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making the strange defenders


freakboy6117

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Well i'm still learning my way around the system so I decided as my first big project so I could get a really good grasp of the whole thing I'd build all the members of the strange defenders starting with Dr Hel.You can see the strange defenders here!

 

Unfortunately I’m not to sure about it so far so I could use some feedback, advice and the benefit of the experienced designers wisdom.

 

Anyway they are all being based on 400 points plus 200 disadvantages

 

 

Ok so this is what I have so far with Dr Hel. Apologies for the confusing layout

 

Stats

12 Strength 2

20 Dexterity 30

15 Constitution 10

15 Body 10

45 Intelligence 60

15 Ego 10

10 Presence 0

18 Comeliness 4

4 PD 1

5 ED 0

4 Speed 20

5 Recovery 0

30 Endurance 0

29 Stun 0

Total cost 136

 

Talents/Perks:

3 Absolute Time Sense

3 Absolute Range Sense

3 Bump Of Direction

12 Combat Luck (6 PD/6 ED)

15 Danger Sense, 15- intuitive, Out Of Combat

5 Eidetic Memory

3 supreme balance

6 speed-reading x100

8 access backdoor access to government systems

4 money

Total cost

62

 

 

Omni blaster multi power

 

13 45 point reserve oif-1/2 independent –2

4 10d6 EB 0 end +1/2 auto fire +1/2 (ultra slot)

6-drain end 4 1/2d6 (45 active points variable limitations (+1) +2 variable special effect +1/2 requires intelligence roll –1/2.

6 drain stun 4 1/2d6(45 active points variable limitations (+1) +2 variable special effect +1/2 requires intelligence roll –1/2.

6 entangle 9d6(45 active points variable limitations (+1) +2 variable special effect +1/2 requires intelligence roll –1/2.

6 energy blast 9d6(45 active points variable limitations (+1) +2 variable special effect +1/2 requires intelligence roll –1/2.

6 flash 9d6(45 active points variable limitations (+1) +2 variable special effect +1/2 requires intelligence roll –1/2.

6 RAKE 3d6 (45 active points) variable limitations (+1) +2 variable special effect +1/2 requires intelligence roll –1/2.

7 omni blaster quantum battery 300 end 0 rec can only be charged with quantum flux generator -2 oif-1/2 independent –2

Omni blaster total cost 60 points

 

Power gloves

20 +6d6 HA (30 active points) -1/2 oif -1/2 zero end +1/2

 

Power belt points 89

 

Antigravity generator

Leaping +20†20 active points OIF –1/2 zero end –1/2 requires acrobatics roll –1/2

Force field

13

Environmental shield

50 force field 10 Ed 10 pd power defense 10 (30 active points) protects carried ODE –1/2 zero end +1/2 hardened +1/4

 

26 Life support Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and bio-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, OIF –1/2

 

 

5 psychic bond (10 active points) with valor only for others with same link –1

 

10 feline psionic defense training 20 active points requires skill roll –1/2

 

 

next I need to an VPP tp handel her maguffin gizmos a sensor suite and computer and find weakness.

 

i'm not sure how to handle her skills is there a good way to handle some one who knows a lot about just about everything?

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ok this is the next item on her ability sheet im not sure how to work out the cost for the sensor VPP.

im having trouble working out if i've put IT together right and how to work out the cost any tips?

 

omni goggles

1 ultra sonic hearing oaf OAF- 1 independent –2

2 night vison OAF- 1 independent –2

7 +5 w/ all PER rolls OAF-1 independent –2

2 radio perception/transmission) OAF-1 independent –2

2 flash defense radio group(10pts) OAF-1 independent –2

2 Flash Defense vs. Sight Group (10 pts) OAF- 1 independent –2

2 Flash Defense vs. Hearing Group (10 pts) OAF -1 independent –2

13 Find Weakness 17- (All Attacks) OAF-1 concentration –1/4 geaustures-1/4 independent –2

31

 

Enhanced Senses Pool: Variable Power Pool (Only Sense Powers), 30 base + 15

control cost, Powers Can Be Changed As A Zero-Phase Action (+1) independent (–2) Limited Class Of Powers Available Very Limited(sense only)(-1) OAF-1 guestures –1/4

 

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  • 1 month later...

well here is my first go at a complete build of SUB SURFER the flying grinder of justice is being bought as a vehical thsi is him trimmed to 750 poinst disadvanatges to follow

Sub surfer version 2

 

Val Char Cost

37 STR 7

35 DEX 30

30 CON 10

30 BODY 10

12 INT 2

20 EGO 20

25 PRE 10

20 COM 5

 

8/23 PD 1

8/23 ED 2

6 SPD 5

13 REC 0

60 END 0

68 STUN 0

 

6" RUN 0

4" SWIM 3

7" LEAP 0

 

101

power suit, all slots OIF (-1/2), Only In Heroic Identity (-1/4)

5 +1 SPD (10 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4) 1

 

15 +15 BODY (30 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4)3

15 +15 CON (30 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4) 3

 

22 +15 DEX (45 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4)4

 

14 +20 STR, Costs END Only To Activate (+1/4) (25 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)2

 

24 Armor (16 PD/16 ED) (48 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4)5

 

19 Life Support (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) (39 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4)4

 

10 Endurance Reserve (65 END, 14 REC) Reserve: (20 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) REC: (14 Active Points); OIF (-1/2), Conditional Power Power Only Works In Daylight (-1/4), Only In Heroic Identity (-1/4)

 

15 Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4)3

 

15 Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4)3

 

17suit systems: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2), Only In Heroic Identity (-1/4)

 

1u advertising: Sight Group and Normal Hearing Images 1" radius, +/-3 to PER Rolls, Costs END Only To Activate (+1/4) (27 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)2

 

1u Automedic: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (30 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2), OIF (-1/2), Only In Heroic Identity (-1/4)

 

1u boot thrusters: Swimming +15" (19" total) (x4 Noncombat) (20 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)2

 

1u boot thrusters: Leaping +7" (15" forward, 7 1/2" upward) (x4 Noncombat) (12 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)1

 

1u boot thrusters: Gliding 5" (5 Active Points); Coasting (-1/2), OIF (-1/2), Only In Heroic Identity (-1/4)

 

1u leg boosters: Running +10" (16" total) (20 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)2

 

1u molecular binding generators: Clinging (66 STR) (20 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)

 

17 Hand-To-Hand Attack +8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2)2

 

5Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1)

 

5 Hearing Group Flash Defense (10 points) (10 Active Points); OAF (-1)

 

10 vision enhancement sunglasses: Multipower, 20-point reserve, (20 Active Points); all slots OAF (-1)

 

1u +3 PER with all Sense Groups (9 Active Points); OAF (-1)

 

1u +5 versus Range Modifier for Hearing Group and Normal Sight (18 Active Points); OAF (-1)

 

1u High Range Radio Perception (Radio Group), Telescopic (+8 versus Range Modifier) (20 Active Points); OAF (-1)

 

1u Infrared Perception (Sight Group), Tracking (10 Active Points); OAF (-1)

 

1u Nightvision, Telescopic (+5 versus Range Modifier) (10 Active Points); OAF (-1)

 

1u Ultrasonic Perception (Hearing Group) (3 Active Points); OAF (-1)

 

40 wrist launcher: Multipower, 90-point reserve, (90 Active Points); all slots OIF (-1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4)

4u Energy Blast 12d6, Autofire (3 shots; +1/4), 32 Charges (+1/4) (90 Active Points); OIF (-1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4)

 

4u Energy Blast 12d6, 16 Charges (+0), Indirect ( Any origin, always fired away from attacker; +1/2) (90 Active Points); OIF (-1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4)

 

 

4u Energy Blast 18d6 (90 Active Points); OIF (-1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4)

 

4u Sight and Smell/Taste Groups Flash 6d6, 16 Charges (+0), Area Of Effect (One Hex; +1/2), No Normal Defense (sealed vision lack of yes or immunity to chemical weapons; +1) (87 Active Points); OIF (-1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4)

 

4u Energy Blast 12d6, 16 Charges (+0), Area Of Effect (One Hex; +1/2) (90 Active Points); OIF (-1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4)

 

4u Killing Attack - Ranged 3d6+1, 16 Charges (+0), Autofire (3 shots; +1/4), Armor Piercing (+1/2) (87 Active Points); OIF (-1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4)

 

4u Entangle 4d6, 4 DEF, Autofire (3 shots; +1/4), Personal Immunity (+1/4), 32 Charges (+1/4), Sticky (+1/2) (90 Active Points); OIF (-1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4)

 

36 Variable Power Pool, 30 base + 6 control cost, (45 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (at deli of justice; -1/2), OIF (-1/2); all slots OIF (-1/2)

 

personal powers

 

13 Mental Defense (14 points total), Inherent (+1/4) (13 Active Points)

Luck 3d6

 

8 Damage Resistance (8 PD/8 ED)

 

1 Life Support (Extended Breathing)

 

6 spirit of the ocean: Detect A Class Of Things 11- (Unusual Group), Discriminatory, Analyze (15 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration (1/2 DCV; -1/4)

 

368

 

 

7 Acrobatics 18-

3 Acting 13-

10 Defense Maneuver I-IV

5 Rapid Attack (HTH)

5 Rapid Attack (Ranged)

3 Teamwork 16-

13 TF: Hanggliding, Jetskis, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skateboarding, Skating (iceskating or rollerskating), Skiing (snow), Skiing (water), Small Motorized Boats, Small Wind-Powered Boats, Snowboarding, Snowmobiles, Surfing, Windsurfing

3 Climbing 16-

3 Combat Piloting 16-

3 Combat Driving 16-

3 Mechanics 11-

3 Linguist

1 Language: Cantonese (fluent conversation) (2 Active Points)

0 Language: English (imitate dialects; literate) (6 Active Points)

1 Language: French (fluent conversation) (2 Active Points)

1 Language: Javanese (fluent conversation) (2 Active Points)

1 Language: Nepalese (fluent conversation) (2 Active Points)

1 Language: Portugese (fluent conversation) (2 Active Points)

1 Language: Spanish (fluent conversation) (2 Active Points)

1 Language: Tagalog (fluent conversation) (2 Active Points)

1 Language: Vietnamese (fluent conversation) (2 Active Points)

0 marine biology: SS 8-

0 oceonography: SS 8-

3 Streetwise 13-

3 TF: Common Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

3 Breakfall 16-

83

55 Vehicles & Bases

 

18 Contact: yummy deli int (Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) 12-

 

10 james "gizmo" williams: Follower

 

5 Money: Well Off

 

3 Lightning Reflexes: +2 DEX to act first with All Actions

22Combat Sense (Sense) 16-

12 Combat Luck (6 PD/6 ED)

2 Environmental Movement (no penalties on ocean)

 

16 +4 HTH Damage Class(es)

4Charge: 1/2 Phase, +0 OCV, -2 DCV, 13d6 +v/5 Strike, Fmove

5Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

4Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 13d6 Strike

5Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; Fmove

3Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 11d6 +v/5 Strike; You Fall, Target Falls; Fmove

3Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 12d6 Strike, Target Falls

4Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike

5Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 67 STR to Disarm; Fmove

5Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 11d6 +v/5; Fmove

5Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 11d6 +v/5; Target Falls; Fmove

4Weapon Element: Early Thrown Grenades, Off Hand, Staffs, Thrown Knives, Axes, and Darts

71

 

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well this is my first go at most of his powers require him to pray and to be using "redemption" walking stick carved from the gallows tree where he was first cursed it takes at least a week of carving and prayer to make a new one and he has to do this personally he must also break the bow from the tree.

only in his gods service he can only use his powers in protection of the innocent and fighting dark forces.

 

HULK EYRE

 

Val Char Roll Base Cost Total Pts.

30 STR 15 - 10 1 60 20

20 DEX 13 - 10 3 20 30

30 CON 15 - 10 2 30 40

30 BODY 15 - 10 2 30 40

18 INT 13 - 10 1 18 8

20 EGO 13 - 10 2 20 20

20 PRE 13 - 10 1 20 10

12 COM 11 - 10 0.5 12 1

6 PD (STR/5) 6 1 12 0

12 ED (CON/5) 6 1 12 6

4 SPD (1+DEX/10) 3.0 10 4 10

14 REC (STR/5)+(CON/5) 12 2 20 4

60 END (CONx2) 60 0.5 50 0

60 STUN (BODY)+

(STR/2)+(CON/2) 60 1 75 0

Characteristic Cost: 188

Powers

25 protection of the divine

Energy Damage Reduction, Resistant, 05%, Inherent (+1/4) (75 Active Points); Only When Serving The God's Purposes (-1/2

 

25 protection of the divine

Physical Damage Reduction, Resistant, 50%, Inherent (+1/4) (75 Active Points); Only When Serving The God's Purposes (-1/2

 

8 instant change

Cosmetic Transform 2d6 (clothing into costume, incantation), Reduced Endurance (0 END; +1/2) (15 Active Points); Gestures (Requires both hands; -1/2), Incantations (-1/4)

 

16 prayer for strength

+30 STR, Costs END Only To Activate (+1/4) (37 Active Points); Only When Serving The God's Purposes (-1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4)

 

50 cursed to live till my sins are repaid a thousand fold

Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; 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 does not sleep)

 

24 holy ground and appropriate prayers: Detect A Class Of Things and Each Extra Thing or Class of Things 20- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Telescopic (+3 versus Range Modifier), Tracking, Inherent (+1/4) (71 Active Points); Incantations (Requires Incantations throughout; Complex; -1), Gestures, Requires Gestures throughout (Requires both hands; -1)

 

54 Healing 5 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (150 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

 

8 Damage Resistance (12 PD/12 ED) (12 Active Points); Only When Serving The God's Purposes (-1/2)

 

23 Mental Defense (27 points total)

 

40 redemption: Multipower, 180-point reserve, (180 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2), Only When Serving The God's Purposes (-1/2); all slots OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2)

 

4u banish dark powers

Dispel 10d6, Reduced Endurance (0 END; +1/2), Area Of Effect (20" Radius; +1 1/2) (90 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2)

 

2u prayer for healing

Healing BODY 4d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Area Of Effect (10" Radius; +1) (162 Active Points); Conditional Power: Power does not work in Extremely Common Circumstances (only on holy ground; -1 1/2), Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2), Gestures (Requires both hands; Complex; -3/4), Incantations (Complex; -1/2), Others Only (-1/2)

 

4u strength of the gallows tree: Aid strength 3d6+1 (standard effect: 10 points), Can Add Maximum Of 89 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Continuous (+1) (153 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2), Self Only (-1/2), Incantations (Complex; -1/2), Concentration (0 DCV; -1/2)

 

3u consecrate: Force Wall (21 PD/21 ED; 7" long and 2" tall), Affects Desolidified One Special Effect of Desolidification (+1/4), Costs END Only To Activate (+1/4) (178 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1), Gestures, Requires Gestures throughout (Requires both hands; -1)

 

6u holy wrath

Killing Attack - Hand-To-Hand 8d6 (12d6 w/STR), Reduced Endurance (0 END; +1/2) (180 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2), Incantations (-1/4)

 

4u Thunderous strike

Energy Blast 12d6, Hole In The Middle (+1/4), Explosion (+1/2), Reduced Endurance (0 END; +1/2) (135 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2), Extra Time (Full Phase, -1/2), Only When In Contact With The Ground (-1/4)

 

3u FORE

Hand-To-Hand Attack +9d6, Reduced Endurance (0 END; +1/2), Double Knockback (+3/4) (101 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2), Hand-To-Hand Attack (-1/2)

 

3u thrusting strike

Hand-To-Hand Attack +9d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (90 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2), Hand-To-Hand Attack (-1/2)

 

2 u Detect innocence A Single Thing 38- (Unusual Group), Discriminatory, Analyze, Sense (40 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2),

 

3u Mighty strike

Hand-To-Hand Attack +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2), Hand-To-Hand Attack (-1/2)

 

3u Mighty sweep

Hand-To-Hand Attack +9d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (90 Active Points); OAF Expendable (Very Difficult to obtain new Focus; -1 1/2), Hand-To-Hand Attack (-1/2)

 

2u Shake Jericho

Tunneling 8" through 8 DEF material (40 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2)

 

2u Holy shield

Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2) 41

 

5u FEAR OF GOD

Ego Attack 12d6, Reduced Endurance (0 END; +1/2) (180 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2), Only When Serving The God's Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)

 

Martial arts

4 Root: 1/2 Phase, +0 OCV, +0 DCV, 75 STR to resist Shove; Block, Abort

4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 14d6 Strike

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 14d6 Strike

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on

3 Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 14d6 Strike; Target Falls; Must Follow Grab

4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 16d6 Crush, Must Follow Grab

4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 14d6 +v/5 Strike, Fmove

5 Weapon Element: Blades, Clubs, Empty Hand, Homemade Weapons, Two-Handed Weapons

Total 35

 

Perks

 

5 Money: Well Off

11 Fringe Benefit: International Driver's License, Knight, License to practice at law, Passport, Right to Marry: Can perform the marriage ceremony International Police Powers

2 Richard Dawkins Jnr.: Deep Cover

4 Reputation: expert pro bono lawyer (legal profession) 11-, +4/+4d6

 

Total 22

Talents

 

5 Eidetic Memory

 

Total 5

 

Skills

 

3 Acting 13-

3 Break fall 13-

3 Bribery 13-

3 Bureaucratic 13-

3 Conversation 13-

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

3 Forensic Medicine 13-

2 Forgery 13-

3 High Society 13-

3 Interrogation 13-

3 Mimicry 13-

3 Oratory 13-

3 Persuasion 13-

8 lawyer: PS 18-

3 Security Systems 13-

48 +6 with all non-combat Skills

3 Streetwise 13-

3 Tactics 13-

3 Teamwork 13-

 

3 Linguist

0 Language: English native (imitate dialects; literate) (6 Active Points)

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

2 Language: German (fluent conversation; literate) (3 Active Points)

4 Language: Hebrew (idiomatic; literate) (5 Active Points)

3 Language: Latin (completely fluent; literate) (4 Active Points)

3 Language: Mandarin (completely fluent; literate) (4 Active Points)

2 Language: Russian (fluent conversation; literate) (3 Active Points)

2 Language: Welsh (fluent conversation; literate) (3 Active Points)

3 Scholar

4 contract law: KS: contract law (5 Active Points) 15-

4 criminal law: KS: criminal law (5 Active Points) 15-

6 history: KS: history (7 Active Points) 17-

4 international law: KS: international law (5 Active Points) 15-

4 legal history: KS: legal history (5 Active Points) 15-

4 military law: KS: military law (5 Active Points) 15-

9 theology: KS (10 Active Points) 20-

8 WF: Common Melee Weapons, Common Missile Weapons, Early Firearms, Small Arms

 

Total 182

 

Total points cost 750

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