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Else Earth: Consul (WIP)


Enforcer84

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Consul

 

Val   Char   Cost    Roll     Notes

  10    STR       0       11-      Lift 100.0kg; 2d6

  15    DEX     10      12-

  20    CON     10      13-

  20    INT      10      13-      PER Roll 13-

  25    EGO     15      14-

  25    PRE      15      14-      PRE Attack:  5d6

 

   6     OCV     15     

   6     DCV     15     

  10    OMCV 21     

  10    DMCV 21     

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

 

   8     PD          6                   Total:  8 PD (0 rPD)

   8     ED         6                   Total:  8 ED (0 rED)

  10    REC      6

  70    END     10

  15    BODY   5

  40    STUN   10      Total Characteristic Cost:  195

 

Movement:    Running:  12m/24m

                         Flight:  20m/40m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

                         Teleportation:  60m/120m

 

Cost   Powers                                                                                   END

75      Argent Arsenal :  Multipower, 75-point reserve                     

5f       1)  Mental Cloud:  Darkness to Mental Group 16m radius (48 Active Points)             5

1f       2)  Mental Link:  Mind Link , One Specific Mind (5 Active Points)                0

7f       3)  Mind Pulse:  Mental Blast 3d6, Autofire (5 shots; +1 ½) (75 Active Points)          7

4f       4)  Ongoing Mind Blast:  Mental Blast 3d6, Constant (+½) (45 Active Points)           4

4f       5)  Psi-Blade:  Mental Blast 6d6, Alternate Combat Value (uses OCV against DCV; +0) (60 Active Points); No Range (-½)                                                                                                       6

7f       6)  Psionic Assault:  Blast 6d6, Alternate Combat Value (uses OMCV against DMCV; +¼), Does Knockback (+¼), Attack Versus Alternate Defense (Mental Defense; +1) (75 Active Points)               7

5f       7)  Psionic Palsy:  Drain DEX 4d6, Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +¼) (50 Active Points)                   5

5f       8)  Psionic Thunderbolt:  Mental Blast 4d6 (Human class of minds), Does Knockback (+¼) (50 Active Points)                5

2f       9)  Sensory Link:  Clairsentience (Sight, Smell/Taste And Hearing Groups), Mobile Perception Point (can move up to 12m per Phase) (45 Active Points); Blackout (-½), Only Through The Senses Of Others (-½)  4

6f       10) Strong Mind Blast:  Mental Blast 6d6 (60 Active Points)         6

6f       11) Telepathy:  Telepathy 12d6 (60 Active Points)             6

           Armored Uniform, all slots OIF (-½)                                        

24      1)  Armored Costume:  Resistant Protection (12 PD/12 ED) (36 Active Points); OIF (-½)          0

20      2)  Attached Flight Disk:  Flight 20m, Reduced Endurance (0 END; +½) (30 Active Points); OIF (-½)  0

3         3)  Light Enhancement:  Nightvision (5 Active Points); OIF (-½)    0

7         4)  Protected Vision:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)       0

32      5)  Teleportation Cape:  Teleportation 60m, x2 Increased Mass (65 Active Points); OAF (-1)                6

3         6)  Thermal Vision:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)    0

           Iron Tower of the Mind                                                              

20      1)  Group Mind Shield:  Mental Defense (40 points total), Usable Nearby (+½), Grantor can only grant the power to others (30 Active Points); Costs Endurance (-½)                                    3

13      2)  Mental Bastion:  Power Defense (20 points) (20 Active Points); Only Works Against mental/psionic powers (-½)        0

60      3)  Mental Scanning:  Mind Scan 12d6                                6

20      4)  Mind Shield:  +20 Mental Defense (40 points total)     0

26      5)  Psionic Defense Reflex:  Mental Blast 3d6, Area Of Effect (1m Surface; personal, Damage Shield; +¼), Constant (+½) (52 Active Points); No Range (-½), Mental Contact Only (-½) 5

17      6)  Psychic Translator:  Universal Translator 18- (25 Active Points); Must Involve Minds (-½)             

12      7)  Psychomorph:  Shape Shift  (Mental Group, any shape)            1

           Perks

5         Money:  Well Off

 

           Talents

3         Psionic Sexy:  +1/+1d6 Striking Appearance (vs. all characters)

 

           Skills

20      +2 with All Combat

12      +2 with all Mental Powers

3         Acting 14-

3         Breakfall 12-

3         Bribery 14-

5         Bureaucratics 15-

5         Concealment 14-

3         Conversation 14-

3         Deduction 13-

3         Disguise 13-

3         Interrogation 14-

3         Oratory 14-

3         Persuasion 14-

3         Scholar

1         1)  KS: Department of Metahuman Affairs (2 Active Points) 11-

1         2)  KS: Hyperion Institute (2 Active Points) 11-

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

3         4)  KS: The Local Underworld (4 Active Points) 14-

2         5)  KS: The Metahuman World (3 Active Points) 13-

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

5         Shadowing 14-

7         Stealth 14-

3         Streetwise 14-

3         Tactics 13-

3         Teamwork 12-

 

Total Powers & Skill Cost:  496

Total Cost:  691

 

400+     Matching Complications

5         Dependent NPC:  Nicholas Jackson, Underworld Accountant Infrequently (Normal; Useful Noncombat Position or Skills)

20      Hunted:  Department of Metahuman Affairs Infrequently (Mo Pow; NCI; Harshly Punish)

10      Hunted:  Hyperion Institute Infrequently (Mo Pow; NCI; Watching)

10      Psychological Complication:  Amoral and Selfish (Common; Moderate)

15      Psychological Complication:  Loyal Wife (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

291    Experience Points

 

Total Complications Points:  691

 

Background/History:

 

Personality/Motivation:  The Consul is scheming, devious, and patient. She's smart enough to know she can't replace Conquest but does her best to be irreplacable. She's a surprsingly caring wife for a supervillain and woe be it upon anyone who threatens her husband. They're both a bit selfish for children so their criminal careers have no biological time limit attached.

 

Quote:

 

Powers/Tactics:  Maureen is a Telepath with an impressive arsenal of psychic attacks and defenses. Physically she's got a higher degree of endurance and durability than a woman her age who engages in regular exercise. She backs her powers up with defensive, mobility, and sensory gadgets created by Conquest or his agents.

 

She's also a talented actress and grifter.

 

Campaign Use:  Consul serves as Conquests Right Hand, Administrator and Herald.

 

Appearance:  Maureen is tall and extremely fit, dresses in sharp clothing and always looks presentable.

 

As the Consul she wears a tight white reinforced costume with a high colar and short cloak. The outfit looks something like leather fetishwear with high-heeled boots that make her look even taller than she is. In this guise she wears her hair in a severe braid (think Jean Grey's Black Queen Look) and silvery white opaque goggles and ear piece.

 

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