

3          Demolitions 12-

3          Electronics 12-

5          Fast Draw 15-

3          Interrogation 13-

5          Inventor 13-

3          Linguist

1          1)  Language:  Arabic (Fluent Conversation) (2 Active Points)

2          2)  Language:  German (Completely Fluent, w/Accent) (3 Active Points)

1          3)  Language:  Japanese (Fluent Conversation) (2 Active Points)

1          4)  Language:  Russian (Fluent Conversation) (2 Active Points)

3          Lockpicking 14-

3          Mechanics 12-

3          Scholar

1          1)  KS: Arms Dealers (2 Active Points) 11-

6          2)  KS: Explosives (7 Active Points) 16-

3          3)  KS: Military/Mercenary/Terrorist World (4 Active Points) 13-

1          4)  KS: US Marines (2 Active Points) 11-

3          Security Systems 12-

3          Shadowing 12-

3          Sleight Of Hand 14-

3          Stealth 14-

3          Streetwise 13-

6          Survival (Temperate/Subtropical, Desert, Urban) 12-

5          TF:  Common Motorized Ground Vehicles, Submarines, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles

3          Tactics 12-

3          Tracking 12-

5          WF:  Small Arms, Clubs, Fist-Loads, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

2          Weaponsmith (Firearms) 12-

 

Total Powers & Skill Cost:  358

Total Cost:  551

 

400+    Disadvantages

20        Hunted:  US Military 8- (Occasionally), More Powerful, NCI, Harshly Punish

15        Psychological Limitation:  Casual Kiler Common, Strong

20        Psychological Limitation:  Code of the Mercenary Common, Total

5          Rivalry:  Professional (Another Assassin; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15        Social Limitation:  Secret Identity Frequently (11-), Major

151      Experience Points

 

Total Disadvantage Points:  551

 

Background/History:  Some men join the military out of national pride; others out of a sense of duty, still others in desperation. Raymond Quinn joined to learn how to better kill people. Born in 1945, Raymond joined the marines after 18th birthday. He had killed his first man three years earlier in a hunting "accident". Smart, and affable, Raymond managed to fool a great many people during his 24 year career. He saw action in Korea and Vietnam.

 

During these conflicts he began a "side career" as an arms dealer for the criminal element. Taking an honorable discharge at the age of 42, he used his connections to start a legitimate business as a weapons designer with contract with several governments. As a side venture, he sought a way to become immortal. In a world of superheroes and supernatural beings he figured there had to be a way. After another 7 years as a businessman, his pet scientists developed a formula that if not exactly offering him immortality, rolled back the clock on his body. Now with the physique and abilities of a world class athlete in his peak; Quinn donned an armored uniform, a black mask and a couple of personally created and modified .44 Magnums.

 

Now as Major Magnum, he kills people all over the world. Recently, he was "unmasked" by a vigilante in San Francisco. The Military knows the scope and depth of his criminal career while in their employ and seek his capture. His legitimate business is now defunct and he lives off of his work as a killer and the black market trade of weapons.

 

 

Personality/Motivation:  Major Magnum is a violent, yet controlled man. He seems to be perfectly calm and collected at all times. In his current profession he has made a name for himself as an extremely professional and efficient mercenary/Assassin.

 

Quote:  "The tights don't scare me, boy. Prepare to die."

 

Powers/Tactics:  A skilled marksman and hand to hand combatant. Major Magnum prefers to fight at a distance. On the other hand, he enjoys the feelings of dominance  and will take the fight to the opponent if he thinks he can take them hand to hand.

 

Campaign Use:  A merc with a heavy dose of offense. Subconsciously modeled after Deathstroke, the Terminator...and Snake-Eyes.

 

Appearance:  Raymond Quinn is in fantastic shape for a man pushing 60. His metabolism and physical form are that of a 25 year old. He always wears black with sunglasses. When on a mission he wears an all black uniform. His weapons and weapons belts are also black. Think Snake-Eyes from GI Joe.

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Meltdown

Val      Char   Cost    Roll     Notes

13        STR     3          12-       Lift 151.6kg; 2 1/2d6 [1]

18        DEX    16        13-       OCV:  6/DCV:  6

20        CON   10        13-

11        BODY 1         

13        INT     3          12-       PER Roll 12-

10        EGO    0          11-       ECV:  3 - 3

15        PRE     5          12-       PRE Attack:  3d6

 

 

6/21     PD       4          Total:  6/21 PD (0/15 rPD)

6/21     ED       4          Total:  6/21 ED (0/15 rED)

4          SPD     20        Phases:  3, 6, 9, 12

7          REC    3

60        END    8

30        STUN  5          Total Characteristic Cost:  112

 

Movement:     Running:         12m/24m

            Flight:  15m/30m

            Leaping:          4m/8m

            Swimming:      4m/8m

 

Cost    Powers            END

            Radiation Powers, all slots Unified Power (Radiation Powers; -1/4)

18        1)  Bastion vs Radio Activity (Group):  Power Defense (20 points), Usable Simultaneously (up to 8 people at once; +1) (40 Active Points); Only Versus Radiation (-1/2), Costs Endurance (-1/2), Unified Power (Radiation Powers; -1/4)         4

26        2)  Deadly Radiation:  Killing Attack - Ranged 3d6 (45 Active Points); Only Works On Living Beings (-1/2), Unified Power (Radiation Powers; -1/4)         4

14        3)  Human Geiger Counter:  Detect Radiation 12- (Unusual Group), Discriminatory, Analyze, Range (18 Active Points); Unified Power (Radiation Powers; -1/4)

12        4)  Inexplicable Flight:  Flight 15m (15 Active Points); Unified Power (Radiation Powers; -1/4)    1

48        5)  Radiation Blast:  Energy Blast 12d6 (60 Active Points); Unified Power (Radiation Powers; -1/4)            6

2          6)  Radiation Resistance:  Life Support  (Safe in High Radiation); Unified Power (Radiation Powers; -1/4)

36        7)  Radiation Shield:  Force Field (15 PD/15 ED) (45 Active Points); Unified Power (Radiation Powers; -1/4)

32        8)  Radiation Sickness:  Drain CON 4d6 (40 Active Points); Unified Power (Radiation Powers; -1/4)            4

19        9)  Radioactive Zone:  Change Environment (6 levels (300 Rads) of Radiation) (24 Active Points); Unified Power (Radiation Powers; -1/4)        2

 

            Perks

3          Contact:  Underworld Medical Facilities (Contact has useful Skills or resources) 11-

 

            Talents

4          Lightning Reflexes (+4 DEX to act first with All Actions)

 

            Skills

24        +3 with Ranged Combat

2          CK: Atlantic City 11-

3          Combat Driving 13-

3          Conversation 12-

3          Demolitions 12-

3          Interrogation 12-

5          KS: Local Underworld 14-

3          KS: The Super Mercenary World 12-

2          KS: The Superhuman World 11-

5          Streetwise 13-

2          TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

2          WF:  Small Arms, Clubs, Fist-Loads

 

Total Powers & Skill Cost:  271

Total Cost:  383

 

400+    Disadvantages

10        Distinctive Features:  Mildly Radioactive (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

25        Hunted:  Metahuman Tactical Response 11- (Mo Pow; NCI; Harshly Punish)

10        Physical Limitation:  Chain-Smoker (Infrequently; Slightly Impairing)

10        Psychological Limitation:  Short tempered (Common; Moderate)

15        Social Limitation:  Secret Identity (Frequently; Major)

5          Unluck: 1d6

 

Total Disadvantage Points:  383

 

Background/History:  Ryan Stills got his powers the hard way. Working as a thug for Dr. Armageddon, he failed in his task and was blasted. The 'clean up crew' tossed his (thought to be) lifeless body into the radioactive furnace that powered the base. Ryan awoke and burst free from the furnace using his newfound power. He challenged Dr. Armageddon and was crushed. The mastervillain took him on as a minion; but Meltdown wasn't very successful. During one of his "down" moments, Armageddon bade Meltdown to go away. He didn't need to be told twice.

 

Now free to start his own career, Meltdown has hit the mercenary super scene and looks to cash in on his firepower.

 

Personality/Motivation:  A thug with some power. Meltdown knows that  his powers are fearsome and he plays upon that; he makes lots of PRE attacks.

However, he's not a very compelling individual beyond his power and most costumed adventurers are not pushed around like that.

Right now, he's after money and thrills.

 

Quote:  "Take that!"

 

Powers/Tactics:  When a fight starts he takes to the skies and uses his Radiation Blast. He doesn't like to use the Deadly blast in general, but he will if pushed.

 

Campaign Use:  Thug. With superpowers, but a Thug.

 

Appearance:  Above average height, but thin with thinning brown hair cut very short. He looks a little sickly.

The Meltdown costume is a gold body suit with black jacket, boots, gloves and a white "Radiation" symbol on his chest. He wears a full face mask with no features (ie eye holes).

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Seether

Val      Char    Cost    Roll     Notes

15        STR     5          12-       Lift 200.0kg; 3d6 [1]

17        DEX    14        12-       OCV:  6/DCV:  6

25        CON   15        14-

12        BODY 2         

13        INT      3          12-       PER Roll 12-

11        EGO    1          11-       ECV:  3 - 5

15        PRE     5          12-       PRE Attack:  3d6

 

 

5/13     PD       3          Total:  5/13 PD (0/8 rPD)

5/13     ED       3          Total:  5/13 ED (0/8 rED)

4          SPD     20        Phases:  3, 6, 9, 12

10        REC     6

50        END    6

40        STUN  10        Total Characteristic Cost:  130

 

Movement:     Running:           13m/26m

            Leaping:           4m/8m

            Swimming:        4m/8m

 

Cost    Powers            END

75        Acid Emmission:  Multipower, 75-point reserve

5f         1)  Acid Cloud:  Killing Attack - Ranged 1d6, Area Of Effect (1m Radius; +1/4), Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (49 Active Points)           5

1f         2)  Acid Control:  Telekinesis (10 STR), Affects Porous (25 Active Points); Only Works On Acid (-1 1/2)            2

4f         3)  Acid Projection:  Killing Attack - Ranged 1d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (45 Active Points); Limited Range (8") (-1/4)    4

            Acidic Physiology

45        1)  Acid Blood:  (Total: 86 Active Cost, 45 Real Cost) Killing Attack - Ranged 1d6, Personal Immunity (+1/4), Damage Shield (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (64 Active Points); Only Works Against Objects Which Cause BODY Damage (-1), Always On (-1/2), 20 Charges which Recover every 1 Week (-1/4) (Real Cost: 23) plus Acid Blood: Autofire (20 shots; +1 1/2); No Conscious Control (Depends On BODY Damage Taken) (Shots Used Depends On BODY Taken; -1) for up to 15 Active Points (22 Active Points) (Real Cost: 22)      2

2          2)  Can eat ANYTHING:  LS  (Eating Character does not eat) (3 Active Points); Won't work if there is no matter for him to eat (-1/4)

1          3)  Sturdy Lungs:  LS  (Extended Breathing: 1 END per Turn)

            Gear

16        1)  Armored Costume:  Resistant Protection (8 PD/8 ED) (Impermeable) (24 Active Points); OIF (-1/2)

11        2)  Auto-Pistol:  RKA 1d6+1, Autofire (3 shots; +1/4) (25 Active Points); OAF (-1), No Knockback (-1/4), 4 clips of 8 Charges (-0)   [8]

 

            Perks

25        Souped Up Motorcycle:  Vehicles & Bases: Motorcycle

1          Reputation:  Master Thief (A small to medium sized group) 8-, +1/+1d6

 

            Talents

3          Absolute Time Sense

 

            Skills

10        +1 with All Combat

4          +2 with Acid Projection

24        +3 with HTH Combat

3          Concealment 12-

3          Demolitions 12-

2          KS: The Black Market 11-

2          KS: The Supherhero World 11-

3          Lockpicking 12-

3          Mechanics 12-

2          PS: Safe-Cracker 11-

3          Power:  Acid Control 11-

3          Security Systems 12-

3          Shadowing 12-

3          Stealth 12-

3          Streetwise 12-

4          Survival (Urban) 13-

3          TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

2          WF:  Small Arms

 

Total Powers & Skill Cost:  269

Total Cost:  399

 

400+    Disadvantages

10        Distinctive Features:  Acrid Smell (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)

25        Hunted:  FBI 11- (Mo Pow; NCI; Harshly Punish)

20        Psychological Limitation:  Casual Killer (Common; Total)

10        Psychological Limitation:  Greedy (Common; Moderate)

10        Unluck: 2d6

 

Total Disadvantage Points:  399

 

Background/History:  It started with the school nurse. Donny got cut and when she tried to bandage it, his viscous darkened blood ate through the bandage and burned her finger. After a battery of tests, a treatment plan was developed and his blood returned to "normal."

 

A few years later it happeed again. This time, Donnie used his blood to torture a pet hamster to death. This time he kept it to himself.

 

By the time he was in highschool, Donnie had excellent control over his powers, his spit could eat through metal (given time) and while he had a spotless record and kept his nose clean, he was conducting a one teen vandalism spree in his small Idaho community. After graduation he moved to Seattle and began his career as a criminal.

 

At first he was strictly a safe cracker/burglar, he worked well with others, but there was always something about him. He was distant, cold. He laughed at inappropriate times. His psychopathic traits came to the fore more each year and by the time he was twenty-four, Seether had been born. No longer content to just steal, he wanted to cause pain as well.

 

Personality/Motivation:  Greed is good. Seether enjoys money and he can never get enough. He commands high fees for his "Jobs" be they burlary, enforcement, or assassination. He enjoys fighting "normals" whom he can bully without real fear of reprisal.

 

Donny took the name Seether from a song, it has little to do with his powers. Seether has worked with several criminal organizations; and he has worked as an assassin. Life has no meaning to him and he has killed quite a few would-be captors. Seether works pretty well with other supervillains.

 

Quote:  "This should only hurt forever."

 

Powers/Tactics:  Disable your foe and slowly kill them. That's Seether's motto. If they give him too much of a fight, he will flee. He tends to avoid "brick" looking or armored foes as they have the highest likelyhood of being able to resist his attacks. The handgun is for when he is at a range disadvantage.

 

Campaign Use:  Expensive but not necessarily a 400 pt villain. He isn't likely to be a real threat to the average hero but as a part of a team or against Low-Level heroes he can be a frightening encounter.

 

Appearance:  A man of average height and build; Seether is notable for his neon green hair and eyes, and his rather pungent odor. When not acting as Seether he dresses like a slightly aging punk-rocker. He wears a black bodysuit with a green, dripping "S" on his chest. His gloves, boots, and trunks (yes, he wears trunks) are also neon green.

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"Mutants" and there not being any. 

 

Mutants, a popular superhero concept of people who are born with super powers through a genetic quirk of birth. They were used primarily in Marvel Comics to show how attractive, white teenagers could be discriminated against (This narrative has evolved a bit since the 60's) 

 

In Else Earth, around the 60's there was something of a "Mutant" problem, but the problem was more of classification than discrimination. Metahumans were being studied and the term Mutant was considered derogitory and insufficient, especially since it technically referred to a metahuman who's powers were separated from those of their parents. In the early 70's the scientific community, spearheaded by British researchers came up with  the metahuman coding system - for study and medical use. 

 

Metahuman is the catch all term for beings with powers, this has been shortened to Metas by many.

 

Natrualized Metahumans are beings born with their powers

Subsets of Naturalized Metas include:

  • Entities (Beings of "Magical" or "Cosmic" power)
  • Extra-Terrestrials (Beings from another world)
  • Evolutionaries (More along the Mutant definition)
  • Paragons (no obvious powers but heightened/Near Perfect Physical or Mental abilities. Many Super-Scientists fall in to the Paragon Class) 
  • Dimensional (Metas from another dimension, referred to as Dimens (Demons) by some)
  • Psis (Beings of Mental Powers)

Synthesized Metahumas are beings who's powers are the result of an outside influence

Subsets Here tend to fall along the lines of: 

  • Endowed (Beings granted powers by Entities
  • Cyborgs (Some Still use the phrase Bionic)
  • Casualty (Accidental)

Though not classified technically, Powered Armor, Gadget-Based (or Artifact Based), Highly Trained Normals, and Spellcasters were lumped into the Metas classification by the general public early on. The scientific community eventually adapted designations for these as well:

  • Exos - Powered Armor
  • Arcanists - Casters 
  • Agents - Highly Skilled Normals
  • Wielders - Artifact/Gadget (especially if they didn't build them themselves)

 

These designations are used most often by Law Enforcement, Medical and Research Scientists, and Pundits who want to sound like experts. 

 

Some slag terms:

  • Metas - shortened form of Metahuman
  • Mutant - derogatory slur (could be used on anyone)
  • Dimen (Pronounced Demon) - Short for Dimensional Traveller
  • Grimm - A mystical monster/fairy beast
  • PopGun - Someone who relies on weapons particularly normal to military grade hardware
  • ET - Alien (often Derogatory)
  • Cosplayer - derogatory term for costumed hero/villain without obvious powers.
  • Charmer - Any magician or magic artifact user.

 

 

 

GM Notes: I probably haven't covered every possible origin here, so I'd welcome designations for any I've missed. 

Edited by Enforcer84
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  • 2 weeks later...

Sorry guys. Hard to keep my brain focused some days. 

Luckily I am not watching the Superbowl

 

 

Dr. Tectonic

 

Val   Char   Cost    Roll     Notes

  35    STR      25      16-      Lift 3200.0kg; 7d6 [3]

  23    DEX     26      14-      OCV:  8/DCV:  8

  20    CON     10      13-

  18    INT        8       13-      PER Roll 13-

  11    EGO      1       11-      ECV:  3 - 4

  15    PRE       5       12-      PRE Attack:  3d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   4     DMCV  3      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

10+23            PD     8            Total:  10/33 PD (0/23 rPD)

10+23            ED     8            Total:  10/33 ED (0/23 rED)

  10    REC      6

  40    END      4

  10    BODY   0

  45    STUN   13      Total Characteristic Cost:  197

 

Movement:    Running:  27m/54m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

                         Tunneling:  0m/5m/0m/10m

 

Cost   Powers                                                                                   END

           Seismic Powers, all slots Unified Power (Seismic Powers; -¼)         

30      1)  Quake Blast:  Energy Blast 8d6, Explosion (+½) (60 Active Points); Extra Time (Full Phase, -½), Only Affects Targets On The Ground (-¼), Unified Power (Seismic Powers; -¼)               6

28      2)  Quake Cancellation:  Telekinesis (40 STR), Area Of Effect (1m Radius; +¼), Megascale (1" = 1 km; +¼) (90 Active Points); Only To Stop Earthquakes (-1 ½), No Range (-½), Unified Power (Seismic Powers; -¼)            9

48      3)  Shaken Apart:  Dispel Technological Objects 16d6,  (+¼) (60 Active Points); Unified Power (Seismic Powers; -¼)       6

17      4)  Vibro Punch!:  Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½), Unified Power (Seismic Powers; -¼)                                                                                                 3

32      5)  Vibro-Blast:  Energy Blast 8d6 (40 Active Points); Unified Power (Seismic Powers; -¼)     4

36      6)  Vibro-Field:  Force Field (15 PD/15 ED) (45 Active Points); Unified Power (Seismic Powers; -¼)     0

12      7)  Vibro-Gliding:  Running +15m (27m total) (15 Active Points); Unified Power (Seismic Powers; -¼)               1

32      8)  Vibro-Phasing:  Desolidification  (affected by sonics, vibration, air-based) (40 Active Points); Unified Power (Seismic Powers; -¼)                                                                                                 4

20      9)  Vibro-Sense:  Detect Physical Vibrations (Touch Group) 13- (Unusual Group), Discriminatory, Range, Targeting Sense (30 Active Points); Only When In Contact With Ground (-¼), Unified Power (Seismic Powers; -¼)               0

11      10) Vibro-Tunneling:  Tunneling 5m through 4 PD material (14 Active Points); Unified Power (Seismic Powers; -¼)        1

41      11) Voice Negation:  (Total: 53 Active Cost, 41 Real Cost) Drain Voice Powers 4d6,  (+¼) (50 Active Points); Unified Power (Seismic Powers; -¼) (Real Cost: 40) plus Darkness to Hearing Group 1m radius (3 Active Points); Only Affects One Person (-½), Instant (-½), Unified Power (Seismic Powers; -¼) (Real Cost: 1)    6

                                                                                                                   

10      Armored Costume:  Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-½)    0

           Increased Mass                                                                            

9         1)  Dense Flesh:  Resistant Protection (3 PD/3 ED)             0

2         2)  Increased Mass:  Knockback Resistance -2m                0

 

           Perks

40      Followers: Tremor Troopers

15      Hidden Underground Lair

5         Money:  Well Off

 

           Skills

16      +2 with Ranged Combat

3         Demolitions 13-

3         Electronics 13-

3         Inventor 13-

2         KS: The Superhuman World 11-

3         Mechanics 13-

3         Paramedics 13-

3         Shadowing 13-

3         Stealth 14-

3         Streetwise 12-

4         Survival (Temperate/Subtropical, Desert) 13-

3         Scientist

2         1)  SS:  Electrical Engineering 13- (3 Active Points)

2         2)  SS:  Environmental Engineering 13- (3 Active Points)

2         3)  SS:  Kinetics 13- (3 Active Points)

2         4)  SS:  Mechanical Engineering 13- (3 Active Points)

2         5)  SS:  Physics 13- (3 Active Points)

2         6)  SS:  Seismology 13- (3 Active Points)

2         7)  SS:  Sonics 13- (3 Active Points)

2         8)  SS:  Structural Engineering  13- (3 Active Points)

3         Teamwork 14-

3         Ventriloquism 13-

3         Vibration Control 13-

 

Total Powers & Skill Cost:  463

Total Cost:  659

 

400+     Matching Complications

10      Enraged:  If mocked (Common), go 8-, recover 14-

15      Hunted:  Police Infrequently (As Pow; NCI; Harshly Punish)

10      Physical Limitation:  2x Normal Mass (Infrequently; Slightly Impairing)

10      Psychological Limitation:  Haughty and Irritating (Common; Moderate)

20      Psychological Limitation:  Megalomania (Common; Total)

15      Social Limitation:  Secret Identity (Frequently; Major)

259    Experience Points

 

Total Complications Points:  659

 

Background/History:  David Watson is a former researcher with Stone Industries. He worked in Arizona as an assistant on a hush hush seismology project. The device was to null the vibrations around an Earthquake epicenter, minimizing the damage. David accidentally desstroyed the lab when he neglected to sterilize the tools he was using to maintain the seismic disruptor. The energy field reacted badly to the grime on his tools and exploded (one has to wonder how something so sensitive would have been any use anyway) David was thrown far from the accident, when he awoke he claimed to have been in the halls outside the lab. The cause for the explosion was never officially documented.

 

David left Stone Industries and took the name Dr. Tectonic. He would bring America and then the world to their knees if his every whim was not met by the frightened populus. He gathered some easily impressed thugs and after knocking off a small town bank, purchased them guns and body armor. They would be his "Tremor Troops".

 

Thus far, Dr. Tectonic has been less than successful as a mastervillain. But he is learning.

 

Personality/Motivation:  The accident apparently altered the normal personality of David Watson, making him a petty, megalomaniacal, wannabe world conquerer. Dr Tectonic is cliche after cliche.

 

Quote:  "None can stand the awesom seismic powers of Dr Tectonic!"

 

Powers/Tactics:  Control over vibrations. He prefers to attack with "Earthquake" style attacks based on the ground, but he will use a straight vibro blast or (even better) a vibro-punch!

 

His agents are low end thugs.

 

Campaign Use:  A low end menace. Suitable for single heroes to fight. If you want to make him more of a thug, remove his trappings of Mastervillainy (Base, extensive science background, and agents) and use him as a rent a thug with big dreams.

 

To make him more potent is more difficult, aside from simply increaseing his EC, you should also increase his versatility, give him a gadget pool for his Master Weapons and some area affecting attacks.

 

Appearance:  A well built man with a slim build that belies his increased mass. He wears a golden, lightly armored costume with a grand, high collard, red cape. On his chest is a sundered mountain. His boots, and guantlets are red as is his torso from just under his chest to his vitals.

 

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Dr. Armageddon

 

Val   Char   Cost    Roll     Notes

  60    STR      50      21-      Lift 102.4tons; 12d6 [6]

  27    DEX     34      14-

  30    CON     20      15-

  25    INT      15      14-      PER Roll 14-/19-

  20    EGO     10      13-

  30    PRE      20      15-      PRE Attack:  6d6

 

   9     OCV     30     

   9     DCV     30     

   4     OMCV  3      

  10    DMCV 21     

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

  35    PD        33                  Total:  35 PD (35 rPD)

  40    ED        38                  Total:  40 ED (40 rED)

  24    REC     20

100  END     16

  20    BODY  10

100  STUN   40      Total Characteristic Cost:  430

 

Movement:    Running:  12m/24m

                         Flight:  30m/60m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

                         Teleportation:  10m/640m

 

Cost   Powers                                                                                   END

252    Omega Vision:  Multipower, 202-point reserve, all slots Personal Immunity (+¼) (252 Active Points)  

15f     1)  Basic Eyebeams:  Energy Blast 15d6, Reduced Endurance (0 END; +½), Line Of Sight (+½) (150 Active Points)         0

13f     2)  Concussive Blast:  Energy Blast 15d6, Reduced Endurance (½ END; +¼), Explosion (-1 DC/3"; +½) (131 Active Points)                                                                                                       5

6f       3)  Cone Eyebeams:  Energy Blast 15d6, Area Of Effect (1m Cone; +¼) (94 Active Points); No Range (-½)       9

9f       4)  Focused Eyebeams:  Energy Blast 15d6, Armor Piercing (+¼) (94 Active Points) 9

18f     5)  Homing Eyebeams:  Energy Blast 18d6, Increased Maximum Range (900m; +0), Indirect (Source Point is the same for every use, path is from Source Point to target; +¼), Reduced Endurance (Half END; +¼), No Range Modifier (+½) (180 Active Points)                                                                                                       8

12f     6)  Power-Beams:  Energy Blast 25d6 (125 Active Points) 12

60      True Mobility :  Multipower, 60-point reserve                       

3f       1)  Sonic Flight:  Flight 10m, Reduced Endurance (½ END; +¼), MegaScale (1" = 100,000 km; +1 ½), Can Be Scaled Down 1" = 1km (+¼) (30 Active Points)                                                    1

3f       2)  True Flight:  Flight 20m, Reduced Endurance (½ END; +¼), combat acceleration/deceleration (+¼) (30 Active Points)                                                                                                       1

5f       3)  True Movement:  Teleportation 10m, No Relative Velocity, Position Shift, x64 Noncombat (50 Active Points)            5

           Gadgets                                                                                         

17      1)  Cowl Comlink:  High Range Radio Perception (Radio Group), Rapid:  x10, Targeting, Telescopic:  +10, Tracking (35 Active Points); Sense Affected As More Than One Sense Sight and Hearing (-½), OIF (Cowl Communications Relay; -½)          0

10      2)  Nasty, Pointy, Spikey:  Armor Piercing (+¼) for up to 60 Active Points of Strength (15 Active Points); OIF (Gauntlets; -½)                                                                                                       1

           Omega Vision                                                                               

5         1)  Omega Vision (DarkVision):  Nightvision                        0

15      2)  Omega Vision (Distance Vision):  +10 versus Range Modifier for Sight Group     0

10      3)  Omega Vision (Keen Vision):  +5 PER with Sight Group            0

15      4)  Omega Vision (MicroVision):  Microscopic ( x1,000) with Sight Group  0

25      5)  Omega Vision (Protection):  Sight Group Flash Defense (20 points), Hardened (+¼) (25 Active Points)         0

5         6)  Omega Vision (Wide Angle Vision):  Increased Arc Of Perception (240 Degrees) with Sight Group  0

           Teleportation Additions                                                             

5         1)  Base Camp Bound:  Teleportation: Floating Fixed Location (1 Locations)            0

1         2)  Homeward Bound:  Teleportation: Fixed Location (1 Locations)            0

           Toughness                                                                                     

7         1)  Bracing:  Knockback Resistance -10m (10 Active Points); Costs Endurance (-½)               1

20      2)  Cannot Be Controlled:  Power Defense (20 points)      0

75      3)  I Stand Unscathed:  (Total: 75 Active Cost, 75 Real Cost) Hardened (+¼), Impenetrable (+¼), Resistant (+½) (35 Active Points) applied to PD (Real Cost: 35) plus Hardened (+¼), Impenetrable (+¼), Resistant (+½) (40 Active Points) applied to ED (Real Cost: 40)                                                                           0

26      4)  Paragon of Willpower:  Mental Defense (26 points total)         0

40      5)  Peerless Form:  Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)                                                                                     0

60      6)  Tougher Than Old Leather Shoe:  (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30)              0

           Perks

100    Home Sweet Home:  The Invictus (Submerged Mobile Base of Operations

20      I know a guy who knows a guy:  Contacts: Various Underworld, Terrorist, and Mercenary organizations

15      Loaded:  Money:  Filthy Rich

9         The Rep:  Reputation:  Major Supervillain (A large group) 14-, +3/+3d6

60      The Undefeated Army:  Followers

 

           Talents

4         Absorbs Knowledge:  Speed Reading (x10)

20      Analytical Translator:  Universal Translator 14-

3         Math Wizard:  Lightning Calculator

 

           Skills

30      +3 with All Combat

2         CK: New York City 11-

3         Charm 15-

3         Computer Programming 14-

3         Conversation 15-

5         Cramming

3         Demolitions 14-

3         Electronics 14-

3         High Society 15-

3         Interrogation 15-

3         Inventor 14-

4         Language:  Latin (idiomatic; literate) (5 Active Points)

3         Mechanics 14-

3         Oratory 15-

3         Persuasion 15-

3         Scholar

2         1)  KS: Gardening (3 Active Points) 14-

1         2)  KS: Superpowers (2 Active Points) 11-

2         3)  KS: The Academic World (3 Active Points) 14-

2         4)  KS: The Superhuman World (3 Active Points) 14-

3         Scientist

2         1)  SS:  Biology 14- (3 Active Points)

2         2)  SS:  Chemistry 14- (3 Active Points)

2         3)  SS:  Physics 14- (3 Active Points)

3         Stealth 14-

3         Systems Operation 14-

 

Total Powers & Skill Cost:  1062

Total Cost:  1492

 

400+     Matching Complications

15      Distinctive Features:  Deep, commanding voice, aristocratic mannerisms and appearance (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15      Enraged:  by Insults, Sarcasm, or not being taken seriously Common, go 8-, recover 11-

20      Hunted:  Operation: Frontline 8- (Occasionally), More Powerful, NCI, Harshly Punish

20      Hunted:  The Iron Crusade 8- (Occasionally), More Powerful, NCI, Harshly Punish

15      Psychological Limitation:  Arrogant, vain, very self important (Common; Strong)

10      Psychological Limitation:  Manic Depressive (Uncommon; Strong)

20      Psychological Limitation:  Megalomaniac; Determined to Rule World Very Common, Strong

20      Reputation:  Master Menace, 14- (Extreme)

15      Social Limitation:  Secret Identity  Frequently (11-), Major

1092  Experience Points

 

Total Complications Points:  1492

 

Background/History:  Dr Wells was basically a supervillain waiting to happen. Dangerously arrogant and unstable to begin with he worked with radioactive isotopes, biochemical reactions, and other hazardous materials. He was impatient and pushy; he cared little for his fellow scientists and was the least popular fellow on Campus. When the inevitable accident that gave him superpowers left him in a coma for three months it could be said that none of his collegues were brought to tears of compassion.

Dr Wells escaped from the hospital, his superhuman physique and deadly eye beams made holding him difficult. He quickly designed his costume and knocked over a few banks. He then gathered some rent-a-thugs from the seedier parts of town and began his bid for world conquest.

Since these humble beginnings, Dr.  Armageddon has risen in status to be considered one of the top threats to international security. However, he seems determined to take over America first, as he figures the rest of the world would then fall in line pretty quickly.

 

Personality/Motivation:  Dr. Armageddon is a fairly typical intellectual elitist wannabe world conquerer. He's convinced he's the genius that will lead Earth to a golden age of enlightenment. One where science reigns supreme and disease, crime, and racial tension are a thing of the past. The fact that he intends to do this by whiping out most of the population, and micromanaging the rest, doesn't really endear the world to him.

 

Dr A doesn't really think about the other mastervillains in Else Earth. He considers them pretenders and bafoons, dabblers in silly magical arts or what have you. He is completely convinced of his superiority and even defeat can't dent his self confidence. Everything that happens happens at his will. He can conveniently forget or alter the failures in his mind into some greater destiny.

 

Occasionally, he actually admits to himself that things aren't exactly going like he planned. These thoughts generally come during periods of depression. He broods for weeks, even months, but eventually he regains his swagger. Dr. Armageddon is trying to recruit or create a harem of beautiful superpowered women to serve his every need. However, he's had trouble convincing them to stick around without some kind of coersion. This usually doesn't bother him, but during his "dark moods" it weighs on him as well.

 

Quote:  "Like Zeus dethroned Chronos, I will ascend to the heights of godhood. When I do, you will wish you'd been kinder to me."

 

Powers/Tactics:  Fantastically powerful, Dr. Armageddon lacks tactical know how, and tends to simply hurl powerful attack after powerful attack, seeking the annoying targets first. This generally works for him as he's met precious few beings that can simply outslug him. When he feels he's losing the encounter he fights defensively for a bit to assess his situation. Decades of experience have made him particularly dangerous when he does this.

Fortunately his arrogance still dicatates that he simply swat the gnats who oppose him.

 

Campaign Use:  This is my take on the guy on the Champions Second Edition boxed set book.

Similar to Holocaust, but a bit buffer, more mastervillainy, and of course, crazier.

 

Appearance:  Armageddon wears a Red costume with purple gloves, boots, cape and cowl. Save for the cape, the purple accessories have a scale pattern to them. His cape is purple with a red lining. He wears a gold belt. His cowl covers his head save for his eyes, nose and mouth. A green visor covers his eyes. On his gloves are golden spikes.  Armageddon has a deep, commanding voice and walks with an imperious air. When not in costume he dresses in designer suits and shows off his cultured good looks.

 

post-198-0-24824800-1391394729_thumb.jpg

 

Chad's Notes: You'll notice from the picture that this is my version of the guy from the Champions 2nd Edition Boxed set. (or was it third?)

 

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Glacia

 

Val   Char   Cost    Roll     Notes

  60    STR      50      21-      Lift 102.4tons; 12d6 [6]

  18    DEX     16      13-

  30    CON     20      15-

  15    INT        5       12-      PER Roll 12-

  11    EGO      1       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   7     OCV     20     

   7     DCV     20     

   3     OMCV  0      

   4     DMCV  3      

   4     SPD      20                  Phases:  3, 6, 9, 12

 

30+15            PD     28         Total:  30/45 PD (0/15 rPD)

30+35            ED     28         Total:  30/65 ED (0/35 rED)

  18    REC     14

  60    END      8

  15    BODY   5

  60    STUN   20      Total Characteristic Cost:  270

 

Movement:    Running:  13m/26m

                         Leaping:  5m/10m

                         Swimming:  5m/10m

 

Cost   Powers                                                                                   END

52      Freezing Touch Powers:  Multipower, 52-point reserve      

3f       1)  Chilling Touch:  Energy Blast 4d6, No Normal Defense (+1) (40 Active Points); No Range (-½)      4

3f       2)  Freezing Touch:  RKA 1d6, Does BODY (+1), AVLD (Power Defense; +1 ½) (52 Active Points); Only Versus Targets With Normal Organic Body Chemistry (-½), No Range (-½)       5

1f       3)  Ice Gauntlet:  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½)            2

5f       4)  Winter's Touch:  Drain Fire/Heat Powers 4d6,  (+¼) (50 Active Points)   5

3f       5)  Brittlize I:  Drain PD 2d6, Delayed Return Rate (5 Points per 5 Minutes; +1 ¼) (45 Active Points); Only Versus Non-Living Matter (-½)                                                                                  4

3f       6)  Brittlize II:  Drain PD Armor 2d6, Delayed Return Rate (5 Points per 5 Minutes; +1 ¼) (45 Active Points); Only Versus Non-Living Matter (-½)                                                                      4

5         Sense Temperature:  Detect Temperature 12- (Unusual Group), Sense         0

           Body of Ice                                                                                  

36      1)  Icy Skin:  Resistant Protection (15 PD/15 ED) (45 Active Points); Perceivable (-¼)              0

6         2)  Agile Aerialist:  Leaping +1m (5m forward, 2 ½m upward) (Accurate)  1

4         3)  Arctic Adaptation:  Life Support  (Safe in Intense Cold; Safe in Intense Heat)    0

15      4)  Arctic Adaption:  Absorption 5 BODY  (energy, END (½) and STUN (½)), Can Absorb Maximum Of 40 Points' Worth Of Energy Damage, Absorption As A Defense (Normal; +½) (15 Active Points)              0

3         5)  Decidedly Heavier than Normal:  Knockback Resistance -3m 0

20      6)  Heat Resistance:  Resistant Protection (20 ED) (30 Active Points); Only Works Against Fire/Heat (-½)          0

           Perks

5         Crime Pays:  Money:  Well Off

4         Street Cred:  Reputation:  Competant Criminal Enforcer/Scientist (A large group) 11-, +2/+2d6

3         Well-Connected

3         1)  Contact:  Dr Tesla (Contact has extremely useful Skills or resources) (4 Active Points) 8-

11      2)  Contact:  The ARMORY (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

2         3)  Contact:  The Black Market, Organization Contact (x3) (3 Active Points) 8-

 

           Skills

24      +3 with HTH Combat

3         Forensic Medicine 12-

3         Interrogation 13-

2         KS: The Superhuman World 11-

3         Language:  English (completely fluent)

0         Language:  Norwegian (idiomatic) (4 Active Points)

3         Paramedics 12-

3         Scientist

2         1)  SS:  Biology 12- (3 Active Points)

2         2)  SS:  Chemistry 12- (3 Active Points)

2         3)  SS:  Cryogenics 12- (3 Active Points)

2         4)  SS:  Physics 12- (3 Active Points)

3         Security Systems 12-

3         Sleight Of Hand 13-

2         Survival (Arctic/Subarctic) 12-

3         Systems Operation 12-

 

Total Powers & Skill Cost:  247

Total Cost:  516

 

400+     Matching Complications

10      Distinctive Features:  Cold to the touch (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10      Hunted:  Amaterasu 8- (As Pow; Harshly Punish)

10      Physical Limitation:  2-3 times normal mass (Infrequently; Slightly Impairing)

15      Psychological Limitation:  Overconfidence (Very Common; Moderate)

15      Psychological Limitation:  Selfish and petty, everything is about her (Very Common; Moderate)

15      Social Limitation:  Secret Identity (Frequently; Major)

20      Vulnerability:  2 x BODY Sonic Attacks (Common)

116    Experience Points

(34 points unspent)

 

Total Complications Points:  516

 

Background/History:  Dr Brakke was a teacher's assistant at the University of Oslo; a graduate studies student in Natural Sciences. It was during a cryogenics experiment that she was transformed into the walking ice sculpture that is Glacia. The rush of power and her transformation unhinged the already self centered scientist, and she lashed out at everyone and everything nearby in her grief over her new condition. She eventually escaped into the countryside and wasn't seen again until acting as a supervillain for hire months later.

 

Personality/Motivation:  A rather unpleasant woman before, now she's darn near frightening. Glacia is extremely self centered and incapable of feeling empathy for anyone but herself. She spends much of her time bemoaning her condition publicly, calling out the media and authorities for "forcing her into a life of crime". Secretly, however, she revels in her power and beauty and money. Her ability to turn back to a human appearance (though still maintaining most of her powers) is almost completely unknown to the world. For all her ranting and raving the world thinks she is permanently changed to Glacia.

Glacia likes to fight and is supremely confident in her abilities. She also likes the finer things in life, particularly handsome men and diamonds.

 

Quote:  "I never asked for this! They turned me into a monster! Now YOU will pay the price."

 

Powers/Tactics:  Much like her archenemy Amaterasu, Glacia is a brick with localized energy control. Glacia can, with a touch, brittlize inorganic material, freeze organic material or simply create localized Ice "Gauntlets" to make her strikes that much more powerful. She is highly resistant to heat attacks and absorbs cold/ice attacks healing damage and increasing her endurance reserves.

 

Campaign Use:  A relatively minor and stable supervillainess to use on her own or in groups; she works best as a rival of Amaterasu, or a similar fire based brick if you have one. She bright and has done a good job of hiding the fact that she can assume a normal human appearance. This lets her disappear and lay low.

 

Appearance:  Tall, athletic and beautiful, she looks little like she did before. In her normal form Glacia is fair skinned, fair haired, with blue eyes, often wearing glasses and modern fashions, on the daring side.

As Glacia, she has pale blue skin that is cold and smooth to the touch; she appears to be made of ice but is not translucent. Her hair pales to white and her eyes are blue white. She wears a dark blue costume consisting of a sports top and spandex short pants. She wears a white hair band, white gloves, and platform boots.

 

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