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China's team


lemming

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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.

attachment.php?attachmentid=2802

 

edit: Added Hermit's suggestion. Stay tuned for the board friendly HD output.

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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

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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

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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

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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)
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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

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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

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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.

 

attachment.php?attachmentid=2832

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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

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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. ;)

attachment.php?attachmentid=2833

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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

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