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Else Earth: Banneret (WIP)


Enforcer84

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Banneret

 

   Val     Char   Cost    Roll           Notes

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

    20      DEX      20      13-

    20      CON     10      13-

10+20   INT        0       11- / 15-    PER Roll 11-/15-

    15      EGO       5       12-

    20      PRE       10      13-             PRE Attack:  4d6

 

    10      OCV      35     

     8       DCV      25     

     3       OMCV   0      

     5       DMCV   6      

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

 

10+13   PD          8                         Total:  10/23 PD (0/13 rPD)

10+13   ED          8                         Total:  10/23 ED (0/13 rED)

    10      REC       6

    50      END       6

    20      BODY   10

    50      STUN   15      Total Characteristic Cost:  204

 

Movement:        Running:  20m/40m

                            Flight:  40m/80m

                            Leaping:  12m/24m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

70       Flight Disk Attack:  Multipower, 55-point reserve,  (55 Active Points)         

                                                                   Notes:  (x8 number of items)

4f        1)  Attack Use:  Flight 20m, Reduced Endurance (0 END; +½), Usable As Attack (doesnot work against targets who have their own Flight or gravity-manipulation powers; +1 ¼) (55 Active Points); OIF (-½)           0

1f        2)  Personal Use:  Flight 20m, Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1)  0

90       Force Shield:  Multipower, 180-point reserve,  (180 Active Points); all slots OAF (-1)              

8f        1)  Protection I:  Resistant Protection (30 PD/30 ED), Requires A Use Questionite Shield Roll (no Active Point penalty; +0), Hardened (x2; +½), Impenetrable (+½) (180 Active Points); OAF (-1), Nonpersistent (-¼)         0

1f        2)  Protection II:  Deflection (20 Active Points); OAF (-1), Lockout (cannot use other Multipower slots while using this one, and not until thrown shield is retrieved; -½)                                  2

1f        3)  Shield Bash:  HA +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-¼) 3

1f        4)  Shield Edge:  HKA 1d6 (2d6+1 w/STR); OAF (-1)          1

2f        5)  Thrown Shield I:  Blast 10d6, Area Of Effect (40m Line; +¾); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½), Range Based On STR (-¼)    [1 rc]

2f        6)  Thrown Shield II:  Blast 10d6, Area Of Effect (16m Radius; +¾); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½), Range Based On STR (-¼), Requires A Use Questionite Shield Roll (Skill roll, -1 per 20 Active Points modifier; -¼)                                 [1 rc]

1f        7)  Thrown Shield III:  HKA 1d6 (2d6 w/STR), Range Based On STR (+¼) (19 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½)                [1 rc]

           Armored Uniform                                                                         

7         1)  360 Vision:  Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF (-½)            0

20       2)  Armored Costume:  Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-½)            0

7         3)  Attached Radio Communicator, Basic:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)    0

13       4)  Cerebro Helm:  +20 INT (20 Active Points); OIF (-½)     

13       5)  Environmental Protections:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½)   0

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

3         7)  Thermalvison:  IR Perception (Sight Group) (5 Active Points); OIF (-½)  0

3         8)  UV Vision:  UV Perception (Sight Group); OIF (-½)        0

           Arms                                                                                              

20       1)  Darkness Ray (Attached):  Darkness to Sight Group 10m radius,  (20m Cone; +0) (50 Active Points); OIF (-½), No Range (-½), 1 Continuing Fuel Charge lasting 5 Minutes (-½)             [1 cc]

28       2)  Electrified Sword:  Killing Attack - Hand-To-Hand 1 ½d6 (2d6+1 w/STR), Armor Piercing (+¼), +2 Increased STUN Multiplier (+½), Reduced Endurance (0 END; +½) (56 Active Points); OAF (-1)             0

           Physical Enhancements                                                              

9         1)  Acrobatic:  Leaping +8m (12m forward, 6m upward) (Accurate) 1

2         2)  Enhanced Healing:  Regeneration (1 BODY per Week) 0

8         3)  Enhanced Physiology:  Life Support  (Eating: Character only has to eat once per week; Immunity: All terrestrial diseases; Longevity: 200 Years; Sleeping: Character only has to sleep 8 hours per week)           0

8         4)  Sprinter:  Running +8m (20m total)                                    1

 

           Karate

           Maneuver        OCV   DCV    Notes

4         Atemi Strike      -1       +1      2d6 NND

4         Block                 +2       +2      Block, Abort

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

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

4         Knifehand Strike ("Chop") -2  +0            HKA 2 ½d6

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

4         Punch/Snap Kick       +0      +2 6d6 Strike

5         Side/Spin Kick -2       +1      8d6 Strike

1         Weapon Element:  Blades

1         Weapon Element:  Karate Weapons

1         Weapon Element:  Staffs

 

           Talents

15       Master of Combat:  Combat Sense 11-/15-

6         Master of ...Missed me!:  Combat Luck (3 PD/3 ED)

 

           Skills

10       +1 with All Combat

3         Acrobatics 13-

3         Analyze:  Combat 11- (15-)

3         Breakfall 13-

2         CK: one city of character's choice 11-

3         Charm 13-

3         Climbing 13-

3         Concealment 11- (15-)

3         Criminology 11- (15-)

5         Deduction 12- (16-)

3         Demolitions 11- (15-)

3         High Society 13-

3         Interrogation 13-

3         Scholar

1         1)  KS: Karate (2 Active Points) 11-

2         2)  KS: The Espionage World (3 Active Points) 11- (15-)

1         3)  KS: The Law Enforcement World (2 Active Points) 11-

2         4)  KS: The Military/Mercenary/Terrorist World (3 Active Points) 11- (15-)

3         SS:  Pharmacology/Toxicology 11- (15-)

3         Security Systems 11- (15-)

5         Shadowing 12- (16-)

3         Stealth 13-

3         Streetwise 13-

4         WF:  Common Melee Weapons, Small Arms

 

Total Powers & Skill Cost:  461

Total Cost:  665

 

400+     Matching Complications

20       Hunted:  Forces of goodness Frequently (As Pow; NCI; Harshly Punish)

15       Psychological Complication:  Absolute Loyalty to his Commander (Common; Strong)

15       Psychological Complication:  Overconfident (Common; Strong)

15       Social Complication:  Secret Identity Frequently, Major

265     Experience Points

 

Total Complications Points:  665

 

Background/History:  Thug granted power and "title" by his Master Criminal overlord after the latter noted his cool-head and prowess in a ptched battle with a superteam.

 

Personality/Motivation:  Bill is loving life. He proved himself to his employer and received physical augmentation, training, weapons, and the experimental encephalo helmet's increased awarenes is intoxicating. Conquest has requested that he remove it regularly as he's unsure it won't cause his agent to develop ideas of leadership.

 

Stubborn and physical, Bill has always been a thug. Now he's a warrior. He studies military history and martial arts with zeal. His loyalty to Conquest is absolute.

 

Quote:

 

Powers/Tactics:  Banneret is something of an Anti-Captain America by design. A supremely good fighter with archaic weaponry and leadership skills.

 

Campaign Use:

 

Appearance:  Banneret is a tall, imposing man with a powerful, muscular build. He has close cropped white hair and green eyes. His armor is dark blue and black and modelled after archaic plate and chain but allows for exceptional movement and mobility. Plates cover his chest, shoulders, thighs, knees, boots and gauntlets.

 

His energy shield glows a dark purple, almost like a blacklight. The blade is a dark metallic alloy and crackles with blue-white electricity.

 

 

 

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