lemming Posted January 10, 2004 Report Share Posted January 10, 2004 I forgot to add a good name for them, but Hermit came up with one. "The People's Republican Guard" Well, anyway, here are the conversions of Sam Bell's Chinese superteam. I'll be using them in my current game possibly, but I'll be modifying them a bit, so no harm if my players see them. First up is The Iron Resolve of the working class, united against Western Imperialism Team Leader and brick. edit: Added Hermit's suggestion. Stay tuned for the board friendly HD output. Quote Link to comment Share on other sites More sharing options...
lemming Posted January 10, 2004 Author Report Share Posted January 10, 2004 The great people of China, reaching the Peak of Human Achievement through correct application of Marxist principles Quote Link to comment Share on other sites More sharing options...
lemming Posted January 10, 2004 Author Report Share Posted January 10, 2004 The Purifying Fire of communism, consuming the decadent regimes of the past and lighting the way towards a brighter future for all workers Quote Link to comment Share on other sites More sharing options...
lemming Posted January 10, 2004 Author Report Share Posted January 10, 2004 Neverending Progressive Movement towards the glorious goal of worldwide worker solidarity Quote Link to comment Share on other sites More sharing options...
lemming Posted January 10, 2004 Author Report Share Posted January 10, 2004 Correct Thought, guided by the wisdom of Mao, free from the decadent weakness of the west Quote Link to comment Share on other sites More sharing options...
lemming Posted January 10, 2004 Author Report Share Posted January 10, 2004 The Winds of Change, sweeping through the world, awakening every member of the proletariat to the great message of international communism Whoops, didn't attach the hdc file. Quote Link to comment Share on other sites More sharing options...
lemming Posted January 10, 2004 Author Report Share Posted January 10, 2004 Ok. That's the group. Some fleshing out will be needed and I expect some powering down of some abilities as well. It was a high powered game. I modified for Fifth Edition, but some powers may seem a little strange at first. Quote Link to comment Share on other sites More sharing options...
Agent X Posted January 10, 2004 Report Share Posted January 10, 2004 That's cool! I like the perspective on this. Quote Link to comment Share on other sites More sharing options...
zornwil Posted January 10, 2004 Report Share Posted January 10, 2004 Looks neat. Maybe Blazing Arrow will just join them! Quote Link to comment Share on other sites More sharing options...
lemming Posted January 10, 2004 Author Report Share Posted January 10, 2004 Originally posted by Agent X That's cool! I like the perspective on this. Sam did good work. I should post my PCs that were in the same campaign. Need to put Scavenger in, but I had already played around with Vetali. Quote Link to comment Share on other sites More sharing options...
Chromatic Posted January 10, 2004 Report Share Posted January 10, 2004 Originally posted by zornwil Looks neat. Maybe Blazing Arrow will just join them! Ahhh, we can only hope and keep our fingers crossed. Quote Link to comment Share on other sites More sharing options...
zornwil Posted January 10, 2004 Report Share Posted January 10, 2004 Originally posted by Chromatic Ahhh, we can only hope and keep our fingers crossed. LOL! Well, as soon as Chromatic is properly humbled and 'Crete properly in awe of nature, Blazing Arrow will feel free to move on. (i.e., YOU'RE STUCK!) Quote Link to comment Share on other sites More sharing options...
lemming Posted January 10, 2004 Author Report Share Posted January 10, 2004 Ok. Now for the board readable versions. Iron Resolve Player: Sam Bell Val Char Cost 120 STR 110 23 DEX 39 63 CON 106 30 BODY 40 18 INT 8 23 EGO 26 25 PRE 15 14 COM 2 60 PD 6 60 ED 17 5 SPD 17 40 REC 6 126 END 0 122 STUN 0 11" RUN102" SWIM024" LEAP0Characteristics Cost: 402 Cost Power END 37 Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) 44 +30 PD, Hardened (+1/4) (44 Active Points) (Modifiers affect Base Characteristic) 44 +30 ED, Hardened (+1/4) (44 Active Points) (Modifiers affect Base Characteristic) 40 LS (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 40 Knockback Resistance -20" 15 Power Defense (15 points) 10 Sight Group Flash Defense (10 points) 5 Hearing Group Flash Defense (5 points) 20 No Hit Locations (20 Active Points) Powers Cost: 255 Cost Skill 25 +5 with OCV Skills Cost: 25 Total Character Cost: 682 Quote Link to comment Share on other sites More sharing options...
lemming Posted January 10, 2004 Author Report Share Posted January 10, 2004 Human Achievement Player: Sam Bell Val Char Cost 40 STR 30 38 DEX 84 23 CON 26 20 BODY 20 13 INT 3 17 EGO 14 20 PRE 10 16 COM 3 30/35 PD 22 30/35 ED 25 8 SPD 32 13 REC 0 46 END 0 52 STUN 0 9" RUN62" SWIM013" LEAP5Characteristics Cost: 280 Cost Power END 10 +0 STR, Reduced Endurance (1/2 END; +1/4) (10 Active Points) (Modifiers affect Base Characteristic) 10 Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) Powers Cost: 20 Cost Martial Arts Maneuver 5 Jab: 1/2 Phase, +1 OCV, +3 DCV, 13d6 Strike 4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 15d6 Strike 5 Kick: 1/2 Phase, -2 OCV, +1 DCV, 17d6 Strike 4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 75 STR to Disarm 4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 80 STR vs. Grabs 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 75 STR for holding on 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 13d6 +v/5, Target Falls 20 +5 HTH Damage Class(es) 3 Weapon Element: Chain & Rope Weapons, Karate Weapons, Staffs Martial Arts Cost: 59 Cost Skill 3 Breakfall 17- 3 Climbing 17- 3 Stealth 17- 3 Shadowing 12- 3 Oratory 13- 3 Streetwise 13- 3 Linguist 0 1) Language: Cantonese (idiomatic) (4 Active Points) 2 2) Language: English (completely fluent) (3 Active Points) 1 3) Language: Mandarin (fluent conversation) (2 Active Points) 1 4) Language: Spanish (basic conversation) 1 5) Language: Tagalog (fluent conversation) (2 Active Points) 10 Defense Maneuver I-IV 32 +4 with All Combat 6 Penalty Skill Levels: +2 vs. Hit Location modifiers with All Attacks Skills Cost: 74 Cost Talent 17 Combat Sense 14- Talents Cost: 17 Total Character Cost: 450 Quote Link to comment Share on other sites More sharing options...
lemming Posted January 10, 2004 Author Report Share Posted January 10, 2004 Purifying Fire Player: Sam Bell Val Char Cost 30 STR 20 23 DEX 39 43 CON 66 20 BODY 20 18 INT 8 14 EGO 8 20 PRE 10 14 COM 2 40/90 PD 34 60/110 ED 51 5 SPD 17 15 REC 0 86 END 0 57 STUN 0 7" RUN22" SWIM06" LEAP0Characteristics Cost: 277 Cost Power END 75 Purification: EC, 150-point powers 43 1) Flaming Shield: EB 10d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Continuous (+1) (150 Active Points); Limited Power Bad Location (-1/2), No Knockback (-1/4) 30 2) Armor (50 PD/50 ED) (150 Active Points); Only vs. Meltable and Heat/Flame (-1 1/2) 75 3) Flight 50", Reduced Endurance (0 END; +1/2) (150 Active Points) 30 Energy Damage Reduction, Resistant, 75% (60 Active Points); Conditional Power Only vs Heat/Fire (-1) 40 LS (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 144 Multipower, 180-point reserve, (180 Active Points); all slots No Knockback (-1/4) 14u 1) EB 24d6, Reduced Endurance (0 END; +1/2) (180 Active Points); No Knockback (-1/4) 14u 2) EB 18d6, Explosion (+1/2), Reduced Endurance (0 END; +1/2) (180 Active Points); No Knockback (-1/4) 10u 3) RKA 8d6, Reduced Endurance (0 END; +1/2) (180 Active Points); No Range (-1/2), No Knockback (-1/4) 14u 4) (Total: 179 Active Cost, 144 Real Cost) RKA 5d6, Reduced Endurance (0 END; +1/2) (112 Active Points); No Knockback (-1/4) (Real Cost: 90) plus Resistant Piercing, Reduced Endurance (0 END; +1/2) (67 Active Points); No Knockback (-1/4) (Real Cost: 54) 32 + EB 20d6, Explosion (+1/2) (150 Active Points); Increased Endurance Cost (x5 END; -2), Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2), No Range (-1/2), No Knockback (-1/4) 75 26 EB 6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Concentration (0 DCV; -1/2), No Knockback (-1/4) 26 EB 6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Extra Time (Full Phase, -1/2), No Knockback (-1/4) 40 Damage Resistance (30 PD/50 ED) 25 Sight Group Flash Defense (20 points), Hardened (+1/4) (25 Active Points) 7 Mental Defense (10 points total) Powers Cost: 645 Cost Skill 16 +2 with All Combat 10 +2 with Multipower Skills Cost: 26 Total Character Cost: 948 Quote Link to comment Share on other sites More sharing options...
lemming Posted January 10, 2004 Author Report Share Posted January 10, 2004 Neverending Progressive Movement Player: Sam Bell Val Char Cost 50 STR 40 35 DEX 75 33 CON 46 20 BODY 20 13 INT 3 17 EGO 14 20 PRE 10 16 COM 3 40 PD 30 40 ED 33 8 SPD 35 17 REC 0 66 END 0 62 STUN 0 6" RUN02" SWIM010" LEAP0Characteristics Cost: 309 Cost Power END 168 Flight 60", combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2) (210 Active Points); Only In Contact With A Surface (-1/4) 20 Damage Resistance (20 PD/20 ED) 12 Mental Defense (15 points total) 12 +0 STR, Reduced Endurance (1/2 END; +1/4) (12 Active Points) (Modifiers affect Base Characteristic) Powers Cost: 212 Cost Skill 4 +2 with Move-bys 15 Penalty Skill Levels: +10 vs. Move-by Penalties with a single attack 22 +11 with Turn Mod 25 +5 with DCV Skills Cost: 66 Total Character Cost: 587 Val Disadvantages 5 Distinctive Features: Greenish White Skin Color (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) Quote Link to comment Share on other sites More sharing options...
lemming Posted January 10, 2004 Author Report Share Posted January 10, 2004 Correct Thought Player: Sam Bell Val Char Cost 23 STR 13 23 DEX 39 23 CON 26 23 BODY 26 23 INT 13 23 EGO 26 23 PRE 13 12 COM 1 10/50 PD 5 10/50 ED 5 5 SPD 17 10 REC 0 46 END 0 47 STUN 0 6" RUN02" SWIM04 1/2" LEAP0Characteristics Cost: 184 Cost Power END 60 Correct Thought: Elemental Control, 120-point powers 60 1) Ego Attack 8d6, Reduced Endurance (0 END; +1/2) (120 Active Points) 60 2) Telepathy 16d6, Reduced Endurance (0 END; +1/2) (120 Active Points) 60 3) Mind Scan 16d6, Reduced Endurance (0 END; +1/2) (120 Active Points) 60 4) FF (40 PD/40 ED), Reduced Endurance (0 END; +1/2) (120 Active Points) 90 5) FW (16 PD/16 ED/10 Flash Defense: Sight Group; 5" long and 2" tall), Reduced Endurance (0 END; +1/2) (150 Active Points) 60 6) Flight 40", Reduced Endurance (0 END; +1/2) (120 Active Points) 10 Mental Defense (15 points total) Powers Cost: 460 Cost Skill 4 +2 with Ego Blast Skills Cost: 4 Total Character Cost: 648 Quote Link to comment Share on other sites More sharing options...
lemming Posted January 10, 2004 Author Report Share Posted January 10, 2004 Winds of Change Player: Sam Bell Val Char Cost 60 STR 50 23 DEX 39 39 CON 58 18 BODY 16 13 INT 3 18 EGO 16 20 PRE 10 14 COM 2 40/70 PD 28 40/50 ED 32 5 SPD 17 20 REC 0 78 END 0 68 STUN 0 6" RUN02" SWIM012" LEAP0Characteristics Cost: 271 Cost Power END 7 Knockback Resistance -5" (10 Active Points); Not when stunned/KO'd Power loses about a third of its effectiveness (-1/2) 15 +0 STR, Reduced Endurance (1/2 END; +1/4) (15 Active Points) (Modifiers affect Base Characteristic) 15 Damage Resistance (15 PD/15 ED) 9 LS (Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (13 Active Points); Not when stunned/KO'd Power loses about a third of its effectiveness (-1/2) 6 Mental Defense (10 points total) 25 Air: Elemental Control, 50-point powers 25 1) Change Environment 16" radius, +4 Points of Telekinetic STR, Varying Combat Effects (50 Active Points) 5 25 2) Missile Deflection (Bullets & Shrapnel), Missile Reflection, Full Range (+1) (50 Active Points) 25 3) FF (30 PD/10 ED), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2 72 More Air: Elemental Control, 144-point powers 72 1) EB 7d6, Variable Defense (Limited Group of SFX; +1/4), Does Knockback (+1/4), Reduced Endurance (1/2 END; +1/4), Explosion (+1/2), Double Knockback (+3/4), NND (+1) (140 Active Points) 6 74 2) EB 9d6, Double Knockback (+3/4), Area Of Effect (32" Line; +1), Conforming (+1/2) (146 Active Points) 15 72 3) Flight 50", Position Shift, x8 Noncombat, Reduced Endurance (1/2 END; +1/4) (144 Active Points) 5 76 4) FW (20 PD; 3" long and 1" tall), Hardened (+1/4), Transparent ED (+1/2), Invisible to Sight Group (+1/2), Reduced Endurance (0 END; +1/2) (148 Active Points) Powers Cost: 518 Cost Martial Arts Maneuver 3 Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 90 STR for holding on 3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 16d6 +v/5 Strike; You Fall, Target Falls; FMove 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 18d6 Strike 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Delayed Strike: 1/2 Phase, +2 OCV, -5 DCV, 3/2 STR +2d6, 1 seg delay 5 Cross: 1/2 Phase, +1 OCV, -2 DCV, +4d6 16 +4 HTH Damage Class(es) Martial Arts Cost: 39 Cost Skill 3 Breakfall 14- 16 +2 with All Combat 20 +4 with Wind Powers Skills Cost: 39 Total Character Cost: 867 Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 11, 2004 Report Share Posted January 11, 2004 You can really tell Sam had a great deal to do with them Quote Link to comment Share on other sites More sharing options...
lemming Posted January 11, 2004 Author Report Share Posted January 11, 2004 Originally posted by Enforcer84 You can really tell Sam had a great deal to do with them Well, his campaigns weren't for the faint hearted. Ok, I'll be posting my two PC's from the campaign in just a minute or two. Quote Link to comment Share on other sites More sharing options...
lemming Posted January 11, 2004 Author Report Share Posted January 11, 2004 First up is Vetali: She entered the game on the run with her sister from her drug lord father. She had been subjected to some medical experiments resulting in quite an array of powers. Later on, we find that her brother has similar ones. Sam had a off screen explanation of her brother explaining to his organization various obstacles and then taking out a knife pinning her picture to the wall while saying "This is our #1 THREAT!" The villians started calling her that. It probably didn't help that I hadn't thought of a code name by that point... Better than Thailander though. Physically she's very tough and can metabolize outside sources of energy. She's got a few odd constructs in her power list: Two End Reserves. One with negative recovery. The first one was just feeding off ambient energy, it wouldn't be unreasonable to cut her off from recovery. Just would take some talent. The second one was only fed by her absorption, but would fade away as well. Aborption, Every Hit. An easily abused advantage on absorption that let you avoid having to keep track. Regeneration, costs End. This was just her body using outside resources Instant Brace on Knockback Resistance. Basically, it's bought at your STR level and instead of taking a 1/2 phase to brace, you just were. Quote Link to comment Share on other sites More sharing options...
lemming Posted January 11, 2004 Author Report Share Posted January 11, 2004 Vetali Player: Lemming Val Char Cost 65 STR 55 20 DEX 30 43 CON 66 20 BODY 20 13 INT 3 14 EGO 8 20 PRE 10 18 COM 4 15/65 PD 2 15/65 ED 6 5 SPD 20 22 REC 0 86 END 0 75 STUN 0 9" RUN65" SWIM343" LEAP0Characteristics Cost: 233 Cost Power END 3 Ultraviolet Perception (Sight Group) (5 Active Points); Costs Endurance (-1/2) 1 27 FDR, hardened PD&ED: (Total: 27 Active Cost, 27 Real Cost) Damage Resistance (15 PD/15 ED), Hardened (+1/4) (19 Active Points) (Real Cost: 19) plus +0 PD, Hardened (+1/4) (4 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 4) plus +0 ED, Hardened (+1/4) (4 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 4) 16 +0 STR, Reduced Endurance (Half END; +1/4) (16 Active Points) (Modifiers affect Base Characteristic) 60 1/2 Damage Reduction: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) 13 No Hit Locations: (20 Active Points); Conditional Power FF Must be >= 10/10 (-1/2) 2 43 Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) 12 Sight Group Flash Defense (10 points), Hardened (+1/4) (12 Active Points) 10 Power Defense (10 points) 7 Mental Defense (10 points total) 55 Leaping +30" (43" forward, 21 1/2" upward) (Accurate, Improved Noncombat Movement (x32)) 5 13 Knockback Resistance -13" (26 Active Points); Limited Power Instant Brace (-1) 13 Endurance Reserve (30 END, 10 REC) (13 Active Points) 4 Endurance Reserve (50 END, 0 REC) (REC: -1 REC) (4 Active Points) 50 Force Field (20 PD/20 ED), Reduced Endurance (Half END; +1/4) (50 Active Points) 2 90 Multipower, 90-point reserve 3u 1) Healing 8 1/2d6, Can Heal Limbs (90 Active Points); Extra Time (1 Minute, -1 1/2), Others Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 9 6u 2) Healing 8 1/2d6, Can Heal Limbs (90 Active Points); Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 9 9u 3) Energy Blast 18d6 (90 Active Points) 9 6u 4) Force Field (30 PD/30 ED/15 Mental Defense/15 Power Defense) (90 Active Points); Increased Endurance Cost (2x END; -1/2) 18 9u 5) Force Wall (16 PD/16 ED; 3" long and 4" tall) (90 Active Points) 9 3 Regeneration (1 stun/turn) (5 Active Points); Costs Endurance (-1/2) 1 7 Regeneration (1 Body/turn) (10 Active Points); Costs Endurance (-1/2) 1 78 2d6 Absorption, Every Hit => End Bat: (Total: 116 Active Cost, 78 Real Cost) Absorption 2d6 (energy, Physical), Can Absorb Maximum Of 50 Points' Worth Of Energy Damage, Every Hit (+1) (58 Active Points); Only to Fill Battery (-1/2) (Real Cost: 39) plus Absorption 2d6 (energy, Energy), Can Absorb Maximum Of 50 Points' Worth Of Energy Damage, Every Hit (+1) (58 Active Points); Only to Fill Battery (-1/2) (Real Cost: 39) Powers Cost: 537 Cost Martial Arts Maneuver Thai Kick Boxing 4 1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Shove: 1/2 Phase, +0 OCV, +0 DCV, 80 STR to Shove 4 3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 15d6 Strike 5 4) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 17d6 Strike 4 5) Flying Kick: 1/2 Phase, +0 OCV, -2 DCV, 15d6 +v/5 Strike, FMove 4 6) Delayed Strike: 1/2 Phase, +2 OCV, -5 DCV, 3/2 STR + 2d6, 1 segment delay, 21 1/2d6 Strike Martial Arts Cost: 25 Cost Skill 24 +3 with All Combat 3 Breakfall 13- 4 KS: Drug Lords, SE Asia 13- 3 Bribery 13- 3 Bureaucratics 13- 3 High Society 13- 3 Streetwise 13- 3 Trading 13- 3 KS: Thai Kickboxing 12- 3 Linguist 2 1) Language: Burmese (Completely Fluent, w/Accent) (3 Active Points) 2 2) Language: Cambodian (Completely Fluent, w/Accent) (3 Active Points) 1 3) Language: Cantonese (Fluent Conversation) (2 Active Points) 2 4) Language: English (Completely Fluent, w/Accent) (3 Active Points) 1 5) Language: French (Fluent Conversation) (2 Active Points) 1 6) Language: Japanese (Fluent Conversation) (2 Active Points) 0 7) Language: Thai (Imitate dialects; Native) 3 8) Language: Vietnamese (Idiomatic, native accent) (4 Active Points) Skills Cost: 64 Cost Perk 1 Fringe Benefit: Passport Perks Cost: 1 Total Character Cost: 860 Val Disadvantages 15 Hunted: Brother 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Mildly Punish 15 Dependent NPC: Little Sister 11- (Occasionally), Normal 10 Distinctive Features: Tall & Heavy Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 15 Hunted: Father's Organization 8- (Occasionally), More Powerful, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Mildly Punish Disadvantage Points: 55 Quote Link to comment Share on other sites More sharing options...
lemming Posted January 11, 2004 Author Report Share Posted January 11, 2004 Next up: Scavenger What happens to all those pieces of equipment that villians and oranizations leave lying about? This Kiwi is one of the adventure archeologists who has picked up many an item. He has a knack for finding and figuring out many an item. During game play he was bitten by a vampire and almost turned, but after a long quest managed to get infused with light energy driving out the vampirism. Hence the Yang and the 20 points mental defense. I had to do some screwing around with Hero Designer, since you can't legally put MP in VPP. Quote Link to comment Share on other sites More sharing options...
lemming Posted January 11, 2004 Author Report Share Posted January 11, 2004 Scavenger Player: Lemming Val Char Cost 23 STR 13 26 DEX 48 23 CON 26 23 BODY 26 23 INT 13 23 EGO 26 33 PRE 13 18 COM 4 10/84 PD 5 10/84 ED 5 6 SPD 24 10 REC 0 46 END 0 47 STUN 0 11" RUN105" SWIM35 1/2" LEAP1Characteristics Cost: 217 Cost Power END 9 +3 PER with all Sense Groups 25 Detect A Large Class Of Things 14- (no Sense Group), Discriminatory, Range, Tracking 5 Neato: +10 PRE (10 Active Points); Only vs. machines Power loses about half of its effectiveness (-1) 20 Mental Defense (20 points total), Hardened (+1/4) (20 Active Points) 15 Yang: Elemental Control, 30-point powers 7 1) Energy Damage Reduction, Resistant, 50% (30 Active Points); only vs. Negative/Darkness Energy Power loses about half of its effectiveness (-1) 10 2) Illumination: Change Environment 8" radius, Reduced Endurance (0 END; +1/2) (30 Active Points); No Range (-1/2) 31 3) Not being an energy being, DS: EB 2d6, NND (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), Continuous (+1), Does BODY (+1), Invisible Power Effects (Fully Invisible; +1) (62 Active Points); Always On (-1/2) 175 Variable Power Pool (Gadget Pool), 150 base + 25 control cost, (225 Active Points); Limited Class Of Powers Available Very Limited (-1), VPP Powers Can Be Changed Only In Given Circumstance (-1/2); all slots OIF (-1/2) 0 1) Intercrime Agent Blaster: RKA 4d6, 32 Charges (+1/4) (75 Active Points); OAF (-1), Beam (-1/4) Real Cost: 33 0 2) Alien Force Field Belt: FF (20 PD/20 ED) (40 Active Points); OIF (-1/2), 4 Continuing Charges lasting 1 Minute each (-1/4) Real Cost: 23 0 3) Isul's Old Flight Pack: (Total: 37 Active Cost, 25 Real Cost) Flight 15" (30 Active Points); OIF (-1/2) (Real Cost: 20) plus Endurance Reserve (20 END, 5 REC) Reserve: (7 Active Points); OIF (-1/2) (Real Cost: 6) Real Cost: 25 3 0 4) CORE Agent Helmet: (Total: 20 Active Cost, 13 Real Cost) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) (Real Cost: 3) Real Cost: 13 0 5) CORE Agent Hover Platform: Flight 13", Reduced Endurance (0 END; +1/2) (39 Active Points); OAF Bulky (-1 1/2) Real Cost: 16 0 6) Kame Agent Mk I Battlearmor: (Total: 160 Active Cost, 95 Real Cost) LS (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); OIF (-1/2) (Real Cost: 13) plus Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) (Real Cost: 5) plus Hearing Group Flash Defense (6 points) (6 Active Points); OIF (-1/2) (Real Cost: 4) plus +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points); Does not add to Char Str Power loses about a third of its effectiveness (-1/2), No Figured Characteristics (-1/2), OIF (-1/2) (Real Cost: 18) plus Armor (24 PD/24 ED) (72 Active Points); OIF (-1/2) (Real Cost: 48) plus Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) (Real Cost: 7) Real Cost: 95 0 7) Kame Agent Mk I Blaster: (Total: 65 Active Cost, 24 Real Cost) EB 12d6 (60 Active Points); OAF (-1), 8 Charges (-1/2), Beam (-1/4) (Real Cost: 22) plus +1 with Ranged Combat (5 Active Points); OAF (-1) (Real Cost: 2) Real Cost: 24 0 8) Ninja Sword: HKA 2d6 (3d6+1 w/STR), Reduced Endurance (1/2 END; +1/4) (37 Active Points); OAF (-1), No Knockback (-1/4) Real Cost: 16 1 0 9) Ninja Shuriken: RKA 1 1/2d6, Armor Piercing (+1/2) (37 Active Points); 8 Charges (-1/2), Costs Endurance (-1/2), OIF (-1/2), No Knockback (-1/4), Reduced Penetration (-1/4) Real Cost: 12 4 0 10) Hunter's Gas: EB 1d6, Area Of Effect (One Hex; +1/2), NND (def: Self Contained Breathing; +1) (12 Active Points); 4 Charges (-1), OIF (-1/2) Real Cost: 5 0 11) Ontiir Laser Axe: HKA 5d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (150 Active Points); OAF (-1), No STR Bonus (-1/2), No Knockback (-1/4) Real Cost: 54 0 12) Ontiir Forcefield Belt: (Total: 129 Active Cost, 76 Real Cost) FF (30 PD/30 ED), Reduced Endurance (0 END; +1/2) (90 Active Points); OIF (-1/2) (Real Cost: 60) plus LS (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); Linked (FF; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), OIF (-1/2) (Real Cost: 8) plus Sight Group Flash Defense (10 points) (10 Active Points); Linked (FF; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), OIF (-1/2) (Real Cost: 4) plus Power Defense (10 points) (10 Active Points); Linked (FF; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), OIF (-1/2) (Real Cost: 4) Real Cost: 76 0 13) Captain Communist's Shield: (Total: 85 Active Cost, 39 Real Cost) +5 with DCV (25 Active Points); OIF (-1/2) (Real Cost: 17) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Only vs some explosions/AOEs Power loses about half of its effectiveness (-1), OIF (-1/2), Only at full DCV Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 11) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Only vs some explosions/AOEs Power loses about half of its effectiveness (-1), OIF (-1/2), Only at full DCV Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 11) Real Cost: 39 0 14) Javelin's Javelins: (Total: 75 Active Cost, 25 Real Cost) RKA 2d6 (30 Active Points); OAF (-1), 2 Recoverable Charges (-1) (Real Cost: 10) plus Custom Power, Armor Piercing (+1/2) (45 Active Points); OAF (-1), 2 Recoverable Charges (-1) (Real Cost: 15) Real Cost: 25 0 15) Checkmate's Pommel: EB 18d6, Explosion (+1/2) (135 Active Points); 1 Charge (-2), OAF (-1) Real Cost: 34 0 16) SWORD LMG: RKA 2 1/2d6, Armor Piercing (+1/2), Autofire (5 shots; +1/2), 60 Charges (+1/2) (100 Active Points); OAF Bulky (-1 1/2), Beam (-1/4), No Knockback (-1/4) Real Cost: 33 0 17) Squire's Gun: RKA 2d6, Armor Piercing (+1/2), Autofire (5 shots; +1/2), No Range Modifier (+1/2), 125 Charges (+3/4) (97 Active Points); OAF (-1), Beam (-1/4), No Knockback (-1/4) Real Cost: 39 0 18) Kame Agent Mk III Blaster: RKA 5d6 (75 Active Points); OAF (-1), No Knockback (-1/4), Beam (-1/4), 12 Charges (-1/4) Real Cost: 27 0 19) Ontiir Nuerowhip: (Total: 150 Active Cost, 59 Real Cost) Stretching 3" (15 Active Points); OAF (-1), Only for AVLD (-1/2), no Noncombat Stretching (-1/4) (Real Cost: 5) plus EB 9d6, Reduced Endurance (0 END; +1/2), AVLD vs. Ego Def (+1 1/2) (135 Active Points); OAF (-1), No Range (-1/2) (Real Cost: 54) Real Cost: 59 1 0 20) Ontiir Suppression Blaster: (Total: 149 Active Cost, 67 Real Cost) RKA 3d6, Reduced Endurance (0 END; +1/2), Area Of Effect (14" Cone; +1), Selective (+1/4) (124 Active Points); No Range (-1/2), OIF (-1/2), No Knockback (-1/4) (Real Cost: 55) plus +5 with OCV (25 Active Points); OAF (-1) (Real Cost: 12) Real Cost: 67 -35 CORE Agent Powerstaff: (-35 Active Points) 30 Core Agent Powerstaff: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1) 3u 1) EB 12d6, 16 Charges (+0) (60 Active Points); OAF (-1), Beam (-1/4) 2u 2) HA +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) -70 Ontiir Powerfist: (-70 Active Points) 60 Ontiir Powerfist: Multipower, 90-point reserve, (90 Active Points); all slots OIF (-1/2) 6u 1) EB 18d6, 16 Charges (+0) (90 Active Points); OIF (-1/2) 4u 2) HA +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) -24 Huntsman's Utility Belt: (-24 Active Points) 20 Huntsman's Utility Belt: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2) 1u 1) Gas Gun: EB 3d6, NND vs. LS self breathing (+1) (30 Active Points); 4 Charges (-1), OIF (-1/2) 1u 2) Gas Pellets: EB 2d6, Area Of Effect (One Hex; +1/2), NND (+1) (25 Active Points); 4 Charges (-1), OIF (-1/2) 1u 3) Mini Bolos: Entangle 3d6, 3 DEF (30 Active Points); 4 Charges (-1), OIF (-1/2) 1u 4) Flash Gun: Sight Group Flash 6d6 (30 Active Points); 4 Charges (-1), OIF (-1/2) Powers Cost: 297 Cost Martial Arts Maneuver 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9 1/2d6 Strike 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 11 1/2d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 48 STR to Disarm 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 12 +3 HTH Damage Class(es) Martial Arts Cost: 33 Cost Skill 3 KS: Karate 14- 3 Acrobatics 14- 3 Breakfall 14- 3 Lockpicking 14- 3 KS: Bases 14- 3 KS: Foci 14- 3 AK: Exotic Locales 14- 3 Linguist 2 1) Language: Cantonese (completely fluent) 1 2) Language: Dutch (fluent conversation) 0 3) Language: English (idiomatic) 1 4) Language: French (fluent conversation) 2 5) Language: Japanese (completely fluent) 1 6) Language: Mandarin (fluent conversation) 1 7) Language: Maori (fluent conversation) 1 8) Language: Russian (fluent conversation) (2 Active Points) 3 Acting 16- 3 Bribery 16- 3 Bureaucratics 16- 10 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 14- 3 Conversation 16- 3 Concealment 14- 3 Deduction 14- 3 Inventor 14- 3 Paramedics 14- 3 Security Systems 14- 10 Systems Operation (Communications Systems, Medical Systems, Medical Sensors, Metal Detectors, Personnel Support Systems, Radar, Sensor Jamming Equipment, Sonar) 14- 3 Stealth 14- 3 PS: Brewing 14- 2 PS: Data Mining 11- 10 +1 Overall 8 +1 with All Combat 10 +2 with Gadgets Skills Cost: 116 Cost Perk 2 Contact: SWORD (Contact has access to major institutions) 8- 2 Contact: Super Science Ninja (Contact has access to major institutions) 8- 2 Contact: Russian Science Acamedy (Contact has access to major institutions) 8- 2 Contact: ANZA Technological Council (Contact has access to major institutions) 8- 2 Contact: Antartic Station Zero (Contact has access to major institutions) 8- Perks Cost: 10 Total Character Cost: 673 Quote Link to comment Share on other sites More sharing options...
Vondy Posted January 11, 2004 Report Share Posted January 11, 2004 120 STR? Wow - the highest strength in my game is 80. Quote Link to comment Share on other sites More sharing options...
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