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Rookie Enimies


steriaca

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While I was thinking of creating a physical book based upon this topic, knowing myself, I'll take forever to just write up one of theas guys. Champions need some fresh blood, and it is easy to introduce new villains with smaller powers, and then judge how the group likes them and advance them then to introduce a mega-villain which asks "why not use villain x". So, without any due, twenty rookie villains. (I reserve the right to update the list as I think of more).

 

Winterblade: A fencer type with a sword made of ice. Basically a Captain Cold type with a sword instead of a gun.

 

Black Beetle: A power armor brick.

 

Macabre: A high tech villain who disguised his weapons as horror/magic powers. A bit Green Goblin with a twist.

 

Sewer Jack: A sewer dwelling brick. Not a true villain, but territorial as heck.

 

The Flock: A group of five bandits with flight packs. Rook, Crow, Raven, Magpie, and Jackdraw.

 

Blackball: Man able to surround himself with a black, orb shaped forcefield, among other minor abilities.

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One thing I liked doing in my old campaigns was introducing new villains and developing them in parallel with the heroes. LIke, Demonologist actually began as a fairly minor villain in the first adventure I ran, then quickly advanced to become an ongoing Big Bad through multiple campaigns. Black Fang appeared as Monster of the Week in my first campaign, then became an important NPC in the two Supermage playtest campaigns -- including marrying a PC and becoming a hero after gaining control of the curse.) Several other villains had their own story arcs, too.

 

I wouldn't mind if the CU had a few more villains explicitly presented as novices, not yet with established roles.

 

Dean Shomshak

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Winterblade vs Cinder-Ella  Fire and Glass Slipper Powers

Black Beetle vs the Iron Pangolin (  https://en.wikipedia.org/wiki/Pangolin  ) 
 
Sewer Jack vs Mr. Clean (Chemical Secretions) - Bald, buff, white toothy smile, white shirt and pants.  
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I really like the idea of lesser powered bad guys, they don't all need 400+ points.  There should be variety in the cast of enemies, not just world beaters and people the PCs have a tough time fighting.  Plus, it gives people like me who prefer lower powered games someone to use as foes for low powered characters.

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A few Champions campaigns back, I created a handful of very low-level villains and ran each PC hero, individually, against one of the villains.  It was almost laughable how easily the heroes defeated the villains. 

 

A few months later, the villains were freed from jail by a major baddie (Ravager) who then embedded a "power stone" (basically a magical MacGuffin) into each of them.  This brought them to the same level as the PCs.  Not only that, but Ravager made sure each villains' new powers included something tailored to the hero that defeated him or her.  So the next time the villains faced the heroes, it was quite a surprise to the players how tough of a fight they had.  The team of The Ravagers became major arch-foes to the heroes.  I'm not sure that would have happened if the PCs hadn't faced them when the villains were a bunch of nobody losers.

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I did something like this a fewmonths ago.  Twelve villains who formed a team.  All were b-listers.  Not necessarily one trick ponies, but all at about 300 pts (5th ed) who would use tactics and team maneuvers to defaet the heroes. 

 

I still have them on file if you want me to post them.

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I did something like this a fewmonths ago. Twelve villains who formed a team. All were b-listers. Not necessarily one trick ponies, but all at about 300 pts (5th ed) who would use tactics and team maneuvers to defaet the heroes.

 

I still have them on file if you want me to post them.

Only if you want to.

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OK here are the first two co-leaders

 

 

Grenadier

Val    Char   Cost   Roll Notes

  10      STR         0       13-    Lift 400.0kg; 4d6

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

  18      CON      16      13-

  12      BODY     4       11-

  18      INT         8       13-    PER Roll 13-

  12      EGO        4       11-    ECV:  4

  20      PRE       10      13-    PRE Attack:  4d6

  12      COM       1       11-

 

6+6    PD           4                Total:  6/12 PD (0/6 rPD)

6+6    ED           2                Total:  6/12 ED (0/6 rED)

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

    8       REC        4

  36      END        0

  30      STUN      4       Total Characteristic Cost:  97

 

Movement:                   Running:               6"/12"

                                        Leaping:                4"/8"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

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

4          +10 STR (10 Active Points); Conditional Power Power does not work in Very Common Circumstances (Only to add to throwing distance; -1), No Figured Characteristics (-½)    1

             

3          Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½)

2          Hearing Group Flash Defense (5 points) (5 Active Points); OAF (-1)

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

27       Multipower, 60-point reserve,  (60 Active Points); all slots OAF (-1), Range Based On Strength (-¼)

2u       1)  Energy Blast 8d6, Explosion (+½) (60 Active Points); OAF (-1), 6 Charges (-¾), Range Based On Strength (-¼)          [6]

2u       2)  Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points); OAF (-1), 6 Charges (-¾), Range Based On Strength (-¼)                                                                                               [6]

2u       3)  Energy Blast 3 ½d6, No Normal Defense ([standard]; +1), Area Of Effect (4" Radius; +1) (54 Active Points); OAF (-1), 6 Charges (-¾), Range Based On Strength (-¼)                    [6]

2u       4)  Darkness to Sight Group 6" radius (60 Active Points); OAF (-1), 6 Charges (-¾), Range Based On Strength (-¼)          [6]

3u       5)  Sight and Hearing Groups Flash 5d6, Area Of Effect (3" Radius; +1) (60 Active Points); OAF (-1), Range Based On Strength (-¼)                                                                                              6

             

35       Variable Power Pool, 30 base + 5 control cost,  (45 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½), Limited Class Of Powers Available Limited (Grenades and explosive type weapons; -½)

5          Defensive Block                                                                      +1            +3           Block, Abort

3          Defensive Throw                                                                     +1            +1           Block, Target Falls

4          Fast Strike                                                                                 +2            +0           6d6 Strike

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

 

       Perks

2          Contact 11-

2          Contact 11-

2          Contact 11-

5          Favor

5          Money:  Well Off

2          Reputation (A medium-sized group) 11-, +2/+2d6

 

       Talents

3          Absolute Range Sense

6          Combat Luck (3 PD/3 ED)

 

       Skills

3          Armorsmith 13-

3          Climbing 13-

3          Demolitions 13-

2          Explosives:  KS 11-

3          Paramedics 13-

3          Streetwise 13-

6          Survival (Temperate/Subtropical, Underground, Urban) 13-

3          Tactics 13-

3          Teamwork 13-

3          Weaponsmith (Firearms, Missiles & Rockets) 13-

15       +3 with Ranged Combat

3          Grenades and demolitions:  Power 13-

 

Total Powers & Skill Cost:  190

Total Cost:  287

 

200+  Disadvantages

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

15       Hunted:  Villain of your choice 8- (As Pow; NCI; Harshly Punish)

10       Psychological Limitation:  Fear of HTH (Common; Moderate)

15       Psychological Limitation:  Merc code (Common; Strong)

15       Social Limitation:  Secret ID (Frequently; Major)

5          Vulnerability:  Cold based (Uncommon)

12       Experience Points

(2 points unspent)

 

Total Disadvantage Points:  287

 

Background/History:  A former army brat who joined the army and found it was not exciting enough for him.  Had a real talent for demolitions and when it was found he was sidelining as a demolition specialist the army tried to have him arrested.  He cleared out and spent time wandering the world as a merc.  Eventually he tried his hand vs supers and liked the rush.  Eventually decided to form his own group madeup of b-listers.  They lack raw power, but there are twelve of them.

 

Personality/Motivation:  Wants to get rich and prove that his team is good.

 

Quote:  No! I will not say that word!  I'll let the grenade say it!

 

Powers/Tactics:  A normal with a set of grendes.  Has a grenade for every purpose, and his VPP is for demolitions or extra special purpose greandes.  Prefers to hang back and harrass the backfield.  He is fairly weak as he is, so to power him up you could add some sort of movement power and/or make his grenades rocket launched.  Both would place him almost to Power Armour type.

 

Campaign Use:  Leader of a large super team who wants to make a name for himself.

 

Appearance:


 

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Dasher

Val    Char   Cost   Roll Notes

   18      STR         8       15-    Lift 1600.0kg; 6d6 [3]

   15      DEX       15      13-    OCV:  7/DCV:  7

   15      CON       10      14-

   10      BODY     0       11-

   13      INT          3       12-    PER Roll 12-

   10      EGO         0       11-    ECV:  3

   13      PRE         3       12-    PRE Attack:  2 ½d6

   10      COM       0       11-

 

6+13    PD           0                 Total:  11/24 PD (0/13 rPD)

6+13    ED           1                 Total:  11/24 ED (0/13 rED)

    3       SPD         0                 Phases:  2, 4, 6, 8, 10, 12

   11      REC         0

   46      END        0

   37      STUN      0       Total Characteristic Cost:  40

 

Movement:                    Running:                25"/50"

                                        Leaping:                 6"/12"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

26        Armor (13 PD/13 ED) (39 Active Points); OIF (-½)

8          +12 STR (12 Active Points); OIF (-½)                                    1

9          +6 DEX (18 Active Points); OAF (-1)

11        +8 CON (16 Active Points); OIF (-½)

3          +5 PD (5 Active Points); OIF (-½)

3          +5 ED (5 Active Points); OIF (-½)

20        +3 SPD (30 Active Points); OIF (-½)

7          +10 STUN (10 Active Points); OIF (-½)

25        Running +19" (25" total) (38 Active Points); OIF (-½)       4

             

33        Multipower, 50-point reserve,  (50 Active Points); all slots OIF (-½)

3u        1)  Energy Blast 10d6 (50 Active Points); OIF (-½)             5

3u        2)  Energy Blast 5d6, No Normal Defense ([standard]; +1) (50 Active Points); OIF (-½)             5

             

13        Endurance Reserve  (50 END, 15 REC) (20 Active Points); OIF (-½)

4          Fast Strike                                                                                 +2            +0            8d6 Strike

5          Passing Disarm                                                                         -1            -1             Disarm, 40 STR to Disarm; FMove

5          Passing Strike                                                                           +1            +0            6d6 +v/5; FMove

5          Passing Throw                                                                         +0            +0            6d6 +v/5; Target Falls; FMove

 

       Perks

3          Contact (Good relationship with Contact) 11-

5          Contact (Contact has very useful Skills or resources, Good relationship with Contact) 11-

3          Favor

5          Money:  Well Off

 

       Talents

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

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

 

       Skills

13        +4 with DCV (20 Active Points); Conditional Power Power does not work in Common Circumstances (Must make a ½ move; -½)

6          Multipower:  +2 with any three maneuvers or a tight group of attacks

3          Combat Driving 13-

10        Defense Maneuver I-IV

3          High Society 12-

2          KS 11-

2          KS 11-

4          Language (completely fluent; literate)

3          Language (fluent conversation; literate)

3          Mechanics 12-

3          Electronics 12-

3          Paramedics 12-

3          Teamwork 13-

 

Total Powers & Skill Cost:  261

Total Cost:  301

 

200+  Disadvantages

5          Enraged:  When fighting Corp minions (Uncommon), go 8-, recover 14-

15        Hunted:  Corp of your choice 8- (As Pow; NCI; Harshly Punish)

10        Psychological Limitation:  Risk taker (Common; Moderate)

15        Psychological Limitation:  Fear of fire (Common; Strong)

5          Reputation:  Vengeful, 8-

15        Social Limitation:  Secret ID (Frequently; Major)

20        Vulnerability:  2 x STUN Electricity (Common)

16        Experience Points

 

Total Disadvantage Points:  301

 

Background/History:  A professional driver for (CORP) he was in a bad accident that left him with a fear of fire.  The corp basically cut him loose and soon he burned through his saving due to medical treatments.  When he recovered, he started by being a professional driver for criminals.  Eventually he made enough money to commision a simple Power Armour the enhanced his running.  Now he added couriour to his resume.  But his desire for risks pushed him further.  Eventually he got hired as mucsel but some major villains.  There he met Grenadier and liked his idea of forming a group for the lower paid members of the super villain community.

 

Personality/Motivation:  Risks.  And speed.  With a minor in getting revenge on the Corp that cut him loose all those years ago.

 

Quote:  You Blinked!

 

Powers/Tactics:  Runa and shoot.  Dasher has blasters that he got from one master villain that he has practiced with and is pretty accurate with.  Occasionally he will do a move by, but the team has enough heavy meleer, that he tends to hang back and give support.

 

Campaign Use:  Power armour with a twist. 

 

Appearance:

 

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Val    Char   Cost   Roll Notes

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

  26      DEX       48      14-    OCV:  9/DCV:  9

  18      CON      16      13-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

  15      PRE         5       12-    PRE Attack:  3d6

  16      COM       3       12-

 

6+6    PD           3                Total:  6/12 PD (0/6 rPD)

6+6    ED           2                Total:  6/12 ED (0/6 rED)

    5       SPD        14               Phases:  3, 5, 8, 10, 12

  10      REC        6

  40      END        2

  30      STUN      3       Total Characteristic Cost:  110

 

Movement:                   Running:               30"/60"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

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

60       Running +24" (30" total), Reduced Endurance (½ END; +¼) (60 Active Points)       2

75       Multipower, 75-point reserve

3u       1)  Energy Blast 4d6, Reduced Endurance (½ END; +¼), Personal Immunity (+¼), Area Of Effect (20" Line; +1), No Normal Defense (Flash Def, blind, no eyes; +1) (70 Active Points); Limited Power Power loses about half of its effectiveness ((only in run path); -1)                                                                             3

4u       2)  Sight Group Flash 6d6, Reduced Endurance (½ END; +¼), Personal Immunity (+¼), Area Of Effect (18" Line; +1) (75 Active Points); Limited Power Power loses about half of its effectiveness (-1)           3

 

       Perks

5          Money:  Well Off

 

       Skills

3          Forgery 12-

3          Gambling 12-

2          KS: environmental causes 11-

3          Lockpicking 14-

3          Security Systems 12-

3          Teamwork 14-

6          +2 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  182

Total Cost:  292

 

200+  Disadvantages

15       Social Limitation:  Secret ID (Frequently; Major)

15       Psychological Limitation:  Hyperactive (Common; Strong)

10       Psychological Limitation:  Environmentalist (Common; Moderate)

10       Reputation:  Super powered environmentalist, 11-

10       Physical Limitation:  Eats 4 times as much as normal   (Frequently; Slightly Impairing)

10       Vulnerability:  2 x STUN Darkness based (Uncommon)

20       Dependent NPC:  8- (Normal; Group DNPC: x4 DNPCs)

15       Hunted:  Corps she has embarressed 8- (As Pow; NCI; Harshly Punish)

 

Total Disadvantage Points:  292

 

Background/History:  Melinda roberts is not sure how she got her powers, but being a poor girl in the Appalachian region, this was her ticket out of her situation.  First she started with simple smash and grabs, with the occasional embarrassing raid against some of the dumping operations in the area (She reasons she may be the victim of chemistry). While working withone client, he showed her how to use the light trail she leaves as a weapon, expanding her tactics.  She is in the group to make money and tweak the noses of the corps that pollute her home area.

 

Personality/Motivation:  Eating as much as she does is not cheap.  So money and revenge.  Mostly money.  She sends a large portion of her cash back to her family so they can get a better life.

 

Quote:  Lighten up!

 

Powers/Tactics:  Speedster with a difference.  She doesn't have to hit you to affest you.  She likes running by multiple opponents to blind them, stting them up for her teammates.  As well her dazzle stream can cause pain to the visual centres, enough to cause unconsciousness.

 

Campaign Use:

 

Appearance:  Medium sized with a solid athlete build, red hair, green eyes.  He costume is almost like a tie dye, a riot of colours in front, white in back. Her dazzle stream is similar, a riot of colours that blend to white ashe runs.

 

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Dr. Cho

Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

  17      DEX       21      12-    OCV:  6/DCV:  6

  20      CON      20      13-

  10      BODY     0       11-

  20      INT        10      13-    PER Roll 13-

  15      EGO       10      12-    ECV:  5

  10      PRE         0       11-    PRE Attack:  2d6

  12      COM       1       11-

 

4+6    PD           2                Total:  4/10 PD (0/6 rPD)

4+6    ED           0                Total:  4/10 ED (0/6 rED)

    4       SPD        13               Phases:  3, 6, 9, 12

    6       REC        0

  40      END        0

  30      STUN      5       Total Characteristic Cost:  82

 

Movement:                   Running:               6"/12"

                                        Flight:                     10"/20"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

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

13       Flight 10" (20 Active Points); OIF (-½)                                 2

25       Multipower, 50-point reserve, 16 Charges (+0) (50 Active Points); all slots OAF (-1)

2u       1)  Energy Blast 10d6 (50 Active Points); OAF (-1)           5

2u       2)  Energy Blast 6 ½d6, Area Of Effect (One Hex; +½) (49 Active Points); OAF (-1)                5

60       Variable Power Pool, 50 base + 10 control cost,  (75 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

 

       Perks

1          False Identity

5          Favor

5          Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11-

9          Contact (Contact has access to major institutions, Good relationship with Contact), Organization Contact (x3) (9 Active Points) 8-

5          Money:  Well Off

 

       Talents

12       Combat Luck (6 PD/6 ED)

 

       Skills

3          Analyze:  Magic 13-

9          +3 with Magic

3          Deduction 13-

3          Gambling 13-

3          Magic:  Inventor 13-

2          KS: Air magic 11-

2          KS: Light magic 11-

2          KS: Wards 11-

2          KS: Healing 11-

6          Language:  french (imitate dialects; literate)

6          Language:  Spanish (imitate dialects; literate)

4          Language:  Latin (completely fluent; literate)

4          Language:  Greek (completely fluent; literate)

3          Language:  English (fluent conversation; literate)

3          Language:  Hindi (fluent conversation; literate)

1          Language:  Chinese (imitate dialects; literate) (6 Active Points)

3          Streetwise 11-

3          Teamwork 12-

 

Total Powers & Skill Cost:  213

Total Cost:  295

 

200+  Disadvantages

15       Social Limitation:  Secret ID (Frequently; Major)

10       Psychological Limitation:  Hungry for magic knowledge (Common; Moderate)

10       Psychological Limitation:  Deliberately mysterious (Common; Moderate)

10       Hunted:  Dr Yin Wu 8- (As Pow; Harshly Punish)

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

5          Reputation:  Magic hungry scholar, 8-

30       Experience Points

 

Total Disadvantage Points:  295

 

Background/History:  A chinese sorceror for Dr Wu, Dr Cho was ungry for magical knowledge and began delving into other non chinese types of magic.  He final left Dr Wu's employ and went on his own.  Forthis reason he avoids China and Cinatowns to keep away from Wu's minions.  So when he heard about Grenadier's group, he sought them out and was put to work as the resident magician.

 

Personality/Motivation:  The arch-typical mysterious chinese wizard who is seeking magical knowledge.  He is given first dibs for any old musty tomes/books/scrolls, but wants more and may start schemes to get more.

 

Quote:  Enigmatic smile as he tosses a magical trinket your way.

 

Powers/Tactics:  Dr. Cho's magic can only be harnessed through items and charms that he carries with him.  He carries a staff (EB's) and wears robes (armour) and chinese slippers (Walking on air).  The rest of his armoury is composed of thing he can enchant.  He is also limited in that he can only enchant items that he has knowledge skills for (No flaming spears, but he could do lightning spears).  At least on item will be healing, the rest to supplement the team or to take out certain opponents.

 

Campaign Use:

 

Appearance:  Slight chinese man of middle years, slightly grey at the temples.  Wears robes of chinese design in costume, fine suits when out of costume.

 

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Blackguard

Val    Char   Cost   Roll Notes

  60      STR       50      21-    Lift 102.4tons; 12d6 [6]

  17      DEX       21      12-    OCV:  6/DCV:  6

  30      CON      40      15-

  15      BODY   10      12-

  15      INT         5       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

  20      PRE       10      13-    PRE Attack:  4d6

  10      COM       0       11-

 

  30      PD          18               Total:  30 PD (30 rPD)

  25      ED          19               Total:  25 ED (25 rED)

    3       SPD         3                Phases:  4, 8, 12

  18      REC        0

  60      END        0

  60      STUN      0       Total Characteristic Cost:  176

 

Movement:                   Running:               9"/18"

                                        Leaping:                22"/44"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

27       Damage Resistance (30 PD/25 ED)

6          Running +3" (9" total)                                                             1

15       Leaping +10" (22" forward, 11" upward) (Accurate)        1

20       Missile Deflection (Any Ranged Attack)

10       Mental Defense (12 points total)

 

       Perks

5          Money:  Well Off

 

       Skills

3          Teamwork 12-

3          Paramedics 12-

2          Science Skill:  Physics 11-

2          Science Skill:  Force Feild physics 11-

2          Science Skill:  cybernetics 11-

2          Science Skill:  Chemistry 11-

2          Science Skill:  neurology 11-

2          KS: Art 11-

2          KS: Music 11-

5          Missle deflection:  +5 with any single attack with one specific weapon

15       +3 with HTH Combat

 

Total Powers & Skill Cost:  123

Total Cost:  299

 

200+  Disadvantages

15       Dependent NPC:  8- (Incompetent)

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

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

10       Psychological Limitation:  Intellectual showoff (Common; Moderate)

5          Psychological Limitation:  Scientist Supremist  Believes scientist should be in charge (Uncommon; Moderate)

15       Social Limitation:  Secret ID (Frequently; Major)

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

24       Experience Points

(6 points unspent)

 

Total Disadvantage Points:  299

 

Background/History:  Gabriel DeSoto was part of a group investigating strange energy emissions from a set of meteor when the one he was working on exploded.  Despite the protective sheilding, he was bombarded from the rays and hospitalised.  When no apparent effects were observed, he was placed back to work.  But others, jealous of his abilities, had started a rumour campaign against him, and soon he was moved to a less prestigious project.  He chaffed at this formonths, but realised he was changing.  Stronger, more physically capable.  But his overall appearance didn't change.  Bidding his time he tracked the jealous co-workers down and destroyed their possessions, leaving them with nothing.  then he placed himself on the market as a brick with a difference.  After a few jobs, Echo and Dazzle tracked him down.  He now serves as the team's science advisor.

 

Personality/Motivation:  Gabe is gathering money to fund a group of scientist who will take over the world for its own good.  Right now, this pays the bills and allows him to get contacts and favours.  He is a mastermind in the making, and will be the one most likely to split off and go it alone.

 

Quote:  All it takes is the proper application of force!

 

Powers/Tactics:  Traditional brick.  High strength and toughness.  He generally uses that to lure his oppoments in.  When he takes hits and shruggs them off and punches like a freight train, then they get more serious.

 

Campaign Use:

 

Appearance:  Standing 175cm (5'9") and 80 kg (176 lbs), brown hair and eyes. Gabe doesn't look like a brick.  His costume is black pants, white top, with gray boots and a gray mask!

 

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Blitz

Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

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

  25      CON      30      14-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 11-

  10      EGO        0       11-    ECV:  3

  15      PRE         5       12-    PRE Attack:  3d6

  18      COM       4       13-

 

5+18   PD           3                Total:  5/23 PD (0/18 rPD)

5+18   ED           0                Total:  5/23 ED (0/18 rED)

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

  10      REC        6

  50      END        0

  30      STUN      2       Total Characteristic Cost:  98

 

Movement:                   Running:               6"/12"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

                                        Teleportation:      15"/60"

 

Cost  Powers                                                              END

22       Elemental Control, 44-point powers

38       1)  Energy Blast 12d6 (60 Active Points)                             6

23       2)  Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points)               2

28       3)  Sight Group Flash 10d6 (50 Active Points)                    5

28       4)  Teleportation 15", Position Shift, x4 Noncombat, Reduced Endurance (½ END; +¼) (50 Active Points)       2

5          Power Defense (5 points)

13       Damage reduction 4dc:  Custom Power (20 Active Points); Only Works Against Limited Type of Attack (Electrical attacks; -½)

 

       Perks

5          Favor

10       Money:  Wealthy

 

       Talents

8          Combat Shooting

 

       Skills

3          Lightning:  Power 11-

3          Acting 12-

3          Bribery 12-

3          High Society 12-

3          Bureaucratics 12-

3          Disguise 11-

3          Seduction 12-

3          Paramedics 11-

3          Teamwork 14-

3          Tactics 11-

 

Total Powers & Skill Cost:  210

Total Cost:  308

 

200+  Disadvantages

15       Dependent NPC:  8- (Incompetent)

5          Enraged:  When hit by cold attack! (Uncommon), go 8-, recover 14-

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

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

15       Social Limitation:  Secret ID (Frequently; Major)

10       Psychological Limitation:  Overconfident (Common; Moderate)

5          Psychological Limitation:  Show off (Uncommon; Moderate)

5          Vulnerability:  1 ½ x STUN Cold (Uncommon)

5          Vulnerability:  1 ½ x BODY Cold (Uncommon)

23       Experience Points

 

Total Disadvantage Points:  308

 

Background/History:  Ken Baker is actually one member not in it for the paycheck.  Member of a well off family, he does this to show off.  He's never really had to work for a living and when he got in trouble his rich family connections would get him off.  Then came the day when he got some wierd designer drugs and decided to sample them first.  When he came out of the delerium state he'd found he'd developed lightning powers.  Oh what fun!  So now he is seeing what he can get away with in the super arena.

 

Personality/Motivation:  To show off of course.  He is the most flamboyant of the group.  However his high society knowledge has opened a few doors for some lucrative contracts, and he has even bankrolled a mission or two to help his family buisness.

 

Quote:  Snap, crackle.....POP!

 

Powers/Tactics:  Ranged blaster, he lacks flight, but his ability to Tport has allowed him to get to places thought inaccessable.  He likes to port about, getting behind his opponent then blasting them.  His main weakness is to cold attacks that super-conduct his elelctricity in his body.  He really hates that.  To make him more powerful bring his SPD up to 5 or 6, and like Echo, place his Lightning Bolt in a MP.  Also giving some High society contacts and favours would suit him.

 

Campaign Use:

 

Appearance:  Blond hair, blue eyes and handsome.  His costume is black with a white lightning bolt going across the chest and down both legs

 

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Bulwark

Val    Char   Cost   Roll Notes

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

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

  20      CON      20      13-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 11-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  12      COM       1       11-

 

6+6    PD           2                Total:  6/12 PD (0/6 rPD)

6+6    ED           2                Total:  6/12 ED (0/6 rED)

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

    8       REC        0

  40      END        0

  30      STUN      0       Total Characteristic Cost:  90

 

Movement:                   Running:               12"/24"

                                        Leaping:                10"/20"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

12       (Total: 27 Active Cost, 12 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½), OIF (-½) (Real Cost: 10) plus Stretching 1", Reduced Endurance (0 END; +½) (7 Active Points); OIF (-½), Only To Cause Damage (-½), Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼) (Real Cost: 2)                2

25       Mental Defense (28 points total)

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

6          Leaping +6" (10" forward, 5" upward)                                 1

12       Running +6" (12" total)                                                           1

15       Mental Awareness, Discriminatory, Tracking

4          Counterstrike                                                                           +2            +2           6d6 Strike, Must Follow Block

5          Defensive Block                                                                      +1            +3           Block, Abort

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

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

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

4          Martial Strike                                                                           +0            +2           6d6 Strike

5          Passing Strike                                                                           +1            +0           4d6 +v/5; FMove

2          Weapon Element:  Empty Hand, Staffs

 

       Perks

5          Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Good relationship with Contact) 11-

5          Favor

5          Money:  Well Off

 

       Talents

12       Combat Luck (6 PD/6 ED)

22       Combat Sense (Discriminatory, Sense) 11-

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

3          Climbing 13-

6          +2 with Martial Maneuvers

3          Criminology 11-

2          KS: forensics 11-

2          KS: Police proceedure 11-

1          Language (basic conversation)

1          Language (basic conversation)

1          Language (basic conversation)

5          Rapid Attack (HTH)

3          Shadowing 11-

3          Stealth 13-

3          Teamwork 13-

 

Total Powers & Skill Cost:  201

Total Cost:  291

 

200+  Disadvantages

15       Dependent NPC:  Wife 8- (Incompetent)

15       Hunted:  Until 8- (As Pow; NCI; Capture)

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

15       Psychological Limitation:  Believes in a mentalist conspiracy (Uncommon; Total)

5          Psychological Limitation:  Hatred of Mentalist (Uncommon; Moderate)

15       Social Limitation:  Secret ID (Frequently; Major)

11       Experience Points

 

Total Disadvantage Points:  291

 

Background/History:  John Smith (yes that is his name) was a prodigy with the police force, learning police proceedure and forensics toward the day that he could become a CSI.  As well he was a self taught expert in staff fighting.  That changed the day that PSI used him and others as hostages while experimenting on boosting members powers with a new psi device.  Except it went to far and it blanketted the area with energy.  Most were unaffected.  John's wife fell into an Alzheimer's like mental state.  Psi escaped despite the best efforts of justice.  But Jon was changes also.  He could see mental energies, and the first time he came upon a mentalist, he found himself immune to their powers.  So now he goes about, tracking and attacking mentalist, good bad or neutral, while dodging Until and providing for his wife.

 

Personality/Motivation:  A grim warrior versus the mentalist conspiracy.  He only joined the Twelve because they lack a mentalist.  The rest refer to him and their anti-psi device.

 

Quote:  Simon does NOT say anything!

 

Powers/Tactics:  Another martial artist, but also the anti psionic member of the team.  If they know they'll be facing a mentallist, Bulwark will be there.  Against non-mentalists, he acts as a regular MA. Versus a psi, he is a seek and destroy attack dog.  Note the Staff is OIF.  He is so good that disarming him is almost impossible. 

 

Campaign Use:  Another potentially redeemable member.  But again, a long road.

 

Appearance:  Almost average.  Brown hair and eyes, average build.  Wears Black body suit with a face mask that covers the lower part of his face, but leaves his hair free.  Always in possession of his staff.

 

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Echo

Val    Char   Cost   Roll Notes

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

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

   20      CON       20      13-

   10      BODY     0       11-

   13      INT          3       12-    PER Roll 12-

   12      EGO         4       11-    ECV:  4

   15      PRE         5       12-    PRE Attack:  3d6

   11      COM       1       11-

 

4+20    PD           1                 Total:  4/24 PD (0/20 rPD)

4+20    ED           0                 Total:  4/24 ED (0/20 rED)

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

   10      REC         6

   40      END        0

   30      STUN      3       Total Characteristic Cost:  86

 

Movement:                    Running:                6"/12"

                                        Flight:                     20"/40"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

20        Elemental Control, 50-point powers,  (25 Active Points); all slots Conditional Power Power does not work in Uncommon Circumstances (Not in a vacume; -¼)

20        1)  Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in a vacume; -¼)                                    2

30        2)  Force Field (20 PD/20 ED) (Protect Carried Items), Reduced Endurance (½ END; +¼) (62 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in a vacume; -¼)   2

28        3)  Force Wall (8 PD/8 ED; 3" long and 3" tall), Reduced Endurance (½ END; +¼) (60 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in a vacume; -¼)               2

30        4)  Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in a vacume; -¼)              2

8          Damage reduction 3dc:  Custom Power (15 Active Points); Conditional Power Power does not work in Common Circumstances (Only vs sonic powers; -½), Limited Power Power loses about a fourth of its effectiveness (Not in a vacume; -¼)

 

       Perks

5          Favor

5          Money:  Well Off

 

       Talents

3          Perfect Pitch

 

       Skills

3          Computer Programming 12-

3          Cryptography 12-

2          KS: Hacker codes 11-

2          KS: Computer coding 11-

3          Paramedics 12-

3          Security Systems 12-

3          Ventriloquism 12-

6          Sonic blast:  +3 with any single attack

9          flight:  +3 with any three maneuvers or a tight group of attacks

3          Teamwork 13-

3          Sonics:  Power 12-

 

Total Powers & Skill Cost:  190

Total Cost:  275

 

200+  Disadvantages

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

10        Psychological Limitation:  Cleptomaniac (Common; Moderate)

15        Psychological Limitation:  Need for noise (Common; Strong)

15        Social Limitation:  Secret ID (Frequently; Major)

5          Vulnerability:  1 ½ x STUN Silencing (Uncommon)

5          Vulnerability:  1 ½ x BODY Silencing (Uncommon)

10        Experience Points

(5 points unspent)

 

Total Disadvantage Points:  275

 

Background/History:  Sue Dolman was a regular person, with a liking for computers and computer software.  Nothing special, until Dr Macabre kidnapped her to use in one of his many experiments to create a superpowered army.  Eventually she was resued, but it had been so long she had lost everything, her job, her apartment and all her savings.  But unknown to others she had gained something, sonic abilities.  She started small, but eventually came to the attention of Dasher who was forming a team who could use both a flying blaster and a computer expert.  Thus Echo joined the new team.

 

Personality/Motivation:  Losing everything, she wants it back.  This accounts for her cleptomania, though she can control that pretty well.  Otherwise she is in it for a nice regular paycheck.

 

Quote:  I want it, I want it, IWANT IT!

 

Powers/Tactics:  Get up in the air and use her sonic blast to take oppomnents out.  When with the team she will use her Sound Barrier to provide extra protection to team-mates, especially in retreats.

 

Campaign Use:

 

Appearance:

 

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Lariat

Val    Char   Cost   Roll Notes

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

  21      DEX       33      13-    OCV:  7/DCV:  7

  25      CON      30      14-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 11-

  10      EGO        0       11-    ECV:  3

  13      PRE         3       12-    PRE Attack:  2 ½d6

  12      COM       1       11-

 

  20      PD          17               Total:  20 PD (20 rPD)

  20      ED          15               Total:  20 ED (20 rED)

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

    8       REC        0

  50      END        0

  31      STUN      0       Total Characteristic Cost:  113

 

Movement:                   Running:               16"/32"

                                        Leaping:                13"/26"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

20       Damage Resistance (20 PD/20 ED)

40       Stretching 8"                                                                              4

20       Running +10" (16" total)                                                         2

10       Leaping +10" (13" forward, 6 ½" upward)                          1

10       Knockback Resistance -5"

4          Crush                                                                                         +0            +0           10d6 Crush, Must Follow Grab

4          Fast Strike                                                                                 +2            +0           8d6 Strike

3          Grappling Throw                                                                     +0            +2           8d6 Strike; Target Falls; Must Follow Grab

3          Legsweep                                                                                  +2            -1            7d6 Strike, Target Falls

4          Martial Strike                                                                           +0            +2           8d6 Strike

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

5          Offensive Strike                                                                       -2            +1           10d6 Strike

3          Martial Grab                                                                             -1            -1            Grab Two Limbs, 40 STR for holding on

12       +3 HTH Damage Class(es)

 

       Perks

5          Money:  Well Off

 

       Skills

3          Paramedics 11-

3          Teamwork 13-

3          Tracking 11-

3          Shadowing 11-

3          Acting 12-

2          Science Skill:  Chemistry 11-

2          Science Skill:  Biochemistry 11-

 

Total Powers & Skill Cost:  166

Total Cost:  279

 

200+  Disadvantages

20       Dependence:  Secret drug formula -30 Active Points from Affected Power (Uncommon; 6 Hours)

15       Hunted:  Until 8- (As Pow; NCI; Capture)

10       Psychological Limitation:  Vengeful (Common; Moderate)

10       Psychological Limitation:  Cowardly (Common; Moderate)

10       Vulnerability:  1 ½ x STUN fire (Common)

10       Vulnerability:  1 ½ x Effect fire (Common)

15       Social Limitation:  Secret ID (Frequently; Major)

 

Total Disadvantage Points:  279

 

Background/History:  Gerald Umbridge was a middle level researcher for ******* chemical company.  An underpaid and underappreciated member of the company in his mind.  Everyone else was just using him, and he found ways to get back at them in underhanded ways.  For him the smallest insult was grounds for retaliation!  In reality, though he was competent, his selfish, me first attitude turned the overs off.  So when a super battle occoured at his lab, he used it as an opportunity to steal the latest research and smaple from an experiment he was passed over on.  Turnedout it was a formula for making substnace more malleable then allowing it to re-harden.  But it was unstable and his jostling caused it to explode.  Just another casualty, during his recovery, he discovered his stretching powers.  Staying at his job, he began moonlighting as a second story man.  He even devolpoed some manuevers that enhanced his stretching (His MA).  When he saw some members of Dancer's team in action, he asked to join.  Needing an final member, he was allowed in.

 

Personality/Motivation:  Make money and get revenge.  And not get hurt while doing it. Sneaky and backstabbing describes him.  He hangs back and will trip people up, grab item from them and make himself a nuicance.  He will only use his hug (crush) against enemies that are already badly hurt or weakened.  He also is a bit of a scientist snob and gets along well Blackguard as afellow scientist.  If Blackguard ever decides to leave the Twelve, Lariat will follow.  His one weakness is fire and the malleability formula makes him more susceptible to fires ability to make thing malleable.

 

Quote:  Trpipping a hero "Opps, watch your feet"

 

Powers/Tactics:  Stretching with some Martial Arts.  He is more durable then he realises, and improvements can go in many directions.

 

Campaign Use:  Science snob.  Because he needs regular infusions of his cocktail to keep his powers, he needs some esoteric chemicals to get it.

 

Appearance:  Unlike most elastic men, Lariat is tall but decidedly pudgy.  With brown hair and brown eyes he would be forgettable in most crowds.  Tus it surprises many when he stetches his arm and legs and seems to deform a bit when being hit.

 

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Striker

Val    Char   Cost   Roll Notes

  45      STR       35      18-    Lift 12.8tons; 9d6 [4]

  23      DEX       39      14-    OCV:  8/DCV:  8

  25      CON      30      14-

  13      BODY     6       12-

  13      INT         3       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

  20      PRE       10      13-    PRE Attack:  4d6

  12      COM       1       11-

 

  20      PD          11               Total:  20 PD (20 rPD)

  20      ED          15               Total:  20 ED (20 rED)

    4       SPD         7                Phases:  3, 6, 9, 12

  16      REC        4

  50      END        0

  49      STUN      0       Total Characteristic Cost:  161

 

Movement:                   Running:               12"/24"

                                        Leaping:                9"/18"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

20       Damage Resistance (20 PD/20 ED)

12       Running +6" (12" total)                                                           1

7          Aid  Stun 1d6 (10 Active Points); Conditional Power Power does not work in Common Circumstances (Only to bring stun back to normal; -½)

7          Aid  Body 1d6 (10 Active Points); Conditional Power Power does not work in Common Circumstances (Only to bring body back to normal; -½)

5          Hearing Group Flash Defense (5 points)

20       Knockback Resistance -10"

3          Flying Tackle                                                                           +0            -1            9d6 +v/5 Strike; You Fall, Target Falls; FMove

3          Takedown                                                                                +1            +1           9d6 Strike; Target Falls

3          Sacrifice Throw                                                                       +2            +1           9d6 Strike; You Fall, Target Falls

4          Martial Strike                                                                           +0            +2           11d6 Strike

 

       Perks

5          Money:  Well Off

 

       Skills

7          Breakfall 16-

3          Teamwork 14-

3          Acrobatics 14-

3          Animal Handler 13-

6          +2 with Martial Maneuvers

10       Defense Maneuver I-IV

3          Gambling 12-

3          Paramedics 12-

3          Streetwise 13-

2          KS: football 11-

 

Total Powers & Skill Cost:  132

Total Cost:  293

 

200+  Disadvantages

5          Enraged:  When drained (Uncommon), go 8-, recover 14-

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

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

15       Psychological Limitation:  overconfident (Common; Strong)

10       Psychological Limitation:  greedy (Common; Moderate)

15       Social Limitation:  Secret ID (Frequently; Major)

10       Vulnerability:  2 x Effect All drains (Uncommon)

13       Experience Points

 

Total Disadvantage Points:  293

 

Background/History:  A former football player who was sidelined due to a bad injury.  Then he got into the clutches of Dr. Diablo who wanted him as a test subject for a regeneration serum he was developing.  It worked too well and after he broke out, he found himself with no job and no cash.  So he started hiring himself as muscle until finally Grenadier tapped for his team as their fast brick.

 

Personality/Motivation:  Money.  Also to prove he still is as tough as he thinks. 

 

Quote:  3-2-1 HURT!

 

Powers/Tactics:  Straong and fast.  He's not as strong as normal brick, but he is hard to keep down.  He is the team's pit bull, get in and get in their face!

 

Campaign Use:

 

Appearance:  Build like a football running back, with black hair and brown eyes

 

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Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

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

  20      CON      20      13-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  18      EGO       16      13-    ECV:  6

  13      PRE         3       12-    PRE Attack:  2 ½d6

  14      COM       2       12-

 

6+18   PD           4                Total:  6/24 PD (0/18 rPD)

6+18   ED           2                Total:  6/24 ED (0/18 rED)

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

    8       REC        4

  50      END        5

  30      STUN      5       Total Characteristic Cost:  104

 

Movement:                   Running:               6"/12"

                                        Flight:                     18"/36"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

27       Elemental Control, 54-point powers

27       1)  Flight 18", Reduced Endurance (0 END; +½) (54 Active Points)

27       2)  Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points)

70       3)  Telekinesis (45 STR), Fine Manipulation, Reduced Endurance (½ END; +¼) (97 Active Points)      4

 

       Perks

5          Money:  Well Off

 

       Skills

3          Teamwork 13-

3          Stealth 13-

3          Deduction 12-

6          +2 with any three maneuvers or a tight group of attacks

3          Acrobatics 13-

3          Breakfall 13-

 

Total Powers & Skill Cost:  177

Total Cost:  281

 

200+  Disadvantages

15       Social Limitation:  Secret ID (Occasionally; Severe)

10       Psychological Limitation:  Under confident (Common; Moderate)

10       Psychological Limitation:  Clausterphobic (Common; Moderate)

20       Hunted:  Until 8- (Mo Pow; NCI; Capture)

10       Vulnerability:  1 ½ x STUN Sonic attacks (Common)

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

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

 

Total Disadvantage Points:  281

 

Background/History:  John Hayes is what can be called a mutant, in that his powers developped naturally.  For some in his home town this marked him as a pariah, and to protect his family from attacks against their home, he ran away.  But penniless and hungry, he quickly fell into using his powers to steal in order to survive.  Grenadier found him robbing a store for food money, and after tracking him down and rescuing him from an Until squad, offered him a spot on his team as their flying brick.

 

Personality/Motivation:  Get enough money to live.  Now that he has that done, he is unsure what to do next.  He wants to finish his education, but is unsure how to get it.  If anyone can be made to leave the team it would be him, but it will take some time and fast talking.

 

Quote:  I think I can lift it!

 

Powers/Tactics:  Flying brick.  He gives the flyers some serious muscle while airborn.  He will pick up and throw things, sand in the eyes, or just holding the target so others have an easy shot. He also gives some transport to those members who have little movement powers.

 

Campaign Use:

 

Appearance:  About 16-17 years old male, slim build, brown hair and eyes.  His costume consist of a red bodysuit to match the red glow of his powers.

 

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Val    Char   Cost   Roll Notes

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

   27      DEX       51      14-    OCV:  9/DCV:  9

   18      CON       16      13-

   10      BODY     0       11-

   15      INT          5       12-    PER Roll 12-

   10      EGO         0       11-    ECV:  3

   20      PRE        10      13-    PRE Attack:  4d6

   14      COM       2       12-

 

    4       PD           1                 Total:  4 PD (0 rPD)

    4       ED           0                 Total:  4 ED (0 rED)

    5       SPD        13                Phases:  3, 5, 8, 10, 12

   10      REC         6

   36      END        0

   30      STUN      3       Total Characteristic Cost:  112

 

Movement:                    Running:                24"/48"

                                        Leaping:                 8"/16"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Leaping +5" (8" forward, 4" upward)                                     1

12        Running +6" (24" total)                                                            1

15        Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN (or BODY) Only (-½), Conditional Power Power does not work in Common Circumstances (Only when aware of the attack.; -½)

7          Energy Damage Reduction, Resistant, 25% (15 Active Points); STUN (or BODY) Only (-½), Conditional Power Power does not work in Common Circumstances (Only when aware of the attack.; -½)

16        Running +12" (24" total) (24 Active Points); Conditional Power Power does not work in Common Circumstances (Only for calculating Half Moves; -½)                                                   2

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

5          Defensive Block                                                                       +1            +3            Block, Abort

3          Defensive Throw                                                                     +1            +1            Block, Target Falls

5          Takeaway                                                                                  +0            +0            Grab Weapon, 45 STR to take weapon away

3          Takedown                                                                                 +1            +1            7d6 Strike; Target Falls

4          Counterstrike                                                                            +2            +2            9d6 Strike, Must Follow Block

4          Martial Escape                                                                          +0            +0            50 STR vs. Grabs

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

4          Martial Strike                                                                            +0            +2            9d6 Strike

4          Reversal                                                                                     -1            -2             50 STR to Escape; Grab Two Limbs

16        +4 HTH Damage Class(es)

 

       Perks

5          Favor

5          Money:  Well Off

 

       Talents

18        Combat Luck (9 PD/9 ED)

18        Combat Sense (Sense) 13-

 

       Skills

3          Breakfall 14-

3          Seduction 13-

3          Paramedics 12-

3          Shadowing 12-

3          Stealth 14-

3          Teamwork 14-

3          Tactics 12-

1          Language:  Japanese (imitate dialects) (5 Active Points)

3          Language:  English (completely fluent)

3          Acrobatics 14-

3          Climbing 14-

3          Disguise 12-

3          Streetwise 13-

 

Total Powers & Skill Cost:  194

Total Cost:  306

 

200+  Disadvantages

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

10        Hunted:  Japanese Government super team 8- (As Pow; Harshly Punish)

15        Psychological Limitation:  Wary of everyone (Common; Strong)

10        Psychological Limitation:  Vengeful (Common; Moderate)

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

15        Social Limitation:  Secret ID (Frequently; Major)

31        Experience Points

 

Total Disadvantage Points:  306

 

Background/History:  Ishino Tatayama was inducted into the Yakuza at an early age.  For a mostly male organization, she was an anomoly.  But she was taught is various martial arts, and used as a weapon vs his enemies who were not expecting a female yakuza member.  This went well for years, and eventually a number of Yakuza tattos covered her body, proclaiming her ownership by the clan.  And she was loyal, until the Yakuza attracted the attention of Until.  Then they hung her out to dry.  Captured and imprisioned for a time, she escaped and left Japan.  A marked woman, she cannot return until she amasses enough power to take over the clan herself.  to that end she wanders and gathers wealth and allies.  She sees the Twelve as a way to do both. 

 

Personality/Motivation:  Go back home in style.  And get revenge on the boss that betrayed her.  She feels no loyalty to him as she was the one betrayed.

 

Quote:  In Japanese  "Round eyes can't see"

 

Powers/Tactics:  A highly trained Martial artist known for her ability to close the distance amazingly fast in HTH.  She is much on going defensive and using throws to set up enemies.  She also likes blocks/counterstrikes.  And many have stated that for someone so small she can really take a punch.

 

Campaign Use:

 

Appearance:  Very shory Japanese woman in exceptional physical condition.  She has tattoos covering her back, upper arms and thighs.  Costume consists of a Japanese Doji, with a red belt and red slippers and a red mask.  Out of costume she wears conservative attire to hide the tattoos.

 

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