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Mr. R

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Versatility is expensive!

 

 

Firestorm

 

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-

   27      INT         17      14-    PER Roll 17-

   15      EGO        10      12-    ECV:  5

   18      PRE         8       13-    PRE Attack:  3 ½d6

   16      COM       3       12-

 

8+18    PD           5                 Total:  8/26 PD (8/26 rPD)

8+18    ED           4                 Total:  8/26 ED (8/26 rED)

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

    7       REC         0

   40      END        0

   27      STUN      0       Total Characteristic Cost:  120

 

Movement:                    Running:                6"/12"

                                        Flight:                     15"/30"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

16        Life Support  (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) (20 Active Points); Only In Heroic Identity (-¼)

             

7          +3 PER with all Sense Groups (9 Active Points); Only In Heroic Identity (-¼)

             

             

14        Flames:  Elemental Control, 36-point powers,  (18 Active Points); all slots Only In Heroic Identity (-¼)

15        1)  Flight 15", Reduced Endurance (½ END; +¼) (37 Active Points); Only In Heroic Identity (-¼)           1

22        2)  Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points); Only In Heroic Identity (-¼)               2

26        3)  Energy Blast 10d6 (50 Active Points); Only In Heroic Identity (-¼)          5

             

56        Multipower, 70-point reserve,  (70 Active Points); all slots Only In Heroic Identity (-¼)

6u        1)  Heavy clouds:  Darkness to Sight Group 7" radius (70 Active Points); Only In Heroic Identity (-¼)  7

5u        2)  Lightening:  Energy Blast 8d6, Indirect (Same origin, any direction; +½) (60 Active Points); Only In Heroic Identity (-¼)    6

5u        3)  Thunder:  Energy Blast 8d6, Explosion (+½) (60 Active Points); Only In Heroic Identity (-¼)             6

5u        4)  Cold:  Energy Blast 4d6, Area Of Effect (4" Radius; +1), No Normal Defense ([standard]; +1) (60 Active Points); Only In Heroic Identity (-¼)                                                                  6

5u        5)  Ice:  Entangle 6d6, 6 DEF (60 Active Points); Only In Heroic Identity (-¼)              6

             

70        Cloud cover:  Change Environment 32" radius, -4 to Normal Sight PER Rolls, +2 Temperature Level Adjustment, -2 Temperature Level Adjustment, Long-Lasting 20 Minutes, Multiple Combat Effects, Reduced Endurance (0 END; +½) (87 Active Points); Only In Heroic Identity (-¼)

 

       Perks

6          Fringe Benefit:  International Driver's License, Mid-level executive of a major business, Passport

5          Favor

4          Money:  Well Off

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

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

7          Bribery 15-

3          Bureaucratics 13-

7          Conversation 15-

3          Paramedics 14-

7          Seduction 15-

15        +3 with DCV

 

Total Powers & Skill Cost:  324

Total Cost:  444

 

200+  Disadvantages

5          Distinctive Features:  (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

15        Psychological Limitation:  Claustrophobia (Common; Strong)

15        Psychological Limitation:  Self-centered (Common; Strong)

5          Reputation:  Only in normal ID, 8-

194      Experience Points

 

Total Disadvantage Points:  444

Earned Experience:  0

Spent Experience:  194

Unspent Experience:  0

 

Background/History:  Clarice McNaughton was a military attaché to a new project looking into using the weather as a means to hinder the opposition.  But Clarice was not really a team player.  She had gotten by on the basis of skill but also political maneuverings that left many a disgruntled former ally in her wake.  So when she figured that this system could do more than subtly influence things, she made nice with the head of the project to get herself bumped up the ladder promotion in the project.  But her past came back and one of her former victims sabotaged the experiment while she was checking some of the systems.  The explosion should have killed her.  As it was she was hospitalized for months.  In fact it was a year before she figured she had been changed.  Now she uses the identity of Firestorm to stage accidents for rivals and to advance her career.  It's all a big coincidence!

 

Personality/Motivation:  A selfish, manipulative brat could best sum her up. She can appear helpful, but she is slowly getting a rep as untrustworthy.  Her major problem is a case of claustrophobia that has become more pronounced after the accident!

 

Quote:

 

Powers/Tactics:  Fly and snipe!

 

Campaign Use:  The two faced opportunist!

 

Appearance:  173 cms and 59 kg with red hair and green eyes!  As Firestorm her hair looks like flames and her eyes become a blue red!


 

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A slighty different take on spells!

 

 

Psimon

 

Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

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

  20      CON      20      13-

  10      BODY     0       11-

  27      INT        17      14-    PER Roll 14-

  25      EGO       30      14-    ECV:  8

  20      PRE       10      13-    PRE Attack:  4d6

  16      COM       3       12-

 

8+11   PD           6                Total:  8/19 PD (8/19 rPD)

8+11   ED           4                Total:  8/19 ED (8/19 rED)

    4       SPD        16               Phases:  3, 6, 9, 12

    6       REC        0

  40      END        0

  25      STUN      0       Total Characteristic Cost:  118

 

Movement:                   Running:               6"/12"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

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

             

20       Psi powers:  Elemental Control, 40-point powers

37       1)  Invisibility to Sight and Hearing Groups and Mental Awareness , No Fringe, Reduced Endurance (0 END; +½) (57 Active Points)

30       2)  Ego Attack 5d6 (50 Active Points)                                  5

60       3)  Telekinesis (20 STR), Fine Manipulation, Reduced Endurance (0 END; +½), Invisible to Sight Group (+½) (80 Active Points)

             

25       Force Field (5 PD/5 ED/10 Mental Defense), Reduced Endurance (½ END; +¼) (25 Active Points)      1

 

       Perks

11       Money:  Filthy Rich

2          Fringe Benefit:  International Driver's License, Passport

5          Favor

11       Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Contact limited by identity) 13-

 

       Skills

3          Bribery 13-

3          Bureaucratics 13-

3          High Society 13-

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

6          Language:  Spanish (imitate dialects; literate)

6          Language:  French (imitate dialects; literate)

6          Language:  German (imitate dialects; literate)

6          Language:  Japanese (imitate dialects; literate)

6          Language:  Chinese (imitate dialects; literate)

3          Oratory 13-

3          Persuasion 13-

3          Seduction 13-

 

Total Powers & Skill Cost:  270

Total Cost:  388

 

200+  Disadvantages

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

20       Psychological Limitation:  Arrogant (Very Common; Strong)

15       Psychological Limitation:  Desire to rule (Common; Strong)

138     Experience Points

 

Total Disadvantage Points:  388

Earned Experience:  0

Spent Experience:  138

Unspent Experience:  0

 

Background/History:  Tom Jameson had an easy life.  He inherited a business and managed to make it even more successful.  What many did not know was he had certain abilities that he used to make his life easier.  Now he's sees how the world is so inefficient and feels he can do better.  Right now he's starting small, but soon all will do what Psimon says!

 

Personality/Motivation:  Arrogance bordering on megalomania.

 

Quote:

 

Powers/Tactics:

 

Campaign Use:  Master villain in training!

 

Appearance:  Black uniform with a PSI symbol on the chest in red.  Out of costume business suits that favor his 185 cm, 82 KG frame.


 

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Hummingbird

 

Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

  32      DEX       66      15-    OCV:  11/DCV:  11

  20      CON      20      13-

  10      BODY     0       11-

  15      INT         5       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  23      PRE       13      14-    PRE Attack:  4 ½d6

  14      COM       2       12-

 

8+21   PD           6                Total:  8/29 PD (8/29 rPD)

8+21   ED           4                Total:  8/29 ED (8/29 rED)

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

    6       REC        0

  40      END        0

  25      STUN      0       Total Characteristic Cost:  134

 

Movement:                   Running:               6"/12"

                                        Flight:                     15"/30"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

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

             

63       Multipower, 75-point reserve, all slots Reduced Endurance (½ END; +¼) (94 Active Points); all slots OIF (-½)

3u       1)  Sonic blast:  Energy Blast 10d6 (50 Active Points); OIF (-½)   2

5u       2)  Resonance blast:  (Total: 73 Active Cost, 49 Real Cost) Energy Blast 7d6 (35 Active Points); OIF (-½) (Real Cost: 23) plus Drain PD 1d6+1, Ranged (+½) (19 Active Points); OIF (-½) (Real Cost: 13) plus Drain ED 1d6+1, Ranged (+½) (19 Active Points); OIF (-½) (Real Cost: 13)                                           3

             

25       Sonic Sheild:  Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points); OIF (-½)         1

             

18       Sonic wings:  Flight 15", Reduced Endurance (½ END; +¼) (37 Active Points); OIF (-½), Restrainable (-½)      1

4          Martial Block                                                                           +2            +2           Block, Abort

4          Martial Strike                                                                           +0            +2           4d6 Strike

5          Passing Strike                                                                           +1            +0           2d6 +v/5; FMove

 

       Perks

5          Money:  Well Off

2          Fringe Benefit:  International Driver's License, Passport

5          Favor

 

       Talents

6          Combat Luck (3 PD/3 ED)

 

       Skills

3          Computer Programming 12-

3          Electronics 12-

3          Mechanics 12-

3          Paramedics 12-

3          Systems Operation 12-

5          Science Skill:  Sonics 14-

3          PS: Teaching 12-

3          KS: Performing arts 12-

16       +2 with All Combat

 

Total Powers & Skill Cost:  207

Total Cost:  341

 

200+  Disadvantages

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

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

15       Psychological Limitation:  Wary (Common; Strong)

10       Reputation: , 11-

86       Experience Points

 

Total Disadvantage Points:  341

Earned Experience:  0

Spent Experience:  86

Unspent Experience:  0

 

Background/History:  Sarah Elaniuk was an expert on sonic based technology as well as a successful recording artist.  Life looked good until she started noticing discrepancies on her lab results and equipment purchases.  When she talked to her superiors about this, she was told not to worry about it.  Then the attacks came about her credibility and theories.  It was a systemic attack on her character.  So she cobbled a set of devices and went in search of answers.  She found the corruption, but her reputation was in ruins.  With little left but her battlesuit, she went into the mercenary game.  At least she'll be rich!

 

Personality/Motivation:  Money and the good life.  Also any chance to strike back at those who ruined her life.

 

Quote:

 

Powers/Tactics:  flying blaster, she can mix it up in HtH if necessary, but prefers to stay at range.

 

Campaign Use:  Got a corporate or government conspiracy, she could show up.  Also as a villain on the other side.

 

Appearance:  168 cms and 54 KG, with blond hair and green eyes.  The armour is green with blue and purple highlights!

 

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Another fire based build!

 

 

Fireflux

 

Val    Char   Cost   Roll Notes

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

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

  20      CON      20      13-

  10      BODY     0       11-

  15      INT         5       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  12      COM       1       11-

 

8+18   PD           5                Total:  8/26 PD (8/26 rPD)

8+18   ED           4                Total:  8/26 ED (8/26 rED)

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

    7       REC        0

  40      END        0

  28      STUN      0       Total Characteristic Cost:  91

 

Movement:                   Running:               6"/12"

                                        Flight:                     18"/36"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

10       Infrared Perception (Sight Group), Discriminatory

10       Ultraviolet Perception (Sight Group), Discriminatory

             

             

22       Flame:  Elemental Control, 44-point powers

23       1)  Flight 18", Reduced Endurance (½ END; +¼) (45 Active Points)             2

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

28       3)  Energy Blast 10d6 (50 Active Points)                             5

             

62       Multipower, 50-point reserve, all slots Reduced Endurance (½ END; +¼) (62 Active Points)

5u       1)  Telekinesis (33 STR) (50 Active Points)                         2

5u       2)  Energy Blast 10d6 (50 Active Points)                             2

             

 

       Perks

6          Favor

4          Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 8-

5          Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-

6          Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 11-

 

       Skills

3          KS: Lawyer 12-

3          PS: Lawyer 12-

3          Bureaucratics 12-

3          High Society 12-

3          Oratory 12-

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

8          +1 with All Combat

 

Total Powers & Skill Cost:  249

Total Cost:  340

 

200+  Disadvantages

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

20       Psychological Limitation:  He's the sun personified (Very Common; Strong)

105     Experience Points

 

Total Disadvantage Points:  340

Earned Experience:  0

Spent Experience:  105

Unspent Experience:  0

 

Background/History:  A lawyer representing artists, John Michaels always was a fast operator.  What many of his clients did not know was he was skimming from them.  Eventually, one artist caught on and hunted him down.  There was a confrontation and he was gravely wounded.  Fortunately, a team of agents from (insert villain group) were nearby, and their boss was always looking for people to experiment on.  So John was subjected to his latest treatment.  When the dust cleared, he had the powers of the sun, fire and magnetics.  Now as Fireflux, he doesn't skim, he takes what he wants!

 

Personality/Motivation:  He always wanted the easy life, and now that he's got power, he can grab it without sneaking around!

 

Quote:

 

Powers/Tactics:  Fly up and blast.  He can use the TK to hold a target while he bathes them in fire.

 

Campaign Use:  Scummy, arrogant blaster!

 

Appearance:  at 189 cm and 78 KG, he wears a red and orange costume with a ring design at wrists and ankles!


 

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Force Master

 

Val    Char   Cost   Roll Notes

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

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

   33      CON       46      16-

   10      BODY     0       11-

   15      INT          5       12-    PER Roll 12-

   13      EGO         6       12-    ECV:  4

   13      PRE         3       12-    PRE Attack:  2 ½d6

   12      COM       1       11-

 

14+18  PD          11                Total:  14/32 PD (14/32 rPD)

14+18  ED           7                 Total:  14/32 ED (14/32 rED)

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

   10      REC         0

   66      END        0

   35      STUN      0       Total Characteristic Cost:  118

 

Movement:                    Running:                6"/12"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

14        Damage Resistance (14 PD/14 ED)

             

16        Elemental Control, 40-point powers,  (20 Active Points); all slots IIF (-¼)

28        1)  Energy Blast 7d6, Area Of Effect (8" Cone; +1) (70 Active Points); No Range (-½), IIF (-¼)                7

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

34        3)  Force Wall (10 PD/10 ED), Reduced Endurance (½ END; +¼) (62 Active Points); IIF (-¼)   2

32        4)  Energy Blast 12d6 (60 Active Points); IIF (-¼)               6

 

       Perks

5          Favor

 

       Skills

3          Bureaucratics 12-

3          Bribery 12-

 

Total Powers & Skill Cost:  155

Total Cost:  273

 

200+  Disadvantages

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

15        Psychological Limitation:  Self Centered (Common; Strong)

15        Psychological Limitation:  Greedy (Common; Strong)

28        Experience Points

 

Total Disadvantage Points:  273

Earned Experience:  0

Spent Experience:  28

Unspent Experience:  0

 

Background/History:  John Simmons was in the business of agriculture. He travelled the world helping farming corporations increase crop yields and become more efficient.  While in Mexico, he was exploring some ruins when he fell into an underground complex.  There he found the amulet that called to him and promised him power and riches.  In a dark place of his mind, he wanted that and when he grabbed it, it burst forth.  Now as Force Master, he will take what he wants and live like a king!

 

Personality/Motivation:  His dark impulses made manifest, he is an ID personified!

 

Quote:

 

Powers/Tactics:  Set up his FF and start blasting.  He's not very subtle.  But he does well in groups where he can support his fellows!

 

Campaign Use:  Are there other amulets?  What of their owners?  Could they form a group?  And is it all Central America?

 

Appearance:  188 cms and 73 KG he wears a dark red and black costume with leather highlights at the gloves and boots!

 

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Icegrip

 

Val    Char   Cost   Roll Notes

   10      STR         0       17-    Lift 6400.0kg; 8d6

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

   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-

 

14+19  PD           6                 Total:  14/33 PD (8/27 rPD)

8+18    ED           4                 Total:  8/26 ED (8/26 rED)

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

   12      REC         0

   40      END        0

   40      STUN      0       Total Characteristic Cost:  92

 

Movement:                    Running:                26"/52"

                                        Leaping:                 8"/16"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

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

             

15       Ice Powers, Elemental Control, 46-point powers,  (23 Active Points); all slots OIF (-½)

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

15        2)  Force Field (19 PD/18 ED), Reduced Endurance (½ END; +¼) (46 Active Points); OIF (-½) 2

18        3)  Entangle 5d6, 5 DEF (50 Active Points); OIF (-½)          5

15        4)  Running +20" (26" total), Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½), Physical Manifestation (-¼)    2

             

41        Magnetics, Multipower, 50-point reserve, all slots Reduced Endurance (½ END; +¼) (62 Active Points); all slots OIF (-½)

3u        1)  Telekinesis (33 STR) (50 Active Points); OIF (-½)         2

3u        2)  Energy Blast 10d6 (50 Active Points); OIF (-½)             2

 

       Perks

5          Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact) 8-

5          Favor

 

       Skills

3          Conversation 12-

3          Oratory 12-

3          Bureaucratics 12-

3          Acting 12-

3          Acrobatics 14-

3          Breakfall 14-

 

Total Powers & Skill Cost:  184

Total Cost:  276

 

200+  Disadvantages

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

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

46        Experience Points

 

Total Disadvantage Points:  276

Earned Experience:  0

Spent Experience:  46

Unspent Experience:  0

 

Background/History:  Linda Treadwell was a God fearing woman who helped out at the church, coaching various teams and athletes.  But she was becoming weary.  For every person she helped, another fell through the cracks.  Finally she had an epiphany, why fight it! She looked into the abyss and blinked.  So when she found the old hideout of Ice Master, she placed the suit on and set out to climb out.  But her means are now selfish and for herself.  Gone is Linda, say hello to Ice Grip!

 

Personality/Motivation:  She wants to climb out from the abyss of her own making by any means possible!

 

Quote:

 

Powers/Tactics:  Ice up her opponents and blast them.  If need be she can go HtH, but it is not her strong point!

 

Campaign Use:  A redeemable villain.  She just fell through the crack she was so scared of!

 

Appearance:  182 cm tall and 73 KG.  Black hair and brown eyes, her costume is blue and red with definite servos and ports for her powers!

 

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Leech

 

Val    Char   Cost   Roll Notes

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

   30      DEX       60      15-    OCV:  10/DCV:  10

   23      CON       26      14-

   10      BODY     0       11-

   28      INT         18      15-    PER Roll 15-

   15      EGO        10      12-    ECV:  5

   15      PRE         5       12-    PRE Attack:  3d6

   14      COM       2       12-

 

   10      PD           7                 Total:  10 PD (10 rPD)

   10      ED           5                 Total:  10 ED (10 rED)

    6       SPD        20                Phases:  2, 4, 6, 8, 10, 12

    8       REC         0

   46      END        0

   30      STUN      0       Total Characteristic Cost:  158

 

Movement:                    Running:                6"/12"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

10        Damage Resistance (10 PD/10 ED)

             

25        Chamo suit, Invisibility to Sight Group , No Fringe, Reduced Endurance (½ END; +¼) (37 Active Points); OIF (-½) 1

             

50        Leech Field ,Transfer 1 ½d6 (Stun to Stun), Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Invisible to Sight Group (+½), Area Of Effect (5" Radius; +1) (75 Active Points); OIF (-½)       3

 

 

4          Martial Strike                                                                            +0            +2            7d6 Strike

5          Offensive Strike                                                                        -2            +1            9d6 Strike

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

4          Martial Block                                                                            +2            +2            Block, Abort

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

8          +2 HTH Damage Class(es)

 

       Perks

5          Favor

 

       Talents

18        Combat Luck (9 PD/9 ED)

 

       Skills

3          Acrobatics 15-

3          Breakfall 15-

9          +3 with Martial Maneuvers

15        +3 with DCV

32        +4 with All Combat

 

Total Powers & Skill Cost:  198

Total Cost:  356

 

200+  Disadvantages

15        Dependence:  Powers Gain 11- Activation Roll (Difficult To Obtain; 1 Hour)

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

20        Hunted:  (insert agency) 8- (Mo Pow; NCI; Harshly Punish)

10        Psychological Limitation:  Revenge (Common; Moderate)

20        Psychological Limitation:  Greedy (Very Common; Strong)

76        Experience Points

 

Total Disadvantage Points:  356

Earned Experience:  0

Spent Experience:  76

Unspent Experience:  0

 

Background/History:  Shanika Watson was always good at sports and the world of Martial Arts beckoned her.  She eventually became a champion and went out seeking more styles to broaden her techniques.  What many did not know was she was part of the accountants for (insert villain group) keeping their money laundered.  Then came the raid by (insert good guy group).  She ran but and her employers rescued her.  But now she was out of a job, and it was those (Insert good guy agent group)'s fault.  She wanted revenge.  So her employers added to her training and gave her a couple of devices to aid her.  Now as Leech, she will drain them dry!

 

Personality/Motivation:  Revenge.  She had a good thing going and was set to retire.  Now she will get it back over the bodies of others!

 

Quote:

 

Powers/Tactics:  Go invisible get in the middle of the opposition and start draining.  Then target the closest opponent and beat them down!

 

Campaign Use:  Agent sweeper. 

 

Appearance:  African American, 153 cm and 64 KG with brown eyes and black hair, with a purple and green costume!

 

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Yoeman

 

Val    Char   Cost   Roll Notes

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

  30      DEX       60      15-    OCV:  10/DCV:  10

  30      CON      40      15-

  10      BODY     0       11-

  18      INT         8       13-    PER Roll 18-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  16      COM       3       12-

 

12+6   PD           9                Total:  12/18 PD (12/18 rPD)

12+6   ED           6                Total:  12/18 ED (12/18 rED)

    6       SPD        20               Phases:  2, 4, 6, 8, 10, 12

    9       REC        0

  60      END        0

  33      STUN      0       Total Characteristic Cost:  166

 

Movement:                   Running:               6"/12"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

12       Damage Resistance (12 PD/12 ED)

             

30       Find Weakness 11- with All Attacks

             

15       +5 PER with all Sense Groups

             

10       Infrared Perception (Sight Group), Discriminatory

10       Ultraviolet Perception (Sight Group), Discriminatory

27       Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees)

             

60       Heightened attack:  Variable Power Pool, 35 base + 25 control cost, all slots Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (86 Active Points); all slots Limited Power loses about half of its effectiveness (Only to add to HtH or ranged damage; -1)

             

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

             

10       Shield:  +4 with DCV (20 Active Points); OAF (-1)

             

25       Energy Blast 8d6, 32 Charges (+¼) (50 Active Points); OAF (-1)  [32]

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

4          Martial Block                                                                           +2            +2           Block, Abort

4          Martial Strike                                                                           +0            +2           5d6 Strike

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

5          Offensive Strike                                                                       -2            +1           7d6 Strike

 

       Perks

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

7          Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-

 

       Talents

12       Combat Luck (6 PD/6 ED)

 

       Skills

             

3          Acrobatics 15-

3          Breakfall 15-

3          KS: History 13-

3          KS: Old films 13-

3          Streetwise 12-

3          Stealth 15-

3          Security Systems 13-

3          Lockpicking 15-

16       +2 with All Combat

 

Total Powers & Skill Cost:  295

Total Cost:  461

 

200+  Disadvantages

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

15       Hunted:  Companies he has stolen from 8- (As Pow; NCI; Harshly Punish)

15       Psychological Limitation:  Ambivalent about villainy (Common; Strong)

10       Psychological Limitation:  Code vs. killing (Common; Moderate)

211     Experience Points

 

Total Disadvantage Points:  461

Earned Experience:  0

Spent Experience:  211

Unspent Experience:  0

 

Background/History:  Edmond Littlejohn loved the old style swashbuckler movies and stories.  So much so that he trained extensively for the day that he himself could steal from the rich and give to the poor.  But in modern times stealing, even from those who deserve it, results in being wanted.  Dis-illusion set in and he started stealing for himself mostly.  He still donates to charities anonymously, but his favourite charity these days is himself.  Yoeman is here to collect.

 

Personality/Motivation:  He's actually ambivalent about his villainy, but he'll go on jobs with big payoffs to keep his lifestyle.  He wants to retire soon, so he's looking for that last big score!

 

Quote:

 

Powers/Tactics:  Another HtH expert.  With his stats and abilities he's extremely dangerous.  He prefers non-lethal options so he uses a shield and crossbow with blunt heads!

 

Campaign Use:  Possible redeemable bad guy. 

 

Appearance:  183 cm tall and 69 KGs, brown hair and eyes, he wears what looks like a midlevel costume with a shield and a cross bow.

 

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Protonic

 

Val    Char   Cost   Roll Notes

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

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

  15      CON      10      12-

  10      BODY     0       11-

  15      INT         5       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  12      COM       1       11-

 

8+25   PD           5                Total:  8/33 PD (8/33 rPD)

8+25   ED           5                Total:  8/33 ED (8/33 rED)

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

    6       REC        0

  30      END        0

  26      STUN      0       Total Characteristic Cost:  80

 

Movement:                   Running:               6"/12"

                                        Flight:                     15"/60"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

13       Magnetic:  Elemental Control, 40-point powers,  (20 Active Points); all slots OIF (-½)

24       1)  Energy Blast 9d6, Reduced Endurance (½ END; +¼) (56 Active Points); OIF (-½)             2

17       2)  Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points); OIF (-½)

23       3)  Telekinesis (35 STR), Reduced Endurance (½ END; +¼) (66 Active Points); Limited Power loses about a third of its effectiveness (Only vs., Ferrous metal; -½), OIF (-½)        2

16       4)  Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points); OIF (-½)              1

20       5)  Entangle 4d6, 4 DEF, Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½)       2

             

25       Invisibility to Sight Group , No Fringe, Reduced Endurance (½ END; +¼) (37 Active Points); OIF (-½)                1

             

41       Shrinking (0.055 m tall, 0.002 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +15" KB), Costs END Only To Activate (+¼) (62 Active Points); OIF (-½)                          5

             

20       Armor (10 PD/10 ED) (30 Active Points); OIF (-½)

 

       Perks

2          Fringe Benefit:  International Driver's License, Passport

4          Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 8-

4          Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 8-

5          Favor

 

       Skills

3          Bribery 12-

3          Bureaucratics 12-

3          Concealment 12-

3          Deduction 12-

3          Interrogation 12-

3          Paramedics 12-

3          Persuasion 12-

3          Tactics 12-

2          WF:  Small Arms

10       +2 with DCV

 

Total Powers & Skill Cost:  258

Total Cost:  338

 

200+  Disadvantages

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

10       Hunted:  US military police 8- (Less Pow; NCI; Harshly Punish)

20       Psychological Limitation:  Always looking for the angle (Very Common; Strong)

10       Psychological Limitation:  Honesty is for chumps (Uncommon; Strong)

88       Experience Points

 

Total Disadvantage Points:  338

Earned Experience:  0

Spent Experience:  88

Unspent Experience:  0

 

Background/History:  some people join the military to get an education or for love of country.  Michael O'Hare joined because he could see the opportunities to develop crime contacts and open new markets for his skills and supplies.  Soon he was involved in black market activities and smuggling of almost anything.  This included historical artifacts that he could move as part of his military channels.  But once in a while he took one for himself, and one time he had a bad reaction.  When he awoke, he was in the stockade for his crimes.  But the item called to him so soon after he escaped, stole the item and went to work for himself.  After he figured out the powers he debuted as Photonic.

 

Personality/Motivation:  A career criminal with military training.  He's all about himself!

 

Quote:

 

Powers/Tactics:  The amulet gives Photonic various powers.  But he always starts by shrinking down and going invisible.  His defenses are already high, so he's very hard to see as well as hurt.  Add the flight, and he becomes extremely hard to take out!

 

Campaign Use:  A scout or front line combatant.  Also he still has contacts in the military and crime circles. 

 

Appearance:  176 cms and 64 KGs with blond hair and blue eyes, he wears a blue and yellow costume with a Celtic style amulet on his chest and a Celtic knot pattern at the gloves and boots!

 

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Black Owl

 

Val    Char   Cost   Roll Notes

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

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

  13      CON        6       12-

  10      BODY     0       11-

  15      INT         5       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  20      COM       5       13-

 

    8       PD           5                Total:  8 PD (8 rPD)

    8       ED           5                Total:  8 ED (8 rED)

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

    6       REC        0

  26      END        0

  24      STUN      0       Total Characteristic Cost:  78

 

Movement:                   Running:               6"/12"

                                        Flight:                     15"/60"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

29       Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points); Restrainable (-½)    1

             

10       Infrared Perception (Sight Group), Discriminatory

10       Nightvision, Discriminatory

10       Ultraviolet Perception (Sight Group), Discriminatory

             

60       Multipower, 60-point reserve

5u       1)  Desolidification , Reduced Endurance (½ END; +¼) (50 Active Points) 2

6u       2)  (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30)

             

22       Healing BODY 2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½), Self Only (-½)

             

45       Drain END 2d6, Reduced Endurance (½ END; +¼), Ranged (+½), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +½) (45 Active Points)                                            2

             

45       Invisibility to Sight, Hearing and Smell/Taste Groups , Reduced Endurance (0 END; +½) (45 Active Points)

 

       Perks

3          Favor

6          Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 11-

 

       Skills

3          Bureaucratics 12-

3          Conversation 12-

3          Deduction 12-

3          Journalist:  KS 12-

3          Streetwise 12-

8          +1 with All Combat

 

Total Powers & Skill Cost:  282

Total Cost:  360

 

200+  Disadvantages

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

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

15       Psychological Limitation:  Revenge on society (Common; Strong)

15       Psychological Limitation:  Greed (Common; Strong)

100     Experience Points

 

Total Disadvantage Points:  360

Earned Experience:  0

Spent Experience:  100

Unspent Experience:  0

 

Background/History:  Elaine Sung was a student in New York, studying journalism.  Then came the attack of the DNAgency where they decided to uplift humans whether they wanted to or not.  Some were not affected, those were the lucky ones.  Elaine was, and her mutations could not be reversed.  Her friends dumped her and her family disowned her.  So she started using the powers to steal for survival.  Now she steals for revenge!  Black Owl will strike!

 

Personality/Motivation:  Another M-O-N-E-Y and societal revenge!

 

Quote:

 

Powers/Tactics:  Hit and run.

 

Campaign Use:  Victims don't always turn out OK.  An example of collateral damage.

 

Appearance:  162 cms and 54 KGs with black hair and brown eyes.  Her costume is brown and black like her wings!

 

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Electro

 

Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

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

  15      CON      10      12-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  12      COM       1       11-

 

8+10   PD           6                Total:  8/18 PD (8/18 rPD)

8+10   ED           5                Total:  8/18 ED (8/18 rED)

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

    5       REC        0

  30      END        0

  23      STUN      0       Total Characteristic Cost:  70

 

Movement:                   Running:               6"/12"

                                        Flight:                     10"/20"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

33       Bionic hands:  Hand-To-Hand Attack +8d6, Reduced Endurance (½ END; +¼) (50 Active Points); Hand-To-Hand Attack (-½)                                                                                                2

             

20       Bionic boots:  Flight 10"                                                         2

             

20       Bionic chest piece:  Force Field (10 PD/10 ED)                  2

             

25       Electrical Illusions:  Elemental Control, 76-point powers,  (38 Active Points); all slots OIF (-½)

37       1)  Force Wall (15 PD/15 ED), Reduced Endurance (½ END; +¼) (94 Active Points); OIF (-½)              3

25       2)  Summon 8 180-point creatures, Reduced Endurance (0 END; +½) (76 Active Points); OIF (-½)

             

22       Healing BODY 2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Self Only (-½), OIF (-½)

 

       Perks

2          Fringe Benefit:  International Driver's License, License to practice a profession

10       Favor

 

       Skills

3          Bureaucratics 12-

3          KS: Art 12-

3          KS: Art museums 12-

3          Security Systems 12-

3          Stealth 12-

5          PS: Artist 14-

5          Art:  PS: Appraise 14-

8          +1 with All Combat

 

Total Powers & Skill Cost:  235

Total Cost:  305

 

200+  Disadvantages

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

15       Distinctive Features:  Bionics (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15       Psychological Limitation:  Loves art (Common; Strong)

65       Experience Points

 

Total Disadvantage Points:  305

Earned Experience:  0

Spent Experience:  65

Unspent Experience:  0

 

Background/History:  Genevieve Villeneuve was an artist with a rising reputation.  Then the accident due to some faulty wiring resulted in severe burns on her hands and legs.  Totally despondent she fell into a depression.  She looked into any means to fix her condition, but no one would help her.  Then came an offer to replace her "defective" parts.  She jumped at the chance.  When she awoke she found her arms and legs covered with shiny metallic appendages with crackling energy coming from them.  She tried to go back into art, but her star had fallen too low.  So now she steals art for sale to others as well as hiring out for snatch and grab jobs as Electro!

 

Personality/Motivation:  A frustrated artist, who if she can't create art will take it!

 

Quote:

 

Powers/Tactics:  Set up shield, get up in the air and summon electrical elementals.  She will use the wall to help allies or cut off opponents. 

 

Campaign Use:  Art thief with a difference!

 

Appearance:  182 cms tall and 68 KGs with long brown hair and brown eyes. Her costume is white with blue highlights that look like an electrical circuit!

 

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  • 2 weeks later...

Four heroes for today

 

 

Rune Ice


 

Val Char Cost Roll Notes

 

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

20 COM 5 13-


8+15 PD 5 Total:  8/23 PD (8/23 rPD)

8+15 ED 4 Total:  8/23 ED (8/23 rED)

4 SPD 12 Phases:  3, 6, 9, 12

7 REC 0

36 END 0

26 STUN 0 Total Characteristic Cost:  83


Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

16 Ice powers:  Elemental Control, 40-point powers,  (20 Active Points); all slots Only In Heroic Identity (-¼)

24 1)  Ice Bolt:  Energy Blast 10d6 (50 Active Points); Only In Heroic Identity (-¼) 5

20 2)  Ice armour:  Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points); Only In Heroic Identity (-¼)

24 3)  Ice bonds:  Entangle 5d6, 5 DEF (50 Active Points); Only In Heroic Identity (-¼) 5


Perks

40 Ice Rune Platform:  Vehicles & Bases (50 Active Points); Only In Heroic Identity (-¼)


Skills

3 Bureaucratics 12-

3 Electronics 12-

3 Mechanics 12-

9 TF:  Common Motorized Ground Vehicles, Large Motorized Boats, Large Planes, Small Motorized Boats, Small Planes, Snowmobiles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles


Total Powers & Skill Cost:  150

Total Cost:  233


200+ Disadvantages

15 Physical Limitation:  No sense of smell or taste (All the Time; Slightly Impairing)

20 Psychological Limitation:  Serve America (Very Common; Strong)


Total Disadvantage Points:  233

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0


Background/History:  When James Jameson was on vacation he found a medallion on the beach.  When he grabbed it, it spoke to him and said he was the wielder he had been waiting for.  Showing him the bowers and devices he could wield, it asked only that it be used to police the empire it had served.  Unfortunately, that empire never existed, at least on this earth.  So he returned to the US and made it the empire he would serve in its place.  Ice Rune is here!


Personality/Motivation:  One is a desire to make America safe.  Also is the desire to find the home of the medallion and see how its home has fared!


Quote:  


Powers/Tactics:  Transform into Ice Rune and summon his platform.  Then get into the air and either hold them or blast them!


Campaign Use:  America right or wrong.  And where did the medallion come from?


Appearance:  As James Jameson he's 184 cm and 73 KG with brown hair and brown eyes.  As Ice Rune, both become white and he has strange runes covering his ice armour!




 

 

 

And his vehicle

 

 

Rune Ice platform


 

Val Char Cost Roll Notes

 

25 STR 0 14- Lift 800.0kg; 5d6

15 DEX 15 12- OCV:  5/DCV:  3

 

15 BODY 2 12-

 

 

 

 


 

 

4 SPD 15 Phases:  3, 6, 9, 12

 

 

Total Characteristic Cost:  89


Movement: Running: 12"/24"

Flight: 20"/160"

Swimming: 2"/4"


Cost Powers END

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

Notes:  (x2 number of items)

 

75 flight enchantments:  Flight 20", x8 Noncombat, Full Reverse (+¼), Sideways Maneuverability half velocity (+¼) (75 Active Points)


Total Powers & Skill Cost:  170

Total Cost:  259


200+ Disadvantages

25 Physical Limitation:  No ground movement (All the Time; Fully Impairing)

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

14 Experience Points


Total Disadvantage Points:  259

Earned Experience:  0

Spent Experience:  14

Unspent Experience:  0


Background/History:  


Personality/Motivation:  


Quote:  


Powers/Tactics:  


Campaign Use:  


Appearance:  



 
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Mind Titan

 

Val Char Cost Roll Notes

 

10 STR 0 11- Lift 100.0kg; 2d6

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

23 INT 13 14- PER Roll 14-

10 EGO 0 11- ECV:  3

10 PRE 0 11- PRE Attack:  2d6

16 COM 3 12-

8+18 PD 6 Total:  8/26 PD (8/26 rPD)

8+18 ED 4 Total:  8/26 ED (8/26 rED)

4 SPD 9 Phases:  3, 6, 9, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  88

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

45 Find Weakness 14- with All Attacks

 

25 Psionic Telekinesis:  Elemental Control, 50-point powers

62 1)  TK :  Telekinesis (40 STR), Fine Manipulation, Reduced Endurance (½ END; +¼) (87 Active Points) 3

25 2)  TK Punch:  Energy Blast 10d6 (50 Active Points) 5

29 3)  TK field:  Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points)

65 4)  TK pet:  Summon 180-point creatures, Reduced Endurance (0 END; +½), Slavishly Devoted (+1) (90 Active Points)

Perks

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

2 Deep Cover

1 False Identity

Skills

3 Bureaucratics 11-

3 Bribery 11-

3 Deduction 14-

3 High Society 11-

3 Interrogation 11-

3 Oratory 11-

3 Acrobatics 13-

3 Climbing 13-

3 Streetwise 11-

3 Paramedics 14-

3 PS: Journalist 14-

40 +5 with All Combat

Total Powers & Skill Cost:  337

Total Cost:  425

200+ Disadvantages

0 Hunted:  police 8- (Less Pow; NCI; Watching)

10 Psychological Limitation:  Greedy (Common; Moderate)

20 Psychological Limitation:  Superiority complex (Very Common; Strong)

195 Experience Points

Total Disadvantage Points:  425

Earned Experience:  0

Spent Experience:  195

Unspent Experience:  0

Background/History:  Apollo Chappelle always knew he was different.  Especially when he reached the age of 14 and found he could summon a friend made of psionic energy. Experimenting with his powers, he later found he had telekinetic abilities as well.  So he went into business as a super-powered trouble-shooter.  Soon he was skirting the edge of the law and would have fallen over but for a promise to his mother.  Now wiser, he carefully vets his clients, but still works for money (though sometimes he does go pro bono).  So if you have a problem, Mind Titan may be able to help (if you can meet his fees)

Personality/Motivation:  A mix of money and altruism.  If he's going to do good, he'll get paid for it!

Quote:  

Powers/Tactics:  Summon his friend, and support him with his TK abilities.  

Campaign Use:  Is altruism all it is meant to be.  Should not one be paid for risking his life?

Appearance:  181 cm and 82 KG with curly black hair and brown eyes.  His costume is basically a black military fatigue.

 

 

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A screaming nun

 

 

Ki-Ai


 

Val Char Cost Roll Notes

 

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

24 DEX 42 14- OCV:  8/DCV:  8

23 CON 26 14-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-


8+18 PD 5 Total:  8/26 PD (8/26 rPD)

8+18 ED 3 Total:  8/26 ED (8/26 rED)

5 SPD 16 Phases:  3, 5, 8, 10, 12

8 REC 0

46 END 0

30 STUN 0 Total Characteristic Cost:  117


Movement: Running: 12"/24"

Leaping: 3"/6"

Swimming: 2"/4"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

20 Sounds and vibrations:  Elemental Control, 40-point powers

55 1)  Sonic and vibes:  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3

34 2) Sonic/vibe Shield:  Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points)

30 3) Walk thru walls:  Desolidification , Reduced Endurance (½ END; +¼) (50 Active Points) 2

 

17 Shatter items:  Killing Attack - Ranged 3d6, Reduced Endurance (0 END; +½) (67 Active Points); Activation Roll 8- (-2), Linked (Sonic and vibes; -½), Limited Power loses about a third of its effectiveness (Only vs. inanimate; -½)

 

12 Running +6" (12" total) 1


Perks

4 Fringe Benefit:  Basic 8- Contact, International Driver's License, Monk, Passport

5 Favor


Skills

3 Bureaucratics 12-

3 Bribery 12-

5 KS: Religion 14-

3 KS: Teacher 12-

3 KS: Counselor 12-

3 PS: counselor 12-

6 PS: Nun 15-

16 +2 with All Combat


Total Powers & Skill Cost:  227

Total Cost:  344


200+ Disadvantages

20 Psychological Limitation:  Altruistic (Common; Total)

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

0 Distinctive Features:  costume (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

5 Enraged:  When innocents are targeted (Uncommon), go 8-, recover 14-

10 Psychological Limitation:  Total silence (Uncommon; Strong)

99 Experience Points


Total Disadvantage Points:  344

Earned Experience:  0

Spent Experience:  99

Unspent Experience:  0


Background/History:  Callie Yan-Chen had a normal childhood.  But she had a generous heart and entered a convent at 18 to serve the people and the community, and to serve her own spirituality.  But soon after she was taken hostage by the villain team (insert), as part of a plan to extort money from the state.  She counseled the other hostages, which raised the ire of one villain, who made it a point to single her out for pain.  When he attacked her after the incident, when (local heroes) tracked the villains down to recover the money, it activated her latent powers.  Not knowing what to do, she was approached by (hero) who had a school for gifted people.  She could counsel and get training at the same time.  She took the name from the shouts that martial art masters do, while serving God, the community and the students!


Personality/Motivation:  A classic do gooder, she wants to serve people and her spirituality.


Quote:  


Powers/Tactics:  First she shields up, and then she will go on the offensive.  She likes to use the vibe thru walls to get into differing positions.


Campaign Use:  School for Gifted people, religion and super powers.  Also possible revenge by her assailant.


Appearance:  178 cm, 63 KG lady of Chinese descent, short black hair.  Her costume is a modified nun's habit.




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White Queen

 

 

Val Char Cost Roll Notes

 

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

15 DEX 15 12- OCV:  5/DCV:  5

40 CON 60 17-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

16 COM 3 12-

 

15+15 PD 11 Total:  15/30 PD (15/30 rPD)

15+15 ED 7 Total:  15/30 ED (15/30 rED)

4 SPD 15 Phases:  3, 6, 9, 12

12 REC 0

80 END 0

40 STUN 0 Total Characteristic Cost:  139

 

Movement: Running: 6"/12"

Flight: 15"/30"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

15 Damage Resistance (15 PD/15 ED)

 

22 Magnetics:  Elemental Control, 44-point powers

53 1) Magneto disruption:  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3

23 2) Magnetic thrusters:  Flight 15", Reduced Endurance (0 END; +½) (45 Active Points)

35 3)  Magnetic movement:  Telekinesis (40 STR), Reduced Endurance (½ END; +¼) (75 Active Points); Limited Power loses about a third of its effectiveness (Ferrous metals; -½) 3

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

25 5) Disruption touch:  Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +½) (60 Active Points); Hand-To-Hand Attack (-½)

 

Perks

8 Money:  Wealthy

 

Skills

3 Electronics 12-

3 Mechanics 12-

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

24 +3 with All Combat

 

Total Powers & Skill Cost:  243

Total Cost:  382

 

200+ Disadvantages

15 Distinctive Features:  Android features (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Physical Limitation:  Needs mechanical repair for some damage (Frequently; Greatly Impairing)

20 Psychological Limitation:  Curiosity (Very Common; Strong)

132 Experience Points

 

Total Disadvantage Points:  382

Earned Experience:  0

Spent Experience:  132

Unspent Experience:  0

 

Background/History:  Unit 2379 was designed by some alien race as repair and retrieval unit.  Using flight thruster and magnetic manipulation, and a disintegration beam, it could be sent to fix and bring back pieces of equipment.  But somehow it was damaged and wandered space for millennia.  It has no idea how long.  But when (hero team) was on one of their space adventures, she was found and brought to earth.  Repaired, she lay silent until finally a circuit was tripped and she began do re boot.  Having no place to go, she stayed with the team, until she decided to wander the world.  She wants to get to know this new world she has come to call home.  Since Unit 2379 was intimidating she took a name from a book she read, calling herself the White Queen.

 

Personality/Motivation:  Curiosity and a hard wired desire to serve.

 

Quote:  

 

Powers/Tactics:  Get airborne and raise her magnetic Sheild.  She will generally use her metal moving abilities first, using her magneto beam as a last resort.  

 

Campaign Use:  The alien looking at our culture.  Why? WHY?

 

Appearance:  Humanoid female 160 cm and 47 KG.  She is made of silvery metals and white polymers, and her hair is yellow and purple eyes.  Her costume is a long white dress.

 

 

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Black Hole

 

Val Char Cost Roll Notes

 

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

30 DEX 60 15- OCV:  10/DCV:  10

25 CON 30 14-

10 BODY 0 11-

11 INT 1 11- PER Roll 11-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

10 COM 0 11-

8+18 PD 5 Total:  8/26 PD (8/26 rPD)

8+18 ED 3 Total:  8/26 ED (8/26 rED)

5 SPD 10 Phases:  3, 5, 8, 10, 12

8 REC 0

50 END 0

31 STUN 0 Total Characteristic Cost:  123

Movement: Running: 6"/12"

Flight: 25"/100"

Leaping: 3"/6"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

28 Gravity:  Elemental Control, 56-point powers

47 1)  Gravity Manipulation:  Telekinesis (40 STR), Reduced Endurance (½ END; +¼) (75 Active Points) 3

29 2)  Gravity field:  Force Field (18 PD/18 ED) (Protect Carried Items), Reduced Endurance (½ END; +¼) (57 Active Points) 2

41 3)  Gravity flight:  Flight 25", x4 Noncombat, Reduced Endurance (½ END; +¼) (69 Active Points) 2

34 4)  Gravity paralysis:  Entangle 6d6, 4 DEF, Reduced Endurance (½ END; +¼) (62 Active Points) 2

Perks

3 Contact (Contact has useful Skills or resources) 11-

5 Favor

Skills

5 Cramming

3 Electronics 11-

3 Mechanics 11-

3 Oratory 12-

3 Persuasion 12-

5 Agriculture:  KS 13-

8 Systems Operation (Communications Systems) 14-

15 +3 with DCV

Total Powers & Skill Cost:  240

Total Cost:  363

200+ Disadvantages

15 Dependence:  UV rays -30 Active Points from Affected Power (Easy To Obtain; 1 Hour)

20 Psychological Limitation:  Code vs. killing (Common; Total)

10 Psychological Limitation:  Simple black/white view of the world (Common; Moderate)

118 Experience Points

Total Disadvantage Points:  363

Earned Experience:  0

Spent Experience:  118

Unspent Experience:  0

Background/History:  Bob Marlow was a simple farmer with a show about farming and farm equipment.  Then the crop circles began happening around his area.  Determined to catch them, he lay in ambush every night.  And woke up naked in the middle if the fields in the middle of a crop circle.  Ridiculed and arrested, he sat in jail, wondering what happened, as he had no recollection.  But he knew something was up when (anti alien group) attacked the jail to get to him.  And he found he had powers.  Defending himself and the jail, after the battle, he was approached by (hero group).  Figuring he was given the powers for a reason, he protects the people as Black Hole!

Personality/Motivation:  Good old desire to make the world a better place.

Quote:  

Powers/Tactics:  Use the Gravity Field to weigh people down, or hang them up helpless.  If he has to he'll use Gravitational Paralysis so he can move onto different opponents. If most opponents are flying, he'll go up and join them.

Campaign Use:  A simple man with great powers.

Appearance:  179 cm and 88KGs with black hair and green eyes.  His costume is a simple black unitard with a star field look to it!

 

 

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Dr. Element

 

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-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV:  7

20 PRE 10 13- PRE Attack:  4d6

12 COM 1 11-

8+13 PD 5 Total:  8/21 PD (8/21 rPD)

8+13 ED 4 Total:  8/21 ED (8/21 rED)

5 SPD 14 Phases:  3, 5, 8, 10, 12

7 REC 0

36 END 0

27 STUN 0 Total Characteristic Cost:  131

Movement: Running: 16"/32"

Flight: 15"/60"

Leaping: 3"/6"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

13 Philosopher's Stone:  Elemental Control, 32-point powers,  (16 Active Points); all slots IIF (-¼)

27 1)  Chemical blast:  Energy Blast 10d6 (50 Active Points); IIF (-¼) 5

13 2)  Chemical change field:  Force Field (13 PD/13 ED), Reduced Endurance (½ END; +¼) (32 Active Points); IIF (-¼) 1

11 3)  Endothermic reaction:  Absorption 6d6  (energy, End Reserve) (30 Active Points); Costs Endurance (Only Costs END to Activate; -¼), IIF (-¼) 3

27 4)  Flight 15", Position Shift, x4 Noncombat, Reduced Endurance (½ END; +¼) (50 Active Points); IIF (-¼) 2

 

22 Endurance Reserve  (80 END, 20 REC) (28 Active Points); IIF (-¼)

 

25 Running +10" (16" total), Reduced Endurance (½ END; +¼) (25 Active Points) 1

Talents

12 Combat Luck (6 PD/6 ED)

Skills

3 Acrobatics 14-

3 Climbing 14-

3 History:  KS 13-

5 Mystic societies:  KS 15-

3 Paramedics 13-

16 +2 with All Combat

Total Powers & Skill Cost:  191

Total Cost:  322

200+ Disadvantages

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

10 Vulnerability:  1 ½ x STUN Acid/base neutralizers (Common)

10 Vulnerability:  2 x Effect Acid base neutralizers (Uncommon)

20 Psychological Limitation:  Desire for power (Common; Total)

10 Hunted:  Other villains he's betrayed 8- (As Pow; Harshly Punish)

62 Experience Points

Total Disadvantage Points:  322

Earned Experience:  0

Spent Experience:  62

Unspent Experience:  0

Background/History:  Mike Lament was a guy into sports, any kind.  Playing or watching, it mattered not.  His other passion was mysticism.  Thule, Atlantis, Mu, Pyramid Power... you name it he was into it.  In fact he even got a degree on it, as an expert in the field.  So when he was invited to go on an expedition to investigate a supposed lost outpost of some unknown civilization, he jumped at the chance.  And there his life changed.  It looks like a simple rock, but of many differing materials.  And it came to life in his hands. After a bit of experimentation he found he could control chemical reactions, and that the stone was actually a small part of the Philosopher's Stone.  Now he is on a search for the rest of it so he can become even more powerful.  And it doesn't matter what he has to do to get them.  Dr. Element wants it!

Personality/Motivation:  A small taste of power has gone to his head, but he does have serious power.

Quote:  

Powers/Tactics:  He can fire beams that can cause acid/base reactions, lighten the elements beneath him to fly, even absorb the energy of incoming attacks to fuel his abilities.

Campaign Use:  What happens as he starts to accumulate the stone?  What other powers will it give him?

Appearance:  Stands 182 cms and 95 KG.  His costume looks brown to silvery in no particular order.

 

 

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Lumiere

 

Val Char Cost Roll Notes

 

10 STR 0 11- Lift 100.0kg; 2d6

18 DEX 24 13- OCV:  6/DCV:  6

13 CON 6 15-

10 BODY 0 11-

28 INT 18 15- PER Roll 15-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

18 COM 4 13-

8 PD 6 Total:  8 PD (8 rPD)

8 ED 5 Total:  8 ED (8 rED)

4 SPD 12 Phases:  3, 6, 9, 12

5 REC 0

26 END 0

22 STUN 0 Total Characteristic Cost:  90

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

15 +15 CON (30 Active Points); OIF (-½), No Figured Characteristics (-½)

 

13 Light Constructs:  Elemental Control, 40-point powers,  (20 Active Points); all slots OIF (-½)

28 1)  Light Wall:  Force Wall (10 PD/10 ED), Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½) 2

17 2)  Light agents:  Summon 2 200-point creatures (45 Active Points); OIF (-½) 4

 

50 Multipower, 60-point reserve, all slots Reduced Endurance (½ END; +¼) (75 Active Points); all slots OIF (-½)

3u 1)  Energy Blast 10d6 (50 Active Points); OIF (-½) 2

3u 2)  Sight Group Flash 10d6 (50 Active Points); OIF (-½) 2

3u 3)  Sight Group Flash 5d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1) (56 Active Points); No Range (-½), OIF (-½) 3

Perks

6 Contact (Contact has very useful Skills or resources) 13-

3 Contact (Contact has access to major institutions, Contact has significant Contacts of his own) 8-

7 Fringe Benefit:  Concealed Weapon Permit (where appropriate), Federal/National Police Powers, International Driver's License, Passport

Skills

3 Bureaucratics 12-

3 Bribery 12-

3 Criminology 15-

3 Forensic Medicine 15-

3 Secretary:  KS 15-

3 Paramedics 15-

Total Powers & Skill Cost:  174

Total Cost:  264

200+ Disadvantages

5 Hunted:  FBI 8- (As Pow; NCI; Watching)

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

15 Psychological Limitation:  Law and order (Common; Strong)

34 Experience Points

Total Disadvantage Points:  264

Earned Experience:  0

Spent Experience:  34

Unspent Experience:  0

Background/History:  Stacy Morgan was a secretary for the FBI.  As such she was privileged to know about many secret projects and operations.  So when she was assigned to the super device warehouse, looked on it as just another opportunity to serve the bureau.  So one day while cataloguing some captured tech, it started beeping in her presence.  Apparently it cued in to part of her genetic signature.  Immediately she and the devices were rushed away and she was tested to see what other devices may work on her.  Eventually they cobbled some different items together and persuaded her to go into the field as their super powered operative Lumiere!

Personality/Motivation:  She's now getting a chance to live an exciting life.  And she likes it.  One side effect of the process is a greater intelligence, and she has been studying various parts of criminology and forensics to be more useful!

Quote:  

Powers/Tactics:  The devices allow her to control light and either fire it as beams, flashes or solid light constructs.

Campaign Use:  A super powered FBI agent.

Appearance:  167 cm and 50 KGs with brown hair and eyes.  Her costume is white and yellow with metallic elements at the gloves, neck, chest and boots!

 

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Maxima

 

Val Char Cost Roll Notes

 

55 STR 45 20- Lift 51.2tons; 11d6 [5]

16 DEX 18 12- OCV:  5/DCV:  5

25 CON 30 14-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

20 COM 5 13-

23 PD 12 Total:  23 PD (23 rPD)

23 ED 18 Total:  23 ED (23 rED)

4 SPD 14 Phases:  3, 6, 9, 12

16 REC 0

50 END 0

51 STUN 0 Total Characteristic Cost:  160

Movement: Running: 16"/32"

Leaping: 11"/22"

Swimming: 2"/4"

Cost Powers END

23 Damage Resistance (23 PD/23 ED)

 

70 Multipower, 70-point reserve

2u 1)  Missile Deflection (Any Ranged Attack) (20 Active Points)

7u 2)  Energy Blast 11d6, Reduced Endurance (½ END; +¼) (69 Active Points) 2

 

20 Running +10" (16" total) 2

Perks

5 Money:  Well Off

Skills

3 Acrobatics 12-

3 Climbing 12-

3 Bureaucratics 12-

3 Breakfall 12-

5 Cramming

3 Teacher:  KS 12-

3 Oratory 12-

3 Paramedics 12-

16 +2 with All Combat

Total Powers & Skill Cost:  169

Total Cost:  329

200+ Disadvantages

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

15 Psychological Limitation:  Likes to fight (Common; Strong)

10 Psychological Limitation:  Likes to flirt (Common; Moderate)

94 Experience Points

Total Disadvantage Points:  329

Earned Experience:  0

Spent Experience:  94

Unspent Experience:  0

Background/History:  Joanna Whalley was an overworked and underappreciated phys. ed. teacher.  Every year she would work with a new batch of students who would dismiss the hard work she did to get them to like sports and athleticism in general.  Her only escape was in working out.  She could see the improvements every time she worked out, and soon it became all encompassing.  And the physical sensation was a rush.  But in the process she lost he job.  She took revenge by trashing the school, literally, for now she was amazingly strong and durable.  Soon it was a pile of rubble and she was on her way as a villain for hire, Maxima!

Personality/Motivation:  Revenge and greed

Quote:  

Powers/Tactics:  Classic brick. But her ability to throw a punch at range can be a surprise!

Campaign Use:  Female thug!

Appearance:  191 cms and 77 KGs she cuts a striking figure with a brown bob and green eyes.  She wears a simple black unitard with armour at strategic places, (a girl can't be too careful)

 

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  • 2 months later...

 

Mind Titan

 

Val Char Cost Roll Notes

 

10 STR 0 11- Lift 100.0kg; 2d6

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

23 INT 13 14- PER Roll 14-

10 EGO 0 11- ECV:  3

10 PRE 0 11- PRE Attack:  2d6

16 COM 3 12-

8+18 PD 6 Total:  8/26 PD (8/26 rPD)

8+18 ED 4 Total:  8/26 ED (8/26 rED)

4 SPD 9 Phases:  3, 6, 9, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  88

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

45 Find Weakness 14- with All Attacks

 

25 Psionic Telekinesis:  Elemental Control, 50-point powers

62 1)  TK :  Telekinesis (40 STR), Fine Manipulation, Reduced Endurance (½ END; +¼) (87 Active Points) 3

25 2)  TK Punch:  Energy Blast 10d6 (50 Active Points) 5

29 3)  TK field:  Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points)

65 4)  TK pet:  Summon 180-point creatures, Reduced Endurance (0 END; +½), Slavishly Devoted (+1) (90 Active Points)

Perks

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

2 Deep Cover

1 False Identity

Skills

3 Bureaucratics 11-

3 Bribery 11-

3 Deduction 14-

3 High Society 11-

3 Interrogation 11-

3 Oratory 11-

3 Acrobatics 13-

3 Climbing 13-

3 Streetwise 11-

3 Paramedics 14-

3 PS: Journalist 14-

40 +5 with All Combat

Total Powers & Skill Cost:  337

Total Cost:  425

200+ Disadvantages

0 Hunted:  police 8- (Less Pow; NCI; Watching)

10 Psychological Limitation:  Greedy (Common; Moderate)

20 Psychological Limitation:  Superiority complex (Very Common; Strong)

195 Experience Points

Total Disadvantage Points:  425

Earned Experience:  0

Spent Experience:  195

Unspent Experience:  0

Background/History:  Apollo Chappelle always knew he was different.  Especially when he reached the age of 14 and found he could summon a friend made of psionic energy. Experimenting with his powers, he later found he had telekinetic abilities as well.  So he went into business as a super-powered trouble-shooter.  Soon he was skirting the edge of the law and would have fallen over but for a promise to his mother.  Now wiser, he carefully vets his clients, but still works for money (though sometimes he does go pro bono).  So if you have a problem, Mind Titan may be able to help (if you can meet his fees)

Personality/Motivation:  A mix of money and altruism.  If he's going to do good, he'll get paid for it!

Quote:  

Powers/Tactics:  Summon his friend, and support him with his TK abilities.  

Campaign Use:  Is altruism all it is meant to be.  Should not one be paid for risking his life?

Appearance:  181 cm and 82 KG with curly black hair and brown eyes.  His costume is basically a black military fatigue.

 

 

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Mr. Smith

 

Val Char Cost Roll Notes

 

23 STR 13 14- Lift 606.3kg; 4 ½d6 [2]

33 DEX 69 16- OCV:  11/DCV:  11

18 CON 16 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-/16-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

8+6 PD 3 Total:  8/14 PD (8/14 rPD)

8+6 ED 4 Total:  8/14 ED (8/14 rED)

7 SPD 27 Phases:  2, 4, 6, 7, 9, 11, 12

9 REC 0

36 END 0

31 STUN 0 Total Characteristic Cost:  157

Movement: Running: 20"/40"

Leaping: 4"/8"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

15 Active Sonar (Hearing Group)

3 +3 PER with Normal Hearing

27 Passive sonar:  Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees)

 

38 Running +14" (20" total), Reduced Endurance (½ END; +¼) (38 Active Points) 1

 

25 Pistol:  Multipower, 40-point reserve,  (40 Active Points); OAF (-1)

Notes:  (x2 number of items)

2u 1)  Energy Blast 8d6, 2 clips of 12 Charges (+0) (40 Active Points); OAF (-1) [12]

4u 2)  Killing Attack - Ranged 2 ½d6, 2 clips of 12 Charges (+0) (40 Active Points) [12]

 

8 Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 2

 

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

Perks

2 Fringe Benefit:  International Driver's License, Passport

Skills

3 Bribery 12-

3 Bureaucratics 12-

3 Combat Driving 16-

7 Concealment 15-

3 Deduction 13-

3 Navigation 13-

3 Security Systems 13-

3 Lockpicking 16-

8 TF:  Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Helicopters, Large Planes, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

15 +3 with DCV

8 +1 with All Combat

Total Powers & Skill Cost:  203

Total Cost:  360

200+ Disadvantages

20 Physical Limitation:  Sees only in B&W (All the Time; Greatly Impairing)

10 Psychological Limitation:  Vengeful (Common; Moderate)

10 Psychological Limitation:  Greedy (Common; Moderate)

120 Experience Points

Total Disadvantage Points:  360

Earned Experience:  0

Spent Experience:  120

Unspent Experience:  0

Background/History:  Mr. Smith (not his real name) was formerly a low level street crime, whose real talent was in smuggling.  He could modify a vehicle to carry anything, and started making good money on it.  But after one run someone decided that he was a liability.  So they had him transport something that was designed to make it look like an accident.  And an accident they got.  But Mr. Smith was not killed just badly injured.  But something kicked in while he was in the hospital, and when he got out he got revenge.  Now barred from driving due to the accident, he is setting up a crew for hire.  And occasionally he has to protect his investment.  Meet Mr. Smith, he'll get it there for you!

Personality/Motivation:  Want to live the high life and get final revenge on those who double crossed him!

Quote:  

Powers/Tactics:  Basically he's a thug with some serious physical enhancements.  He's dangerous in HTH even without his baton, but he prefers pistols!

Campaign Use:  Super powered smuggler!

Appearance:  179 cm and 73 KG with brown hair and brown eyes.  Wears camo gear with a pair of holsters and extra ammo and his baton.  

 

 

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Protonic

 

Val Char Cost Roll Notes

 

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

17 DEX 21 12- OCV:  6/DCV:  6

15 CON 10 12-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

12 COM 1 11-

8+25 PD 5 Total:  8/33 PD (8/33 rPD)

8+25 ED 5 Total:  8/33 ED (8/33 rED)

4 SPD 13 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

26 STUN 0 Total Characteristic Cost:  80

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 3"/6"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

13 Magnetic:  Elemental Control, 40-point powers,  (20 Active Points); all slots OIF (-½)

24 1)  Energy Blast 9d6, Reduced Endurance (½ END; +¼) (56 Active Points); OIF (-½) 2

17 2)  Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points); OIF (-½)

23 3)  Telekinesis (35 STR), Reduced Endurance (½ END; +¼) (66 Active Points); Limited Power loses about a third of its effectiveness (Only vs., Ferrous metal; -½), OIF (-½) 2

16 4)  Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points); OIF (-½) 1

20 5)  Entangle 4d6, 4 DEF, Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½) 2

 

25 Invisibility to Sight Group , No Fringe, Reduced Endurance (½ END; +¼) (37 Active Points); OIF (-½) 1

 

41 Shrinking (0.055 m tall, 0.002 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +15" KB), Costs END Only To Activate (+¼) (62 Active Points); OIF (-½) 5

 

20 Armor (10 PD/10 ED) (30 Active Points); OIF (-½)

Perks

2 Fringe Benefit:  International Driver's License, Passport

4 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 8-

4 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 8-

5 Favor

Skills

3 Bribery 12-

3 Bureaucratics 12-

3 Concealment 12-

3 Deduction 12-

3 Interrogation 12-

3 Paramedics 12-

3 Persuasion 12-

3 Tactics 12-

2 WF:  Small Arms

10 +2 with DCV

Total Powers & Skill Cost:  258

Total Cost:  338

200+ Disadvantages

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

10 Hunted:  US military police 8- (Less Pow; NCI; Harshly Punish)

20 Psychological Limitation:  Always looking for the angle (Very Common; Strong)

10 Psychological Limitation:  Honesty is for chumps (Uncommon; Strong)

88 Experience Points

Total Disadvantage Points:  338

Earned Experience:  0

Spent Experience:  88

Unspent Experience:  0

Background/History:  some people join the military to get an education or for love of country.  Michael O'Hare joined because he could see the opportunities to develop crime contacts and open new markets for his skills and supplies.  Soon he was involved in black market activities and smuggling of almost anything.  This included historical artifacts that he could move as part of his military channels.  But once in awhile he took one for himself, and one time he had a bad reaction.  When he awoke, he was in the stockade for his crimes.  But the item called to him so soon after he escaped, stole the item and went to work for himself.  After he figured out the powers he debuted as Photonic.

Personality/Motivation:  A career criminal with military training.  He's all about himself!

Quote:  

Powers/Tactics:  The amulet gives Photonic various powers.  But he always starts by shrinking down and going invisible.  His defenses are already high, so he's very hard to see as well as hurt.  Add the flight, and he becomes extremely hard to take out!

Campaign Use:  A scout or front line combatant.  Also he still has contacts in the military and crime circles.  

Appearance:  176 cms and 64 KGs with blond hair and blue eyes, he wears a blue and yellow costume with a Celtic style amulet on his chest and a Celtic knot pattern at the gloves and boots!

 

 

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Psimon

 

Val Char Cost Roll Notes

 

10 STR 0 11- Lift 100.0kg; 2d6

14 DEX 12 12- OCV:  5/DCV:  5

20 CON 20 13-

10 BODY 0 11-

27 INT 17 14- PER Roll 14-

25 EGO 30 14- ECV:  8

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

8+11 PD 6 Total:  8/19 PD (8/19 rPD)

8+11 ED 4 Total:  8/19 ED (8/19 rED)

4 SPD 16 Phases:  3, 6, 9, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  118

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

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

 

20 Psi powers:  Elemental Control, 40-point powers

37 1)  Invisibility to Sight and Hearing Groups and Mental Awareness , No Fringe, Reduced Endurance (0 END; +½) (57 Active Points)

30 2)  Ego Attack 5d6 (50 Active Points) 5

60 3)  Telekinesis (20 STR), Fine Manipulation, Reduced Endurance (0 END; +½), Invisible to Sight Group (+½) (80 Active Points)

 

25 Force Field (5 PD/5 ED/10 Mental Defense), Reduced Endurance (½ END; +¼) (25 Active Points) 1

Perks

11 Money:  Filthy Rich

2 Fringe Benefit:  International Driver's License, Passport

5 Favor

11 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Contact limited by identity) 13-

Skills

3 Bribery 13-

3 Bureaucratics 13-

3 High Society 13-

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

6 Language:  Spanish (imitate dialects; literate)

6 Language:  French (imitate dialects; literate)

6 Language:  German (imitate dialects; literate)

6 Language:  Japanese (imitate dialects; literate)

6 Language:  Chinese (imitate dialects; literate)

3 Oratory 13-

3 Persuasion 13-

3 Seduction 13-

Total Powers & Skill Cost:  270

Total Cost:  388

200+ Disadvantages

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

20 Psychological Limitation:  Arrogant (Very Common; Strong)

15 Psychological Limitation:  Desire to rule (Common; Strong)

138 Experience Points

Total Disadvantage Points:  388

Earned Experience:  0

Spent Experience:  138

Unspent Experience:  0

Background/History:  Tom Jameson had an easy life.  He inherited a business and managed to make it even more successful.  What many did not know was he had certain abilities that he used to make his life easier.  Now he's sees how the world is so inefficient and feels he can do better.  Right now he's starting small, but soon all will do what Psimon says!

Personality/Motivation:  Arrogance bordering on megalomania.

Quote:  

Powers/Tactics:  

Campaign Use:  Master villain in training!

Appearance:  Black uniform with a PSI symbol on the chest in red.  Out of costume business suits that favor his 185 cm, 82 KG frame.

 

 

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Raptor

 

Val Char Cost Roll Notes

 

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

23 DEX 39 14- OCV:  8/DCV:  8

25 CON 30 14-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

15 COM 3 12-

8 PD 5 Total:  8 PD (8 rPD)

8 ED 3 Total:  8 ED (8 rED)

5 SPD 17 Phases:  3, 5, 8, 10, 12

8 REC 0

50 END 0

30 STUN 0 Total Characteristic Cost:  129

Movement: Running: 6"/12"

Flight: 30"/120"

Leaping: 2"/4"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

30 Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-½)

 

30 Find Weakness 11- with All Attacks

 

54 Flight 30", x4 Noncombat, Reduced Endurance (½ END; +¼) (81 Active Points); Restrainable (-½) 3

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Conversation 13-

3 KS: Social work 12-

5 Language:  Spanish (idiomatic; literate)

3 PS: Teacher 12-

20 +4 with HTH Combat

24 +3 with All Combat

Total Powers & Skill Cost:  187

Total Cost:  315

200+ Disadvantages

15 Distinctive Features:  (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Psychological Limitation:  Loves (insert) (Common; Strong)

85 Experience Points

Total Disadvantage Points:  315

Earned Experience:  0

Spent Experience:  85

Unspent Experience:  0

Background/History:  Born with his wings, Joshua Campton was left as a foundling by his family.  A small community found and raised him and became his surrogate family.  This kept him from falling into the trap of some other violent mutants.  But knowing he could never have a  normal life he decided early on to become an advocate for people like him.  Eventually he got a degree in Social Work and education he became involved with (insert) school.  Since then he has divided his time to the school and his crime fighting!  He needs to set an example after all!

Personality/Motivation:  To make a difference!

Quote:  

Powers/Tactics:  A flying speedster.  He does best in open spaces where he can move around!

Campaign Use:  If you have a mutant type campaign he is an good contact!

Appearance:  193 cms and 77 KG with brown hair and eyes!

 

 

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Rune Ice

 

Val Char Cost Roll Notes

 

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

20 COM 5 13-

8+15 PD 5 Total:  8/23 PD (8/23 rPD)

8+15 ED 4 Total:  8/23 ED (8/23 rED)

4 SPD 12 Phases:  3, 6, 9, 12

7 REC 0

36 END 0

26 STUN 0 Total Characteristic Cost:  83

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

16 Ice powers:  Elemental Control, 40-point powers,  (20 Active Points); all slots Only In Heroic Identity (-¼)

24 1)  Ice Bolt:  Energy Blast 10d6 (50 Active Points); Only In Heroic Identity (-¼) 5

20 2)  Ice armour:  Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points); Only In Heroic Identity (-¼)

24 3)  Ice bonds:  Entangle 5d6, 5 DEF (50 Active Points); Only In Heroic Identity (-¼) 5

Perks

40 Ice Rune Platform:  Vehicles & Bases (50 Active Points); Only In Heroic Identity (-¼)

Skills

3 Bureaucratics 12-

3 Electronics 12-

3 Mechanics 12-

9 TF:  Common Motorized Ground Vehicles, Large Motorized Boats, Large Planes, Small Motorized Boats, Small Planes, Snowmobiles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

Total Powers & Skill Cost:  150

Total Cost:  233

200+ Disadvantages

15 Physical Limitation:  No sense of smell or taste (All the Time; Slightly Impairing)

20 Psychological Limitation:  Serve America (Very Common; Strong)

Total Disadvantage Points:  233

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

Background/History:  When James Jameson was on vacation he found a medallion on the beach.  When he grabbed it, it spoke to him and said he was the wielder he had been waiting for.  Showing him the bowers and devices he could wield, it asked only that it be used to police the empire it had served.  Unfortunately, that empire never existed, at least on this earth.  So he returned to the US and made it the empire he would serve in its place.  Ice Rune is here!

Personality/Motivation:  One is a desire to make America safe.  Also is the desire to find the home of the medallion and see how it's home has fared!

Quote:  

Powers/Tactics:  Transform into Ice Rune and summon his platform.  Then get into the air and either hold them or blast them!

Campaign Use:  America right or wrong.  And where did the medallion come from?

Appearance:  As James Jameson he's 184 cm and 73 KG with brown hair and brown eyes.  As Ice Rune, both become white and he has strange runes covering his ice armour!

 

 

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