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Mr. R

A lets read Atlas of Earth Prime and some conversions

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So a representative from the Faerie Court.  A BIG, NASTY representative...

 

 

Quote

 

AEP #48  Sugaar

 

 


Val Char Cost Roll Notes

15+50 STR 5 12- / 22- Lift 200.0kg/204.8tons; 3d6/13d6 [1/6]

23 DEX 39 14- OCV:  8/DCV:  8

35 CON 50 16-

10+10 BODY 0 11- / 13-

23 INT 13 14- PER Roll 16-/19-

25 EGO 30 14- ECV:  8

30 PRE 20 15- PRE Attack:  6d6

10 COM 0 11-

 

40 PD 37 Total:  40 PD (40 rPD)

40+10 ED 33 Total:  40/50 ED (40/50 rED)

4 SPD 7 Phases:  3, 6, 9, 12

10 REC 0

70 END 0

36+10 STUN 0 Total Characteristic Cost:  234

 

Movement: Running: 20"/40"

Flight: 20"/160"

Leaping: 7"/14"

Swimming: 5"/10"

 

Cost Powers END

40 Damage Resistance (40 PD/40 ED)

 

10 Armor (0 PD/10 ED) (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs fire/heat; -½)

 

3 Swimming +3" (5" total) 1

8 Running +4" (20" total) 1

4 Leaping +4" (7"/17" forward, 3 ½"/8 ½" upward) 1

6 +2 PER with all Sense Groups

 

50 Ritualist:  Variable Power Pool, 40 base + 10 control cost,  (60 Active Points); all slots Requires A Skill Roll (-½), VPP Can Only Be Changed Between Adventures (-½)

 

15 Claws and teeth:  Hand-To-Hand Attack +3d6, Penetrating (+½) (22 Active Points); Hand-To-Hand Attack (-½) 2

32 Penetrating (+½) for up to 65 Active Points of Str (32 Active Points) 3

87 Fire Breath:  Energy Blast 13d6, Area Of Effect (14" Cone; +1) (130 Active Points); No Range (-½) 13

33 Draconic Resistance:  Life Support  (Eating: Character only has to eat once per year; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per year)

5 Tracking with Normal Smell

6 +3 PER with Smell/Taste Group

15 Magic:  Detect A Single Thing 16-/17- (Unusual Group), Discriminatory, Analyze, Sense

5 Infrared Perception (Sight Group)

75 Dragon size:  Growth (+50 STR, +10 BODY, +10 STUN, -10" KB, 102,400 kg, -6 DCV, +6 PER Rolls to perceive character, 16 m tall, 8 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (112 Active Points); Always On (-½)

30 Running +10" (20" total), Reduced Endurance (0 END; +½) (30 Active Points)

5 Tail:  Extra Limb (1)

62 Flight 20", x8 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points) 2

 

Perks

10 Fringe Benefit:  Head of State of a single nation

15 Money:  Filthy Rich

45 Follower

 

Talents

20 Animal Friendship

14 Fearless

 

Skills

6 Language:  Basque (imitate dialects; literate)

6 Language:  Elven (imitate dialects; literate)

6 Language:  Giant (imitate dialects; literate)

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

6 Language:  French (imitate dialects; literate)

6 Language:  Spanish (imitate dialects; literate)

3 Magic:  Power 11-

3 Persuasion 15-

3 Stealth 14-

3 Shadowing 14-

 

Total Powers & Skill Cost:  638

Total Cost:  872

 

300+ Disadvantages

25 Distinctive Features:  DRAGON (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone)

20 Psychological Limitation:  Power Hungry (Very Common; Strong)

15 Physical Limitation:  Can be forced from earth with proper ritual (Infrequently; Fully Impairing)

512 Experience Points

 

Total Disadvantage Points:  872

Earned Experience:  0

Spent Experience:  512

Unspent Experience:  0

 

Background/History:  Sometimes we call people dragons as a way to describe them emotionally.  Not Sugaar. He really is a dragon, from Faerie, who came to earth in the times of Atlantis and settled in what is today the Catalonian region of Spain.  There he cared for and aided his charges and they worshiped him.  Life was good.  Eventually a mage from that great island came to ask for his aid in their battles.  He rebuffed her, but intrigued by her abilities, he asked her to stay and eventually took her as a consort.  But eventually she returned to Atlantis and died when the Island fell.  At this he became depressed and so retreated to Faerie to sleep it away.  But soon his dreams were invaded by a summons.  There he found a group of mages who thought to bind him to their service.  After one blast of fire, he flew up into the Barcelona Sky to start reclaiming his domain.  They will remember who Sugaar is and worship him again!

 

Personality/Motivation:  He's a dragon.  Catalonia was part of his treasure trove and he wants it back!

 

Quote:  

 

Powers/Tactics:  He's a dragon.  Think Smaug from the Hobbit.  Big, strong and a fiery breath.

 

Campaign Use:  

 

Appearance:  BIG RED DRAGON!

 

 

 

 

 

So this is the guy to bring out when you want a big cross over event.  His machinations are many, and he's powerful enough all on his own to take on multiple teams.

 

Power and personality wise, he's a classic dragon.  Smart, resourceful with enough raw power to require team tactics to beat.  Seriously I like him!

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So here are some of the other supers mentioned.  Though just given a quick one paragraph spot, again there is enough info to make them up if you want.  SO.....

 

El Águila de Sangre  Grandson of a hero who has been given the powers but also a warped view of society.  He’s more terrorist, but he views his actions as saving Spain from a soulless and godless future.  Basically turn back time to 1960.  Basically an energy controller like the human torch with at least five different attacks, flight, force field, and a high presence. They don’t give a PL but I would say at least 12d6 for attacks minimum.

 

Sandalphon  The angel I mentioned.  They say an elemental, but as I don’t know what that is, I’ll say a paragon with a Str of 14 (70 in hero) a toughness of 14 (28-30 pd/ed) and flight.  Maybe add a blast of some type as well.

 

Espada and Escudo.  Gifted with alien battlesuits.  Hers uses a power sword on place of the ranged blast so 12 dam with penetrating (12d6 eb, no range, penetrating), and a few bonuses with the sword.  His gets rid of the blast, and replaces it with a move object (TK affect whole object) and deflect (Missile deflection).

 

El Matador  Experimented on and then given a magical cape.  A Martial Artist with stats at 6 (str 30, dex 30 con 23) and toughness 10 (pd/ed at least 20 resistant).  He has a sword with Martial Arts to back em up so he can do dam 9 (9-10d6) and a cape that allows him to teleport 4 (20” with x4 NCM and a change direction adder).

 

Los Nuevos Invencibles Spain

 

El Abanderado and La Menina  A brother and sister pair, that use the paragon template (Super Str, Fly, Invuln).

 

Imago  A mutant who leaves his body behind when he becomes superpowered.  He’s an energy controller (Psychic) with fly, force field, and an array (Multipower EB, TK [affect whole object], telepathy, and mental illusions).

 

Nevasca  An experiment with cold powers.  Again energy controller with cold.  So the MP has a force wall and a change environment extreme cold. I’d add an entangle as it is almost a given.

 

Grifo  Another experiment who can turn into a griffin.  He uses the warrior template which a fast brick (Lower str in return for extra dex/ocv/dcv). So str 10 (50 str) and OCV/DCV of 8-10.  Add wings and claws and beak (3d6 hth)

 

La Brigade Fantastique

 

Marianne  Leader of the group.   She has police investigator training which she uses in addition to the psychic template.  She’s a classic TK type fly, forcefield, telekinesis and a blast all at about power 12 (12d6 range)

 

Baroud  the ranged specialist.  He’s a weapon master with str and sta 6 (str 30 con 23) and fight 8 (OCV DCV at least 10-12) with a set of pistols and a healing factor (healing self only and a high recovery)

 

Arsenal  Science specialist and gadgeteer.  So a flight device, force field device and a blaster with an array (MP blast, flash, NND and 2x KB effects).

 

Esmerelda  I found this one very interesting, almost deserving her own build.  An intelligent self aware robot built from magic and alchemy.  So a brick with str 11 (Str 55) and toughness 11 ( pd/ed 25) and regeneration (heal self and a high recovery) and lots of life support.

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A high tech retro genius.  You'll get it!

 

Quote

AEP #49  El Monoculo

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

30 INT 20 15- PER Roll 17-

23 EGO 26 14- ECV:  8

20 PRE 10 13- PRE Attack:  4d6

10 COM 0 11-

 

8+25 PD 6 Total:  8/33 PD (8/33 rPD)

8+25 ED 4 Total:  8/33 ED (8/33 rED)

4 SPD 12 Phases:  3, 6, 9, 12

6 REC 0

36 END 0

24 STUN 0 Total Characteristic Cost:  118

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

6 +2 PER with all Sense Groups

 

93 Variable Power Pool, 70 base + 23 control cost,  (105 Active Points); all slots VPP Can Only Be Changed Between Adventures (-½)

 

12 +6 versus Range Modifier for Hearing Group and Sight Group (18 Active Points); OIF (-½)

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

13 Microscopic ( x100) with Hearing Group and Sight Group (20 Active Points); OIF (-½)

 

50 Force Field (25 PD/25 ED), Reduced Endurance (0 END; +½) (75 Active Points); OIF (-½)

 

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

 

Perks

10 Money:  Wealthy

5 Fringe Benefit:  Organized crime group overall leader

11 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 14-

8 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact

20 Vehicles & Bases

 

Talents

5 Eidetic Memory

 

Skills

3 KS: Engineering 15-

3 Science Skill:  General Science 15-

3 Criminology 15-

3 Deduction 15-

3 Forensic Medicine 15-

3 Persuasion 13-

3 Stealth 13-

3 Shadowing 15-

3 Mechanics 15-

3 Electronics 15-

3 Demolitions 15-

3 Computer Programming 15-

3 Security Systems 15-

3 Systems Operation 15-

3 Gadgets:  Power 15-

4 Language:  English (completely fluent; literate)

4 Language:  German (completely fluent; literate)

4 Language:  French (completely fluent; literate)

4 Language:  Spanish (completely fluent; literate)

4 Language:  Portuguese (completely fluent; literate)

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

 

Total Powers & Skill Cost:  354

Total Cost:  472

 

300+ Disadvantages

15 Psychological Limitation:  Wants recognition (Common; Strong)

5 Physical Limitation:  Age (Infrequently; Slightly Impairing)

15 Psychological Limitation:  Honourable (Common; Strong)

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

127 Experience Points

 

Total Disadvantage Points:  472

Earned Experience:  0

Spent Experience:  127

Unspent Experience:  0

 

Background/History:  Alejandro Pozuelo feels like a relic.  From an alternate earth where technology reached an apex in the 1870's, he fled his dimension when it was destroyed by mysterious circumstances.  Here he set up an organization equipped with his unique steampunk inventions.  But age and rival gangs are creeping up on him and her wonders what the future hold for him!

 

Personality/Motivation:  He wants to be recognised as a genius, a brilliant criminal mastermind.  So far he has succeeded.  He also has a streak of honourable in him that will inform his actions!

 

Quote:  

 

Powers/Tactics:  A gadgeteer almost without peer.  It may look anachronistic, but it works.  This included his personal devices of the cybernetic monocle, the concealed jet pack, the protective gear and his laser pistol!

 

Campaign Use:  

 

Appearance:  A 70 year old man in a three piece suit and a top hat.  His cybernetic eye is prominent.


 

 

So this is your Batman type nemesis.  The one who has the intelligence, tools and man-power to pull off very impressive hauls.  I actually like him a lot as he has some great hooks AND he seems more fleshed out than many other entries so far.  He feels like a NPC from an ongoing campaign.  Also with a bit of work, he can be dropped in anywhere.  

 

Power wise, his tech looks weird, but it works.  One note, in his skills it mentions a bonus with a laser rifle, but there is no stats for it in his powers.  So either make it a device from his VPP, that occasionally he does without OR stat one up.  I'd suggest a dam 12 ranged, removable (12d6 EB, OAF) .  This makes him nastier as he now has full use of the VPP.

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A street level sort of hero.  I think!

 

 

Quote

AEP #50  Freerunner

 

 


Val Char Cost Roll Notes

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

24 DEX 42 14- OCV:  8/DCV:  8

23 CON 26 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 13-

18 EGO 16 13- ECV:  6

20 PRE 10 13- PRE Attack:  4d6

14 COM 2 12-

 

8 PD 4 Total:  8 PD (8 rPD)

8 ED 3 Total:  8 ED (8 rED)

6 SPD 26 Phases:  2, 4, 6, 8, 10, 12

9 REC 0

46 END 0

32 STUN 0 Total Characteristic Cost:  139

 

Movement: Running: 20"/40"

Leaping: 14"/28"

Swimming: 5"/10"

Swinging: 6"/12"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

3 Swimming +3" (5" total) 1

8 Running +4" (20" total) 1

4 Leaping +4" (14" forward, 7" upward) 1

6 +2 PER with all Sense Groups

 

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

1 Rebreather:  Life Support  (Extended Breathing: 1 END per Minute) (2 Active Points); OIF (-½)

 

50 Utility Belt:  Multipower, 50-point reserve

2u 1)  Boomerang:  Energy Blast 6d6, Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1)

5u 2)  Flashbang:  Sight and Hearing Groups Flash 4d6, Reduced Endurance (0 END; +½), Area Of Effect (One Hex; +½) (50 Active Points)

4u 3)  Sleep gas:  Energy Blast 2 ½d6, Reduced Endurance (0 END; +½), Area Of Effect (3" Radius; +1), No Normal Defense ([Standard]; +1) (45 Active Points)

4u 4)  Darkness to Sight Group 3" radius, Reduced Endurance (0 END; +½) (45 Active Points)

 

10 Power Skates:  Running +10" (20" total) (20 Active Points); OIF (-½), Limited Power Power loses about a third of its effectiveness (Hard surface only; -½) 2

4 Leaping +6" (14" forward, 7" upward) (6 Active Points); OIF (-½) 1

8 Clinging (25 STR) (12 Active Points); Limited Power Power loses about a third of its effectiveness (Only for climbing; -½)

6 Swinging 6" 1

 

11 Tonfa:  Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

Notes:  (x2 number of items)

3 Takedown +1 +1 4d6 Strike; Target Falls

4 Martial Strike +0 +2 6d6 Strike

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

1 Weapon Element:  Karate Weapons

 

Perks

7 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact

10 Vehicles & Bases

 

Talents

18 Combat Luck (9 PD/9 ED)

 

Skills

3 Acrobatics 14-

3 Climbing 14-

6 CK 14-

3 Deduction 11-

3 Criminology 11-

3 Forensic Medicine 11-

3 Stealth 14-

3 Shadowing 11-

3 Mechanics 11-

3 Electronics 11-

3 Demolitions 11-

3 Computer Programming 11-

3 Security Systems 11-

3 Systems Operation 11-

3 Breakfall 14-

10 Two-Weapon Fighting (HTH)

 

Total Powers & Skill Cost:  242

Total Cost:  381

 

300+ Disadvantages

15 Psychological Limitation:  Justice (Common; Strong)

10 Reputation:  Bad Tempered, 11-

56 Experience Points

 

Total Disadvantage Points:  381

Earned Experience:  0

Spent Experience:  56

Unspent Experience:  0

 

Background/History:  Said Allouche.  Torim Achir.  Toufik Achir.  All three grew up in the worst part of Paris.  Their ticket out was sports especially parkour and soccer.  But reality came in as the local gangs tried to recruit Said's brother as a pusher.  After demonstrating their displeasure, the three were contacted by an old retired crime fighter called Zouave.  He offered to bankroll them and supply them and train them as protectors of Paris.  The three share the Identity of Freerunner, Paris' urban defender!

 

Personality/Motivation:  To bring justice to the crime ridden streets of parts of Paris!

 

Quote:  

 

Powers/Tactics:  A highly trained Martial artist who supplements it with state of the art gear!  Hit and runs would be their specialty.

 

Campaign Use:  

 

Appearance:  All three share a similar 179 cm 80 KG frame.  The costume looks like a running suit with retractable roller blades, a pair of tonfa and a belt of gadgets.


 

 

The best part of this NPC, is that he's three in one.  Thus he can get a lot of legwork done in his secret ID, and if one is injured, the others can replace him.  Cuts down on those long hospital stays.

 

Power wise, he's a standard street level detective hero.  

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Haven't we seen this build already?

 

Quote

AEP #51  Ankou

 

 


Val Char Cost Roll Notes

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

24 DEX 42 14- OCV:  8/DCV:  8

35 CON 50 16-

10 BODY 0 11-

23 INT 13 14- PER Roll 16-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

25 PD 14 Total:  25 PD (25 rPD)

26 ED 19 Total:  26 ED (25 rED)

5 SPD 16 Phases:  3, 5, 8, 10, 12

18 REC 0

70 END 0

56 STUN 0 Total Characteristic Cost:  214

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 11"/22"

Swimming: 2"/4"

 

Cost Powers END

25 Damage Resistance (25 PD/25 ED)

 

6 +2 PER with all Sense Groups

 

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

 

50 Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)

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

4u 2)  Energy Blast 10d6, Penetrating (+½) (75 Active Points); No Range (-½), OIF (-½) 7

 

14 Life Support  (Eating: Character does not eat; Safe Environment: Zero Gravity; Self-Contained Breathing; Sleeping: Character does not sleep) (17 Active Points); IIF (-¼)

 

 

Talents

5 Eidetic Memory

 

Skills

3 Deduction 14-

3 Criminology 14-

3 Forensic Medicine 14-

3 Persuasion 12-

3 Electronics 14-

3 Mechanics 14-

3 Demolitions 14-

 

Total Powers & Skill Cost:  163

Total Cost:  377

 

300+ Disadvantages

20 Psychological Limitation:  Craves Death (Very Common; Strong)

20 Hunted:  Brigade Fantastique 8- (Mo Pow; NCI; Harshly Punish)

37 Experience Points

 

Total Disadvantage Points:  377

Earned Experience:  0

Spent Experience:  37

Unspent Experience:  0

 

Background/History:  What would a father do for his son.  In the case of Ankou, it was to condemn him do a hellish existence.  badly injured in a car crash, his father used alien technology to bring him back to life.  But the shock was too much and he had a psychotic break and killed his father and rampaged across France.  Eventually captured he escaped and went into hiding.  He surfaces periodically to satiate his desire for violence and to bring to others the gift of death!

 

Personality/Motivation:  He believes he is the personification of death.

 

Quote:  

 

Powers/Tactics:  A powerful cyborg with an energy scythe.  He likes to get close and strike them down!

 

Campaign Use:  

 

Appearance:  A cyborg with a glowing energy field on one hand resembling a scythe!  He stands 197 cm and 100 KG!


 

 

 

OK he's got an interesting back story.

 

But he's Cyber Viking without the robot horde.  Seriously, go look, I'll wait......... am I right?

 

One hook is that they both worship death, so a pairing would be possible.  Add a second robot horde and NOW things get NASTY!

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He's hairy and shaggy and has a PhD.  

 

Quote

AEP #52  Cro-Magnon

 

 


Val Char Cost Roll Notes

50 STR 40 19- Lift 25.6tons; 10d6 [2]

20 DEX 30 13- OCV:  7/DCV:  7

28 CON 36 15-

10 BODY 0 11-

23 INT 13 14- PER Roll 16-

13 EGO 6 12- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

10 COM 0 11-

 

25 PD 15 Total:  25 PD (25 rPD)

25 ED 19 Total:  25 ED (25 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

16 REC 0

56 END 0

49 STUN 0 Total Characteristic Cost:  187

 

Movement: Running: 6"/12"

Leaping: 15"/120"

Swimming: 2"/4"

 

Cost Powers END

25 Damage Resistance (25 PD/25 ED)

 

6 +2 PER with all Sense Groups

 

15 Leaping +5" (15" forward, 7 ½" upward) (x8 Noncombat) 1

 

12 Reduced Endurance (½ END; +¼) (12 Active Points) applied to STR

 

90 Multipower, 90-point reserve

4u 1)  Groundstrike:  Energy Blast 8d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1) (90 Active Points); Limited Power Power loses about a third of its effectiveness (Does no damage; -½), Limited Power Power loses about a third of its effectiveness (Only for KB; -½) 9

6u 2)  Shockwave:  Energy Blast 9d6, Area Of Effect (5" Radius; +1) (90 Active Points); Limited Power Power loses about a third of its effectiveness (Only on the ground; -½) 9

 

5 Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat)

5 Offensive Strike -2 +1 14d6 Strike

3 Basic Strike +1 +0 12d6 Strike

 

Skills

3 KS: Polar Explorer 14-

3 Science Skill:  General Science 14-

 

Total Powers & Skill Cost:  177

Total Cost:  364

 

300+ Disadvantages

20 Distinctive Features:  Large Man Ape (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone)

15 Psychological Limitation:  Responsibility (Common; Strong)

29 Experience Points

 

Total Disadvantage Points:  364

Earned Experience:  0

Spent Experience:  29

Unspent Experience:  0

 

Background/History:  Sebastien Chaballe was a polar explorer and scientist.  Then while lost, the (Insert villain agency) grabbed him to use in their process to give people superpowers.  Gaining his freedom he returned to France as a hulking ape man.  Having lost none of his intelligence, he has joined the ranks of France's super protectors called Cro-magnon!

 

Personality/Motivation:  Help other escape the danger that happened to him!

 

Quote:  

 

Powers/Tactics:  Incredibly strong and agile, he will jump around in a fight to keep his opposition off guard!

 

Campaign Use:  

 

Appearance:  At 200 cm and 100 KG with long brown hair and beard and brown eyes.  He has neanderthal features that belie his intelligence!

 

 

 

I like to call this type the fast brick.  Less strength, but better SPD and CV.  Classic Beast from the X-Men.

 

It works.  Add his intelligence and you have an interesting NPC.  In fact I'd seriously add to his skills.  Acrobatics, Breakfall, more sciences, Survival.  Play up that 23 Int.

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Big, strong and violent.  Perfect for those distractions!

 

Quote

AEP #53  Tarasque

 

 


Val Char Cost Roll Notes

13+10 STR 3 22- / 24- Lift 204.8tons/819.2tons; 13d6/15d6 [¾]

11 DEX 3 12- OCV:  5/DCV:  5

13 CON 6 17-

10+2 BODY 0 11-

10 INT 0 11- PER Roll 13-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

10 COM 0 11-

 

13+17 PD 0 Total:  23/40 PD (23/40 rPD)

13+17 ED 5 Total:  23/40 ED (23/40 rED)

3 SPD 4 Phases:  3, 6, 9, 12

21 REC 0

80 END 0

64+2 STUN 0 Total Characteristic Cost:  30

 

Movement: Running: 12"/24"

Leaping: 23"/92"

Swimming: 2"/4"

Tunneling: 6"/12"

 

Cost Powers END

13 Damage Resistance (13 PD/13 ED)

 

41 Armor (17 PD/17 ED) (51 Active Points); Only In Heroic Identity (-¼)

 

6 +2 PER with all Sense Groups

 

4 Nightvision (5 Active Points); Only In Heroic Identity (-¼)

 

12 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 364 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½), Only In Heroic Identity (-¼)

4 Tail:  Extra Limb (1) (5 Active Points); Only In Heroic Identity (-¼)

 

52 +52 STR, Reduced Endurance (½ END; +¼) (65 Active Points); Only In Heroic Identity (-¼) 2

12 +5 DEX (15 Active Points); Only In Heroic Identity (-¼)

43 +27 CON (54 Active Points); Only In Heroic Identity (-¼)

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

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

8 +1 SPD (10 Active Points); Only In Heroic Identity (-¼)

8 Damage Resistance (10 PD/10 ED) (10 Active Points); Only In Heroic Identity (-¼)

 

24 Tunneling 6" through 6 DEF material (30 Active Points); Only In Heroic Identity (-¼) 3

 

15 Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Only In Heroic Identity (-¼)

 

16 Knockback Resistance -10" (20 Active Points); Only In Heroic Identity (-¼)

 

12 Leaping +10" (23"/25" forward, 11 ½"/12 ½" upward) (x4 Noncombat) (15 Active Points); Only In Heroic Identity (-¼) 1

 

10 Running +6" (12" total) (12 Active Points); Only In Heroic Identity (-¼) 1

 

5 Healing BODY 0 ½d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points); Always On (-½), Self Only (-½), Only In Heroic Identity (-¼)

 

91 Multipower, 91-point reserve

5u 1)  Foot stomp:  Energy Blast 7d6, Personal Immunity (+¼), Area Of Effect (4" Radius; +1) (79 Active Points); No Range (-½) 8

4u 2)  Groundstrike:  Energy Blast 8d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1) (90 Active Points); Limited Power Power loses about a third of its effectiveness (Does no damage; -½), Limited Power Power loses about a third of its effectiveness (Only for KB; -½) 9

4u 3)  Energy Blast 5 ½d6, Personal Immunity (+¼), Area Of Effect (6" Radius; +1), No Normal Defense ([Standard]; +1) (91 Active Points); Limited Power Power loses about half of its effectiveness (Does no damage, only to see if con stunned; -1), No Range (-½) 9

3 Martial Grab -1 -1 Grab Two Limbs, 75 STR  / 85 STR for holding on

 

Perks

3 Fringe Benefit:  Mid-level organized crime leader

5 Money:  Well Off

 

Skills

3 Climbing 12-

3 Persuasion 12-

 

Total Powers & Skill Cost:  422

Total Cost:  452

 

300+ Disadvantages

15 Psychological Limitation:  Recognition (Common; Strong)

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

15 Social Limitation:  Secret ID (Frequently; Major)

15 Psychological Limitation:  Bully (Common; Strong)

15 Reputation: , 11- (Extreme)

72 Experience Points

 

Total Disadvantage Points:  452

Earned Experience:  0

Spent Experience:  72

Unspent Experience:  0

 

Background/History:  He's a weapon.  A sorceress transformed him in one of her plots to take over France.  The plan failed, but he still has his powers.  Only his ability to shift forms has kept him out of jail.  thus the Tarasque continues to bedevil the country!

 

Personality/Motivation:  Money, recognition and a desire to beat people up.  He's really not that complicated!

 

Quote:  

 

Powers/Tactics:  Shift into his hulking lizard man form and hit them HARD!

 

Campaign Use:  

 

Appearance:  In human form, a large male (187 cm and 91 KG) with brown hair and eyes!  As Tarasque, he gains about 30 cm in height, 200 KG in weight and grows an armoured carapace and a spike tail to go along with his reptilian features and black eyes!



 

 

 

He's a human sized Weapon of Mass Distraction.

 

The only reason he doesn't get caught is he can change form and hide among the populous!

 

Power wise.  A straight brick.  Str, def, and lots of staying power!

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Chapter Nine Central Europe

 

So we begin in Belgium.  For a small country it has a lot of information.  First a lost hero with a magical ring of power.  Then we get a sword, or should I say SWORD, the Special Western Operations for Reconnaissance and Defense.  This is NATO’s super team, made of of four squads, each specialized for different roles.  Each squad had super powered members and some specialist and support agents.  I really like this idea and could see it ported to other area, like the UN.  

 

Germany comes next.  We get the reason for Germany’s recruitment after an attack by the WWC.  We then go through various cities and some of the heroes and villain that may be there.  One I really like is a shadow war in Munich where different WWCs that usually are cordial are actually fighting it out.  I like this idea that the WWC is not a monolith and has its own internal fights that could be taken advantage of.  We also get the German super team (really Britain?) and some some retired heroes from the former East Germany.  We also get a fairly interesting super villain team called the Fables.  I’ll go into them later.

 

Ahhh, Austria.  And a NEW WWC.  Nice thing about these guys is that they seem to not want to play nice with all the other WWC going around.  Even their name is cool, MENACE.( Multi-Eugenic Network for Acquiring Control of Earth).  They seem to be the go to guys for bionics, cybernetics and even super-powers.  

 

The Netherlands and its more open society follows.  Here we have a city above and a city below.  And the sub city has links to all sorts of interesting possibilities.  Here the Morlocks from Marvel are real, and they have their own super powered members.  I could see a campaign revolving around a team here.  Also Amsterdam has its own really powerful defender ( he took on a dragon at one point and won).

 

Finally the financial capital that is Switzerland.  And the home to ANOTHER WWC.  WOW!  I have counted at least three so far, and one in the making.  This one is the reason that the Swiss have no superhumans.  And he seems to be so entrenched that NO one could possibly connect him to anything.  (I smell a large dose of heroes are stupid and easily fooled because they are good, you know the classic Lawful Stupid!)  His major fly in the ointment is the MENACE, that seems to be going out of its way to peeve others off!

 

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Hell's Angels with powers

 

Quote

 

AEP #54  Derkete Partie Cyborg

 

 


Val Char Cost Roll Notes

10 STR 0 16- Lift 3200.0kg; 7d6

15 DEX 15 12- OCV:  5/DCV:  5

10 CON 0 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 13-

10 EGO 0 11- ECV:  3

10 PRE 0 11- PRE Attack:  2d6

10 COM 0 11-

 

13+6 PD 6 Total:  13/19 PD (8/14 rPD)

11+6 ED 6 Total:  11/17 ED (8/14 rED)

2 SPD 0 Phases:  6, 12

12 REC 0

50 END 0

41 STUN 0 Total Characteristic Cost:  27

 

Movement: Running: 12"/48"

Leaping: 13"/26"

Swimming: 5"/10"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

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

 

3 Swimming +3" (5" total) 1

11 Running +6" (12" total), x4 Noncombat (17 Active Points); OIF (-½) 2

4 Leaping +6" (13" forward, 6 ½" upward) (6 Active Points); OIF (-½) 1

 

4 +2 PER with all Sense Groups (6 Active Points); OIF (-½)

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

3 Rapid ( x10) with Sight Group (5 Active Points); OIF (-½)

 

21 +25 STR, Reduced Endurance (½ END; +¼) (31 Active Points); OIF (-½) 1

24 +15 CON (30 Active Points); IIF (-¼)

 

5 Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 1

 

Perks

1 Fringe Benefit:  Gang/organized crime group member

 

Talents

2 Bump Of Direction (3 Active Points); IIF (-¼)

2 Absolute Range Sense (3 Active Points); IIF (-¼)

4 Eidetic Memory (5 Active Points); IIF (-¼)

14 Fearless

 

Skills

3 Stealth 12-

3 Shadowing 11-

3 Mechanics 11-

3 Electronics 11-

3 Demolitions 11-

3 Computer Programming 11-

3 Security Systems 11-

3 Systems Operation 11-

 

4 Language:  English (idiomatic; literate) (5 Active Points); IIF (-¼)

4 Language:  French (idiomatic; literate) (5 Active Points); IIF (-¼)

4 Language:  Dutch (idiomatic; literate) (5 Active Points); IIF (-¼)

4 Language:  Italian (idiomatic; literate) (5 Active Points); IIF (-¼)

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

 

Total Powers & Skill Cost:  162

Total Cost:  189

 

300+ Disadvantages

15 Psychological Limitation:  Thrill Seeker (Common; Strong)

15 Physical Limitation:  Cyber Psychosis (Frequently; Greatly Impairing)

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

10 Reputation: , 8- (Extreme)

 

Total Disadvantage Points:  189

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Motorcycle gangs are nothing new, but Hamburg has a new type of ganger.  These guys are cyborgs.  With metallic and robotic enhancements they are riding (literally) roughshod over local law enforcement.  Of course the big question is who is financing them and what is their final game!  But for now, they commit crimes and mayhem!

 

Personality/Motivation:  Thrill seekers and power mongers.  They want to to what they want when they want.

 

Quote:  

 

Powers/Tactics:  Stronger and more durable that normal humans, they like to throw down whenever possible.  Note this is the most basic frame.  Lieutenants will have extra feature, and bosses could have even more.  Suggestions are energy whips, energy cannons, and greater strength and durability.  Even an android body like the Patriot could be possible!

 

Campaign Use:  

 

Appearance:  Motorcycle leathers hiding the cybernetics underneath!

 

 

 

City of Heroes had a group called the Freakshow, basically super powered bikers and gangers.  Mostly they got their powers from experimental drugs and crude cybernetics.  Well MENACE has gone one better.  These guys have state of the art cybernetics.  Be aware that these are the rank and file members.  Higher ups will have more extensive additions with better stats, more armour or force field and more exotic weapons like sonic cannons and mono whips.

 

SO I LOVE these guys.  They just beg to be beat up.  And they have enough plot hooks to make them interesting.  Also you can drop them anywhere and they will fit!

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World traveler, mysterious benefactor, secret protector and defeater of dragons!

 

Quote

AEP #55  Ajax

 

 


Val Char Cost Roll Notes

50 STR 40 24- Lift 819.2tons; 15d6 [7]

20 DEX 30 14- OCV:  8/DCV:  8

28 CON 36 16-

10 BODY 0 11-

20 INT 10 13- PER Roll 15-

15 EGO 10 12- ECV:  5

18 PRE 8 13- PRE Attack:  3 ½d6

16 COM 3 12-

 

15+15 PD 0 Total:  15/30 PD (15/30 rPD)

15+15 ED 8 Total:  15/30 ED (15/30 rED)

5 SPD 15 Phases:  3, 5, 8, 10, 12

22 REC 0

70 END 0

66 STUN 0 Total Characteristic Cost:  160

 

Movement: Running: 6"/12"

Flight: 30"/480"

Leaping: 15"/30"

Swimming: 2"/4"

 

Cost Powers END

15 Damage Resistance (15 PD/15 ED)

 

30 Armor (15 PD/15 ED) (45 Active Points); OIF (-½)

5 Healing BODY 0 ½d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points); Self Only (-½), OIF (-½)

 

10 Luck 2d6

6 +2 PER with all Sense Groups

 

50 Energy Blast 15d6 (75 Active Points); OIF (-½) 7

 

17 +25 STR (25 Active Points); OIF (-½) 2

10 +5 DEX (15 Active Points); OIF (-½)

9 +7 CON (14 Active Points); OIF (-½)

57 (Total: 75 Active Cost, 57 Real Cost) Flight 10" (Real Cost: 20) plus Flight 20", x16 Noncombat (55 Active Points); OIF (-½) (Real Cost: 37) 7

3 Life Support  (Longevity: Immortal) (5 Active Points); OIF (-½)

 

16 Life Support  (Eating: Character does not eat; Self-Contained Breathing; Sleeping: Character does not sleep)

 

15 Mind Link , Any Willing Target

3 Martial Grab -1 -1 Grab Two Limbs, 85 STR for holding on

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

5 Offensive Strike -2 +1 19d6 Strike

 

Perks

2 Fringe Benefit:  Local government leadership position

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

6 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact

 

Talents

14 Fearless

21 Universal Translator 14-

 

Skills

4 Language:  French (completely fluent; literate)

4 Language:  German (completely fluent; literate)

4 Language:  English (completely fluent; literate)

4 Language:  Russian (completely fluent; literate)

4 Language:  Spanish (completely fluent; literate)

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

3 KS: Art 13-

3 KS: Geography 13-

3 KS: Philosophy 13-

3 KS: Politics 13-

3 Tactics 13-

3 Deduction 13-

3 Criminology 13-

3 Forensic Medicine 13-

3 Persuasion 13-

3 Electronics 13-

3 Mechanics 13-

3 Demolitions 13-

3 Computer Programming 13-

3 Security Systems 13-

3 Systems Operation 13-

 

Total Powers & Skill Cost:  369

Total Cost:  529

 

300+ Disadvantages

15 Social Limitation:  Secret ID (Frequently; Major)

15 Psychological Limitation:  Need to be accepted (Common; Strong)

15 Psychological Limitation:  Responsibility (Common; Strong)

184 Experience Points

 

Total Disadvantage Points:  529

Earned Experience:  0

Spent Experience:  184

Unspent Experience:  0

 

Background/History:  Jan Witteveen was born of an unknown father and a mother who was a hero of the Resistance.  Even at a young age he knew he was different, and when his mother told him the truth about his father, he went in search of him.  He found his father, the notorious supervillain Superior.  The meeting was not cordial, but at least Jan was directed to Ultima Thule, the city of his people.  There he was welcomed and trained.  He even built a suit of armour that helped him channel the energies within him.  But he was still a half breed and the son of a renegade.  So he left to seek his place in the world.  He helped out in many places and was known by many names, but when his mother died, he moved back to Amsterdam.  Local events soon propelled him into the role of peacekeeper and protector.  As Ajax, he's finally found his place.

 

Personality/Motivation:  Rejected by his father and the people of Ultima, Ajax want a place to be accepted.

 

Quote:  

 

Powers/Tactics:  Incredibly strong, durable, able to fly and project awesome energy blasts.

 

Campaign Use:  

 

Appearance:  Blond haired and blue eyed he stands 189 cm and weighs 80KG.  He wear what appears to be bronze armour and a shoulder cape!


 

 

This is the man who guards Amsterdam from the secret world beneath it.  

 

I find this guy interesting.  Some good hooks and a good power level.  It mentions that the secret world beneath Amsterdam has its own super humans.  I could see him as a mentor to them.  

 

Power wise he's versatile.  Strong, tough, manuverable and a decent ranged attack.

 

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