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[TEAM] Special Circumstances


zakueins

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Team Members : Dark Avenger, Ghost Sniper, Snake Skin, Hellion, Whispered, New Sun.

 

There is no "black ops" or "killer" unit within PRIMUS. There has never been, and there never will be. The rumors are false and I won't waste time repeating myself.

-Press Secretary James Hawthorne

PRIMUS Press Conference 11/3/02

 

They are the ghosts.

 

A team with no name.

 

No sanction beyond the orders of the Golden Avenger, and nearly a thousand blank, signed Presidental pardons.

 

"Special Circumstances" is the nearest thing the team has to a name-with the exception of Dark Avenger and Ghost Sniper (whom are on the PRIMUS payroll), everybody is paid via a compicated scam involving the Department of Agriculture. A majority of the team's work is "hostile extraction"-if there's a bench warrant out there for someone, Federal judges don't care how the suspect got there, as long at they show up. Several terrorists and meta-humans, including the Nest Leader of the Coventry Nest (whom was wanted in a series of metahuman B&Es in Boston), discovered themselves waking up in an American courtroom somewhere.

 

A few times, their job is to cause a mess. Currently, Special Circumstances is tasked with "VIPER harrassment"-finding VIPER nests anywhere in the world, and seeing how much property damage they can do before they're forced to retreat. Assasination and "black bag jobs" is also their stock in trade. During Gulf War II and the operations in Afganistan, Special Circumstances was involved in "road-paving" operations-dealing with hostile metahumans and humans that might have been a threat to Coalition forces.

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Originally posted by Supreme Serpent

Special

Action

National

Combat

Team

for

Independent

Operations

deemed

Necessary

 

:D

 

How about...

Special

Action

National

Combat

Team

for

Independent

Operations

of

Necessity

 

Sounds like a great Campaign to explore the dirty side of Super-Soldiering. I am curious how the players feel about flirting with the darkness that threatens to consume all who look ino oblivion.

 

Wow that was serious...lol

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It's more a "cinematic" superhero version of the CIA and MI 6-black ops operating in a manner somewhat beyond the pale, doing the things that "rough men" do (to quote George Orwell) to ensure that we can sleep safe and sound at night.

 

And, the lack of a name is deliberate. :) After all, you can only interrogate for what you know to exist...

 

Originally posted by Siberian Tiger

Sounds a little like the latest Tom Clancy novel "Teeth of the Tiger" - that's meant not a criticism or allegation of plagiarism but as a compliment

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Actually, all of their billing goes through the Auditing department of the Department of Agriculture or the Department of the Interior.

 

It explains away the airplane tickets.

 

Originally posted by freakboy6117

oh they will have a name but it wont be anytghing exciting they just have it for use in official documents and approriations reports. something like

alternate water supply group

 

or special theater survey team or even

mineral and soil observation division

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Dark Avenger (Stats)

 

Dark Avenger

 

Player:

 

Val Char Cost
35 STR 5
20 DEX 30
18 CON 16
18 BODY 16
18 INT 8
16 EGO 12
15 PRE 5
20 COM 5
10/20 PD 3
10/20 ED 6
6 SPD 30
11 REC 0
36 END 0
45 STUN 0
6" RUN02" SWIM07" LEAP0Characteristics Cost: 136

 

Cost Power END
20 Armored Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)
4 Defensive Training: Knockback Resistance -2"
60 PRIMUS Gadget Pool: Variable Power Pool (Gadget Pool), 30 base + 30 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (75 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (-1/2)
55 High-End Enhanced Strength: +20 STR, Reduced Endurance 0 END (+1/2), Armor Piercing x1 (+1/2) (55 Active Points) (Modifiers affect Base Characteristic)
10 Toughened Skin: Damage Resistance (10 PD/10 ED)
10 Karate Training: Physical Damage Reduction, Resistant, 25% (15 Active Points); STUN (or BODY) Only (-1/2)
6 Implanted Lenses: Flash Defense (5 points) (Sight Group), Hardened (+1/4) (6 Active Points)
26 Fighting Knife: Killing Attack - Hand-To-Hand 2d6 +1 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (52 Active Points); OAF (-1) 5
22 Silenced .40 Pistol: Killing Attack - Ranged 2d6 (vs. PD), Invisible Power Effects (Hearing Group; +1/4), 4 Clips of 16 Charges (+1/4) (45 Active Points); OAF (-1)
10 PRIMUS Monocular: Multipower, 15-point reserve, all slots: (15 Active Points); OIF (-1/2)
1u 1) Low-Light Imaging: Nightvision (Telescopic (+10)) (15 Active Points)
1u 2) IR Detection: Infrared Perception (Discriminatory, Telescopic (+5)) (15 Active Points)
1u 3) Telescopic Zoom: Telescopic +10 to PER Rolls (only to offset the Range Modifier) (Sight Group) (15 Active Points)
10 Enhanced Physiology: Power Defense (10 points)
7 Pressure Mask: Life Support , Self-Contained Breathing, 1 Continuing Charges lasting 6 Hours each (+0) (10 Active Points); OIF (-1/2)
45 Advanced Infantry Rifle: Multipower, 90-point reserve, all slots: (90 Active Points); OAF (-1)
4u 1) 7.62 mm Rifle: Killing Attack - Ranged 2d6 +1 (vs. PD), Autofire (5 shots; +1/2), 4 Clips of 32 Charges (+1/2), Armor Piercing x1 (+1/2) (87 Active Points)
4u 2) 30mm Grenade Launcher: Killing Attack - Ranged 3d6 (vs. PD), Explosion (+1/2), Armor Piercing x1 (+1/2) (90 Active Points); 4 Clips of 4 Charges (-1/2)
15 Encrypted PRIMUS Radio Link: Mind Link (Specific Group of Minds), Any distance, No LOS Needed, Number of Minds (x4) (35 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4)
Powers Cost: 311

 

Cost Martial Arts Maneuver
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
2 Weapon Element: Blades, Off Hand
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Arts Cost: 35

 

Cost Skill
5 Acrobatics 14-
5 Acting 13-
5 Breakfall 14-
5 Bribery 13-
5 Conversation 13-
3 Concealment 13-
8 Defense Maneuver: I-III
5 Demolitions 14-
7 Interrogation 14-
5 Lockpicking 14-
5 Navigation (Land, Marine) 14-
5 Paramedics 14-
3 PS: Silver Avenger 12-
3 Security Systems 13-
5 Shadowing 14-
7 Stealth 15-
5 Streetwise 13-
5 Sleight Of Hand 14-
5 Tactics 14-
9 Teamwork 16-
5 Tracking 14-
16 TF: Common Motorized Ground Vehicles, Balloons & Zeppelins, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, SCUBA, Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Submarines, Tracked Military Vehicles, Wheeled Military Vehicles
10 Two-Weapon Fighting (HTH)
15 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Emplaced Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms, Vehicle Weapons
7 Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets, Other) 14-
10 +2 with HTH Combat
5 +1 with Ranged Combat
3 Linguist
3 1) Language: French (idiomatic) (4 Active Points)
3 2) Language: Arabic (idiomatic) (4 Active Points)
3 3) Language: German (idiomatic) (4 Active Points)
3 4) Language: Spanish (idiomatic) (4 Active Points)
3 5) Language: Russian (idiomatic) (4 Active Points)
3 Scholar
1 1) KS: Karate (2 Active Points) 11-
1 2) KS: VIPER (2 Active Points) 11-
1 3) KS: Commando Training (2 Active Points) 11-
2 4) KS: Intelligence Theory (3 Active Points) 12-
2 5) KS: Superhero World (3 Active Points) 12-
2 6) KS: Dr. Destroyer (3 Active Points) 12-
1 7) KS: Black Ops (2 Active Points) 11-
1 8) KS: Akido (2 Active Points) 11-
Skills Cost: 205

 

Cost Perk
2 Favor
21 Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers, International Driver's License, License to Kill, Passport, Security Clearance, Weapon Permit (where appropriate)
8 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Very Good relationship with Contact) 11-
1 Contact (Contact has been blackmailed by the character, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact) 11-
Perks Cost: 32

 

Cost Talent
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
3 Lightning Calculator
15 Combat Sense 13-
Talents Cost: 27

 

 

Total Character Cost: 746

 

Val Disadvantages
30 Hunted: Doctor Destroyer 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
25 Hunted: VIPER-X 11- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence)
5 Reputation: Competent Silver Avenger 8-
10 Distinctive Features: PRIMUS Uniform (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Honorable (Common; Total)
20 Psychological Limitation: American Patriot (Common; Total)
10 Rivalry: Professional and Romantic (Elizabeth Martinez, New York Silver Avenger; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Enraged: When Facing DEMON Members (Uncommon), go 11-, recover 11-
10 Distinctive Features: Intricate Body Tattoing On Her Back, Arms, and Legs (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Reputation: "Black Ops Empress" 11- (Known Only To A Small Group)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 396

Total Experience Available: 396

Experience Unspent: 0

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Dark Avenger (Background)

 

HISTORY:The only thing that Jennifer Connley ever wanted to be was the Golden Avenger.

 

Or, at least a Silver Avenger.

 

She joined PRIMUS right out of college, and was sent through training, then joined a field team in the late '80s. Her first assignment was a kiddy porn ring with potental metahuman aspects, and she puked when she was the first officer to stumble into a DEMON nest, where they were sacrificing the children to various monsters. During the interrogation, she got a black mark on her records when she shot a DEMON Morbane in the leg to find out where the remaining live children were, which she found and recovered.

 

Her repuation spread, and in 1989, she was promoted to the Silver Avengers, and assigned to Detroit, along with one Kevin Armstrong. The two struck up a fast and deep-but platonic-relationship based upon mutual respect, hatred of "bueaurcrats" and inter-office politics, and a love of good Mexican food. The two worked well together, until 1991, and Dr. Destroyer demolishing Detroit-and killing most of the people that Kevin Armstrong loved. For the first few nights, Jennifer was the one that kept him from committing suicide or going for "suicide by supervillian", and when she thought Kevin had calmed down, she drafted a proposal and took it right to Daniel Johnson, the Golden Avenger.

 

Her proposal was a simple one-to hunt down people like Dr. Destroyer and Menton, organizations like VIPER and Eurostar, and force them onto the defensive. She proposed to form a small, black-ops unit of metahumans to go toe-to-toe with villans using their own tactics-fear and confusion. To this end, she requested that Kevin Armstrong lead it (in her mind, it was to help him "get back on the horse"), and her be the XO of the team. It took a few months, but eventually approval to form the team came.

 

The approval came the day before Kevin Armstrong had his "boating accident" that covered his defection to VIPER-and she was named the team leader.

 

For her first "round" of picks, she chose a DIA "wet work" specialist called Ghost Sniper and an energy projector named New Sun. Snake Skin came from Stronghold-as Jennifer felt his knowledge of VIPER internal politics would be extremely useful. Hellion and Whispered were two mutans that Jennifer knew had the stomach for black ops and were willing to work. Once formed, the team merely became a single hard-copy file in Cheyanne Mountain, and Jennifer lead them to their first victory by destroying a Eurostar money-laundering scheme in Peru.

 

The team has been working well together, ever since.

 

Personality/Motivation:

Professional.

 

That sums up Jennifer Connley in a nutshell. She knows that she's been playing in a "man's world" of PRIMUS for the last twenty years, and nobody has ever said that she hasn't done 110% of her duty, all the time. Her personal life is nearly non-existant, between the travelling for missions in Special Circumstances and training and playing up her "floating PRIMUS Silver Avenger" role.

 

Deep down, she feels like there are a lot of betrayals to live down-her betrayal (in her mind) of the people of Detroit to Dr. Destroyer, the betrayal of the kids to DEMON, and Kevin's betrayal of her and PRIMUS when he went to VIPER. She's very careful whom she allows anywhere near her heart these days, almost paranoidly so. One thing that has been bothering her, recently, is the rivaly she's built up with Elizabeth Martinez, the Silver Avenger in New York, whom views Jennifer's "monopolization of the Golden Avenger" as a personal threat to her positing on the "short list" of people that would be promoted to Golden Avenger (if Daniel Johnson's proposal to expand both the Golden and Silver Avenger ranks goes through). Jennfier's not quite sure how to deal with it, but will try.

 

Powers/Tactics:Besides the standard Silver Avenger enhancements due to Cyberline, Jennifer has access to a fairly large pool of gadgets and hardware, and carries standard Silver Avenger hardware in the field as a Silver Avenger.

 

When she's operating as the Dark Avenger, her gadget pool is pretty signifigant-and she is well armed with an assault rifle with under-barrel grenade launcher, a silenced pistol, and a knife. In combat, she coordinates the rest of the team, and shoots anyone that might even remotely be considered a threat.

 

Quotes:"Okay, we've got confirmation that Eurostar's hiding out in a warehouse in Downtown Madrid. Tomorrow night, we'll pay them a visit and last rites."

 

Appearance:Jennifer Connley is a very attractive woman of about 5'9", with the body of a woman that reguarly works out. In her "Silver Avenger" ID, she wears standard Silver Avenger gear. In the "Dark Avenger" role, she wears armor of an unknown manufacture, carries an assault rifle, and has her face obscured by a mask. She keeps her red hair about shoulder length, and has green eyes.

 

On her body, below the neck and down her arms and legs, is an intricate series of tattoos (anybody whom makes a KS:Magic or similar role will realize that someone has inscribed several inactive protection spells on her).

 

Campaign Use:Besides her role as team-leader of Special Circumstances, Jennifer Connley works really well as a Silver Avenger that would follow a criminal down to Hell. If VIPER-X shows up in any town for more than a week (to the annoyance of the players), or there's a major Dr. Destroyer threat, she'd be there.

 

Another function of hers is that she's Daniel Johnson's point woman for Project Rosenberg. If she found any records or deliberate tampering of stories to downplay PRIMUS acheavements, she'd be there to investigate as well.

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Ghost Sniper

 

Val Char Cost
20 STR 10
23 DEX 39
20 CON 20
20 BODY 20
18 INT 8
14 EGO 8
20 PRE 10
20 COM 5
5/15 PD 1
5/15 ED 1
5 SPD 17
10 REC 4
40 END 0
40 STUN 0
6" RUN02" SWIM05" LEAP1Characteristics Cost: 144

 

Cost Power END
20 Gunrig Armor: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)
15 Encrypted Radio Link: Mind Link (Specific Group of Minds), Any distance, No LOS Needed, Number of Minds (x4) (35 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4)
4 Auto-Darkening Systems: Flash Defense (5 points) (Sight Group), Hardened (+1/4) (6 Active Points); OIF (-1/2)
4 Audio Muffler: Flash Defense (5 points) (Hearing Group), Hardened (+1/4) (6 Active Points); OIF (-1/2)
13 Gunrig Sensor Goggles: Multipower, 20-point reserve, all slots: (20 Active Points); OIF (-1/2)
1u 1) Light Amplifcation: Nightvision (Telescopic (+15)) (20 Active Points)
1u 2) Telescopic Mode: Telescopic +13 to PER Rolls (only to offset the Range Modifier) (Sight Group) (20 Active Points)
1u 3) Neural Activity Scanner: Mental Awareness (Discriminatory, Targeting Sense) (20 Active Points)
1u 4) IR Mode: Infrared Perception (Sense, Targeting Sense, Telescopic (+3)) (20 Active Points)
15 Themo-Optic Camoflague: Invisibility to Sight Group, Reduced Endurance 0 END (+1/2) (30 Active Points); OAF (-1)
9 Gunrig Life Support System: Life Support , Safe in High Radiation, Safe in Low Pressure/Vacuum, Self-Contained Breathing (14 Active Points); OIF (-1/2)
81 The Gunrig: Multipower, 70-point reserve, all slots: Personal Immunity (+1/4), Reduced Endurance 0 END (+1/2) (122 Active Points); OIF (-1/2)
5u 1) Quantum Bullets: Killing Attack - Ranged 2d6 +1 (vs. PD), No Normal Defense Not vs. Magic-based Forcewalls (+1) (70 Active Points)
5u 2) Cable Line: Swinging 65", x4 Noncombat (70 Active Points)
5u 3) Sniper Rifle Mode: Killing Attack - Ranged 2d6 +1 (vs. PD), +1 STUN Multiplier (+1/4), Invisible Power Effects (Hearing Group; +1/4), No Range Modifier (+1/2) (70 Active Points)
5u 4) Rapid Fire Sniper Mode: Killing Attack - Ranged 2d6 +1 (vs. PD), Autofire (3 shots; +1/4), Invisible Power Effects (Hearing Group; +1/4), No Range Modifier (+1/2) (70 Active Points)
4u 5) AP Rifle Mode: Killing Attack - Ranged 2d6 +1 (vs. PD), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (61 Active Points)
4u 6) Standard Rifle Mode: Killing Attack - Ranged 3d6 (vs. PD), Autofire (5 shots; +1/2) (67 Active Points)
5u 7) Primium Bullets: Killing Attack - Ranged 2d6 +1 (vs. PD), Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing x1 (+1/2) (70 Active Points)
5u 8) Powerblade : Killing Attack - Hand-To-Hand 2d6 +1 (plus STR) (vs. PD), Armor Piercing x1 (+1/2), Invisible Power Effects (Hearing Group, Sight Group; +1/2) (70 Active Points)
5u 9) Sniper Stun Bolt: Energy Blast 7d6 (vs. ED), STUN Only (+0), No Range Modifier (+1/2), Armor Piercing x1 (+1/2) (70 Active Points)
5u 10) AP Sniper Mode: Killing Attack - Ranged 2d6 +1 (vs. PD), Armor Piercing x1 (+1/2), No Range Modifier (+1/2) (70 Active Points)
5u 11) Machine Rifle Mode: Killing Attack - Ranged 2 1/2d6 (vs. PD), +1 STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (70 Active Points)
5u 12) Stun Bolts: Energy Blast 8d6 (vs. ED), STUN Only (+0), Autofire (3 shots; +1/4), Armor Piercing x1 (+1/2) (70 Active Points)
Powers Cost: 223

 

Cost Martial Arts Maneuver
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Arts Cost: 19

 

Cost Skill
3 Acrobatics 14-
3 Breakfall 14-
3 Bribery 13-
3 Bugging 13-
3 Bureaucratics 13-
3 Interrogation 13-
3 Demolitions 13-
3 Concealment 13-
20 +4 with Ranged Combat
3 Climbing 14-
3 Lockpicking 14-
4 Navigation (Air, Land, Marine) 13-
3 Paramedics 13-
3 Tracking 13-
3 Tactics 13-
3 Teamwork 14-
3 Streetwise 13-
10 Survival (Desert, Marine, Mountain, Tropical, Urban) 13-
3 Stealth 14-
3 Persuasion 13-
2 AK: Campaign City 11-
3 Linguist
3 1) Language: French (idiomatic) (4 Active Points)
3 2) Language: Arabic (idiomatic) (4 Active Points)
3 3) Language: German (idiomatic) (4 Active Points)
3 4) Language: Spanish (idiomatic) (4 Active Points)
3 Scholar
3 1) KS: Eurostar (INT-based) (4 Active Points) 14-
2 2) KS: Sniper Theory (3 Active Points) 12-
2 3) KS: Superhero World (3 Active Points) 12-
3 4) KS: Intelligence Theory (INT-based) (4 Active Points) 14-
2 5) KS: Commando Training (INT-based) (3 Active Points) 13-
Skills Cost: 117

 

Cost Perk
5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) 11-
2 Deep Cover
9 Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers, Passport, Security Clearance
Perks Cost: 16

 

Cost Talent
3 Absolute Range Sense
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
3 Bump Of Direction
3 Lightsleep
Talents Cost: 18

 

 

Total Character Cost: 537

 

Val Disadvantages
10 Dependent NPC: Younger Sister, Sarah 8- (Normal)
10 Hunted: Surviving Serbian War Criminals 8- (As Pow; Harshly Punish; Limited Geographical Area; Extensive Non-Combat Influence)
15 Hunted: Nebula 11- (As Pow; Harshly Punish)
20 Psychological Limitation: Absolute Loyalty To The United States (Common; Total)
15 Hunted: Scorpia 11- (As Pow; Harshly Punish)
5 Reputation: Will Kill At The Drop Of A Hat 8- (Extreme (Known Only To A Small Group))
15 Psychological Limitation: Casual Killer (Uncommon; Total)
10 Reputation: Extremely Competent Sniper 11- (Extreme (Known Only To A Small Group))
20 Social Limitation: Secred ID (Paula Dogson) (Frequently; Severe)
10 Distinctive Features: Faceted Silver Eyes (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Vulnerability: 2 x STUN Electrical-Based Attacks (Common)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 187

Total Experience Available: 187

Experience Unspent: 0

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Ghost Sniper

 

Background/History:

In 1984, a man wearing a trenchcoat and with a bowler hat worn over his eyes left two young girls, one two years old and one a year old, at the desk of the PRIMUS offices in Washington DC. The attached note to them read "These two may be useful at some point. Train them well, and do not attempt to brainwash them or give them Cyberline."

 

These two girls, named Paula and Sarah Dobson (after the security guard that adopted them) grew up normally, until Paula joined the Army, and quickly was swallowed up by the DIA-the Defense Intellegence Agency-and emerged from training as a competent field agent. The day of her graduation, she discovered a package on her door. Enclosed was what she called the Gunrig-a weapon system that allowed Paula to become a deadly fighing machine in the service of her country.

 

After working for a few years in the DIA, Paula Johnson was chosen for PRIMUS's new "black ops" team.

 

Personality/Motivation:

Taking the code name Ghost Sniper, Paula is a firm American patriot-she believes in her nation, will die to defend it, knows it's flaws but realizes that the flaws are lesser to the benefits that America provides. To this end, Ghost Sniper kills the threats to her nation, quietly and quickly, without pity but with remorse-she is not a sadistic or ruthless killer, merely practical.

 

The only exception to this is rapists and known sadists-for them, she has been known to take her time killing them. This has gotten her in trouble-on several occasions, she has done a bit of "off the reservation" hunting of war criminals, earning a price on her head. Scorpia of Eurostar has occasionally been shot at by Ghost Sniper-both hate each other and make a special effort to try and kill the other whenever they're on the battlefield.

 

Quote:

"I see three targets. I'll take the first two, you get the third."

 

Powers/Tactics:

Ghost Sniper's main attacks come from a mysterious gadget called the Gunrig-a weapon system that can fire a variety of rounds, from electrically-charged darts to slugs of depleted uranium no larger than the first knuckle of a little finger, to specialized ammo rounds. Ghost Sniper switches from rounds to do the most damage to a target, and will not hesitate to shoot from cover, hiding under her thermo-optic camoflague, using a turn or two of aiming to get a perfect head shot. While she has training in hand-to-hand combat, she prefers to engage at range-she knows well enough that her armor is light and she has little defense beyond her mobility and stealth.

 

Otherwise, she also functions as the team's stealth operator-she will sneak into a location, use her encrypted radio link to relay information, and occasionally provide a forward observer for her team members with Indirect attacks.

 

Campaign Use:

Ghost Sniper is a deadly foe to agent-level characters and some low-powered supers-if she has enough time, she'll take a head shot on anyone. She's very useful to players needing a very precise "energy"-projector, but some players with Code Against Killing would be hesitant to use her against anything but robots and inanimate objects, as she would kill someone just as easily as stun them.

 

An easy way to tone her down is to remove some of her special options on her Gunrig, or to reduce her skill levels in Ranged Combat. To make her more of a threat, increase her Ranged Combat levels, add more special options to her Gunrig (like a Transform vs. Foci bought as her shooting it out of the target's hands or destroying it).

 

Apperance:

At 5'6", Paula Dobson is beautiful, in an athletic supermodel sort of way. She keeps her brown hair in a short, pageboy-style cut, and her eyes are an unearthly sort of jeweled silver that unnerves most people. When she's Ghost Sniper, she wears a system called the Gunrig-a heavy duty chest plate, helmet, and backpack that contains the ammo for the gun that the Gunrig uses, all in flat black. She wears a standard PRIMUS radio-link in her ear, and wears goggles and a breathing system that completely obscures her face and figure.

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  • 2 weeks later...

The sensory multipowers are a little questionable, but as GM you can easily hand wave it. :)

 

However, Ghost Sniper only paid +1/2 for 0 end on her multipower. Her autofire attacks are still going to cost her lots of end since reduced end is double cost for autofire attacks.

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  • 2 weeks later...

Snake Skin

 

Player:

 

Val Char Cost
45 STR 35
26 DEX 48
30 CON 40
23 BODY 26
14 INT 4
15 EGO 10
25 PRE 15
12 COM 1
12/32 PD 3
12/32 ED 6
6 SPD 24
18 REC 6
60 END 0
75 STUN 14
10" RUN02" SWIM014" LEAP0Characteristics Cost: 232

 

Cost Power END
12 VERY Tough Skin: Damage Resistance (12 PD/12 ED)
27 Encrypted PRIMUS Radio Link: Mind Link (Specific Group of Minds), No LOS Needed, Number of Minds (x4), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4)
15 Extremely Tough Skin: Energy Damage Reduction, Resistant, 25%
15 Extremely Tough Skin: Physical Damage Reduction, Resistant, 25%
50 Reinforced Armor: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); OIF (-1/2)
51 Healing 2d6 (max. Healed Points: 12) (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (90 Active Points); Self Only (-1/2), Conditional Power Not vs. Cold-based Damage (-1/4)
10 Power Defense (10 points)
8 +4" Running (10" total) 1
10 Leaping +5" (14" forward, 7" upward) (Accurate) 1
16 Knockback Resistance -8"
2 Goggles: Flash Defense (5 points) (Sight Group) (5 Active Points); OAF (-1)
20 Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents
27 360 Degree Sonar Sense: Spatial Awareness (Increased Arc of Perception: 360-Degree)
13 Heavy-Duty Slap Gloves: Hand-To-Hand Attack +3d6, Double Knockback 2x KB (+3/4) (26 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 3
80 Railgun: Killing Attack - Ranged 4d6 (vs. PD), 16 Boostable Charges (+1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (120 Active Points); Required Hands Two-Handed (-1/2)
9 Boot Dagger: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), +1 STUN Multiplier (+1/4) (19 Active Points); OAF (-1) 2
5 Lack Of Weakness (-5) for Resistant Defenses
Powers Cost: 370

 

Cost Martial Arts Maneuver
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
Martial Arts Cost: 20

 

Cost Skill
3 Acrobatics 14-
3 Acting 14-
3 Climbing 14-
24 +3 with All Combat
3 Electronics 12-
3 Fast Draw 14-
2 AK: Sydney, Australia 11-
3 Mechanics 12-
2 KS: VIPER 11-
2 KS: Armorer 11-
2 KS: Engineering 11-
3 Lockpicking 14-
3 Streetwise 14-
3 Stealth 14-
3 Teamwork 14-
3 Tracking 12-
9 WF: Common Melee Weapons, Emplaced Weapons, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms
4 Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets) 12-
2 KS: Generic Martial Arts 11-
5 Defense Maneuver: I-II
4 Language: Russian (idiomatic)
Skills Cost: 89

 

Cost Perk
3 Contact (Contact has been blackmailed by the character, Contact has: useful Skills or resources, Contact limited by identity) 14-
1 Favor
5 Money: Well Off
Perks Cost: 9

 

Cost Talent
15 Combat Sense 12-
3 Simulate Death
3 Bump Of Direction
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
Talents Cost: 30

 

 

Total Character Cost: 750

 

Val Disadvantages
10 Enraged: In sight of VIPER (Uncommon), go 11-, recover 14-
10 Enraged: In sight of COIL (Uncommon), go 11-, recover 14-
20 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Psychological Limitation: Hates Snakes In Any Form (Uncommon; Strong)
15 Hunted: COIL 11- (As Pow; Harshly Punish)
15 Psychological Limitation: Overconfident (Common; Strong)
25 Psychological Limitation: Honest (Very Common; Total)
15 Distinctive Features: Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)
10 Vulnerability: 2 x STUN Cold-based attacks (Uncommon)
10 Vulnerability: 2 x BODY Cold-based attacks (Uncommon)
10 Hunted: Leader of the London VIPER Nest 11- (As Pow; Harshly Punish; Limited Geographical Area)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 400

Total Experience Available: 400

Experience Unspent: 0

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Maybe her next revision will add N-Ray Vision to her sensors and a teleporting RKA (Indirect). :)

 

Originally posted by Chuckg

If you truly want Ultimate Sickness with a sniper...

 

... give her an N-ray Vision scope... and an Indirect RKA.

 

Golgo-13 "through the building" shot, all day every day. Or the railgun from "Eraser". Drives enemies absolutely frickin' /nuts/. Munchy as hell.

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  • 1 month later...

Re: [TEAM] Special Circumstances

 

Revised version of Snake Skin.

 

Snake Skin

 

Player:

 

Val Char Cost
45 STR 35
26 DEX 48
30 CON 40
23 BODY 26
14 INT 4
15 EGO 10
26 PRE 16
12 COM 1
12/32 PD 3
12/32 ED 6
6 SPD 24
18 REC 6
60 END 0
75 STUN 14
10" RUN02" SWIM014" LEAP0Characteristics Cost: 233

 

Cost Power END
12 VERY Tough Skin: Damage Resistance (12 PD/12 ED)
27 Encrypted PRIMUS Radio Link: Mind Link (Specific Group of Minds), No LOS Needed, Number of Minds (x4), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4)
15 Extremely Tough Skin: Energy Damage Reduction, Resistant, 25%
15 Extremely Tough Skin: Physical Damage Reduction, Resistant, 25%
50 Reinforced Armor: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); OIF (-1/2)
51 Healing 2d6 (max. Healed Points: 12) (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (90 Active Points); Self Only (-1/2), Conditional Power Not vs. Cold-based Damage (-1/4)
10 Power Defense (10 points)
8 +4" Running (10" total) 1
10 Leaping +5" (14" forward, 7" upward) (Accurate) 1
16 Knockback Resistance -8"
2 Goggles: Flash Defense (5 points) (Sight Group) (5 Active Points); OAF (-1)
20 Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents
27 360 Degree Sonar Sense: Spatial Awareness (Increased Arc of Perception: 360-Degree)
13 Heavy-Duty Slap Gloves: Hand-To-Hand Attack +3d6, Double Knockback 2x KB (+3/4) (26 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 3
80 Railgun: Killing Attack - Ranged 4d6 (vs. PD), 16 Boostable Charges (+1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (120 Active Points); Required Hands Two-Handed (-1/2)
9 Boot Dagger: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), +1 STUN Multiplier (+1/4) (19 Active Points); OAF (-1) 2
5 Lack Of Weakness (-5) for Resistant Defenses
Powers Cost: 370

 

Cost Martial Arts Maneuver
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
Martial Arts Cost: 20

 

Cost Skill
3 Acrobatics 14-
3 Acting 14-
3 Climbing 14-
16 +2 with All Combat
2 KS: COIL 11-
5 PS: Beer-Making 14-
3 Electronics 12-
3 Fast Draw 14-
2 AK: Sydney, Australia 11-
3 Mechanics 12-
2 KS: VIPER 11-
2 KS: Armorer 11-
2 KS: Engineering 11-
3 Lockpicking 14-
3 Streetwise 14-
3 Stealth 14-
3 Teamwork 14-
3 Tracking 12-
9 WF: Common Melee Weapons, Emplaced Weapons, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms
4 Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets) 12-
2 KS: Generic Martial Arts 11-
5 Defense Maneuver: I-II
4 Language: Russian (idiomatic)
Skills Cost: 88

 

Cost Perk
3 Contact (Contact has been blackmailed by the character, Contact has: useful Skills or resources, Contact limited by identity) 14-
1 Favor
5 Money: Well Off
Perks Cost: 9

 

Cost Talent
15 Combat Sense 12-
3 Simulate Death
3 Bump Of Direction
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
Talents Cost: 30

 

 

Total Character Cost: 750

 

Val Disadvantages
10 Enraged: In sight of VIPER (Uncommon), go 11-, recover 14-
10 Enraged: In sight of COIL (Uncommon), go 11-, recover 14-
20 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Psychological Limitation: Hates Snakes In Any Form (Uncommon; Strong)
15 Hunted: COIL 11- (As Pow; Harshly Punish)
15 Psychological Limitation: Overconfident (Common; Strong)
25 Psychological Limitation: Honest (Very Common; Total)
15 Distinctive Features: Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)
10 Vulnerability: 2 x STUN Cold-based attacks (Uncommon)
10 Vulnerability: 2 x BODY Cold-based attacks (Uncommon)
10 Hunted: Leader of the London VIPER Nest 11- (As Pow; Harshly Punish; Limited Geographical Area)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 400

Total Experience Available: 400

Experience Unspent: 0

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Re: [TEAM] Special Circumstances

 

Snake Skin

 

History:Politely put, Walter Harrigan didn't play well with others.

 

He did, until somebody got him upset, then he had a nasty tendency of solving the problem with his fists. Being an orphan and shuffled from foster home to foster home didn't help any, but as kids went, Walter wasn't too bad.

 

He did run with a bad croud, but nobody could say that he didn't hurt anybody that didn't deserve it, and he was never a bully. On Sydney's streets, he joined then ran a gang, being well-known for the snake-skin jacket that he won off a guy that he beat in a fight. He migrated into Sydney's criminal element then into a local VIPER nest. Walter still didn't play well with others, but he had some respect and got promoted up the chain until he got in trouble with the Sydney Nest Leader.

 

VIPER thought Walter had some potential, however-and assigned him to the London Nest. The London Nest Leader and Walter were like oil and water-straightforward Walter didn't do too well with the subtle Nest Leader, and trouble brewed again. Quietly, he was transfered to the Moscow nest-and here, Walter thrived. He got close to a lot of the guys, learned Russian pretty well, and took up his hobby of brewing beer (since he found the Snake Brew to be "wimpy").

 

VIPER liked what they saw, and gave Walter a very cushy job-keeping an eye on VIPER scientists, namely one Dr. Timothy Blank. Walter and Timothy got along pretty good-Walter brought Timothy beer, Timothy tested new mutagens on Walter without him knowing about it. There was talk about having Walter sent to VIPER Acadamy (he never attended after the DeVries reforms) and possibly be groomed for bigger and better jobs.

 

Then, the London Nest Leader stepped in-and framed Walter for several "inside jobs" that happened. The frame up was so complete that by the time Walter knew what was going on, six teams of VIPER agents had descended upon him, wanting to take him back dead. Walter managed to take ten of the agents down, and he dodged the rest.

 

Hiding out in a safehouse, Walter tried to figure out what to do next. He was innocent! But, VIPER had a short way with traitors, even framed ones. While Walter was trying to figure things out, a message from his old "friend", Dr. Blank showed up-Blank had a job for him. Walter showed up at the meet, and his old "friend" had changed-into King Cobra! King Cobra revealed all the "experiments" that he'd done on his trusting and gulliable friend, and then had two COIL agents hold him down as King Cobra transformed Walter into his loyal servant.

 

Or he tried to, at least.

 

All the years of experiments had paid off, as the COIL Touch affected Walter-for a second, Walter was King Cobra, and knew everything he knew-plans, schemes, and everything else. Suddenly, he became much stronger, much faster-and much tougher. He threw the two COIL agents through the walls, shot his way out, and escaped.

 

The mutations and everything else scared Walter immensely-it seemed like snakes were going to take over the world! And, nobody could stop them.

 

Except him.

 

During the Ophidian Plague, Walter, calling himself "Snake Skin" now (after the snake-skin jacket he wore) helped to keep the plagues contained-despite his wish to kill every snake he found.

 

A few weeks later, PRIMUS found him, and Jennifer Connley offered him a job working for Special Circumstances.

 

He's been there, ever since.

 

PERSONALITY/MOTIVATION:If you can imagine Peter Pan at 6'6", wearing a snake-skin leather jacket, and carrying a railgun, you have Snake Skin down to a "T". He never quite grew up in his life-he doesn't trust anyone, speaks his mind without hesitation, and once you've earned his respect he's a friend for life. However, he trusts very few people indeed, and won't let anybody too close to him.

 

The last few years has been hard for Snake Skin-betrayed by VIPER, COIL's attempts to turn him into a loyal minion of King Cobra, and the Ophidian Plague hasn't helped too much in terms of his mental balance. He's still on this side of sane, but barely. And, his hatred of snakes gets worse and worse...

 

POWERS/TACTICS:Triggered by the COIL touch, Snake Skin has enhanced strength, regeneration powers, and extremely tough skin. The nearest thing the team has to a brick, Snake Skin takes damage for people, and dishes it out with his railgun.

 

He's not big on tactics-unless somebody points a target out, Snake Skin will wail on the first "snake" he sees until he destroys them, then pound targets to a pulp, one at a time. He does like a good fight, and anybody that offers him one will get his full attention. He is vulnerable to cold-based powers, and tries to either avoid or destroy those attackers, whenever possible.

 

QUOTE:"Eat this!"

 

APPEARANCE:Snake Skin is about 6'6" tall, and looks like he was carved from marble, perfectly formed and with massive strength in his limbs, short black hair and piercing grey eyes. Whenever possible, he wears a hat, snake-skin jacket and alligator boots. When out in the field, he'll go "covert", but it takes some effort.

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