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Defenders Saga Characters


SDad63

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Looks like I forgot to include several characters.... 

 

 

Here is Danny Rand, the Immortal Iron Fist

 

 

IRON FIST


Val        Char    Cost        Roll                        Notes
15        STR         5             12-                 Lift 200.0kg; 3d6 [3]
23/29  DEX       39            14- / 15-        OCV:  8/10/DCV:  8/10
18/27   CON      16            13- / 14-            
13        BODY      6             12-
18        INT          8             13-                 PER Roll 13-
17        EGO       14             12-                 ECV:  6
18        PRE         8             13-                 PRE Attack:  3 1/2d6
10        COM       0             11-

10/16   PD           7                                    Total:  10/16 PD (0/6 rPD)
10/16   ED           6                                    Total:  10/16 ED (0/6 rED)
5          SPD       17                                     Phases:  3, 5, 8, 10, 12
7          REC         0
36/72  END         0
30       STUN       0

 

Movement:    

Running:    6"/12"
Leaping:    3"/6"
Swimming:    2"/4"

 

      AGILITY SKILLS
3    Acrobatics 14- (15-)
3    Breakfall 14- (15-)
3    Climbing 14- (15-)
3    Stealth 14- (15-)
3    Defender:  Teamwork 14- (15-)
    
      BACKGROUND SKILLS
2    AK: New York 11-
2    AK: K'un-Lun 11-
2    CuK: K'un'Lun 11-
2    KS: Hip Hop 11-
2    KS: Martial Arts Styles 11-
0    PS: Business Management 11-
0    TF:  Automobile


    COMBAT SKILLS
12    Trained in K'un-Lun:  +4 with Martial Maneuvers

10    Defense Maneuver IV
5    Rapid Attack (HTH)
10    Two-Weapon Fighting (HTH)
2    Trained in K'un-Lun:  WF:  Common Martial Arts Melee Weapons
    
    INTELLECT SKILLS
3    Analyze:  Martial Arts ability 13-
0    Concealment 8-
0    Deduction 8-
0    Paramedics 8-
0    Persuasion 8-
3    Shadowing 13-
4    Survival (Arctic/Subarctic, Mountain) 13-
    
    INTERACTION SKILLS
0    Acting 8-
0    Conversation 8-
    
3    Linguist
0    1)  Language:  English (idiomatic; literate)
2    2)  Language:  K'un-Lun (completely fluent)
3    3)  Language:  Mandarin (completely fluent; literate)

 

Perks
15    Rand Enterprises:  Money:  Filthy Rich ($5B Net Worth)

 

Talents
12    Trained in K'un-Lun:  Combat Luck (6 PD/6 ED)
17    Trained in K'un-Lun:  Combat Sense (Sense) 13-

 

Crane Mother Kung Fu      OCV      DCV         Notes
5    Block                                 +1         +3            Block, Abort
4    Disarm                               -1         +1             Disarm; 30 STR to Disarm roll
4    Dodge                               --         +5             Dodge, Affects All Attacks, Abort
4    Escape                              +0        +0            35 STR vs. Grabs
3    Joint Lock / Grab             -1          -1              Grab Two Limbs, 30 STR for holding on
4    Knife Hand                       -2          +0             HKA 1 1/2d6
3    Legsweep                         +2         -1              5d6 Strike, Target Falls
5    Punch * / Flying Kick       +1         -2               8d6 Strike
5    Punch * / Side Kick          -2         +1               8d6 Strike
4    Punch * /  Snap Kick        +0        +2              6d6 Strike
3    Throw                                +0        +1              4d6 +v/5, Target Falls
4    Uproot                               +0        +0              35 STR to Shove
    * = Iron Fist Punch maneuver


4    +1 HTH Damage Class(es)
1    Weapon Element:  Swords
1    Weapon Element:  Nunchaku

 

Powers
6    Iron Fist Punch ($):  Hand-To-Hand Attack +4d6; Only with Martial Punch (-1), Hand-To-Hand Attack (-1/2), 2x END Cost (-1/2), Extra Time (Delayed Phase, -1/4)    [4 END]
    
25    Iron Fist Punch:  Multipower [25]
1u    1)  Chi Blast ($):  Explosion (+1/2) for up to 50 Active Points of Iron Fist Punch; Increased END Cost (x5 END; -2)    [10 END]
1u    2)  Chi Blast ($):  Armor Piercing (+1/2) for up to 50 Active Points of Iron Fist Punch; Increased END Cost (x5 END; -2)    [10 END]
    
9    Chi Manipulation:  Elemental Control [18]
2    1)  Chi Healing ($):  Healing BODY 2d6; 5x END Cost (-2), Extra Time (1 Minute, -1 1/2)    [10 END]
3    2)  Chi Sense ($):  Detect Life Force / Toxins / Poisons  16- (Unusual Group), Discriminatory, Analyze; Extra Time (1 Turn, Character May Take No Other Actions, -1 1/2), Costs END to Activate (-1/4)    [2 END]
3    3)  Enhanced Agility ($):  +6 DEX; Fades at 3 DEX per Turn (-1), No Figured Characteristics (-1/2), Costs END to Activate (-1/4)    [2 END]
4    4)  Enhanced Stamina ($):  +9 CON; No Figured Characteristics (-1/2), Fades at 3 CON per Turn (-1/2), Costs END to Activate (-1/4)    [2 END]
4    5)  Enhanced Stamina ($):  +36 END; Fades at 18 END per Turn (-1), Costs END to Activate (-1/4)    [2 END]
    
10    ($) = Chi Reserve:  END Reserve  (30 END, 30 REC); REC:  Extra Time (1 Hour Meditation, Take No Other Actions, -3 1/4)
 

 

126  Characteristics

248  Powers & Skills
374 Total Points

 

 

200+  Disadvantages
5        Distinctive Feature:  Mark of Shou-Lao (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)   
10      Dependent NPC:  Colleen Wing 14- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills)
10      Dependent NPC:  Ward Meacham 11- (Normal; Useful Noncombat Position or Skills)
5        Dependent NPC:  Claire Temple 8- (Normal; Useful Noncombat Position or Skills)   
25     Hunted:  The Hand 11- (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Capture)
15     Hunted:  Davos / <B>Steel Serpent</B> 11- (Less Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
10     Hunted:  Joy Meacham 8- (Less Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)   
15     Psychological Limitation:  Code Against Killing (Common; Strong)
15    Psychological Limitation:  Compassionate and Humble (Common; Strong)
10    Psychological Limitation:  Survivor's Guilt (Common; Moderate)
10    Psychological Limitation:  Duty Bound to Protect K'un-Lun (Common; Moderate)   
10    Social Limitation:  Public ID (Frequently; Minor)
10    Social Limitation:  Raised in K'un-Lun (Frequently; Minor)

 

EXPERIENCE POINTS
24    Experience Points

 

200      Base (Standard)

150      Disadvantages

24        Experience

374      Total Cost

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Here is Stick... member of the Chaste

 

Stick

Val      Char   Cost    Roll     Notes

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

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

18        CON   16        13-

18        BODY 16        13-

18        INT     8          13-       PER Roll 17-

23        EGO    26        14-       ECV:  8

18        PRE     8          13-       PRE Attack:  3 1/2d6

10        COM   0          11-

 

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

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

5          SPD     17        Phases:  3, 5, 8, 10, 12

8          REC    2

36        END    0

35        STUN  0         

 

Movement:

Running:         6"/12"

Leaping:          3"/6"

Swimming:      2"/4"

 

            Skills

20        Chaste Training:  +4 with Martial Arts

             

            AGILITY SKILLS

3          Enhanced Equilibrium:  Acrobatics 14-

3          Enhanced Equilibrium:  Breakfall 14-

0          Climbing 8-

3          Acute Hearing:  Lockpicking 14-

3          Chaste Training:  Stealth 14-

             

            BACKGROUND SKILLS

2          Chaste Training:  KS: Martial Arts 11-

0          Language:  English (completely fluent)

4          Multilingual:  Language:  Japanese (idiomatic)

2          Multilingual:  Language:   Braille (completely fluent; Literate only)

2          Chaste Warrior:  PS: Soldier 11-

             

            COMBAT SKILLS

10        Spacial Awareness:  Defense Maneuver I-IV

5          Chaste Training:  Rapid Attack (HTH)

            Defense Maneuver I-IV

            INTELLECT SKILLS

0          Concealment 8-

3          Sharp Mind:  Deduction 13-

3          Chaste Training:  Paramedics 13-

3          Chaste Training:  Security Systems 13-

3          Chaste Training:  Shadowing 13-

             

            INTERACTION SKILLS

0          Acting 8-

0          Conversation 8-

3          Chaste Training:  Interrogation 13-

3          Chaste Training:  Streetwise 13-

 

            Perks

3          Anonymity

3          Fringe Benefit:  Chaste Member

 

            Talents

12        Sense Attacks Coming:  Combat Luck (6 PD/6 ED)

5          Rapid Healing

 

            Martial Arts

            Maneuver       OCV   DCV   Notes

5          Defensive Block *      +1        +3        Block, Abort

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

4          Martial Disarm *         -1         +1        Disarm; 35 STR to Disarm

5          Defensive Strike *      +1        +3        5d6 Strike

4          Fast Strike *    +2        +0        7d6 Strike

5          Offensive Strike *       -2         +1        9d6 Strike

8          +2 HTH Damage Class(es)

 

Powers

            ENHANCED SENSES

25        RADAR Sense:  Spatial Awareness (Unusual Group), 360 Degrees, Discriminatory, Range; Not Through Solid Objects (-1/2)

20        Parabolic Hearing:  Targeting with Hearing Group

12        Heightened Senses:  +4 PER with all Sense Groups

8          Human Lie Detector:  Detect Lies 17- (Unusual Group), Range

6          Acute Hearing:  Penalty Skill Levels:  +4 vs. Range Modifier with Hearing

             

11        Katana:  HKA 1d6+1, Reduced Endurance (0 END; +1/2); OAF Durable (-1), STR Minimum 11 (-1/2), Real Weapon (-1/4)

 

142  Characteristic Cost

215  Powers & Skill Cost

357  Total Cost

 

200+    Disadvantages

30        Hunted:  The Hand 14- (Mo Pow; NCI; Harshly Punish)            

10        Money:  Destitute            

15        Physical Limitation:  Blind (Frequently; Greatly Impairing)            

20        Psychological Limitation:  Driven to see Destroy the Hand (Common; Total)

20        Psychological Limitation:  No Qualms About Killing (Very Common; Strong)

10        Psychological Limitation:  Arshole (Common; Moderate)            

15        Social Limitation:  Secret ID (Frequently (11-), Major)            

15        Susceptibility:  Loud Noises Lose 5 AP in all Enhanced Senses per Phase (100dB+ Noise, Sonic Attacks)

             

Experience

22        Experience Points

 

 

200      Base (Standard)

135      Disadvantages

22        Experience

357      Total Cost

 

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Trish Walker, AKA Hellcat...

 

Hellcat

Val      Char   Cost    Roll     Notes

 

15/25   STR     5          12- / 14-          Lift 200.0kg/800.0kg; 3d6/5d6 [3]

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

18/23   CON   16        13- / 14-

13/18   BODY 6          12- / 13-

18        INT     8          13-       PER Roll 13-

17        EGO    14        12-       ECV:  6

13        PRE     3          12-       PRE Attack:  2 1/2d6

10        COM   0          11-

 

 

7/15     PD       4          Total:  7/15 PD (0/6 rPD)

8/15     ED       4          Total:  8/15 ED (0/6 rED)

5          SPD     17        Phases:  3, 5, 8, 10, 12

7/15     REC    0

36/46   END    0

30/53   STUN  0

 

 

Movement:

            Running:         9"/18"

            Leaping:          3"/6"

            Swimming:      2"/4"

 

Skills

           

            AGILITY SKILLS

3          Enhanced Reflexes:  Acrobatics 14-

3          Breakfall 14-

3          Climbing 14-

3          Contortionist 14-

3          Stealth 14-

             

           BACKGROUND SKILLS

0          AK: Ney York 8-

1          Language:  English (imitate dialects)

3          Language:  French (completely fluent)

2          PS: Actor 11-

2          PS: Talk Show Host 11-

0          TF:  Automobiles

             

            COMBAT SKILLS

6          +2 with Krav Maga

10        Enhanced Reflexes:  Defense Maneuver I-IV

5          Enhanced Reflexes:  Rapid Attack (HTH)

10        Enhanced Reflexes:  Two-Weapon Fighting (HTH)

1          WF:  Off Hand

1          WF:  Handguns

             

           INTELLECT SKILLS

0          Concealment 8-

3          Deduction 13-

1          Forgery (Documents) 8-

0          Paramedics 8-

3          Security Systems 13-

3          Shadowing 13-

             

           INTERACTION SKILLS

3          Acting 12-

3          Conversation 12-

3          High Society 12-

  

            Perks

2          Fringe Benefit:  Concealed Weapon Permit (where appropriate)

1          Fringe Benefit:  Black Belt (Krav Maga)

1          Fringe Benefit:  Passport            

10        Money:  Wealthy            

3          Reputation:  Teen Actor (A large group) 14-, +1/+1d6 (As Trish Walker)

 

 

            Talents

12        Cat-like Reflexes:  Combat Luck (6 PD/6 ED)

2          Artificially Enhanced Physiology (Parkour):  Environmental Movement (no penalties on Urban Movement)

5          Artificially Enhanced Physiology:  Rapid Healing

9          Artificially Enhanced Physiology:  Ambidexterity (no Off Hand penalty)

 

 

            Krav Maga       OCV   DCV   Notes

4          Block   +2        +2        Block, Abort

4          Choke Hold    -2         +0        Grab One Limb; 2 1/2d6 NND

4          Disarm -1         +1        Disarm; 30 STR  / 40 STR to Disarm roll

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

4          Escape +0        +0        35 STR  / 45 STR vs. Grabs

3          Grab    -1         -1         Grab Two Limbs, 30 STR  / 40 STR for holding on

5          Kick    -2         +1        8d6 / 10d6 Strike

4          Low Kick/Knee Strike/Punch +0        +2        6d6 / 8d6 Strike

3          Throw  +0        +1        4d6 / 6d6 +v/5, Target Falls

1          Weapon Element:  Blades

4          +1 HTH Damage Class(es)

 

 

 

 

Powers

7          Artificially Enhanced Physiology:  Nightvision, +2 to PER Roll            

6          Artificially Enhanced Physiology:  Running +3" (9" total)   1

             

            COMBAT ENHANCERS, all slots 8 Continuing Charges lasting 5 Minutes each (+1/2); all slots IAF (Inhaler; -1/2)

10        1)  Enhanced Strength:  +10 STR

10        2)  Enhanced Stamina:  +5 CON

10        3)  Enhanced Stamina:  +5 BODY

10        4)  Decreased Sense of Pain:  +10 STUN

10        5)  Regenerative Healing Factor:  +5 REC

10        6)  Regenerative Healing Factor:  Physical Damage Reduction, 25%

 

 

 

116  Characteristics

233  Powers & Skill Cost

349  Cost

 

 

200+    Disadvantages

15        Dependent NPC:  Dorothy Walker (Mother) 8- (Normal; Unaware of character's adventuring career/Secret ID)            

5          Enraged:  In Combat while using Combat Enahncers (Uncommon), go 8-, recover 14-            

20        Hunted:  NYPD 8- (Mo Pow; NCI; Arrest)            

25        Psychological Limitation:  Driven to fight crime (Very Common; Total)

20        Psychological Limitation:  Overconfident (Very Common; Strong)

5          Psychological Limitation:  Will Kill if Necessary (Uncommon; Moderate)            

15        Social Limitation:  Secret ID (Frequently; Major)

44        Experience Points

 

 

200      Base (Standard)

105      Disadvantages

44        Experience

349      Total Cost

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And last, but not least...  Frank Castle.

 

The Punisher

Val      Char   Cost    Roll     Notes

 

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

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

23        CON   26        14-

18        BODY 16        13-

18        INT     8          13-       PER Roll 13-

17        EGO    14        12-       ECV:  6

18        PRE     8          13-       PRE Attack:  3 1/2d6

10        COM   0          11-

5/8       PD       2          Total:  5/8 PD (0/3 rPD)

6/9       ED       1          Total:  6/9 ED (0/3 rED)

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

8          REC    0

46        END    0

38        STUN  0

 

 

Movement:

           Running:         6"/12"

            Leaping:          3"/6"

            Swimming:      2"/4"

 

 

            Skills

9          Master Marksman:  +3 OCV with Pistols, Carbines and Rifles

             

            AGILITY SKILLS

3          1)  Breakfall 13-

0          2)  Climbing 8-

3          3)  Combat Driving 13-

3          4)  Lockpicking 13-

3          5)  Stealth 13-

             

            BACKGROUND SKILLS

0          1)  AK: New York 8-

2          2)  KS 11-

0          3)  Language:  English (completely fluent; literate)

0          4)  PS: Soldier 11-

             

           COMBAT SKILLS

5          1)  Accurate Sprayfire

5          2)  Concentrated Sprayfire

5          3)  Rapid Attack (Ranged)

5          4)  Rapid Autofire

5          5)  Skipover Sprayfire

3          6)  WF: Assault Rifles/LMGs, Grenade Launchers, Handguns, Rifles, Shotguns, Submachine Guns

             

            INTELLECT SKILLS

3          1)  Bugging 13-

0          2)  Concealment 8-

3          3)  Criminology 13-

0          4)  Deduction 8-

3          5)  Demolitions 13-

3          6)  Electronics 13-

3          7)  Mechanics 13-

0          8 )  Paramedics 8-

3          9)  Security Systems 13-

3          10) Shadowing 13-

3          11) Tactics 13-

             

           INTERACTION SKILLS

0          1)  Acting 8-

0          2)  Conversation 8-

3          3)  Interrogation 13-

0          4)  Persuasion 8-

3          5)  Streetwise 13-

 

 

            Perks

4          Blood Money:  Seized Mob Money and Valuables:  Well Off            

28        Weapon Cache:  Equipment Points: 140            

1          Pete Castiglione:  False Identity

 

 

            Talents

6          Combat Luck (3 PD/3 ED)            

8          Combat Shooting            

5          Rapid Healing

 

 

            Commando Training

            Maneuver       OCV   DCV   Notes

4          Boxing Cross  +0        +2        7d6 Strike

4          Choke  -2         +0        Grab One Limb; 3d6 NND

4          Escape +0        +0        40 STR vs. Grabs

4          Hold    -1         -1         Grab Three Limbs, 20 STR for holding on

4          Judo Disarm    -1         +1        Disarm; 35 STR to Disarm roll

4          Kung Fu Block            +2        +2        Block, Abort

1          Weapon Element:  Knives

8          +2 HTH Damage Class(es)

 

 

Powers

5          The Bigger they are, the Bigger the Target:  +10 PRE; Presence Defense (-1)

 

             

             

Total Characteristic Cost:  120

Total Powers & Skill Cost:  171

 

Total Cost:  291

 

 

 

125+    Disadvantages

15        Enraged:  Innocents taken Hostage (Uncommon), go 11-, recover 11-            

20        Hunted:  Local, State, and Federal Police Agencies 8- (Mo Pow; NCI; Capture)

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

20        Psychological Limitation:  Code of Honor (Common; Total)

15        Psychological Limitation:  Protective of 'Normals' (Common; Strong)

15        Psychological Limitation:  No Qualms About Killing (Common; Strong)            

10        Reputation:  Bloodthirsty Vigilante, 11-            

15        Secret ID:  Frank Castle Frequently (11-), Major            

5          Unluck: 1d6

 

41        Experience Points

 

 

125      Base (Standard)

125      Disadvantages

41        Experience

291      Total Cost

 

 

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  • 2 weeks later...
On 3/24/2022 at 2:35 PM, SDad63 said:

200+    Disadvantages

 

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

 

10        Dependent NPC: Claire Temple 11- (Normal; Useful NC Position or Skills)

 

5          Dependent NPC: Misty Knight 11- (Slightly Less Powerful; Useful NC Position or Skills)

 

10        Hunted: Willis Striker 8- (Less Pow; PC has a Public ID; Harshly Punish)

 

15        Hunted: Criminals of Harlem 11- (Less Pow; NCI; Limited Geographical Area; PC has a Public ID; Harshly Punish)

 

20        Psychological Limitation: Protective of the people of Harlem (Very Common; Strong)

 

20        Psychological Limitation: Overconfident (Very Common; Strong)

 

10        Psychological Limitation: Overconfident (Common; Moderate)

 

10        Reputation: Harlem's Protector, 11-

 

10        Social Limitation: Public ID (Frequently (11-), Minor

 

10        Social Limitation: Black man in a white world (Frequently; Minor)

 

             

Why Overconfident twice, and at different values?

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  • 1 month later...
13 hours ago, Arcturus said:

Thanks for putting these together.

I still need to watch the Netflix shows, but I consider the Denny O'Neil era of the early '80s as the best for Marvel's street-level characters.

 

Has anyone done stats for Moon Knight and/or the Jessica Drew Spider-Woman?

Well, there is a Disney + version of Moon Knight. As for Jessica Drew Spiderwoman, one was seen in the trailer of Spider-Man Across the Spiderverse Part 1, but is she really that one? I don't remember her having a fluffy afro and riding a motorcycle. 

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5 hours ago, steriaca said:

Well, there is a Disney + version of Moon Knight. As for Jessica Drew Spiderwoman, one was seen in the trailer of Spider-Man Across the Spiderverse Part 1, but is she really that one? I don't remember her having a fluffy afro and riding a motorcycle. 

 

I found stats for Jessica Drew Spider-Woman, but not for Moon Knight.

 

In the early '80s, before Dennis O'Neil moved to DC to head the Batman department, he was the editor/writer of Marvel's street-level heroes. He edited Daredevil, Power Man & Iron Fist and Spiderwoman, and wrote Moon Knight. Spiderwoman eventually got moved to the Avengers editor right before her book was cancelled. It's possible they were planning on her joining the team, but instead she was 'killed off' at the end of her series.

 

Jessica Jones was originally supposed to be Jessica Drew in the comics, a former superhero turned full-time private investigator. But Marvel didn't care much for her getting hooked up with Luke Cage at the time and Bendis changed her from Spiderwoman/Jessica Drew to Jewel/Jessica Jones.

 

The version of Moon Knight that existed during the O'Neil era was very much like Batman and his stats could probably fit.
Well, before Batman could kick trees in half.

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  • 3 weeks later...

Thanks for the positive comments!  Greatly appreciated!!

 

I fixed the Luke Cage 2x Overconfidence issue (I have "Running from the past" as the lesser disadvantage).

 

I cannot find my Colleen Wing character.  I'll see if I can't rebuild her over the next couple of days.  One of the harder to put together, as she changed so much through the show.

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  • 4 weeks later...
On 3/21/2022 at 6:59 PM, SDad63 said:

Kevin Thompson / Kilgrave was difficult to build - I broke all AP rules you might employ in a campaign... this is balanced out by the fact that without his virus he has only his wits to protect him.

 

Kevin Thompson / Kilgrave

 

 

 

Val      Char   Cost    Roll     Notes

 

10        STR     0          11-       Lift 100kg; 2d6

 

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

 

18        CON   16        13-

 

13        BODY 6          12-

 

23        INT     13        14-       PER Roll 14-

 

23        EGO    26        14-       ECV: 8

 

23        PRE     13        14-       PRE Attack: 4½d6

 

10        COM   0          11-

 

4          PD       2          Total: 4 PD (0 rPD)

 

4          ED       0          Total: 4 ED (0 rED)

 

5          SPD     26        Phases: 3, 5, 8, 10, 12

 

6          REC    0

 

36        END    0

 

27        STUN  0

 

 

 

Movement

 

Running:         6"/12"

 

Leaping:          2"/4"

 

Swimming:      2"/4"

 

 

 

            SKILL LEVLES

 

40        Minor Mind Control: +8 with Interaction Skills

 

6          Master of Mind Control: +6 ECV with Mind Control

 

 

 

            AGILITY SKILLS

 

0          Climbing 8-

 

0          Stealth 8-

 

 

 

            BACKGROUND SKILLS

 

0          AK: Manchester, England 8-

 

0          Language: English (completely fluent; literate)

 

 

 

            INTELLECT SKILLS

 

0          Concealment 8-

 

3          Deduction 14-

 

3          Lipreading 14-

 

0          Paramedics 8-

 

0          Shadowing 8-

 

3          Tactics 14-

 

 

 

            INTERACTION SKILLS

 

0          Acting 8-

 

3          Bureaucratics 14-

 

3          Conversation 14-

 

3          High Society 14-

 

3          Interrogation 14-

 

3          Persuasion 14-

 

3          Streetwise 14-

 

             

 

            Perks

 

3          Anonymity

 

10        Money: Wealthy (Can ‘get’ as much as he wants, when he wants)

 

 

 

            Talents

 

15        Lightning Reflexes: +15 DEX to act first with Mind Control

 

 

 

POWERS

 

 

 

[50]      Microparticle Virus [Original]: Mind Control 13d6 (standard effect: 39 points), Reduced END (0 END; +½), Area of Effect (8"; +1); Selective (+¼); No Range (-½), Blocked by Solids (-½), Only Operates at EGO+30 Level (-½), Wears off after 12 Hours (-½), Does Not Provide Mental Awareness (-¼)

 

             

 

92        Advanced Microparticle Virus: Mind Control 17d6 (standard effect: 51 points), Reduced END (0 END; +½), Area of Effect (52"; +1½), Selective (+¼); No Range (-½), Blocked by Solids (-½), Only Operates at EGO+30 level (-½), Wears Off After 24 Hours (-¼), Does Not Provide Mental Awareness (-¼)

 

 

 

114      Characteristics

 

196      Powers & Skills

 

310      Total Points

 

 

 

150+    Disadvantages

 

35        Enraged: Does not get his way (Very Common), go 14-, recover 8-

 

5          Hunted: Jessica Jones 8- (As Pow; Limited Geographical Area; Harshly Punish)

 

20        Psychological Limitation: No Moral Compass or Conscious (Very Common; Strong)

 

15        Psychological Limitation: No Qualms About Killing (Common; Strong)

 

10        Psychological Limitation: Arrogant Prick (Uncommon; Strong)

 

5          Psychological Limitation: In Love with Jessica Jones (Uncommon; Moderate)

 

10        Social Limitation: Does Not Know How To Work With Others (Frequently; Minor)

 

 

 

            Experience

 

60        Experience Points

 

 

 

150      Base (Low Powered)

 

100      Disadvantages

 

60        Experience

 

310      Total Cost

The one thing about Killgrave is that he needs to tell someone what to do and they have to understand him.

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