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Century Station / Gramercy Island


Mr. R

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So, I have enough done that I can start posting a few.

Some conventions:

PS-à carrying capacity-àbecomes Hero Str

PP maps to Dex

PE maps to Con

IQ maps to Int

ME maps to Ego

MA maps to Pre

PB maps to Com

SPD is converted to KPH then eyeballed

For Body I just gave an appropriate amount.

All Secondary stats were basically what I felt good about.

Number of attacks in HU was reduced by two to become SPD.

In a number of cases I adjusted the Stat because the HU version was too low (like a PE of 12 for a Semi Brick type, or a PP of 10 for anyone)

Skills and Talents where appropriate.

I gave a +1 to DCV based on level, that fits the HU feel.

Powers were chosen with what seemed logical.  All are at 0 End, because HU has no End Stat.

Disadvantages/Complications are at a minimum due to HU having none really.

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First up the leader of the Centurions.

 

Apex

 

Val     Char  Cost   Roll       Notes

38+5     STR      28      17- / 18-    Lift 4850.3kg/9700.6kg; 7 ½d6/8 ½d6 [4]

   24        DEX      42      14-            OCV:  8/DCV:  8

   33        CON     46      16-

   20        BODY   20      13-

   15        INT        5       12-            PER Roll 12-

   15        EGO      10      12-            ECV:  5

   15        PRE        5       15-            PRE Attack:  6d6

   24        COM     7       14-

 

21+1     PD         13                        Total:  21/22 PD (20 rPD)

21+1     ED         14                        Total:  21/22 ED (20 rED)

    6         SPD      26                        Phases:  2, 4, 6, 8, 10, 12

   15        REC       0

   66        END       0

   60        STUN    4       Total Characteristic Cost:  220

 

Movement:                    Running:                10"/20"

                                        Flight:                     15"/60"

                                        Leaping:                 7"/14"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

20        Damage Resistance (20 PD/20 ED)

18        Running +4" (10" total), Reduced Endurance (0 END; +½) (18 Active Points)

19        Reduced Endurance (0 END; +½) (19 Active Points) applied to STR

10        Healing BODY 1d6 (standard effect: 3 points)                     1

10        Awe factor:  +15 PRE (15 Active Points); Limited Power Power loses about a third of its effectiveness (Offence only; -½)

30        Jet pack:  Flight 15", x4 Noncombat, Usable Underwater (+¼), Reduced Endurance (0 END; +½) (61 Active Points); OAF (-1)

11        Density Increase (600 kg mass, +5 STR, +1 PD/ED, -1" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points)

40        Gauntlet:  Multipower, 60-point reserve,  (60 Active Points); all slots OIF (-½)

3u        1)  Blaster:  Energy Blast 10d6, 16 Charges (+0) (50 Active Points); OIF (-½)              [16]

2u        2)  Mini missle:  Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points); 4 Charges (-1), OIF (-½)      [4]

2u        3)  Flash missle:  Sight Group Flash 8d6, Explosion (+½) (60 Active Points); 4 Charges (-1), OIF (-½)    [4]

2u        4)  Glue Missle:  Entangle 3d6, 3 DEF, Area Of Effect (3" Radius; +1) (60 Active Points); 4 Charges (-1), OIF (-½)              [4]

 

       Perks

9          Fringe Benefit:  Captain, Federal/National Police Powers, Local Police Powers

3          Money:  Well Off

 

       Skills

11        Computer Programming 16-

5          Science Skill:  Chemistry 14-

5          Science Skill:  Biology 14-

5          Science Skill:  Botany 14-

5          KS: Law 14-

5          KS: Photography 14-

3          Riding 14-

2          TF:  Common Motorized Ground Vehicles

7          Mechanics 14-

3          Climbing 14-

3          Stealth 14-

3          Tactics 12-

3          Acrobatics 14-

15        +3 with DCV

 

Total Powers & Skill Cost:  254

Total Cost:  474

 

200+  Disadvantages

15        Reputation:  Honest and honourable, 14-

10        Social Limitation:  Secret ID (Frequently; Minor)

249      Experience Points

 

Total Disadvantage Points:  474

Earned Experience:  0

Spent Experience:  249

Unspent Experience:  0

 

Background/History:  Javier Ortega was a soldier who volounteered to undergo a Gene therapy program.  Instead it triggered latent mutant abilities and gave him superpowers!  Chosen to be the frontman of the Centurions.

 

Personality/Motivation:  Loyal, honourable, courageous

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

 

 

He actually works out rather nice.  He is versatile, can fill in as a blaster or a semi brick in HTH and can last a good bit in combat.

 

He has a disadvantage that he has Super Cancer that will kill him within the next few years, but I had no idea how to stat that out as a Disad.

 

Also I forgot to give him a second Gauntlet for 5 pts that gives him an extra 12 mini-missles.

 

 

Constructive comment welcome and appreciated!

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This can possibly be vetted to help you define the Cancer more...

 

Mesothelioma
Infrequently, Greatly 10pts. / Frequently, Greatly 15pts. / Frequently, Fully 20pts.
Mesothelioma is a rare cancer in which tumor cells grow in the chest cavity, abdominal cavity, or around the heart. This disease is caused by multiple consecutive daily exposure to high levels of asbestos (other materials are also suspected causes). Early symptoms resemble either those of respiratory viruses (shortness of breath, chest pain, persistent cough, fever, weight loss, night sweats) or those of gastrointestinal disease (abdominal pain, abdominal bloating, nausea, weight loss, swelling of the feet, anemia). The disease is progressive and has no reliable treatments. Patients with advanced stages of this disease have heightened and multiple symptoms. At the Greatly level, the character must make a Constitution Roll (every 8 hours at Infrequently, every hour at Frequently). Failure of this roll reduces the character's Constitution by 1d6 (along with it's Figured Characteristics) until a recovery Constitution Roll is made (check hourly or less if medical help is available). Furthermore, the character suffers a -2 penalty to Constitution Rolls for resistance to respiratory diseases. At the Fully level, in addition to the Constitution Rolls, the character cannot have a starting Constitution value higher than 8. Characters with the Greatly level have a shortened lifespan, and those with the Fully level have a life expectancy of 4-6 months.

 
 
 
Taken from http://www.cellularsmoke.net/rpgs/ml_physical.php - The trick with the "Way Back Machine is to change the date at the top of the archive to about July 2009.
 
Edited to show an actual cancer disease...
Edited by Amorkca
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Next up the team brick, well one of them:

 

Haven

 

Val    Char   Cost   Roll Notes

   10      STR         0       22-    Lift 204.8tons; 13d6

   10      DEX        0       13-    OCV:  6/DCV:  6

   10      CON        0       14-

   10      BODY     0       12-

   21      INT         11      13-    PER Roll 13-

   20      EGO        20      13-    ECV:  7

   21      PRE        11      13-    PRE Attack:  4d6

   14      COM       2       12-

 

   13      PD           0                 Total:  20 PD (20 rPD)

    5       ED           0                 Total:  20 ED (20 rED)

    2       SPD         0                 Phases:  3, 6, 9, 12

   18      REC         0

   50      END        0

   61      STUN      0       Total Characteristic Cost:  44

 

Movement:                    Running:                16"/32"

                                        Leaping:                 13"/26"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

68        +55 STR, Reduced Endurance (0 END; +½) (87 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

19        +8 DEX (24 Active Points); Only In Heroic Identity (-¼)

24        +15 CON (30 Active Points); Only In Heroic Identity (-¼)

8          +5 BODY (10 Active Points); Only In Heroic Identity (-¼)

12        +15 ED (15 Active Points); Only In Heroic Identity (-¼)

6          +7 PD (7 Active Points); Only In Heroic Identity (-¼)

16        +2 SPD (20 Active Points); Only In Heroic Identity (-¼)

16        Damage Resistance (20 PD/20 ED) (20 Active Points); Only In Heroic Identity (-¼)

27        Running +10" (16" total), Reduced Endurance (0 END; +½) (36 Active Points); Only In Heroic Identity (-¼)

24        Physical Damage Reduction, Resistant, 50% (30 Active Points); Only In Heroic Identity (-¼)

24        Energy Damage Reduction, Resistant, 50% (30 Active Points); Only In Heroic Identity (-¼)

12        Life Support  (Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) (15 Active Points); Only In Heroic Identity (-¼)

 

       Perks

11        Money:  Filthy Rich

6          Fringe Benefit:  Federal/National Police Powers, Local Police Powers, Passport

 

       Skills

5          Climbing 14-

6          Language:  Gaelic (imitate dialects; literate)

6          Language:  Middle English (imitate dialects; literate)

6          Language:  Old English (imitate dialects; literate)

6          Language:  Cornish (imitate dialects; literate)

5          KS: Anthropology 14-

5          KS: Archeology 14-

5          Computer Programming 14-

5          Navigation 14-

5          Tracking 14-

3          KS: Play Madolin 12-

3          KS: Sing 12-

3          KS: Dance 12-

3          KS: Art 12-

4          KS: Research 13-

2          KS: Photography 11-

3          Paramedics 13-

5          +1 with DCV

 

Total Powers & Skill Cost:  353

Total Cost:  397

 

200+  Disadvantages

10        Vulnerability:  2 x STUN Cold Iron (Uncommon)

10        Vulnerability:  2 x BODY Cold Iron (Uncommon)

15        Social Limitation:  (Frequently; Major)

162      Experience Points

 

Total Disadvantage Points:  397

Earned Experience:  0

Spent Experience:  162

Unspent Experience:  0

 

Background/History:  Granted powers by the Faerie Queen to act as her Champion.

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

This is one that required a fair bit of modification.  His Str as written was barely 50,and his Con was 14.

 

Otherwise he does seem to work well, but only because he has Mega Hero status that raises his stats and gives him bonuses like extra PS/Str.

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Next is the team's robotic (?) member:

 

Spartacus

 

Val     Char  Cost   Roll       Notes

15+25    STR       5       12- / 17-    Lift 200.0kg/6400.0kg; 3d6/8d6 [1/3]

   15        DEX      15      12-            OCV:  5/DCV:  5

   30        CON     40      15-

   15        BODY   10      12-

   15        INT        5       12-            PER Roll 12-

   20        EGO      20      13-            ECV:  7

   15        PRE        5       12-            PRE Attack:  3d6

   10        COM     0       11-

 

20+5     PD         17                        Total:  20/25 PD (20 rPD)

20+5     ED         14                        Total:  20/25 ED (20 rED)

    6         SPD      35                        Phases:  2, 4, 6, 8, 10, 12

    9         REC       0

   60        END       0

   38        STUN    0       Total Characteristic Cost:  166

 

Movement:                    Running:                15"/60"

                                        Leaping:                 6"/24"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

56        Density Increase (101,600 kg mass, +25 STR, +5 PD/ED, -5" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (56 Active Points)

34        Running +9" (15" total), x4 Noncombat, Reduced Endurance (0 END; +½) (34 Active Points)

10        Radio Perception/Transmission (Radio Group)

15        Radar (Radio Group)

5          Infrared Perception (Sight Group)

3          +2 versus Range Modifier for Normal Sight, Infrared Perception and Radio Perception/Transmission

20        +20 STUN

13        Leaping +3" (6"/11" forward, 3"/5 ½" upward) (Accurate, x4 Noncombat)   1

20        Damage Resistance (20 PD/20 ED)

44        Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

90        Energy Blast 12d6, Reduced Endurance (0 END; +½) (90 Active Points)

 

       Perks

7          Fringe Benefit:  Federal/National Police Powers, Free Robot, Local Police Powers, Passport

3          Computer Link

 

       Talents

3          Absolute Range Sense

3          Absolute Time Sense

5          Eidetic Memory

 

       Skills

7          Climbing 14-

7          Navigation 14-

7          Systems Operation 14-

9          TF:  Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

3          Computer Programming 12-

7          Paramedics 14-

5          KS: Military Etiquette 14-

3          Mechanics 12-

3          Deduction 12-

 

Total Powers & Skill Cost:  382

Total Cost:  548

 

200+  Disadvantages

20        Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10        Psychological Limitation:  Lonely (Common; Moderate)

318      Experience Points

 

Total Disadvantage Points:  548

Earned Experience:  0

Spent Experience:  318

Unspent Experience:  0

 

Background/History:  A police officer trapped digitally in a robotic body!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

WOW!  Just WOW!  I don't think HU really plans for any type of balance in the categories.  And this is down played because the original has sonic speed, which would push his running even larger,  As it is he is very versatile, even more-so than Apex.  And to think that this is pretty much how he is like at 1st level makes my head spin.  

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And speaking of not rule standard, the next member is of an alien race RCC that is certainly not HU standard!

 

Alpha Prime

 

Val    Char   Cost   Roll Notes

   43      STR        33      18-    Lift 9700.6kg; 8 ½d6 [4]

   20      DEX       30      13-    OCV:  7/DCV:  7

   25      CON       30      14-

   20      BODY    20      13-

   14      INT          4       12-    PER Roll 12-

   17      EGO        14      12-    ECV:  6

   20      PRE        10      13-    PRE Attack:  4d6

   10      COM       0       11-

 

10+15  PD           1                 Total:  10/25 PD (10/25 rPD)

10+15  ED           5                 Total:  10/25 ED (10/25 rED)

    4       SPD        10                Phases:  3, 6, 9, 12

   14      REC         0

   50      END        0

   55      STUN      0       Total Characteristic Cost:  157

 

Movement:                    Running:                11"/22"

                                        Flight:                     25"/50"

                                        Leaping:                 8"/16"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

60        Flight 25", Reduced Endurance (0 END; +½) (75 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Unified; -¼)

72        Energy Blast 12d6, Reduced Endurance (0 END; +½) (90 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Unified; -¼)

36        Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Unified; -¼)

24        Absorption 6d6  (energy, Stun) (30 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Unified; -¼)

24        Faster-Than-Light Travel (3 Light Years/day) (30 Active Points); Conditional Power Power does not work in Uncommon Circumstances (-¼)

10        Damage Resistance (10 PD/10 ED)

24        Energy Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Unified; -¼)

21        Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points)

 

       Perks

1          Reputation (A small to medium sized group) 11-, +1/+1d6

5          Fringe Benefit:  Federal/National Police Powers, Local Police Powers

 

       Talents

3          Absolute Time Sense

3          Bump Of Direction

 

       Skills

7          Navigation 14-

2          KS: Anthropology 11-

2          KS: Archeology 11-

2          KS: Intelligence 11-

10        +2 with DCV

 

Total Powers & Skill Cost:  306

Total Cost:  463

 

200+  Disadvantages

5          Vulnerability:  1 ½ x STUN Magic (Uncommon)

5          Vulnerability:  1 ½ x BODY Magic (Uncommon)

5          Vulnerability:  1 ½ x STUN Psionics (Uncommon)

5          Vulnerability:  1 ½ x STUN Psionics (Uncommon)

20        Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

223      Experience Points

 

Total Disadvantage Points:  463

Earned Experience:  0

Spent Experience:  223

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

She is a decent character, and makes for a good aerial blaster.  But again she is almost Mega Hero level and that is the only thing that makes her as powerful as she is.  I will admit her background is cool, and could lead to many plot point (some referred to in Gramercy Island).

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Next, a normal non mega hero, who still manages to be seriously cool!

 

Whiz Kid

 

Val    Char   Cost   Roll Notes

   13      STR         3       12-    Lift 151.6kg; 2 ½d6 [1]

   20      DEX       30      13-    OCV:  7/DCV:  7

   18      CON       16      13-

   10      BODY     0       11-

   30      INT         20      15-    PER Roll 15-

   13      EGO         6       12-    ECV:  4

   10      PRE         0       11-    PRE Attack:  2d6

   16      COM       3       12-

 

6+20    PD           3                 Total:  6/26 PD (0/20 rPD)

6+20    ED           2                 Total:  6/26 ED (0/20 rED)

    3       SPD         0                 Phases:  4, 8, 12

    7       REC         0

   36      END        0

   26      STUN      0       Total Characteristic Cost:  83

 

Movement:                    Running:                6"/12"

                                        Flight:                     15"/30"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

50        Gauss Accelerator:  Energy Blast 8d6, Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (100 Active Points); OAF (-1)

13        Black out bomb:  Darkness to Sight Group 3" radius (30 Active Points); OAF (-1), 12 Charges (-¼)      [12]

18        Energy Sword:  Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

50        Force feild belt:  Force Field (20 PD/20 ED) (Protect Carried Items), Reduced Endurance (0 END; +½) (75 Active Points); OIF (-½)

36        Flying Harness:  Flight 15", Reduced Endurance (0 END; +½) (45 Active Points); IIF (-¼)

3          Glasses:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)

3          Glasses:  Nightvision (5 Active Points); OIF (-½)

3          Glasses:  Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)

7          Glasses:  Microscopic ( x100) with Sight Group (10 Active Points); OIF (-½)

5          Glasses:  +5 versus Range Modifier for Sight Group (8 Active Points); OIF (-½)

10        Nano Pills:  Multipower, 30-point reserve, all slots 1 Continuing Charge lasting 1 Day (+¼) (37 Active Points); all slots Extra Time (1 Minute, -1 ½), IAF (-½), Lockout (-½)

1u        1)  Aid  Str 3d6 (30 Active Points); Extra Time (1 Minute, -1 ½), IAF (-½), Lockout (-½)

1u        2)  Aid  Dex 3d6 (30 Active Points); Extra Time (1 Minute, -1 ½), IAF (-½), Lockout (-½)

1u        3)  Healing BODY 3d6 (30 Active Points); Extra Time (1 Minute, -1 ½), IAF (-½), Lockout (-½)

1u        4)  Aid  Running 1d6 (10 Active Points); Extra Time (1 Minute, -1 ½), IAF (-½), Lockout (-½)

 

       Perks

11        Money:  Filthy Rich

6          Fringe Benefit:  Federal/National Police Powers, Local Police Powers, Passport

 

       Skills

3          Analyze:  Agility Skills 15-

3          Armorsmith 13-

3          Electronics 15-

3          Mechanics 15-

5          Science Skill:  Electrical Engineering 14-

5          Science Skill:  Mechanical Engineering 14-

5          Science Skill:  Chemistry 14-

5          Science Skill:  Astrophysics 14-

4          Science Skill:  Biology 13-

3          Weaponsmith 15-

3          Computer Programming 15-

3          Security Systems 15-

5          KS: Art 14-

4          KS: Intelligence 13-

5          KS: Research 14-

4          TF:  Common Motorized Ground Vehicles, Large Planes, Small Planes

3          Climbing 13-

3          Forensic Medicine 15-

3          Inventor 15-

3          Navigation 15-

10        +2 with DCV

 

Total Powers & Skill Cost:  304

Total Cost:  387

 

200+  Disadvantages

 

Total Disadvantage Points:  387

Earned Experience:  0

Spent Experience:  187

Unspent Experience:  0

 

Background/History:  Brillian inventor who uses his inventions to fight crime!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

The reason the Accelerator is 0 End is that it has so many charges, that for all intents it is at 0 End.  Also  I forgot to give a duration to the Black out bombs, they should last about a minute!

 

His Spd might seem low, but in HU he has 5 Att, on a team where everyone else is at 7-10.  I could see bringing it to 4.

 

The only thing I would possibly add is a VPP, but as it is he is very competent!

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So 4d6 EB Dam Shld  about 35 pts

Vision suite 20 pts

Energy form  Multi form?  

The energy form might be some kind of aid. It lets her leave her physical body behind, boost her powers, then she can recreate it when she wants to be more human. Maybe intangibility with aid with str affects real world

CES 

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The energy form might be some kind of aid. It lets her leave her physical body behind, boost her powers, then she can recreate it when she wants to be more human. Maybe intangibility with aid with str affects real world

CES 

But that also means giving all her powers affect real world, and at +1 1/2 that can get expensive.  How about a damage reduction (a la 6th ed) phys and energy at about 10 dc each, only in energy form (Limited duration?)?

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But that also means giving all her powers affect real world, and at +1 1/2 that can get expensive.  How about a damage reduction (a la 6th ed) phys and energy at about 10 dc each, only in energy form (Limited duration?)?

A multiform might be the way to go with the solid form being what you have written up, and a cloud of plasma with heightened powers in that form.

CES 

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Next, another non Mega hero and team psionic

 

Psynapse

 

Val    Char   Cost   Roll Notes

   10      STR         0       11-    Lift 100.0kg; 2d6

   18      DEX       24      13-    OCV:  6/DCV:  6

   15      CON       10      12-

   13      BODY     6       12-

   18      INT          8       13-    PER Roll 13-

   26      EGO        32      14-    ECV:  9

   18      PRE         8       13-    PRE Attack:  3 ½d6

   18      COM       4       13-

 

5+21    PD           3                 Total:  5/26 PD (5/26 rPD)

5+21    ED           2                 Total:  5/26 ED (5/26 rED)

    3       SPD         2                 Phases:  4, 8, 12

    5       REC         0

   30      END        0

   26      STUN      0       Total Characteristic Cost:  99

 

Movement:                    Running:                6"/12"

                                        Leaping:                 12"/24"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

10        Mental Defense (15 points total)

10        Detect A Class Of Things 13- (Mental Group), Discriminatory

13        Detect A Single Thing 13- (Mental Group), Discriminatory, Analyze

19        Leaping +10" (12" forward, 6" upward) (Accurate), Reduced Endurance (½ END; +¼) (19 Active Points)             1

12        Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

23        Elemental Control, 46-point powers

37        1)  Telepathy 8d6, Reduced Endurance (0 END; +½) (60 Active Points)

44        2)  Telekinesis (30 STR), Reduced Endurance (0 END; +½) (67 Active Points)

23        3)  Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points)

23        4)  Force Wall (6 PD/6 ED), Reduced Endurance (0 END; +½) (45 Active Points)

90        Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points)

4u        1)  Ego Attack 4d6 (40 Active Points)

2u        2)  Hand-To-Hand Attack +7d6 (35 Active Points); Hand-To-Hand Attack (-½)

2u        3)  Healing BODY 2d6 (20 Active Points)

 

       Perks

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

6          Fringe Benefit:  Federal/National Police Powers, Local Police Powers, Passport

 

       Talents

15        Danger Sense (self only, in combat) 13-

 

       Skills

3          Computer Programming 13-

3          KS: Law 13-

4          KS: Research 14-

3          Streetwise 13-

3          Seduction 13-

3          Bureaucratics 13-

3          Conversation 13-

3          High Society 13-

2          TF:  Common Motorized Ground Vehicles

5          +1 with DCV

 

Total Powers & Skill Cost:  371

Total Cost:  470

 

200+  Disadvantages

 

Total Disadvantage Points:  470

Earned Experience:  0

Spent Experience:  270

Unspent Experience:  0

 

Background/History:  A former crrok forced to fight crime as part of community service, and found he really liked it!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

I was surprised at his cost, but again versatility is expensive.  Has a lot of tools, but really is not that overpowering.  But I may have under-costed him.  The detects are for psionic activity and whether someone in under the effect of same.

 

Changes I would do is make the leap into flight, add a point of speed.  Otherwise he is pretty ok as is!

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Another sword wielding Mega hero.  I am sensing a pattern here!

 

 

Durendal

 

Val    Char   Cost   Roll Notes

   13      STR         3       18-    Lift 9700.6kg; 8 ½d6

   10      DEX        0       13-    OCV:  6/DCV:  6

   10      CON        0       14-

   13      BODY     6       14-

   20      INT         10      13-    PER Roll 13-

   20      EGO        20      13-    ECV:  7

   15      PRE         5       12-    PRE Attack:  3d6

   10      COM       0       11-

 

   13      PD           4                 Total:  24 PD (20 rPD)

    6       ED           1                 Total:  24 ED (20 rED)

    2       SPD         0                 Phases:  3, 6, 9, 12

   14      REC         0

   50      END        0

   58      STUN      0       Total Characteristic Cost:  49

 

Movement:                    Running:                6"/12"

                                        Flight:                     10"/20"

                                        Leaping:                 8"/16"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

13        +8 DEX (24 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

16        +10 BODY (20 Active Points); Only In Heroic Identity (-¼)

38        +30 STR, Reduced Endurance (0 END; +½) (51 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

20        +15 CON (30 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

9          +11 PD (11 Active Points); Only In Heroic Identity (-¼)

14        +18 ED (18 Active Points); Only In Heroic Identity (-¼)

16        +2 SPD (20 Active Points); Only In Heroic Identity (-¼)

16        +20 STUN (20 Active Points); Only In Heroic Identity (-¼)

16        Damage Resistance (20 PD/20 ED) (20 Active Points); Only In Heroic Identity (-¼)

8          Energy Damage Reduction, Resistant, 25% (15 Active Points); STUN (or BODY) Only (Stun; -½), Only In Heroic Identity (-¼)

8          Physical Damage Reduction, Resistant, 25% (15 Active Points); STUN (or BODY) Only (stun; -½), Only In Heroic Identity (-¼)

33        Multipower, 50-point reserve, all slots Reduced Endurance (0 END; +½) (75 Active Points); all slots OAF (-1), Only In Heroic Identity (-¼)

1u        1)  Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-½), Only In Heroic Identity (-¼)

1u        2)  Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); OAF (-1), Only In Heroic Identity (-¼)

1u        3)  Flight 10" (20 Active Points); OAF (-1), Only In Heroic Identity (-¼)

1u        4)  Healing BODY 3d6 (30 Active Points); OAF (-1), Only In Heroic Identity (-¼)

2u        5)  Energy Blast 10d6 (50 Active Points); OAF (-1), Only In Heroic Identity (-¼)

 

       Perks

6          Fringe Benefit:  Federal/National Police Powers, Local Police Powers, Passport

 

       Skills

5          Computer Programming 14-

3          KS: Art 13-

3          KS: Research 13-

5          Language:  French (idiomatic; literate)

5          Language:  German (idiomatic; literate)

5          Language:  Spanish (idiomatic; literate)

5          Language:  Italian (idiomatic; literate)

5          Language:  Provencal (idiomatic; literate)

5          Language:  Portugese (idiomatic; literate)

5          Language:  Catalan (idiomatic; literate)

3          Tracking 13-

3          Survival 13-

3          Paramedics 13-

3          Stealth 13-

5          +1 with DCV

 

Total Powers & Skill Cost:  282

Total Cost:  331

 

200+  Disadvantages

15        Social Limitation:  (Frequently; Major)

116      Experience Points

 

Total Disadvantage Points:  331

Earned Experience:  0

Spent Experience:  116

Unspent Experience:  0

 

Background/History:  Museum curator who when he hold the magical sword aloft and chants the words, transforms into a muscular modern knight!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

Another build I had to modify because his original PE/con was about 13, which would result in con stunning permanently!  As it is he has potential, but again only because of the Mega Status!

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That's weird that his PE is so low. A ten means he can engage in prolonged activities for ten minutes at a time. That's lower than what I would expect. His SDC is 650 points when transformed which means anything below a tank gun is just a scratch. If his favorite tactic is to tank his enemies then his sword and ps bonus will cut a normal down in one blow which he can do as a simultaneous attack without worry of a serious injury. 

CES 

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So two for today.  First the second brick of the team!

 

Leviathan

 

Val     Char  Cost   Roll       Notes

15+50   STR       5       14- / 24-  Lift 800.0kg/819.2tons; 5d6/15d6

  15       DEX     15      12-            OCV:  5/DCV:  5

  35       CON     50      16-

15+10   BODY  10      12- / 14-

  13       INT        3       12-            PER Roll 12-

  13       EGO      6       12-            ECV:  4

  10       PRE       0       11-            PRE Attack:  2d6

  13       COM     2       12-

 

12+9     PD          7                        Total:  12/21 PD (6/15 rPD)

13+9     ED         6                        Total:  13/22 ED (6/15 rED)

    4        SPD      15                       Phases:  3, 6, 9, 12

  12       REC      0

  70       END      0

46+10   STUN    0       Total Characteristic Cost:  119

 

Movement:                   Running:               16"/32"

                                        Leaping:                5"/10"

                                        Swimming:            8"/16"

 

Cost  Powers                                                              END

10       +10 STR, Reduced Endurance (0 END; +½) (22 Active Points); Limited Power Power loses about a third of its effectiveness (Only when wet; -½) (Modifiers affect Base Characteristic)

10       Life Support  (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum)

20       Running +10" (16" total), Reduced Endurance (0 END; +½) (36 Active Points); Linked (Growth; -½)

10       Swimming +6" (8" total), Reduced Endurance (0 END; +½) (10 Active Points)

25       Active Sonar (Hearing Group), Discriminatory, Increased Arc Of Perception (360 Degrees)

75       Growth (+50 STR, +10 BODY, +10 STUN, -10" KB, 83,968 kg, -6 DCV, +6 PER Rolls to perceive character, 15 m tall, 7 m wide), Reduced Endurance (0 END; +½) (75 Active Points)

6          Damage Resistance (6 PD/6 ED)

22       Armor (9 PD/9 ED) (27 Active Points); Linked (Growth; Greater Power is Constant or in use most or all of the time; -¼)

 

       Perks

6          Fringe Benefit:  Federal/National Police Powers, Local Police Powers, Passport

 

       Skills

3          Electronics 12-

3          Mechanics 12-

3          Computer Programming 12-

4          KS: Biology 13-

4          KS: Botany 13-

4          KS: Archeology 13-

10       +2 with DCV

 

Total Powers & Skill Cost:  216

Total Cost:  334

 

200+  Disadvantages

10       Distinctive Features:  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5          Reputation: , 8-

10       Psychological Limitation:  (Common; Moderate)

109     Experience Points

 

Total Disadvantage Points:  334

Earned Experience:  0

Spent Experience:  109

Unspent Experience:  0

 

Background/History:  A mutant whose powers allow him indulge his desire to explore the oceans, and who fights crime to stop those who would harm pollute the ocean!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

 

He actually works.  And he is not Mega, which is surprising!

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And now the team Martial Artist:

 

 

Iron Lotus

 

Val    Char   Cost   Roll Notes

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

  20      DEX       30      13-    OCV:  7/DCV:  7

  26      CON      32      14-

  15      BODY   10      12-

  13      INT         3       12-    PER Roll 12-

  20      EGO       20      13-    ECV:  7

  23      PRE       13      14-    PRE Attack:  4 ½d6

  24      COM       7       14-

 

    7       PD           3                Total:  7 PD (6 rPD)

    8       ED           3                Total:  8 ED (6 rED)

    8       SPD        50               Phases:  2, 3, 5, 6, 8, 9, 11, 12

    9       REC        0

  52      END        0

  38      STUN      0       Total Characteristic Cost:  181

 

Movement:                   Running:               6"/12"

                                        Leaping:                4"/8"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

60       Chi Blast:  Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points)

6          Damage Resistance (6 PD/6 ED)

5          Life Support  (Longevity: Immortal)

30       Healing BODY 2d6, Reduced Endurance (0 END; +½) (30 Active Points)

4          Fast Strike                                                                                 +2            +0           7d6 Strike

3          Martial Grab                                                                             -1            -1            Grab Two Limbs, 35 STR for holding on

4          Martial Escape                                                                        +0            +0           40 STR vs. Grabs

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

4          Martial Block                                                                           +2            +2           Block, Abort

3          Legsweep                                                                                  +2            -1            6d6 Strike, Target Falls

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

4          Martial Strike                                                                           +0            +2           7d6 Strike

5          Offensive Strike                                                                       -2            +1           9d6 Strike

4          Weapon Bind                                                                           +1            +0           Bind, 35 STR

4          Weapon Element:  Chain & Rope Weapons, Default Element, Empty Hand, Karate Weapons, Wind and Fire Wheels

4          +1 HTH Damage Class(es)

 

       Perks

6          Fringe Benefit:  Federal/National Police Powers, Local Police Powers, Passport

 

       Talents

3          Simulate Death

12       Combat Luck (6 PD/6 ED)

 

       Skills

3          Acrobatics 13-

5          Language:  Chinese (idiomatic; literate)

5          Language:  English (idiomatic; literate)

7          Paramedics 14-

5          Climbing 14-

4          KS: Carpentry 13-

4          KS: Astronomy 13-

4          KS: Holistic Medicine 13-

20       +4 with DCV

 

Total Powers & Skill Cost:  225

Total Cost:  406

 

200+  Disadvantages

 

Total Disadvantage Points:  406

Earned Experience:  0

Spent Experience:  206

Unspent Experience:  0

 

Background/History:  Immortal martial arts master seeking he age old enemy!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:


Again A decent character, with no Mega status!

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So two for today.  First the second brick of the team!

 

Leviathan

 

Val     Char  Cost   Roll       Notes

15+50   STR       5       14- / 24-  Lift 800.0kg/819.2tons; 5d6/15d6

  15       DEX     15      12-            OCV:  5/DCV:  5

  35       CON     50      16-

15+10   BODY  10      12- / 14-

  13       INT        3       12-            PER Roll 12-

  13       EGO      6       12-            ECV:  4

  10       PRE       0       11-            PRE Attack:  2d6

  13       COM     2       12-

 

12+9     PD          7                        Total:  12/21 PD (6/15 rPD)

13+9     ED         6                        Total:  13/22 ED (6/15 rED)

    4        SPD      15                       Phases:  3, 6, 9, 12

  12       REC      0

  70       END      0

46+10   STUN    0       Total Characteristic Cost:  119

 

Movement:                   Running:               16"/32"

                                        Leaping:                5"/10"

                                        Swimming:            8"/16"

 

Cost  Powers                                                              END

10       +10 STR, Reduced Endurance (0 END; +½) (22 Active Points); Limited Power Power loses about a third of its effectiveness (Only when wet; -½) (Modifiers affect Base Characteristic)

10       Life Support  (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum)

20       Running +10" (16" total), Reduced Endurance (0 END; +½) (36 Active Points); Linked (Growth; -½)

10       Swimming +6" (8" total), Reduced Endurance (0 END; +½) (10 Active Points)

25       Active Sonar (Hearing Group), Discriminatory, Increased Arc Of Perception (360 Degrees)

75       Growth (+50 STR, +10 BODY, +10 STUN, -10" KB, 83,968 kg, -6 DCV, +6 PER Rolls to perceive character, 15 m tall, 7 m wide), Reduced Endurance (0 END; +½) (75 Active Points)

6          Damage Resistance (6 PD/6 ED)

22       Armor (9 PD/9 ED) (27 Active Points); Linked (Growth; Greater Power is Constant or in use most or all of the time; -¼)

 

       Perks

6          Fringe Benefit:  Federal/National Police Powers, Local Police Powers, Passport

 

       Skills

3          Electronics 12-

3          Mechanics 12-

3          Computer Programming 12-

4          KS: Biology 13-

4          KS: Botany 13-

4          KS: Archeology 13-

10       +2 with DCV

 

Total Powers & Skill Cost:  216

Total Cost:  334

 

200+  Disadvantages

10       Distinctive Features:  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5          Reputation: , 8-

10       Psychological Limitation:  (Common; Moderate)

109     Experience Points

 

Total Disadvantage Points:  334

Earned Experience:  0

Spent Experience:  109

Unspent Experience:  0

 

Background/History:  A mutant whose powers allow him indulge his desire to explore the oceans, and who fights crime to stop those who would harm pollute the ocean!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

 

He actually works.  And he is not Mega, which is surprising!

Leviathan can grow up to 75 feet tall and his PS at that height is 132 and he  can carry 26400 pounds and lift 39600 his speed in the water is 300 miles per hour

CES 

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Now for the unsactioned team of Century Station, The Valkyries.  First up their leader Elite!

 

Elite

 

Val    Char   Cost   Roll Notes

   23      STR        13      14-    Lift 606.3kg; 4 ½d6 [2]

   18      DEX       24      13-    OCV:  6/DCV:  6

   20      CON       20      13-

   15      BODY    10      12-

   15      INT          5       12-    PER Roll 12-

   18      EGO        16      13-    ECV:  6

   28      PRE        18      15-    PRE Attack:  5 ½d6

   20      COM       5       13-

 

  8+6     PD           3                 Total:  8/14 PD (5/11 rPD)

  8+6     ED           4                 Total:  8/14 ED (5/11 rED)

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

    9       REC         0

   40      END        0

   37      STUN      0       Total Characteristic Cost:  130

 

Movement:                    Running:                13"/26"

                                        Flight:                     15"/30"

                                        Leaping:                 4"/8"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

12        Armour suit:  Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

36        Anti grav Harness:  Flight 15", Reduced Endurance (0 END; +½) (45 Active Points); IIF (-¼)

40        Energy rifle:  Energy Blast 8d6, Autofire (3 shots; +¼), Semi-Armor Piercing (+¼), 16 clips of 16 Charges (+½) (80 Active Points); OAF (-1)                                                                    [16]

20        Energy Pistol:  Energy Blast 8d6, 4 clips of 8 Charges (+0) (40 Active Points); OAF (-1)          [8]

25        Micro grenades:  Energy Blast 8d6, Area Of Effect (2" radius; +¾) (70 Active Points); OAF (-1), 8 Charges (-½), Range Based On Strength (-¼)                                                                            [8]

27        Running +7" (13" total), Reduced Endurance (0 END; +½) (27 Active Points)

5          Damage Resistance (5 PD/5 ED)

4          Martial Block                                                                            +2            +2            Block, Abort

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

4          Martial Strike                                                                            +0            +2            6 ½d6 Strike

5          Offensive Strike                                                                        -2            +1            8 ½d6 Strike

3          Martial Throw                                                                           +0            +1            4 ½d6 +v/5, Target Falls

 

       Perks

2          Deep Cover

1          False Identity

5          Money:  Well Off

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

 

       Talents

6          Combat Luck (3 PD/3 ED)

15        Combat Sense 12-

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

3          Bugging 12-

3          Combat Driving 13-

3          Combat Piloting 13-

3          Computer Programming 12-

3          Demolitions 12-

3          Deduction 12-

3          Interrogation 15-

3          Seduction 15-

3          Streetwise 15-

3          Security Systems 12-

4          TF:  Common Motorized Ground Vehicles, Combat Aircraft, Large Planes, Small Planes

16        +2 with All Combat

 

Total Powers & Skill Cost:  271

Total Cost:  401

 

200+  Disadvantages

15        Hunted:  Former enemies 8- (As Pow; NCI; Harshly Punish)

10        Psychological Limitation:  Casual Killer (Common; Moderate)

15        Physical Limitation:  No memories past 5 years ago (All the Time; Slightly Impairing)

161      Experience Points

 

Total Disadvantage Points:  401

Earned Experience:  0

Spent Experience:  161

Unspent Experience:  0

 

Background/History:  A super spy who lost her memory but not her skills.  Now she will do things on her own terms!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

 

OOOPS.  I forgot to give her Tactics, which would be a big plus in leading a super team.

 

Well she's a skilled operative with a gun.  Her amnesia and mysterious past can open up a lot of plots.  And she is a trained assassin.

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Next the team brick.

 

Palladium

 

Val    Char   Cost   Roll Notes

   43      STR        33      19-    Lift 19.4tons; 9 ½d6 [4]

   20      DEX       30      13-    OCV:  7/DCV:  7

   23      CON       26      14-

   15      BODY    10      12-

   15      INT          5       12-    PER Roll 12-

   18      EGO        16      13-    ECV:  6

   20      PRE        10      13-    PRE Attack:  4d6

   18      COM       4       13-

 

10+20  PD           0                 Total:  10/30 PD (6/26 rPD)

10+20  ED           5                 Total:  10/30 ED (6/26 rED)

    5       SPD        20                Phases:  3, 5, 8, 10, 12

   15      REC         0

   46      END        0

   52      STUN      0       Total Characteristic Cost:  159

 

Movement:                    Running:                11"/22"

                                        Flight:                     30"/240"

                                        Leaping:                 9"/18"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

60        Force Aura:  Force Field (20 PD/20 ED), Reduced Endurance (0 END; +½) (60 Active Points)

5          Force Aura:  +5 STR, Reduced Endurance (0 END; +½) (7 Active Points); Linked (Force Aura; -½)

6          Damage Resistance (6 PD/6 ED)

105      Sonic fly:  Flight 30", x8 Noncombat, Reduced Endurance (0 END; +½) (105 Active Points)

21        Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points)

 

       Skills

3          Deduction 12-

3          Computer Programming 12-

3          Paramedics 12-

3          Interrogation 13-

3          Criminology 12-

3          Streetwise 13-

15        +3 with DCV

 

Total Powers & Skill Cost:  230

Total Cost:  389

 

200+  Disadvantages

10        Social Limitation:  Public ID (Occasionally; Major)

10        Dependence:  Palladium -30 Active Points from Affected Power (Easy To Obtain; 6 Hours)

5          Hunted:  Police 8- (Less Pow; Harshly Punish)

10        Vulnerability:  2 x STUN Radiation (Uncommon)

10        Vulnerability:  2 x BODY Radiation (Uncommon)

10        Vulnerability:  2 x Effect Radiation (Uncommon)

134      Experience Points

 

Total Disadvantage Points:  389

Earned Experience:  0

Spent Experience:  134

Unspent Experience:  0

 

Background/History:  Former police officer who while fightin corruption was ambushed at a chemical factory.  Super powers and a life outside the system resulted!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

Str? Check!  Defences?  Check!  Manuverability?  Check!

 

Yes she is a Mega Hero.  But she is actually well balanced!

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