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etherio

Project XIII: images from my campaign

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Re: Project XIII: images from my campaign

 

GOLD BUG

Edgar Allen, PhD

 

GoldBug.jpg

 

 

VAL CHA Cost Roll Notes

55 STR -2 20- HTH Damage 11d6 END [6]

13 DEX 6 12-

24 CON 0 14-

23 INT 13 14- PER Roll 14-/21-

13 EGO 3 12-

15 PRE 5 12- PRE Attack: 3d6

9 OCV 0

7 DCV 0

3 OMCV 0

3 DMCV 0

5 SPD 0 Phases: 3, 5, 8, 10, 12

8 PD 0 8/28 PD (0/20 rPD)

7 ED 0 7/27 ED (0/20 rED)

15 REC 0

45 END -2

10 BODY 0

48 STUN 0

 

Movement Cost Meters Notes

RUNNING -12 12m/24m END [1]

SWIMMING -1 7m/14m END [2]

LEAPING -2 6m 6m forward, 3m upward

FLIGHT 65m/130m

 

 

 

 

Characteristics Total: 8

 

Powers:

MYONEURAL BODYSUIT
, all slots IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) - END=

4 1) Motor Neuron Enhancers: +8 STR; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) - END=1

15 2) Nerve Propagation Enhancers: +3 SPD (30 Active Points); IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) - END=

20 3) Sympathetic Reflex Enhancers: +4 DCV; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus +4 OCV (20 Active Points); IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) - END=0

27 4) Pain/Fatigue Inhibitors: +14 CON; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus +11 REC; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus +6 PD; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus +5 ED; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus +28 STUN; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus +35 END; IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) - END=0

8 5) Prosthetic Leg-Nerve Inductors: Running +12m (12m total); IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus Leaping +6m (6m forward, 3m upward); IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) plus Swimming +5m (7m total); IIF (Damageable Component of a Defense Power; -1/2), Special Effect Limitations- Electronics (-1/4), Must remove for several hours per day (-1/4) - END=3

- END=

EXOSKELETAL BUG-SUIT
, all slots OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) - END=

37 1) Carapace: Resistant Protection (20 PD/20 ED) (Impermeable), Hardened (+1/4); OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) - END=0

19 2) Muscle-Mimicking Motors: +39 STR; OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) - END=4

13 3) Piezoelectric Beetle Wings with APHID Lifters: Flight 40m, No Turn Mode (+1/4); OIF (Damageable Component of a Defense Power; -3/4), Wings (-1/2), Restrainable (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (Needs electrical source to recover charge; -1/2), Needs atmospheric medium (-1/4), Special Effect Limitations- Electronics (-1/4) - END=[1 cc]

5 4) Electrostatic Wall-Walking: Clinging (58 STR); OIF (Damageable Component of a Defense Power; -3/4), Some surfaces not responsive (-1/4), Special Effect Limitations- Electronics (-1/4) - END=0

- END=

HELMET
, all slots OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) - END=

5 1) Communications Gear: High Range Radio Perception (Radio Group); OIF (Damageable Component of a Defense Power; -3/4), Sense Affected As More Than One Sense Hearing (-1/2), Special Effect Limitations- Electronics (-1/4) - END=0

2 2) Air Filters: Life Support (Expanded Breathing: Atmospheres Breathable with Filtration); OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) - END=0

15 3) Optical Filter/EnhancerSuite: Infrared Perception (Sight Group); OIF (Damageable Component of a Defense Power; -3/4), Sense Affected As More Than One Sense Normal Sight (-1/2), Special Effect Limitations- Electronics (-1/4) plus Microscopic ( x100) with Normal Sight; OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) plus +9 versus Range Modifier for Sight Group; OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) plus Sight Group Flash Defense (6 points); OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) - END=0

5 4) Hand-Eye Synchronizers: +2 OCV; OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) - END=

- END=

22
SIDEARM
: Multipower, 65-point reserve, 12 Charges (-1/4), Charges distribution must be chosen at base (-1/4), Extra Time (Delayed Phase, 1/2 phase to change slots; -1/4); all slots OAF (-1), Special Effect Limitations- Electronics (-1/4) - END=

3f 1) Web Charges: Entangle 3d6, 7 PD/4 ED, Takes No Damage From Blunt, piercing attacks Limited Group (+1/4), Entangle and character both take damage from other attacks, unless Webs are targeted (+1/4) (64 Active Points); OAF (-1), 12 Charges (-1/4), Special Effect Limitations- Electronics (-1/4) - END=[12]

3f 2) Stinger Darts: Blast 4d6, Attack Versus Alternate Defense (Appropriate Resistant PD; All Or Nothing; +0), Damage Over Time (4 damage increments, damage occurs every four Segments, can be negated by Medical treatment, stimulant, or similar; +2 1/4) (65 Active Points); OAF (-1), 12 Charges (-1/4), Special Effect Limitations- Electronics (-1/4) - END=[12]

2f 3) Vapor Grenades: Sight, Smell/Taste and Radio Groups Flash 3 1/2d6, Not vs. sealed eye coverings or appropriate life support (+0), Constant (+1/2), Area Of Effect (16m Radius; +3/4) (63 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Minute each (-1/4), Special Effect Limitations- Electronics (-1/4) - END=[4 cc]

3f 4) Ultrasonic Chirper Rounds: Sight and Mental Groups, Ultrasonic Perception, Active Sonar, Combat Sense and Spatial Awareness Flash 4d6, AVAD (Appropriate Hearing Flash Defense; +1/2) (64 Active Points); OAF (-1), 12 Charges (-1/4), Special Effect Limitations- Electronics (-1/4) - END=[12]

1f 5) Hornet Projectile-Bots: Killing Attack - Ranged 3d6+1, Only works against brandished firearms (+0), Area Of Effect Nonselective (16m Cone; +1/4) (62 Active Points); OAF (-1), No Range (-1/2), Each target in area uses 1 charge (-1/2), 12 Charges (-1/4), No Knockback (-1/4), May be Blocked, Deflected, etc. (-1/4), Special Effect Limitations- Electronics (-1/4) - END=[12]

- END=

25
MISSION-SPECIFIC GEAR
: Variable Power Pool, 21 base + 25 control cost, Slots only changeable at base (-1); all slots OIF (-1/2), Special Effect Limitations- Electronics (-1/4) - END=

0 1) Wheelchair APHID-Lift Mode: Flight 25m, 1 Continuing Fuel Charge lasting 1 Hour (-0) (25 Active Points); OIF Bulky (-1), Slot must be assigned with Wheelchair Standard Mode (-1/2), Must pilot chair to maneuver (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 8 - END=[1 cc]

0 2) Wheelchair Standard Mode: Running 7m, Reduced Endurance (0 END; +1/2) (10 Active Points); OIF Bulky (-1), Slot must be assigned with Wheelchair APHID-Lift Mode (-1/2), Requires occasional recharging (-1/4), Must pilot chair to maneuver (-1/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 3 - END=

0 3) Toolkits: +1 with all Non-Combat Skills (10 Active Points); Only for tasks where tools would be helpful (-1/2), OIF (-1/2), Special Effect Limitations- Electronics (-1/4) Real Cost: 4 - END=

0 4) Micro Trauma Kit (Difibrillator, Anti-Coagulants, Epinephrin, Morphine, etc.): +4 with Paramedics (8 Active Points); OAF (-1), Special Effect Limitations- Electronics (-1/4) Real Cost: 3 - END=

0 5) Scent Emitter/Masker: Shape Shift (Smell/Taste Group), Imitation, Instant Change, 1 Continuing Fuel Charge lasting 1 Hour (-0) (17 Active Points); OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 8 - END=[1 cc]

0 6) Resonant Laser/Parabolic Antenna: (Total: 23 Active Cost, 9 Real Cost) Partially Penetrative with Normal Hearing; OAF (Damageable Component of a Defense Power; -1 1/4), Special Effect Limitations- Electronics (-1/4) (Real Cost: 2) plus +12 versus Range Modifier for Hearing Group; OAF (Damageable Component of a Defense Power; -1 1/4), Special Effect Limitations- Electronics (-1/4) (Real Cost: 7) Real Cost: 9 - END=0

0 7) Chemical Sniffer/Analyzer Antenna: (Total: 22 Active Cost, 8 Real Cost) Tracking with Normal Smell; OAF (Damageable Component of a Defense Power; -1 1/4), Sense Affected As More Than One Sense Sight (-1/2), Special Effect Limitations- Electronics (-1/4) (Real Cost: 2) plus Discriminatory with Normal Smell; OAF (Damageable Component of a Defense Power; -1 1/4), Sense Affected As More Than One Sense Sight (-1/2), Special Effect Limitations- Electronics (-1/4) (Real Cost: 2) plus Analyze with Normal Smell; OAF (Damageable Component of a Defense Power; -1 1/4), Sense Affected As More Than One Sense Sight (-1/2), Special Effect Limitations- Electronics (-1/4) (Real Cost: 2) plus +7 PER with Normal Smell; OAF (Damageable Component of a Defense Power; -1 1/4), Sense Affected As More Than One Sense Sight (-1/2), Special Effect Limitations- Electronics (-1/4) (Real Cost: 2) Real Cost: 8 - END=0

0 8) APHID-Turbine Hydrospecialized Boots: Swimming 34m, Reduced Endurance (0 END; +1/2) (25 Active Points); OIF (Damageable Component of a Defense Power; -3/4), Turn Mode (-1/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 11 - END=

0 9) Thoracic Arms: (Total: 18 Active Cost, 7 Real Cost) Extra Limbs (2); OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) (Real Cost: 2) plus +5 STR; OIF (Damageable Component of a Defense Power; -3/4), Only for Grabs (-3/4), Only when using all four arms (-1/4), Special Effect Limitations- Electronics (-1/4) (Real Cost: 2) plus +1 with HTH Combat; OIF (Damageable Component of a Defense Power; -3/4), Only when using all four arms (-1/4), Special Effect Limitations- Electronics (-1/4) (Real Cost: 3) Real Cost: 7 - END=1

0 10) Zero-G Gas Thrusters: Flight 12m (12 Active Points); OIF (Damageable Component of a Defense Power; -3/4), Only works in microgravity (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 4 - END=[1 cc]

0 11) Rebreather: Life Support (Self-Contained Breathing) (10 Active Points); OAF (Damageable Component of a Defense Power; -1 1/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 4 - END=0

0 12) Insulated Dive Sheath: Life Support (Safe in High Pressure; Safe in Intense Cold) (3 Active Points); OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 1 - END=0

0 13) Orbital EVA Sheath: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (8 Active Points); OIF (Damageable Component of a Defense Power; -3/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 4 - END=0

0 14) Diamond/Teflon Powered Cutting Tool: Killing Attack - Hand-To-Hand 1 point (1 1/2d6 w/STR), Penetrating (x3; +1 1/2) (12 Active Points); OAF (-1), 8 Charges (-1/2), Inaccurate (1/2 OCV; -1/4), Special Effect Limitations- Electronics (-1/4) Real Cost: 4 - END=[8]

- END=

23
REDUCTION-STORAGE HARDWARE
: Summon 191-point 'Bug-Bots' and Vehicles, Expanded Class of Beings (Limited Group; +1/2), Slavishly Devoted (+1); 1 Charge (Recovery limited to recharge of 'reverser' and/or use of Reduction Chamber in HQ; -2 1/2), OIF (-1/2), Special Effect Limitations- Electronics (-1/4) - END=[1]

Powers Total: 257

 

 

Skills:

 

3 PSE: Inventor

2 1) PS: Entrepeneur Inventor 14-

2 2) Inventor 14-

2 3) Electronics 14-

2 4) Mechanics 14-

2 5) Science Skill: Electronic Engineering 14-

2 6) Science Skill: Piezoelectric Engineering 14-

2 7) Science Skill: Mechanical Engineering 14-

2 8) Science Skill: Chemical Engineering 14-

2 9) Science Skill: Aerospace Propulsion 14-

2 10) Science Skill: Robotics 14-

2 11) Science Skill: Physiology 14-

2 12) Science Skill: Neurology 14-

2 13) Science Skill: Optics 14-

2 14) Science Skill: Acoustics 14-

1 15) Weaponsmith (Chemical Weapons) 14-

 

0 Acting 8-

0 Climbing 8-

3 Combat Piloting: [FULL VEHICLE DCV WITH ROLL] 12-

3 Deduction 14-

3 Concealment 14-

0 Conversation 8-

3 Criminology 14-

3 Cryptography 14-

3 Forensic Medicine 14-

3 High Society 12-

3 KS: Famous Puzzles, Riddles, and Unsolved Enigmas 14-

0 CK: Los Angeles 11-

3 Paramedics 14-

0 Persuasion 8-

0 PS: Treasure Hunter 11-

0 Shadowing 8-

3 Stealth 12-

3 Systems Operation 14-

3 Teamwork

5 TF: APHID-Lift Vehicles, Carrier-Sized POD-Walkers, Helicopters, Large Motorized Boats, SCUBA, Small Motorized Ground Vehicles

 

Skills Total: 73

 

Perks:

 

6 Money: Wealthy

57 Vehicles & Bases

 

Perks Total: 63

 

 

Complications:

 

10 Hunted: Registered Superhero- Watched by US Govt Frequently (As Pow; NCI; Watching)

15 Social Complication: Secret ID Frequently, Major

15 Physical Complication: Paraplegic without Myoneural Bodysuit (Infrequently; Greatly Impairing)

5 Distinctive Features: Paraplegic when not wearing Myoneural Bodysuit (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Psychological Complication: Fascinated with Puzzles and Mysteries (Common; Moderate)

15 Psychological Complication: Unwilling to Kill (Common; Strong)

5 Dependent NPC: Gerard Crothers Infrequently (Normal; Useful Noncombat Position or Skills)

 

Complications Points: 75

 

Base Points: 400

Experience: 6

Experience Unspent: 5

Total Character Cost: 401

 

Other Info:

 

Real Name: Edgar Allen, PhD

Identity: Secret; known to New Outsiders and Project Prometheus

Other Aliases: None

Occupation: Entrepeneurial prosthetics designer, treasure hunter, former civilian DoD engineer

Legal Status: US Citizen, formerly wanted by the US govt, but with no criminal convictions

Place of Birth: Los Angeles, CA

Group Affiliations: Member of the New Outsiders, CEO of Life Systems LLC

Known Relatives: Dr. Stanford Allen (father), Dr. Meredith Taylor Allen (mother)

Height: 6' 2"

Weight: 280 lbs

Eyes: Blue

Hair: Black

BACKGROUND

Edgar Allen was a brilliant young engineering prodigy, earning several doctorates by his mid-20s. Against the wishes of his parents, both accomplished research scientists, Allen chose to follow his curiosity instead of their examples and embarked on a career as an independent treasure hunter, seeking ancient shipwrecks for profit and adventure. He was successful for a time, but during a dive Allen was injured in an accident, leaving him paraplegic.

 

Allen's paralysis forced him to rethink his career choice, and he then worked for a time developing 'aerophibian' propulsion technologies (turbines that can operate efficiently in both gaseous and fluid media) for the US Dept of Defense. A personal project of Allen's during his tenure with the DoD was research into cybernetic prosthetic solutions for nervous system injuries like his own. He eventually developed a piezoelectric 'myoneural sheath' bodysuit to serve as an external replacement for his damaged nervous system, enabling him to walk again.

 

At that time, Allen realized that the military would have far too many abusive applications for his inventions, and he quit government employment, hiding the success of his 'APHID-Lift' propulsion project and launching a new one-man company, 'LifeSystems' LLC, with the patent for his new myoneural sheath. He developed the Gold Bug identity as a means to use his inventions to fight crime anonymously, thus keeping his designs out of military hands.

 

PERSONALITY

Edgar Allen is a friendly, pleasant individual. He believes in the basic goodness of humankind and is quick to trust and to forgive. As a crimefighter, he is primarily motivated by a desire for adventure and discovery. He enjoys puzzles and mysteries immensely, and finds that a "career" as a superhero provides him with plently of both. Because he wishes to keep his inventions from military use to prevent their power from being abused, he enjoys the anonymity of his identity as Gold Bug. That, coupled with the freedom and physical power his battlesuit affords him, contribute to him being more comfortable in his heroic identity than in his "civilian" identity.

 

POWERS

Edgar Allen has no innate superhuman abilities. However, in his crimefighting activities as Gold Bug, he uses a variety of innovative and often powerful devices of his own design. Dr. Allen is a world-class scientist and has made cutting-edge advances in several different fields, including robotics, cybernetics, polymerization, aerospace propulsion, optics, and acoustics. He is also an excellent natural detective and has trained himself in forensic crime scene analysis techniques.

 

EQUIPMENT

Gold Bug has a variety of devices that he uses to fight crime. His primary arsenal includes a few distinct items:

 

Edgar Allen wears a myoneural sheath that enables him to walk, swim, and enjoy other activities as if he were not paraplegic. The sheath transforms signals from his central nervous system into piezoelectric signals that the device uses to both directly move his limbs and to stimulate his muscles to move independently. While wearing the sheath, Allen has physical abilites that are exceptional, but within the range of normal human ability. The sheath is form-fitting and inobvious under clothing. Allen often wears it under street clothes for freedom of movement during undercover surveillance, although he is careful to avoid recognition, since in his civilian identity he maintains the fiction that his own injuries are untreatable wth the device.

 

While adventuring as Gold Bug, Allen wears over the sheath an armored battlesuit densely packed with powerful piezoelectric motors. The motors take their cues from signals from his myoneural sheath and magnify his strength by a factor of more than 100. With the suit, Gold Bug can lift over 50 tons. His armored suit includes a helmet that has within it a suite of advanced communications and optical devices including: satellite radio communications, infra-red filters, telescopic lenses, and microscopic lenses. His helmet also has filters that remove foreign vapors and particles from the air he breathes.

 

Attached to his battlesuit, Gold Bug wears a set of piezoelectric insectoid wings that, combined with hidden APHID-Lift turbines, can propel him through the air at a maximum speed of approximately 75 mph. The steering jets and wings in the device are extremely nimble, providing him with remarkable maneuverability in the air. The boots of Gold Bug's battlesuit have generators that generate a static ion differential, enabling him to adhere strongly to most surfaces.

 

Gold Bug has an arsenal of special sidearms, and he chooses one for each outing. They include: the Arachno Pistol, which projects chemical webbing or tranquilizing dats; the Hornet Pistol, which projects tiny 'bug bots' that seek out firearms and destroy them; the Chirper Pistol, which sonically induces vertigo; and the Vapor Pistol, which throws canisters of a tear-gas-like substance that also foils radio waves with suspended metallic particles.

 

Gold Bug has invented several automated 'bug bots' that operate on non-digital analog electronics to respond to their environs with behaviors that resemble animal-like intelligence. Each bot has special characteristics that make it useful for a specific purpose, such as the digging 'Worker Bug' and the tiny, optically sensitive 'Surveillance Bug.' Gold Bug has adapted 'shrink-ray' technology developed by the villainous Dr. Sinuous into a bulky 'Reduction Chamber' wherein he shrinks bug bots and Cricket Sleds to a very small size for storage on his utility belt. On his belt, he also carries a one-charge 'anti-reduction' device with which he can return one reduced item on his belt to normal size and functionality.

 

Additionally, Gold Bug has an array of other devices and tools that he chooses from to specially equip himself for different missions. He also makes use of various custom-built vehicles which utilize his unique APHID-Lift technology (see 'Scarab' and 'Cricket Sled').

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Re: Project XIII: images from my campaign

 

SCARAB

 

Scarab.jpg

 

VAL CHA Cost Roll Notes

7 Size 35 10X5m

45 STR 0 18- HTH Damage 9d6 END [4]

10 DEX 0 11-

 

0 OCV -15

3 DCV 0

5 SPD 30 Phases: 3, 5, 8, 10, 12

 

15 PD -2 15 PD (15 rPD)

15 ED -2 15 ED (15 rED)

17 BODY 0

 

 

Movement Cost Meters Notes

FLIGHT 50m/1600m

 

Characteristics Total: 30

 

 

 

Powers:

PROPULSION SYSTEMS

20 1) APHID-Lift Turbines: Flight 20m, Usable As Swimming (+1/4), Full Reverse (+1/4), Sideways Maneuverability full velocity (+1/2); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Needs a fluid medium (-1/4) - END=0

25 2) High-Output Rearward-Facing APHID Turbines and Wing Assembly: Flight 30m, x32 Noncombat; Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Needs a fluid medium (-1/4) - END=0

- END=

FUSELAGE

15 1) Passcode Protected Entry and Ignition Systems: Security Systems 15- - END=

56 2) Armored Hull: Resistant Protection (15 PD/15 ED), Hardened (+1/4) - END=0

8 3) Pressurized and Insulated Hull: Life Support (Electrically Insulated ; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold) - END=0

10 4) Rebreather Systems: Life Support (Self-Contained Breathing) - END=0

3 5) Landing Gear: Extra Limbs (6); Only for lifting and holding objects (-1/2) - END=0

- END=

COMMUNICATIONS/SENSORY SYSTEMS
, all slots OAF Bulky (-1 1/2)

4 1) Audio/Video Communications Panel: High Range Radio Perception (Radio Group), +1 to PER Roll; OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight and/or Hearing (-1/2) - END=0

8 2) Sonar Display Panel: Ultrasonic Perception (Hearing Group), +2 to PER Roll, Increased Arc Of Perception (360 Degrees); OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight (-1/2) plus Active Sonar (Hearing Group), +1 to PER Roll (16 Active Points); OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight (-1/2) - END=0

5 3) Radar-Absorbent EM Field Control Console: Invisibility to Radio Group , Reduced Endurance (0 END; +1/2); OAF Bulky (-1 1/2), Lockout with radio communications (-1/2), Bright Fringe (-1/4) - END=0

3 4) GPS System: Detect Exact Location on Earth A Single Thing 16- (Radio Group); OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight (-1/2) - END=0

1 5) Compass Display: Bump Of Direction; OAF Bulky (-1 1/2) - END=

7 6) Public Address System: Hearing Group Images, +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2); OAF Bulky (-1 1/2), Set Effect (Only to amplify user's voice; -1), No Range (-1/2) - END=0

10 7) Spotlight: Sight Group Images, +/-5 to PER Rolls, Reduced Endurance (1/2 END; +1/4), Area Of Effect (4m Radius; +1/4); OAF Bulky (-1 1/2), Only To Create Light (-1) - END=1

INTERIOR FEATURES

8 1) Holding Cells: Resistant Protection (6 PD/6 ED), Hardened (+1/4); Partial Coverage (covers 6 Hexes; -1 3/4) [Notes: Two 1m radius cells, 21 PD/ED Hardened] - END=0

2 2) Food Supplies/Recyclers: Life Support (Eating: Character does not eat); Only to simulate supplies and synthesizer; lost trace material must be replenished (-1/4) - END=0

- END=

EMS/LAB STATION
, all slots OAF Bulky (-1 1/2) - END=

3 1) Mini-Lab/Emergency Medical Station: +2 with all Scientific and Medical Skills; OAF Bulky (-1 1/2) - END=

3 2) DNA Electrophoresis Equipment: Detect A Single Thing (DNA) 15- (Unusual Group), Discriminatory, Analyze; Extra Time (20 Minutes, -2 1/2), OAF Bulky (-1 1/2), Requires A Roll (Biology or Forensics Skill roll; Must be made each Phase/use; -1), Concentration (0 DCV; -1/2) - END=0

- END=

 

Powers Total: 191

 

 

Complications:

 

15 Distinctive Features: Bug-Shaped Flying Craft (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Physical Complication: Requires Occasional Recharging (Infrequently; Greatly Impairing)

10 Hunted: Law Enforcement Frequently (As Pow; NCI; Watching)

 

Complications Points: 40

 

Base Points: 247

Experience: 0

Experience Unspent: 0

Total Character Cost: 221

 

Other Info:

 

Make: Life Systems

Model: APHID-Carrier Recon Vehicle

Owner: Gold Bug (Edgar Allen, PhD)

Registration/Legal Status: Unregistered aircraft

Required TF: Carrier-Sized APHID-Lift Craft

 

HISTORY

Dr. Edgar Allen designed and built the Scarab vehicle as a crimefighting tool. Those components which could not be fabricated in his personal workspace were contracted out to several manufacturers modularly, so as to conceal their intent.

 

POWER PLANT

The Scarab is powered by a high-yield battery system designed by Dr. Allen and improved through collaberation with Dr. Udo Warner (Volt). The ship's batteries are highly efficient, reducing waste through energy-recapture systems such as acceleration dampers and friction-heat converters. They constantly recharge from any available environmental energy source, drawing power from solar energy, external charge differentials, fluid heat layer disparities, and atmospheric static discharges. The storage capacity and superconductive nature of the Voltanium material contributed by Dr. Warner, combined with the efficiency of the system, allow for days of operation without significant drain on power reserves. The Scarab's batteries do, however, require occasional charging and maintenance, and refueling can be done through most standard electrical power sources.

 

PROPULSION SYSTEMS

The Scarab's propulsion system is comprised of several APHID (Aero-PHIbeous Drive) turbines. APHID-Lift systems can operate in gaseous or liquid environments, but do require a fluid medium to provide propulsion. The Scarab has multidirectional turbines that allow for maneuvering in three dimensions. It also has high-powered, rear-mounted turbines that operate only in atmosphere and allow for rapid forward acceleration, providing a maximum airspeed of over Mach 2. As a submersible, the Scarab can move a a rate of 37 mph.

 

The Scarab has leg-like landing gear that are not capable of ground-based movement. They can, however, be used for grasping and lifting large objects when transport of items that cannot fit inside the cabin is necessary.

 

SPECIAL SYSTEMS

The Scarab is pressurized and insulated, able to operate safely in deep sea, high-altitude, and arctic environments. It has a reserve food and oxygen supply; with the aid of CO2 scrubbers, elimination reclamation units in the lavatory, and food synthesizers, the Scarab can keep its occupants in relative comfort in unforgiving environments for very long periods. Two rerinforced holding cells in the rear of the cabin can provide the same life-sustaining services for perpetrators under temporary arrest.

 

The Scarab has an advanced communications and sensory system operated from stations within the cabin, including: cellular hi-range visual and audio radio capability, active and passive sonar, compass, and GPS system. The Scarab lacks radar, as it has an active electromagnetic field generator that masks its radar signature but interferes with radio and radar capabilities from within the craft as well when active. External spotlights, headlights, and public address systems are operated from workstations inside the cabin as well.

 

The Scarab has a sophisticated passcode entry system.

 

WEAPON SYSTEMS

The Scarab has no offensive systems as of yet.

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Re: Project XIII: images from my campaign

 

CRICKET SLEDS

 

CricketSled.jpg

 

VAL CHA Cost Roll Notes

1 Size 5 2.5m X 1.25m

20 STR 5 13-

13 DEX 6 12-

 

0 OCV -15

3 DCV 0

5 SPD 30 Phases: 3, 5, 8, 10, 12

 

6 PD -2 6 PD (6 rPD)

6 ED -2 6 ED (6 rED)

11 BODY 0

 

 

Movement Meters

FLIGHT 51m/204m

 

Characteristics Total: 11

 

 

Powers:

PROPULSION SYSTEMS

20 1) APHID-Lift Turbines: Flight 20m, Usable As Swimming (+1/4), Sideways Maneuverability full velocity (+1/2); Extra Time (Extra Phase, Only to Activate, -1/2), Needs a fluid medium (-1/4) - END=0

20 2) High-Output Forward Propulsion Configuration: Flight 31m, x4 Noncombat; Extra Time (Extra Phase, Only to Activate, -1/2), Needs a fluid medium (-1/4) - END=0

- END=

FUSELAGE

12 1) Armored Hull: Resistant Protection (6 PD/6 ED); Limited Coverage Nearly 360 Degrees (Coverage does not protect occupants; -1/2) - END=0

- END=

COMMUNICATIONS/SENSORY SYSTEMS

7 1) GPS System: Detect Exact Location on Earth A Single Thing 16- (Radio Group); Sense Affected As More Than One Sense Sight (-1/2) - END=0

3 2) Compass Display: Bump Of Direction - END=

- END=

AUXILIARY SYSTEMS

6 1) Rebreather Console: Life Support (Self-Contained Breathing); Restrainable (-1/2), Nonpersistent (-1/4) - END=0

 

Powers Total: 68

 

 

Complications:

 

15 Distinctive Features: Hi-Tech Flying Craft (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Physical Complication: Requires Occasional Recharging (Infrequently; Greatly Impairing)

 

Complications Points: 30

 

Base Points: 200

Experience: 0

Experience Unspent: 0

Total Character Cost: 79

 

 

Other Info:

 

Make: Life Systems

Model: APHID-Sled Personal Transport

Owner: New Outsiders

Registration/Legal Status: Unregistered aircraft

Required TF: Personal-Sized APHID-Lift Craft

 

 

HISTORY

Dr. Edgar Allen designed and built the Cricket Sleds as crimefighting tools for use by members of the New Outsiders who do not have convenient and rapid means of air transport. Those components which could not be fabricated in his personal workspace were contracted out to several manufacturers modularly, so as to conceal their intent.

 

POWER PLANT

The Crickets are powered by a high-yield battery system designed by Dr. Allen and improved through collaberation with Dr. Udo Warner (Volt). The sleds' batteries are highly efficient, reducing waste through energy-recapture systems such as acceleration dampers and friction-heat converters. They constantly recharge from any available environmental energy source, drawing power from solar energy, external charge differentials, fluid heat layer disparities, and atmospheric static discharges. The storage capacity and superconductive nature of the Voltanium material contributed by Dr. Warner, combined with the efficiency of the system, allow for days of operation without significant drain on power reserves. The Crickets' batteries do, however, require occasional charging and maintenance, and refueling can be done through most standard electrical power sources.

 

PROPULSION SYSTEMS

The Crickets' propulsion systems are comprised of several APHID (Aero-PHIbeous Drive) turbines. APHID-Lift systems can operate in gaseous or liquid environments, but do require a fluid medium to provide propulsion. The Crickets have multidirectional turbines that allow for maneuvering in three dimensions. Their maximum airspeed is about 190 mph. As a submersible, a Cricket can move at a rate of 37 mph.

 

SPECIAL SYSTEMS

Each Cricket Sled has a GPS location system and compass display, to aid in Navigation.

 

The sleds have a retractable regulator device, attached to a CO2 scrubber and oxygen reclamation device contained within the hull of the vehicle. With these tools, a pilot (and up to one passenger) can breathe underwater indefinitely, provided the regulator is not removed or damaged.

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Re: Project XIII: images from my campaign

 

Boy, I really hope you can find a suitable format other than .hdc for these forums.

 

I'd really love to use some of these guys and equipment in Epic City, but I don't own Hero Designer and can't read the provided files. :(

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Re: Project XIII: images from my campaign

 

EUMELOS

 

Eumelos.jpg

 

VAL CHA Cost Roll Notes

23 STR 13 14- HTH Damage 4 1/2d6 END [2]

15 DEX 10 12-

20 CON 10 13-

13 INT 3 12- PER Roll 12-

23 EGO 13 14-

10 PRE 0 11- PRE Attack: 2d6

5 OCV 10

8 DCV 25

8 OMCV 15

3 DMCV 0

5 SPD 30 Phases: 3, 5, 8, 10, 12

13 PD 11 13/23 PD (0/10 rPD)

13 ED 11 13/23 ED (0/10 rED)

10 REC 6

35 END 3

10 BODY 0

35 STUN 8

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

FLIGHT 83m/166m

 

Characteristics Total: 168

 

 

Powers:

IMMORTALITY
, all slots Inherent (+1/4)

41 1) Beyond Mortal Needs: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Self-Contained Breathing) - END=0

10 2) Inhuman Healing Rate: Regeneration (1 BODY per Hour) - END=0

- END=

HELM OF POSEIDON
, all slots OIF (-1/2), Quintessential Energy (-1/4)

5 1) Quintessential Vision: Detect "Unnatural" (supernatural and extraplanar) Objects and Energies A Large Class Of Things 12- (Sight Group); OIF (-1/2), Sense Affected As More Than One Sense Mystical Senses (-1/4), Quintessential Energy (-1/4) - END=0

7 2) Poseidon's Defense: Mental Defense (13 points total); OIF (-1/2), Quintessential Energy (-1/4) - END=0

5 3) Energetic Conversion: Absorption 11 BODY (energy, Quintessential Energy Source END ); OIF (-1/2), Linked (Quintessential Shield; Greater Power is Constant or in use most or all of the time; -1/4), Quintessential Energy (-1/4) [Notes: Not vs. supernatual or extraplanar energies. END Reserve is replenished 4 END for each 1 BODY absorbed.] - END=0

9 4) Quintessential Energy Source: Endurance Reserve (48 END, 8 REC) Reserve: OIF (-1/2), Quintessential Energy (-1/4); REC: Slow Recovery 1 Minute (-1), OIF (-1/2), Only recovers in the presence of natural energies (-1/4), Quintessential Energy (-1/4) - END=0

- END=

59
QUINTESSENCE POWERS
: Multipower, 104-point reserve, all slots OIF Helm of Poseidon (-1/2), Quintessence Powers (-1/4)

3f 1) Quintessential Bolt: Blast 12d6, Alternate Combat Value (uses OMCV against DCV; +0) (60 Active Points); OIF Helm of Poseidon (-1/2), Quintessence Powers (-1/4) - END=6

3f 2) Quintessential Barrier: Barrier 12 PD/14 ED, 0 BODY (up to 4m long, 4m tall, and 1/2m thick), Non-Anchored, Alternate Combat Value (uses OMCV against DCV; +0) (58 Active Points); Costs Endurance (to maintain; -1/2), OIF Helm of Poseidon (-1/2), Quintessence Powers (-1/4) - END=6

9v 3) Quintessential Levitation Disc: Flight 83m, Usable As Swimming (+1/4) (104 Active Points); OIF Helm of Poseidon (-1/2), Cannot Glide (-1/4), Physical Manifestation (-1/4), Quintessence Powers (-1/4) - END=10

2f 4) Quintessential Shield: (Total: 43 Active Cost, 22 Real Cost) Resistant Protection (10 PD/10 ED) (Impermeable); OIF Helm of Poseidon (-1/2), Nonpersistent (-1/4), Quintessence Powers (-1/4) (Real Cost: 13) plus Resistant (+1/2); OIF Helm of Poseidon (-1/2), Quintessence Powers (-1/4) for up to 26 Active Points of 13 PD/ED (Real Cost: 13) - END=1

 

Powers Total: 153

 

 

Skills:

 

3 PSE: Historical Scholar

2 1) Cryptography 12-

1 2) Forgery (Art Objects) 12-

4 3) KS: Unrecorded History 14-

1 4) KS: Occult Lore 11-

1 5) KS: Mythologies and Religions (2 Active Points) 11-

1 6) KS: Supernatural World (2 Active Points) 11-

1 7) KS: World Geography (2 Active Points) 11-

1 8) Language: Latin (fluent conversation)

1 9) Language: Greek (fluent conversation)

0 10) Language: Mandarin (basic conversation)

1 11) Language: Ancient Egyptian (fluent conversation)

1 12) Language: Hebrew (fluent conversation)

1 13) PS: Researcher/Scholar 11-

11 14) +3 with all skill rolls based on scholarship

 

0 Acting 8-

3 Breakfall: [sTAND 0 PHASE WITH ROLL; AVOID SHOVE AT -1 PER 1 ON ATTACK ROLL; HALF DMG FROM THROWS AT -1 PER 2D6; HALF DMG FROM FALL AT -1 PER 4M; AVOID DMG AND PRONE FROM KB AT -1 PER 4M] 12-

3 Climbing 12-

3 Concealment 12-

0 Conversation 8-

3 Deduction 12-

0 CK: London 11-

0 Language: Atlantean (basic conversation)

3 Language: English (completely fluent)

3 Navigation (Land, Marine) 12-

3 Power 14-

0 PS: Ancient Profession 11-

0 Shadowing 8-

3 Stealth 12-

2 Survival (Marine Surface) 12-

3 Teamwork

2 TF: Equines, Riding Animals, Small Wind-Powered Boats

2 WF: Blades, Bows

 

6 +2 with Spectral Powers

 

Skills Total: 69

 

Perks:

 

5 Money: Well Off

 

Perks Total: 5

 

Talents:

 

5 Eidetic Memory

 

Talents Total: 5

 

Complications:

 

10 Psychological Complication: Hunts the 'Mindless Ones' (Uncommon; Strong)

20 Psychological Complication: Code Against Killing (Common; Total)

10 Psychological Complication: Superstitious (Uncommon; Strong)

5 Distinctive Features: Mystical 'Mark' (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)

10 Distinctive Features: Anachronistic (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Physical Complication: Identifies Poorly with the Modern World (Frequently; Barely Impairing)

10 Hunted: Mystic Foes Infrequently (As Pow; Harshly Punish)

 

Complications Points: 75

 

Base Points: 325

Experience: 0

Experience Unspent: 0

Total Character Cost: 400

 

Other Info:

Real Name: Eumelos

Identity: The world at large is unaware of Eumelos' existence

Other Aliases: The Atlantean, Mr. Eumelos

Occupation: Antiquities dealer

Legal Status: No citizenship

Place of Birth: Atlantis

Group Affiliations: New Outsiders; occasional ally of Dr. Shiang Lung Known Relatives: All of Eumelos' relatives have long since deceased

 

Height: 6' 0"

Weight: 205 lbs

Eyes: Brown

Hair: Brown

 

BACKGROUND

Eumelos was a citizen of the island nation that popular mythology has come to know as Atlantis. That island nation, a large land-mass in the middle of the Meditteranean Sea, was a center of culture and technology for pre-historic Europe. Atlantean arts and philosophy were advanced well beyond those of other cultures of their time, and much of their style of dress, architecture, religious belief, and philosophy influenced the classical societies that would rise in the wake of its demise. Atlantis met its end at the hands of supernatural, extraplanar creatures known as the 'Mindless Ones,' who in an attempt to conquer Earth sank Atlantis with their perverse mystical power.

 

Eumelos' role in his culture is unclear as of this writing. However, his status was significant enough that when the his island home was facing imminent destruction, he was entrusted with protecting the 'Helm of Poseidon,' an item of power that represented both the literal and figurative power of the monarchs of Atlantis.

 

Eumelos has since wandered the Earth, guarding the helm and using its power to occasionally fight against the supernatural threat of the Mindless Ones that destroyed his homeland. He has discovered, with time, that for reasons unknown to him he has become immortal, alive and unaging throughout the ensuing thousands of years.

 

PERSONALITY

Eumelos is an anachronism, unable to completely fit into any society that he joins. His mannerisms and values have been influenced by so many cultures over the years that he stands out as very foreign...old-fashioned even...to those in any culture of the modern era.

 

POWERS

Eumelos' primary superhuman power is his inexplicable immortality. For unknown reasons, after fleeing the sinking island of Atlantis, he ceased to age or to suffer from various other mortal limitations. Eumelos does not age, and he does not need to breathe, eat, drink, or excrete. He may eat for pleasure, but he does not require sustenance for survival. Eumelos is immune to all known poisons and diseases. He will not become ill from exposure to ionizing or lethal particle radiation, and he is immune to the effects of hypothermia, even to the extremes of cold encountered in arctic environments. He is unaffected by high pressure and can withstand deep-sea environments with little discomfort. It is unknown if Eumelos would suffer from the vacuum and temperature extremes found in outer space.

 

Additionally, Eumelos has an incredibly accelerated healing rate which enables him to recover from severe wounds within hours. He also is possessed of slightly superhuman strength and resilience. These characteristics developed with the advent of his immortality and may be side-effects of that trait.

 

Eumelos also has a remarkably accurate memory, which combined with his long lifespan, makes him an expert in a number of scholarly areas.

 

 

EQUIPMENT

Eumelos bears the 'Helm of Poseidon,' an artifact of power worn by the rulers of ancient Atlantis as both a symbolic and real representation of their power as monarchs. The helm is a product of Atlantean 'natural philosophy,' the practical quasiscientific theory around which advanced Atlantean technology was based. (Aristotle's later musings were inspired by mearly forgotten remnants of this powerful knowledge.) The Helm of Poseidon can convert energies of the natural world into a pure, idealized, and quasi-solid form, and with a conscious effort from its wearer, it can issue this translucent, golden energy forth from its surface. Eumelos refers to this energy as 'quintessence,' and he can use it in several different ways.

 

Eumelos can project a bolt of pure quintessence of remarkable power and project it a target, guided by his willpower. He can also create a barrier of quintessence that is highly resistant to attack and is unaffected by the pull of gravity. Eumelos can create a disc of quintessence beneath his feet upon which he can levitate at high speeds (over 150 mph), and which can support a passenger if necessary. Eumelos can also blanket his form in quintessence, creating a protective field that can withstand large amounts of damage, including large-caliber firearms projectiles. Natural energies such as fire, light, electricity, etc. absorbed by this field are converted into quintessence for use by the helm. However, a significant attack, although converted, may still harm Eumelos.

 

The Helm of Poseidon confers upon its wearer a degree of protection from attacks against the mind of its user. Its sensitivity to natural forces also enables its bearer to recognize the "unnatural," such as magical, mystical, or extraplanar (from a plane with different physical rules) items or energies. Because of the nature of quintessence, his energy powers do not interact with the unnatural, and therefore have no effect on such.

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Re: Project XIII: images from my campaign

 

Boy, I really hope you can find a suitable format other than .hdc for these forums.

 

I'd really love to use some of these guys and equipment in Epic City, but I don't own Hero Designer and can't read the provided files. :(

 

I'll be looking for a good format that works on the boards. If you like, I could email html versions to you.

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Re: Project XIII: images from my campaign

 

PULSAR

Marcus Rose, PhD

 

Pulsar.jpg

 

VAL CHA Cost Roll Notes

20 STR 10 13- HTH Damage 4d6 END [2]

15 DEX 10 12-

18 CON 8 13-

23 INT 13 14- PER Roll 14-

13 EGO 3 12-

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

6 OCV 15

8 DCV 25

3 OMCV 0

3 DMCV 0

5 SPD 30 Phases: 3, 5, 8, 10, 12

20 PD 11 20 PD (7 rPD)

20 ED 11 20 ED (7 rED)

7 REC 3

45 END 5

10 BODY 0

40 STUN 10

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

FLIGHT 41m/82m

 

Characteristics Total: 157

 

 

Powers:

Altered Molecular Structure

25 1) Dense Molecular Structure: Resistant Protection (7 PD/7 ED) plus Knockback Resistance -4m - END=0

26 2) EM-Wave Energy Diffusion: Damage Negation (-9 DCs Energy); Only Works Against EM radiation attacks (visible and non-visible light) (-3/4) - END=0

4 3) Cellular Resistance: Life Support (Safe in High Radiation; Safe in Intense Heat) - END=0

50
Atomic Control Powers
: Multipower, 75-point reserve, (75 Active Points); all slots Requires ambient EM radiation (-1/4), Unified Power (-1/4)

5f 1) Atomic Blast: Blast 10d6, Double Knockback (+1/2) (75 Active Points); Requires ambient EM radiation (-1/4), Unified Power (-1/4) - END=7

5f 2) Atomic Condensation: Shrinking (0.0141 m tall, 0.0002 kg mass, -14 PER Rolls to perceive character, +14 DCV, takes +42m KB), Reduced Endurance (1/2 END; +1/4), Normal Mass (retains normal mass; +1/2) (73 Active Points); Requires ambient EM radiation (-1/4), Unified Power (-1/4) - END=3

15
EM-Emitting Atomic Powers
: Multipower, 31-point reserve, all slots No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4)

1f 1) Low/Visible Wavelength Emission: Sight and Radio Groups Images, +/-5 to PER Rolls (30 Active Points); Only to Create Visible or Low-Frequency Light (-3/4), No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=3

1f 2) Wide-Frequency EM Burst: Sight and Radio Groups Flash 4d6, Area Of Effect (10m Radius Explosion; +1/4) (31 Active Points); No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=3

1f 3) Ultra-High Frequency Ionizing EM Emissions: Change Environment (+3 Points of Damage), Area Of Effect (10m Radius; +3/4) (26 Active Points); No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=3

1f 4) IR Emission: Change Environment (+1 Points of Damage, +4 Temperature Level Adjustment), Area Of Effect (10m Radius; +3/4) (30 Active Points); No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=3

Other Atomic Control Powers
, all slots Unified Power (-1/4), Requires ambient EM radiation (-1/4)

29 1) Electromagnetic Repulsion: Flight 41m, Usable As Swimming (+1/4); Requires a magnetic field to "ride" (-1/4), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=5

6 2) Proportional Eye Structures: Microscopic ( x100) with Sight Group; Proportional to Shrinking power in use (-1/4), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=0

- END=

Filtration Visor
, all slots OIF (-1/2)

12 1) EM-Sensitive Eyes: Detect EM radiation A Large Class Of Things 14- (Sight Group), Discriminatory, Penetrative; OIF (-1/2), Requires A Roll (14- roll; -1/4), One real EM frequency at a time (-1/4) [Notes: Pulsar can see in any wavelength of light, from the lowest to the highest end of the spectrum. With an INT roll, he can filter out one frequency and gain the appropriate benefits. For example: IR vision, UV vision, or higher wavelengths such as x-rays (Penetrative).] - END=0

4 2) Visor Filters: Sight Group Flash Defense (8 points); OIF (-1/2), Not vs. wavelength(s) in use (-1/4) - END=0

 

Powers Total: 185

 

 

Skills:

 

3 PSE: Nuclear Engineer

2 1) PS: Engineer 14-

2 2) Science Skill: Physics 14-

2 3) Science Skill: Quantum Physics 14-

2 4) Science Skill: Astrophysics 14-

2 5) Science Skill: Astronomy 14-

2 6) Science Skill: Physical Sciences 14-

2 7) Systems Operation 14-

2 8) Electronics 14-

2 9) Inventor 14-

1 10) Navigation 14-

 

3 Acting 12-

0 Climbing 8-

0 Concealment 8-

0 Conversation 8-

0 CK: Houston, TX 11-

2 CK: New York, NY 11-

0 Language: English (idiomatic)

1 Language: Latin (basic conversation)

3 Mechanics 14-

3 Paramedics 14-

0 Persuasion 8-

3 Power: Atomic Powers 11-

0 Shadowing 8-

0 Stealth 8-

3 TF: Small Motorized Ground Vehicles, Small Planes, Spaceplanes

 

18 +6 with Atomic attack powers

 

Skills Total: 58

 

 

Complications:

 

0 Rivalry: Professional (Dr. Stephanie Li), Rival is Less Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

5 Psychological Complication: Necrophobia (Uncommon; Moderate) [Notes: Character refuses to go near cemetaries, mortuaries, or morgues.]

15 Psychological Complication: Will Not Kill People (Common; Strong)

10 Physical Complication: Dense- 400kg mass (Infrequently; Slightly Impairing)

15 Physical Complication: Blinded by sensory overload without special visor (Infrequently; Greatly Impairing)

15 Hunted: Interested parties Infrequently (As Pow; NCI; Harshly Punish) [Notes: Many parties interested in the dark matter inversion tech actively hunt Dr. Rose.]

15 Social Complication: Secret Identity Frequently, Major

 

Complications Points: 75

 

Base Points: 325

Experience: 0

Experience Unspent: 0

Total Character Cost: 400

 

Other Info:

 

Real Name: Marcus Rose, PhD

Identity: Secret

Other Aliases: None

Occupation: Theoretical physicist, engineer

Legal Status: US citizen with no criminal record

Place of Birth: Houston, TX

Group Affiliations: New Outsiders Known Relatives: None

 

Height: 5' 11"

Weight: 750 lbs

Eyes: Topaz

Hair: Black (bald)

 

 

POWERS

Marcus Rose's body has been transformed permanently at the atomic level, giving him a variety of superhuman abilities.

 

Pulsar's physiology is far denser and tougher than an ordinary human's. His mass is approximately four times what his size and physique would suggest, and his physical strength is correspondingly greater as well. He is consequently about as strong as an Olympic weightlifter. Pulsar's muscle and bone tissues are strong enough to take considerable punishment without injury, and his skin can resist penetration by most small-arms fire, providing about the same protection as a standard bullet-proof vest. The electrochemical bonds in Pulsar's cell structure and DNA are also more powerful than normal, providing him resistance to the mutating or otherwise damaging effects of particle radiations and high temperatures.

 

Pulsar's eyes have been transformed as well. In addition to the normal rods and cones that normal humans possess, his retina include several new types of cells that together respond to every wavelength of light above and below the normally visible range. Among other sensitivities, he can see patterns of heat in infra-red, he can detect ultraviolet radiation, and he can see through many objects via gamma rays and x-rays. The downside to this ability is that Pulsar must wear special filters (see Equipment) or be blinded due to sensory overload.

 

Through concentration, Pulsar can affect the energy states of particles within the atoms of his body to achieve different effects. By exciting the electrons within a fraction of the atoms comprising his body, he can emit light of any wavelength omnidirectionally outward. In this manner he can project radio signals, heat his environment with infra-red waves, emit visible light, or project deadly ionizing radiation. He can also fire a short burst of intense, wide-spectrum light that will temporarily blind those around him and disrupt radio communications.

 

Pulsar can choose to split the nuclei of a very small number of his atoms (usually on the surface of his hands) and project the resulting explosive energy at an opponent in the form of a column of heat, concussive force, and trace electromagnetic radiation. With concentration, he can alter the accompanying electromagnetic radiation to suit specific needs.

 

Pulsar can also overcome the nuclear and electromagnetic repulsive forces within his body, causing his atoms, and therefore his entire frame, to shrink considerably in volume. Pulsar can condense himself to a minimum of approximately half an inch in height. His mass, however, remains the same (about 750 lbs), making the resulting pressure he exerts on an object upon which he stands considerable. When he initiates this dramatic change in his atoms' energy states, Pulsar is unable to perform other feats of atomic alteration.

 

Like most reactions in nature, Pulsar's atomic powers require an energy source to catalyze their initial reaction. All of his atomic alteration abilities require at least a small amount of ambient electromagnetic light energy. In the absence of such energies, he is unable to use those abilties. However, such a condition is rare in nature without technological means. As a mechanism of trapping and utilizing such ambient energies, Pulsar's cell membranes contain ionic pathways that continually absorb a portion of the energy in electromagnetic waves and dissipate them throughout his body. This mechanism also makes him highly resistant to damaging effects from all wavelengths of light. When Pulsar initiates one of his atomic alteration powers, or when his body is absorbing high levels of energy from an attack, this cellular characteristic causes him to appear as a black silhouette for an instant.

 

With effort, Pulsar can use his cells' EM-wave-resonant characteristics while in the presence of ambient EM radiation to "ride" the earth's natural magnetic field and levitate at speeds up to about 75 mph.

 

EQUIPMENT

Pulsar wears a visor he designed in collaberation with Dr. Edgar Allen. With the visor, he can selectively filter out light frequencies, allowing him to see in only the narrow range of frequencies he wishes at any given moment. Without the device, Pulsar would be unable to make out any details of his surroundings due to conflicting sensory input provided by wavelengths along the entire spectrum of light. The visor requires a moment's adjustment to switch filtration wavelengths. Additionally, the visor has an automated polarization feature which reflexively increases filtration in the presence of an overabundance of EM input, providing protection against sensory overload from bright lights and other sources. The visor would be largely useless to an ordinary human wearing it, excepting for the protection it provides.

 

In his civilian identity, Dr. Rose wears a more discrete, but less rugged and utilitarian, version of the visor that appears to the casual observer to be a pair of gold-tinted sunglasses.

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Re: Project XIII: images from my campaign

 

SCORPION

 

Scorpion.jpg

 

VAL CHA Cost Roll Notes

5 Size 25

35 STR 0 16- HTH Damage 7d6 END [3]

13 DEX 6 12-

 

5 OCV 10

5 DCV 10

5 SPD 30 Phases: 3, 5, 8, 10, 12

 

17 PD -2 17 PD (17 rPD)

17 ED -2 17 ED (17 rED)

15 BODY 0

 

 

Movement Cost Meters Notes

RUNNING -12 40m/80m END [0]

 

 

Characteristics Total: 61

 

 

Powers:

PROPULSION SYSTEMS

31 1) POD-Walker Segmented Legs: Ground Movement +40m (40m total), No Turn Mode (+1/4); Restrainable (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) plus Stretching 5m, Reduced Endurance (0 END; +1/2); Cannot Do Damage (-1/2), Always Direct (-1/4), Limited Body Parts (Legs only; -1/4), no Noncombat Stretching (-1/4) - END=0

10 2) Gyroscopic Intelligent Balance System and Adaptable Footgear: Clinging (normal STR); Only climbable objects (-1/2), Cannot Resist Knockback (-1/4) plus Environmental Movement (no penalties on cluttered terrain) plus Environmental Movement (no penalties on snow/ice) - END=0

- END=

FUSELAGE

64 1) Armored Hull: Resistant Protection (17 PD/17 ED), Hardened (+1/4) - END=0

6 2) Pressurized and Insulated Hull: Life Support (Electrically Insulated ; Safe in High Pressure; Safe in Intense Cold) - END=0

10 3) Rebreather Systems: Life Support (Self-Contained Breathing) - END=0

- END=

COMMUNICATIONS/SENSORY SYSTEMS
, all slots OAF Bulky (-1 1/2)

4 1) Multi-Screen Video Monitors: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OAF Bulky (-1 1/2) - END=0

4 2) Audio/Video Communications Panel: High Range Radio Perception (Radio Group), +1 to PER Roll; OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight and/or Hearing (-1/2) - END=0

1 3) Compass Display: Bump Of Direction; OAF Bulky (-1 1/2) - END=

7 4) Public Address System: Hearing Group Images, +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2); OAF Bulky (-1 1/2), Set Effect (Only to amplify user's voice; -1), No Range (-1/2) - END=0

 

WEAPON SYSTEMS

2 1) Piezoelectric Robotic Tail, Claw Limbs, and Retractable Forelimbs: Extra Limbs (5); OIF Bulky (-1) - END=0

11 2) Tail: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2), Double Knockback (+1/2); OIF Bulky (-1), Restrainable (-1/2), Lockout (with other tail powers; -1/2), Hand-To-Hand Attack (-1/4), Cannot Be Used With Move Through (-1/4) plus Stretching 9m, Reduced Endurance (0 END; +1/2); OIF Bulky (-1), Only To Cause Damage (-1/2), Restrainable (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), Measured from base of tail (-1/4) - END=0

19 3) Tail-Mounted Web Slick Projector: Entangle 3d6, 7 PD/4 ED, Area Of Effect (16m Line; +1/4), Constant (+1/2), Takes No Damage From Attacks All Attacks, STR only to break out (+1); Does Not Prevent The Use Of Accessible Foci (-1), OIF Bulky (-1), Set Effect - rapidly rotating parts only (-1), 3 Continuing Charges lasting 1 Turn each (-3/4), Lockout (with Tail HTH Attack; -1/2), Restrainable (-1/2), Only on appropriate surface (-1/4) [Notes: This power only activates against wheels or tracks if the target is moving greater than 12m per phase] - END=[3 cc]

16 4) Claw Manipulators: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2); OIF Bulky (-1), Restrainable (-1/2), Limited Arc Of Fire (180 degrees; -1/4) - END=0

 

Powers Total: 185

 

 

Skills:

 

15 Security Systems 15-

 

Skills Total: 15

 

 

 

Complications:

 

15 Distinctive Features: Bug-Shaped Flying Craft (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Physical Complication: Requires Occasional Recharging (Infrequently; Greatly Impairing)

10 Hunted: Law Enforcement Frequently (As Pow; NCI; Watching)

 

Complications Points: 40

 

Base Points: 247

Experience: 0

Experience Unspent: 0

Total Character Cost: 261

 

 

Other Info:

 

Make: Life Systems

Model: POD-Walker Armored Transport

Owner: Gold Bug (Edgar Allen, PhD)

Registration/Legal Status: Unregistered vehicle

Required TF: POD-Walker

 

HISTORY

Dr. Edgar Allen designed and built the Scorpion vehicle as a crimefighting tool. Those components which could not be fabricated in his personal workspace were contracted out to several manufacturers modularly, so as to conceal their intent.

 

POWER PLANT

The Scorpion is powered by a high-yield battery system designed by Dr. Allen and improved through collaberation with Dr. Udo Warner (Volt). The vehicle's batteries are highly efficient, reducing waste through energy-recapture systems such as acceleration dampers and friction-heat converters. They constantly recharge from any available environmental energy source, drawing power from solar energy, external charge differentials, fluid heat layer disparities, and atmospheric static discharges. The storage capacity and superconductive nature of the Voltanium material contributed by Dr. Warner, combined with the efficiency of the system, allow for days of operation without significant drain on power reserves. The Scorpion's batteries do, however, require occasional charging and maintenance, and refueling can be done through most standard electrical power sources.

 

PROPULSION SYSTEM

The Scorpion's walking system is comprised of six POD (Piezoelectric Oscillation Drive) units. Each POD unit acts as an independent, telescoping leg that can provide momentum in any horizontal direction, as well as extend the Scorpion's clearance to over 6m from the ground. The Scorpion's POD units are balanced and coordinated not by digital computation, but rather by a sophisticated analog response system that receives input from dedicated gyroscopic balance units and stretch-receptor feedback mechanisms and translates that information into synchronized movements.

 

Additionally, each "foot" carries adaptable gear that enables it to traverse uneven or loose terrain, or even climb objects that are properly composed and sturdy enough to bear the Scorpion's weight. The Scorpion is able to climb objects such as cliffsides and buildings with no special maneuvering required by its pilot. The Scorpion can move along the ground in this manner at a top speed of 75 mph.

 

SPECIAL SYSTEMS

The Scorpion is sealed and insulated, able to operate safely in deep sea and arctic environments. It has a reserve oxygen supply, and with the aid of CO2 scrubbers, the Scorpion can keep its occupants in relative comfort in those environments indefinitely.

 

The Scorpion has an advanced communications and sensory system operated from stations within the cabin, including: cellular hi-range visual and audio radio capability, compass, and GPS system. The crew cabin also contains multi-panel video displays that can provide a 360-degree view of the exterior of the Scorpion as an aid to battle and reconnaisance. Headlights and exterior public address systems are operated from workstations inside the cabin as well.

 

The Scorpion has a sophisticated passcode entry system.

 

WEAPON SYSTEMS

The Scorpion has three primary weapons systems that serve distinct purposes: its piezoelectric tail, claws, and forelimbs.

 

The Scorpion's tail is a flexible "limb" that can be extended up to 10 meters from its base at the rear of the vehicle and can be swung accurately about as a club, generating a great deal of force due to its mass and strength. The tail can deliver enough impact energy to flip or toss a sizeable civilian vehicle. Housed within the tip of the tail is a chemical delivery device that can spray a stream of Gold Bug's 'web spinner' fluid. Unlike Gold Bug's personal sidearm, however, the Scorpion's tail device does not submit the fluid to high-speed rotation upon delivery, and as a result, the fluid remains liquid and ineffectual until another object (such as a vehicle's wheels or rotors) spins it and activates its adhesive and tensile properties, freezing said rotating mechanism.

 

The Scorpion also has sizeable claws with edges that are hardened and extremely sharp. The robotic claws are powerful enough to pierce and rend extremely tough materials and can destroy a civilian vehicle very quickly.

 

Under the crew cabin of the Scorpion are housed a pair of retractable forelimbs capable of fine dexterity and strong enough to lift over 3 tons. The limbs can retract into the Scorpion's hull for convenience or to bring an object through a pressurized airlock system into the vehicle's interior.

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Re: Project XIII: images from my campaign

 

Okey doke...

 

So I couldn't find an export format for the boards. I used a plain text format and organized the results a bit for display here and edited the last posts of our characters. I didn't fix all the formatting weirdness, but it should be good enough for those of you who don't have HeroDesigner to transcribe the characters. I'll post the rest when I get the other players to flesh out their backgrounds, etc.

 

Enjoy!

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Re: Project XIII: images from my campaign

 

Okey doke...

 

So I couldn't find an export format for the boards. I used a plain text format and organized the results a bit for display here and edited the last posts of our characters. I didn't fix all the formatting weirdness, but it should be good enough for those of you who don't have HeroDesigner to transcribe the characters. I'll post the rest when I get the other players to flesh out their backgrounds, etc.

 

Enjoy!

 

Thanks!

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Re: Project XIII: images from my campaign

 

I'll be wrapping up a short fantasy campaign soon, and then Mojo Bones will be running a low-powered supers game for us. Here's my character:

 

Grendel.jpg

 

Val**Char**Cost**Roll**Notes

15****STR*****5******12-****Lift 200.0kg; 3d6 [1]

18****DEX*****16******13-****OCV:**8/DCV:**10

20****CON*****10******13-

10****BODY****0******

13****INT*******3******12-****PER Roll 12-

18****EGO*****8******13-****ECV:**3 - 3

15****PRE******5******12-****PRE Attack:**3d6

 

 

18****PD*********8******Total:**18 PD (8 rPD)

18****ED*********16******Total:**18 ED (0 rED)

5****SPD*******30******Phases: 3, 5, 8, 10, 12

8****REC*******4

20****END*****0

36****STUN***8******Total Characteristic Cost:**181

 

Movement:

Running:**20m/40m

Flight:**20m/40m

Leaping:**4m/62m/16m/248m

Swimming:**4m/8m

 

 

Cost**Powers**END

25**Psychic Abilities:**Multipower, 51-point reserve, (51 Active Points); all slots 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4)

 

2f**1) Psychokinetic Lightning Bolt:**Blast 8d6, Armor Piercing (+1/4) (50 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 5

 

2f**2) Psychokinetic Flame Projection:**Blast 8d6, Area Of Effect (8m Cone; +1/4) (50 Active Points); No Range (-1/2), 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 5

 

2f**3) Psychokinetic Ectoplasm Bolt:**Blast 5d6, Affects Desolidified Any form of Desolidification (+1/2), Attack Versus Appropriate Mental or Power Defense (ED; All Or Nothing; +1/2) (50 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 5

 

2f**4) Transvective Leaping:**Leaping +58m (4m/62m forward, 2m/31m upward) (x4 Noncombat), Reduced Endurance (0 END; +1/2) (51 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Not usable when Orgone Well is depleted (-1/4), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4)

 

2f**5) Transvective Levitation:**Flight 20m, Reduced Endurance (1/2 END; +1/4), Usable [As Second Mode Of Movement] (Swimming; +1/4), No Gravity Penalty (+1/2), Invisible Power Effects (Invisible to [one Sense Group]; +1/2) (50 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 2

**

**Other Psychic Abilities, all slots 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Special Effect Limitations (Psychic) (-1/4), Unified Power (Psychic Phenomena; -1/4)

4**1) Radiesthesia:**Detect human auras, magnetism, and other esoteric energies A Large Class Of Things 12- (Sight Group); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Sense Affected By Flashes to Normal Sight Normal Sight (-1/4), Special Effect Limitations (Psychic) (-1/4), Unified Power (Psychic Phenomena; -1/4)

**

12**Orgone Well:**Endurance Reserve (53 END, 6 REC) Reserve: Unified Power (Psychic Phenomena; -1/4); REC: Slow Recovery 1 Minute (-1), Limited Recovery (Only recovers while meditating; -1), Unified Power (Psychic Phenomena; -1/4)

**

**Chimeric Polyploid DNA

8**1) Morphogenetic Field Control:**Shape Shift (Sight Group, limited group of shapes), Imitation, Costs END Only To Change Shape (+1/4); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Affects Body Only (-1/2), Concentration (0 DCV; -1/2), Limited Effect (Normal sight only; -1/4) 2

13**2) Chimeric Adaptibility:**Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Sleeping: Character does not sleep)

12**3) Resilient Tissue Structures:**Resistant Protection (8 PD)

**

**Preternatural Athleticism

3**1) Natural Agility:**Acrobatics: [+1 OCV PER 3 ON SKILL ROLL; AVOID TRIPS AND SHOVES AT -1 PER 1 ON ATTACK ROLL; AVOID THROWS (NOT DMG) AT -3; AVOID SOME ENV PENS] 13-

7**2) Wall-Crawling:**Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), Only to simulate exceptional climbing ability (-1/4)

 

Perks

 

3**Anonymity

 

Skills

 

3**Parapsychology Expert

1**1) PS: Parapsychology 11-

1**2) KS: Psychic Phenomena 11-

1**3) Language: German (completely fluent; literate)

**

3**Genetics Expert

1**1) Science Skill: Biology 11-

1**2) Science Skill: Genetics 11-

1**3) KS: Genetic Engineering Projects and Accomplished Personnel 11-

**

0**Acting 8-

0**Climbing 8-

3**Concealment 12-

0**Conversation 8-

0**Deduction 8-

0**AK: Home City 11-

0**Language: English (idiomatic; literate)

0**Paramedics 8-

0**PS: Researcher 11-

0**Shadowing 8-

3**Stealth 13-

0**TF: Small Motorized Ground Vehicles

 

Total Powers & Skill Cost:**115

Total Cost:**296

 

300+ Disadvantages

10**Distinctive Features: Inhuman features (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10**Physical Complication: Magnetically responsive body (Infrequently; Slightly Impairing)

20**Psychological Complication: Will not kill (Common; Total)

5**Psychological Complication: Envies those with "normal" human interactions (Uncommon; Moderate)

5**Psychological Complication: Seeks to solve the mystery of his origin (Uncommon; Moderate)

5**Social Complication: Doesn't fit in - lives outside the system Infrequently, Minor

5**Vulnerability: 1 1/2 x Effect Telepathic attacks (Uncommon)

 

Total Disadvantage Points:**296

 

Background/History:**The details of Grendel's origins are unknown. Grendel was discovered as a child by monster-hunter and hoax-buster Carson Greeley shortly after the fall of the Berlin Wall and reunification of Germany. Greeley was responding to local accounts of a monstrous child raiding farms and attacking livestock in a rural part of what had recently been East Germany. Intrigued by locals' stories and by rumored evidence that a KGB cloning facility may have been operating in the area before the political upheaval, he scoured the hills in the area and baited traps with food. With perseverance, Greeley eventually found a very young boy with an inhuman appearance and some paranormal abilities living in a feral state, unable to communicate with or relate to others. He took the child into his care and raised him in secret in the United States, helping the boy to learn to control the superhuman abilites that accompany his unusual form. Isolated from society by his differences, the boy empathized with the alienation of the monster in the epic 'Beowulf,' and he eventually adopted the name 'Grendel' as his own.

 

Personality/Motivation:**Grendel seeks to discover the definitive truth of his origin. He hopes to understand how he came to be and if there are others like him. While pursuing that mystery, he uses his superhuman talents to help others as his adopted father helped him. Grendel's empathic nature makes it impossible for him to kill even animals, and his isolated nature makes him sympathetic to others with similar struggles.

 

Powers/Tactics:**Grendel has a unique genetic makeup. Rather than being a diploid organism, having two sets of chromosomes, he has multiple sets of chromosomes with ever-shifting genetic order. His father coined this condition 'polyploidism.' As a result of genetic makeup, Grendel has an inhuman, almost monstrous, appearance. However, his condition also results in certain advantageous characteristics. Grendel is in superb physical condition and has the strength, speed, and agility of an exceptional athlete. His tissue bonds are superhumanly resilient, affording him significant protection from injury and preventing grave harm from attacks up to small arms fire. He has no need for sleep. Grendel's mutable DNA structure also allows him to, through a little-understood process, change his physical features at will. He can adopt any phenotype he can imagine, including "normal" human features, but he cannot drastically alter his body volume. Grendel can mimic the visual appearance of individuals, but cannot as yet duplicate an individual's voice, scent, or other less-obvious characteristics. It takes several seconds of intense concentration for Grendel to complete a morphological change. Once transformed, he can maintain a given appearance with only slight effort, but he will revert to his natural appearance if stunned ot incapacitated.

 

In addition to his physical abilities, Grendel is sensitive to psychic energies and is able to manipulate them in various ways. Presumably, this is also a result of his unique genetic code, but the mechanism remains a mystery. Grendel can sense magnetism, human auras, and psychic energies with little effort...seeing them as visibly luminescent qualities. He can psychokinetically propel himself in an arc through the air with little effort, and with more concentration, he can accomplish sustained levitation. Grendel can also project psychokinetic energies from his hands (this may be a subconscious limitation of his own devising) in the form of flames, electricity, ectoplasmic force, or other related phenomena. Grendel's ability to summon and focus these abilities is greatly enhanced when he has in his grasp a polarized quartz crystal.

 

In the course of studying his genetic condition throughout his life, Grendel has become proficient in the biological sciences, particularly genetics. He follows news and publications within the genetic engneering community, looking for clues to his origins. Early in life, Grendel and his adopted father noticed similarities between his psychic abilities and phenomena described in the research of many 19th century German parapsychologists. As an aide to his training and perhaps as a means to help discover his true origins, Grendel has educated himself in that field as well.

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Re: Project XIII: images from my campaign

 

Here's a manip I made for a fellow player. His character is still in development, and I made this to try to help and inspire. It's unsolicited, though, so I'm not sure if he'll want to use it.

 

Santero.jpg

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Re: Project XIII: images from my campaign

 

Here's a manip I made for a fellow player. His character is still in development' date=' and I made this to try to help and inspire. It's unsolicited, though, so I'm not sure if he'll want to use it.[/quote']

 

I like trying to figure out the sources of your images. This one is Diablo and Brother Voodoo?

 

- Bill

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Re: Project XIII: images from my campaign

 

Always glad to see the Project XIII stuff! :thumbup:

 

I like trying to figure out the sources of your images. This one is Diablo and Brother Voodoo?

Same here, and I'm pretty sure you're right on those. Grendel is part Dr Strange, but not sure on the head and body. :think:

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Re: Project XIII: images from my campaign

 

I like trying to figure out the sources of your images. This one is Diablo and Brother Voodoo?

 

- Bill

 

No brother Voodoo...Diablo, Falcon, Puma, and Karnak.

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Re: Project XIII: images from my campaign

 

...Grendel is part Dr Strange' date=' but not sure on the head and body. :think:[/quote']

 

Dr. Strange is correct. The rest is Quicksilver, Blue Beetle, Belasco, Power Man, and one more that I can't quite remember.

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Re: Project XIII: images from my campaign

 

Another awesome job, bro. Either you need to do a video tutorial on doing these pics, or I need to visit Honolulu to watch you work on one of them.

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