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GGU NPCs For Review


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Guest Worldmaker

Re: Knockout

 

Ah. Dysfunctional families. Where would comic books/RPG's be without 'em? ;)

 

You're lucky I didn't maker he Vindicator's evil twin.

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Guest Worldmaker

Re: GGU NPCs For ReviewThe third of the five Vandolls:PeekabooPlayer: NPC

Val** Char*** Cost
13** STR 3
20** DEX 30
20** CON 20
10** BODY 0
15** INT 5
18** EGO 16
15** PRE 5
16** COM 3
*
6/14** PD 3
5/13** ED 1
5** SPD 20
11** REC 8
60** END 10
40** STUN 13
*6"**RUN02"**SWIM02 1/2"**LEAP0Characteristics Cost: 137
Cost** Power END
87** Phantasms: Multipower, 87-point reserve*
6u** 1) Cloak of Illusion: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe, Reduced Endurance (0 END; +1/2) (60 Active Points)* 0
7u** 2) Group Cloak of Illusion: Invisibility to Sight and Hearing Groups , No Fringe, Ranged (+1/2), Usable Simultaneously (up to 8 people at once; ; +1) (87 Active Points); Persons Affected Must Remain Within 4" of Peekaboo (-1/4)* 9
6u** 3) Illusionary Disguise: Shape Shift (Sight and Hearing Groups, limited group of shapes), Imitation, Instant Change, Reduced Endurance (0 END; +1/2) (57 Active Points)* 0
8u** 4) Realistic Illusions: Sight and Hearing Groups Images Increased Size (32" radius; +1 1/4), +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2) (82 Active Points)* 0
** *
16** Body Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (Body Armor; -1/2)* 0
5** Breathing Filter: Life Support (Self-Contained Breathing) (10 Active Points); OAF (Filter Mask; -1)* 0
5** Side Effects Of The Experiment: Life Support (Immunity Narcotics)* 0
15** Lucky Duck: Luck 3d6* 0
Powers Cost: 155
Cost** Skill
10** +5 with Realistic Illusions*
5** Acting 13-*
4** AK: Amsterdam, The Netherlands 13-*
4** AK: New York City, New York 13-*
2** AK: Paris, France 11-*
5** Cramming *
9** Disguise 15-*
** *
** Everyman Skills (Cost: 0)*
** *
0** Acting 8-*
0** AK: Mayfield, Iowa 11-*
0** Climbing 8-*
0** Computer Programming 8-*
0** Concealment 8-*
0** Conversation 8-*
0** Deduction 8-*
0** Language: English (idiomatic) (4 Active Points)*
0** Paramedics 8-*
0** Persuasion 8-*
0** PS: Actress 11-*
0** Shadowing 8-*
0** Stealth 8-*
0** TF: Custom Adder, Small Motorized Ground Vehicles*
** *
3** KS: The Broadway System 12-*
3** Language: Dutch (Idiomatic) (4 Active Points)*
3** Lockpicking 13-*
3** KS: Famous Actors and Their Biggest Roles 12-*
3** Oratory 12-*
3** Persuasion 12-*
3** PS: Struggling Actor 12-*
3** Security Systems 12-*
3** Stealth 13-*
3** Teamwork 13-*
3** Streetwise 12-*
Skills Cost: 72
Val** Disadvantages
20** Hunted: Checkmate 8- (Mo Pow, NCI, Capture)*
15** Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)*
15** Hunted: Brainchild 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)*
15** Physical Limitation: Manchurian Candidate (Infrequently, Fully Impairing)*
15** Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)*
15** Psychological Limitation: Attention Seeker (Common, Strong)*
15** Psychological Limitation: Pathological Hatred of Brainchild (Common, Strong)*
20** Psychological Limitation: Devoted to Penny Ante (Very Common, Strong)*
15** Social Limitation: Public Identity (Amanda Weller) (Frequently, Major)*
Disadvantage Points: 145

Base Points: 200Experience Required: 19Total Experience Available: 19Experience Unspent: 0Total Character Cost: 364

Height: 1.75 m Hair: Blonde (Dyed Pink)
Weight: 51.00 kg Eyes: Blue
Appearance: Peekaboo is a beautiful girl who doesn't believe she is beautiful. She has dyed her hair pink in order to make herself look "exotic". In costume, she wears a long-sleeved, legless white leotard with white ankle boots. She also wears a white domino mask, and (along with Penny Ante), a breathing filter that keeps her from falling under Cheesecake's power whenever they spend any time with her.Personality: Peekaboo compensates for her horrible childhood by trying too hard to be happy all the time. Her only real joy is her love affair with Penny Ante. Otherwise, she mainly spends her time watching soap operas and reading romance novels. She is friendly yet slightly distanced with the other members of the Vandolls (the exceptions are Penny Ante, with who she is in love, and Cheesecake, with whom she would like to have long, hot, sloppy sex).Quote:"Peekaboo, I kill you... "Background: Amanda Weller grew up in a family environment which taught that the only way to discipline a child was severe beatings. Devout, right-wing Christians, Amanda's parents made the slightest infraction of what they saw as "God's Will" a near-capital case. Without giving her parents a clue what was about to happen, she saved every dime she could, and when she 16, ran away to the "big city" in order to become a star.

 

She managed to take some drama classes at a junior college; during this time, she came to reject the religious life in which she was raised, and came to despise anything that reminded her of her parent's strict disciplinarian life. She was wild and free and loving every minute of it. And then she met Penny Rococco. Penny was another would-be actress, and befriended Amanda just when the latter ran out of money. Penny offered to let Amanda live with her, and two became inseparable. Shortly thereafter, their physical relationship began.

 

Penny introduced Amanda to her circle of friends, and eventually introduced her to heroin. Amanda's life probably would have ended in an overdose had her connection, a small time drug dealer named Leon, not sold her and some others of her fellow addicts to Brain Child. The mastermind needed a group of henchmen to keep the superheroes busy while he worked on his grand scheme to take over the New York crime scene. After kidnapping the group, he injected all fourteen of them with an experimental formula he devised to empower normal humans. Only six survived.

 

After mental conditioning from Brain Child, Peekaboo and her surviving friends were dubbed "The Vandolls", and let loose to cause havoc, as a cover for Brain Child's other activities. When he no longer needed their "services", he cut them loose and left them for the authorities. They've been on their own ever since.

Powers/Tactics: Peekaboo can project highly realistic illusions. They are obviously mirages when touched, but otherwise are completely convincing to the eye and ear.Campaign Use: Peekaboo is a member of the Vandolls, a villain team in the Global Guardians Universe.
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Re: GGU NPCs For Review

 

Peekaboo hasn't got any way to attack, although she's still certainly useful because of the mass illusion powers. If I were her, though, I'd carry at least some sort of weapon.

 

Logically, it would be something that wouldn't give away her position, and that could be mistaken for an illusion. Maybe some sort of gas grenade?

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Re: GGU NPCs For Review

 

Why does Knockout wear a mask? If she is permenantly 9' tall would her identity be hard to conceal? Also, I'm curious why you didn't include the height and weight as physical disads. Also, at 9' I would imagine that the .44 has a modified grip and trigger guard to allow a hand of that size to hold it. Perhaps she would have a bigger gun overall like a .88 mag? ;) Overall, I like the character, I don't think she is overly vanilla at all.

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Guest Worldmaker

Re: GGU NPCs For Review

 

Peekaboo hasn't got any way to attack, although she's still certainly useful because of the mass illusion powers. If I were her, though, I'd carry at least some sort of weapon.

 

Logically, it would be something that wouldn't give away her position, and that could be mistaken for an illusion. Maybe some sort of gas grenade?

 

A more effective type of Phantasm? Perhaps bought as an Ego Attack?

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Guest Worldmaker

Re: GGU NPCs For Review

 

Why does Knockout wear a mask? If she is permenantly 9' tall would her identity be hard to conceal?

 

She's been preprogrammed to follow all the usual supervillain tropes.

 

 

 

Also, I'm curious why you didn't include the height and weight as physical disads.

 

Because I didn't need to do so.

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Re: GGU NPCs For Review

 

A more effective type of Phantasm? Perhaps bought as an Ego Attack?

 

That's something I did for a Master Illusionist in my Bay City campaign. He has an Ego attack and a mental entangle that are defined as really effective illusions and don't work on anything no susceptible to mental illusions (special powers, or what have you). The ego attack can also be disbelived.

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Guest Worldmaker

Re: GGU NPCs For ReviewThe leader of the Vandolls.Penny AntePlayer: NPC

Val** Char*** Cost
28** STR 18
28** DEX 54
28** CON 36
10** BODY 0
18** INT 8
15** EGO 10
18** PRE 8
3** COM -3
*
6/14** PD 0
6/14** ED 0
6** SPD 22
12** REC 0
60** END 2
40** STUN 2
*9"**RUN02"**SWIM013 1/2"**LEAP0Characteristics Cost: 157
Cost** Power END
22** Battlestaff: Multipower, 45-point reserve, (45 Active Points); all slots OAF (Battlestaff; -1)*
2u** 1) Built-In Blaster: Energy Blast 9d6 (45 Active Points); 12 Charges (-1/4)* [12]
1u** 2) Knocking Things Out of the Air: Missile Deflection (Bullets & Shrapnel), Adjacent Hex (+1/2) (22 Active Points)* 0
1u** 3) Staff: (Total: 27 Active Cost, 10 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 8) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 2)* 2
** *
6** Athletic: Running +3" (9" total)* 1
16** Body Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)* 0
10** Filter Mask: Life Support (Self-Contained Breathing)* 0
3** Pole Vaulting: Leaping +8" (13 1/2" forward, 6 1/2" upward) (8 Active Points); OAF (Battlestaff; -1), Requires An Acrobatics Roll (-1/2)* 1
5** Side Effect of the Experiment: Life Support (Immunity Narcotics)* 0
Powers Cost: 66
Cost** Martial Arts Maneuver
** Melded Martial Arts*
4** 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND*
4** 2) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 38 STR*
4** 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
4** 4) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND*
4** 5) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 7 1/2d6 Strike, Must Follow Block*
4** 6) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 38 STR to Disarm*
4** 7) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
5** 8) Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block*
3** 9) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 7 1/2d6 Strike; Target Falls; Must Follow Grab*
5** 10) Jab: 1/2 Phase, +1 OCV, +3 DCV, 5 1/2d6 Strike*
4** 11) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1*
3** 12) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6 1/2d6 Strike, Target Falls*
4** 13) Shove: 1/2 Phase, +0 OCV, +0 DCV, 43 STR to Shove*
5** 14) Smash: 1/2 Phase, -2 OCV, +1 DCV, 9 1/2d6 Strike*
4** 15) Strike: 1/2 Phase, +0 OCV, +2 DCV, 7 1/2d6 Strike*
3** 16) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 5 1/2d6 Strike; Target Falls*
1** Weapon Element: Staffs*
** *
Martial Arts Cost: 65
Cost** Skill
30** +6 with HTH Combat*
5** +5 with Missile Deflection*
3** Acrobatics 15-*
3** Acting 13-*
2** AK: Amsterdam, The Netherlands 11-*
2** AK: New York City, New York 11-*
2** AK: Paris, France 11-*
3** Breakfall 15-*
10** Defense Maneuver I-IV *
** *
** Everyman Skills (Cost: 0)*
0** 1) Acting 8-*
0** 2) AK: Trenton, New Jersey 11-*
0** 3) Climbing 8-*
0** 4) Computer Programming 8-*
0** 5) Concealment 8-*
0** 6) Conversation 8-*
0** 7) Deduction 8-*
0** 8) Language: English (idiomatic) (4 Active Points)*
0** 9) Paramedics 8-*
0** 10) Persuasion 8-*
0** 11) PS: Mafia Princess 11-*
0** 12) Shadowing 8-*
0** 13) Stealth 8-*
0** 14) TF: Custom Adder, Small Motorized Ground Vehicles*
** *
3** KS: Bojutsu 13-*
3** KS: New York City's Heroin Scene 13-*
3** KS: Rococco Crime Family 13-*
3** Language: French (Idiomatic) (4 Active Points)*
3** Lockpicking 15-*
3** Persuasion 13-*
3** Security Systems 13-*
3** Sleight Of Hand 15-*
3** Stealth 15-*
3** Tactics 13-*
3** Teamwork 15-*
5** WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Staffs*
Skills Cost: 98
Cost** Talent
18** Combat Luck (9 PD/9 ED)*
15** Combat Sense 13-*
Talents Cost: 33
Val** Disadvantages
20** Hunted: Checkmate 8- (Mo Pow, NCI, Capture)*
15** Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)*
15** Hunted: Brainchild 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)*
10** Hunted: The Rococco Crime Family 8- (Mo Pow, NCI, Watching)*
15** Physical Limitation: Manchurian Candidate (Infrequently, Fully Impairing)*
15** Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)*
15** Psychological Limitation: Casual Killer (Common, Strong)*
15** Psychological Limitation: Devoted to Peekaboo (Common, Strong)*
15** Psychological Limitation: Must Have a Plan (Common, Strong)*
15** Psychological Limitation: Pathological Hatred of Brainchild (Common, Strong)*
5** Rivalry: Professional (Eightball, Leader of HardCorps; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)*
15** Social Limitation: Public Identity (Penny Rococco) (Frequently, Major)*
Disadvantage Points: 170

Base Points: 200Experience Required: 49Total Experience Available: 114Experience Unspent: 65Total Character Cost: 419

Height: 1.78 m Hair: Brown
Weight: 59.00 kg Eyes: Hazel
Appearance: Penny Ante is a tall, muscular woman... noticeably muscular... who appears just too much developed to be a "normal woman". This is an unfortunate side effect of her powers. On her off hours, she wears elegant but casual clothing. In costume, she wears a sky-blue leotard under a white leather jacket. Her domino mask matches her leotard. She carries her quarterstaff with her whenever in costume.Personality: Penny is a competent leader, and doesn't go in for dramatic plans. She is straightforward, and seems distant to everyone but Amanda, who is truly the love of her life. She seeks to find Brainchild, whom she hates. Brainchild used her and the other Vandolls as pawns in his attempts to take over her father's crime empire. That unknowing betrayal hurts to this day.Quote:"Time to play... "Background: Penny Rococco grew up privileged, given everything she ever wanted by her loving father, Vitolo Rococco. She never realized, until her fifteenth birthday, that her father was the head of the Rococco Crime Family, the largest mafia family in the north-east. It surprised her when that knowledge didn't bother her in the least.

 

After high school, Penny entered college. She was a competent but unenthusiastic student, and ended up falling in with the drama crowd. It was there that she first encountered, and became addicted to, heroin. She carefully kept this from her father. She stopped going to class, but remained with her circle of junkie friends. It was here that she met Amanda Weller. The two eventually fell deeply in love. This was another thing she kept from her father.

 

Penny's life probably would have ended in an overdose had her connection, a small time drug dealer named Leon, not sold her and some others of her fellow addicts to Brain Child. The mastermind needed a group of henchmen to keep the superheroes busy while he worked on his grand scheme to take over the New York crime scene. After kidnapping the group, he injected all fourteen of them with an experimental formula he devised to empower normal humans. Only six survived.

 

After mental conditioning from Brain Child, Peekaboo and her surviving friends were dubbed "The Vandolls", and let loose to cause havoc, as a cover for Brain Child's other activities. When he no longer needed their "services", he cut them loose and left them for the authorities. They've been on their own ever since.

Powers/Tactics: Penny Ante is a natural athlete. Her reaction time, strength, and agility are many times that of a normal human. Brainchild "spoonfed" her knowledge of several martial arts fighting styles through conditioning and brainwashing. She is a master of hand-to-hand combat, and specializes in staff fighting.Campaign Use: Penny Ante is the leader of the Vandolls, a supervillain team active in the Global Guardians Universe.
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Guest Worldmaker

Re: GGU NPCs For Review

 

That's something I did for a Master Illusionist in my Bay City campaign. He has an Ego attack and a mental entangle that are defined as really effective illusions and don't work on anything no susceptible to mental illusions (special powers' date=' or what have you). The ego attack can also be disbelived.[/quote']

 

How did you write that up?

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Re: GGU NPCs For Review

 

How did you write that up?

 

Ego Attack:5d6

Not effect if target is resistant to Mental Illusions or "disbelieves" (This takes having a reason to suspect the attack is fake and making an Ego Roll -3). -1/2.

 

And

 

Entangle:Based On ECV with the same limitations.

 

As -0 his powers are limited by the psycholoigical make up of the target. If he, for example, described his illusion as setting a target on fire and his target "knows" they are immune to fire disbeleif is automatic since it shouldn't hurt.

 

On Penny Ante, maybe a distinctive features for her looks? At Com 3 she is exceptionally unattractive even if you use 8 as the base for normals.

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Guest Worldmaker

Re: GGU NPCs For ReviewAnd finally, the last Vandoll.SnapdragonPlayer: NPC

Val** Char*** Cost
40** STR 30
18** DEX 24
25** CON 30
25** BODY 30
20** INT 10
10** EGO 0
20** PRE 10
16** COM 3
*
18** PD 10
18** ED 13
5** SPD 22
13** REC 0
50** END 0
58** STUN 0
*6"**RUN02"**SWIM08"**LEAP0Characteristics Cost: 182
Cost** Power END
90** Plant Powers: Multipower, 90-point reserve*
2u** 1) Attract an Insect Swarm: (Total: 40 Active Cost, 22 Real Cost) Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), No Normal Defense (PD Force Field, Being Englobed in a PD Force Wall, or Hermetically Sealed Resistant PD; +1), Continuous (+1) (20 Active Points); Biting/Stinging Insects Must Inhabit Locale (-1/2), Extra Time (Extra Segment, -1/2), Limited Range (10") (-1/4) (Real Cost: 9) plus Darkness to Sight Group 1" radius, Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2) (20 Active Points); Linked (Killing Attack - Ranged; -1/2) (Real Cost: 13)* 0
5u** 2) Briar Trap: Entangle 3d6, 3 DEF (Stops A Given Sense Group Sight Group), Hole In The Middle (+1/4), Backlash vs. Physical Attacks Only (+1/4), Area Of Effect (One Hex; +1/2) (80 Active Points); Vulnerable to Fire (Common; -1/2)* 8
6u** 3) Choking Spores: (Total: 90 Active Cost, 60 Real Cost) Energy Blast 4d6, No Normal Defense (Self Contained Breathing; +1) (40 Active Points); Limited Range (4") (-1/4), Not In High Winds, Rain, or Water (-1/4) (Real Cost: 27) plus Entangle 2d6, 2 DEF, Takes No Damage From Attacks All Attacks (+1/2) (30 Active Points); Linked (Energy Blast; -1/2) (Real Cost: 20) plus Sight Group Flash 4d6 (20 Active Points); Linked (Energy Blast; -1/2) (Real Cost: 13)* 9
3u** 4) Thorn Spray: Killing Attack - Ranged 2d6, Armor Piercing (+1/2), Area Of Effect Nonselective (10" Cone; +3/4) (67 Active Points); No Range (-1/2), No Knockback (-1/4), 12 Charges (-1/4)* [12]
** *
9** Plant Body: Elemental Control, 18-point powers*
9** 1) Bark Skin: Damage Resistance (18 PD/18 ED) (18 Active Points)* 0
4** 2) Regrowth: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)* 0
9** 3) Rooted: Knockback Resistance -9" (18 Active Points)* 0
** *
1** The Lifespan of The Trees: Life Support (Longevity 200 Years)* 0
3** Plant Metabolism: Life Support (Eating Character does not eat)* 0
16** Poison Resistance: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); Not vs. Plant-Targeting Diseases, Fungi, and Herbicides (-1/4)* 0
Powers Cost: 157
Cost** Skill
3** Disguise 13-*
** *
** Everyman Skills (Cost: 0)*
0** 1) Acting 8-*
0** 2) AK: Beaumont, Texas 11-*
0** 3) Climbing 8-*
0** 4) Computer Programming 8-*
0** 5) Concealment 8-*
0** 6) Conversation 8-*
0** 7) Deduction 8-*
0** 8) Language: English (idiomatic) (4 Active Points)*
0** 9) Paramedics 8-*
0** 10) Persuasion 8-*
0** 11) PS: Botanist 11-*
0** 12) Shadowing 8-*
0** 13) Stealth 8-*
0** 14) TF: Custom Adder, Small Motorized Ground Vehicles*
** *
3** KS: Botanical Taxonomy 13-*
3** KS: The Brain Trust 13-*
** *
** Scientist Package (Cost: 3)*
1** 1) Fringe Benefit: Doctorate in a Science of the Player's Choice *
3** 2) KS: Research Methods 13-*
2** 3) PS: Academic Researcher 11 or less *
3** 4) PS: Botanist 11-*
-10** 5) Social Limitation: Occupation (Scientist) *
-10** 6) Social Limitation: Publish or Perish *
3** Scientist*
2** 1) SS: Biochemistry 13- (3 Active Points)*
4** 2) SS: Botany 15- (5 Active Points)*
2** 3) SS: Genetics 13- (3 Active Points)*
2** 4) SS: Mathematics 13- (3 Active Points)*
2** 5) SS: Organic Chemistry 13- (3 Active Points)*
** *
3** Stealth 13-*
3** Survival (Arctic/Subarctic Forests, Temperate/Subtropical Forests, Tropical Forests) 13-*
3** Tactics 13-*
3** Teamwork 13-*
Skills Cost: 25
Val** Disadvantages
5** Dependence: Takes 3d6 Damage, One Hour of Sunlight, 1 Day*
15** Distinctive Features: Obvious Superhuman (Plant Woman) (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
20** Hunted: Checkmate 8- (Mo Pow, NCI, Capture)*
15** Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)*
15** Hunted: Brainchild 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)*
15** Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)*
15** Psychological Limitation: Aggressive in Combat (Common, Strong)*
15** Psychological Limitation: Loyal to Brainchild (Common, Strong)*
15** Psychological Limitation: Secretly Hates the Other Vandolls (Common, Strong)*
15** Social Limitation: Secret Identity (Abigail Dixon) (Frequently, Major)*
5** Unluck: 1d6*
Disadvantage Points: 150

Base Points: 200Experience Required: 14Total Experience Available: 14Experience Unspent: 0Total Character Cost: 364

Height: 1.83 m Hair: Green
Weight: 60.00 kg Eyes: Green
Appearance: Snapdragon is a tall, muscular woman. Her skin has a yellowish green tinge to it, and her hair is forest green. Her skin darkens to match her hair if she has "eaten" recently. (Snapdragon "eats" through photosynthesis, and must spend time in the sunshine every day... or at least under a sunlamp.) She wears a black sleeveless leotard over a black sports bra for a costume, accompanied by white ankle boots. She wears a black domino mask as well.Personality: Snapdragon is arrogant, superior, and holds most other beings in contempt. One exception is Brainchild, for whom she would do anything. She feels no loyalty to the other Vandolls, and hates Cheesecake with a passion. (If she could find a way to kill Cheesecake without any of the others finding out, she would do so in an instant.) She is, however, fully aware of the hazardous position she is in as a spy for Brainchild, and as such conceals her true feelings from the other Vandolls. She puts on a facade of loyalty and devotion to the others, as best as she can.Quote:"Everyone ignores plants... their mistake."Background: Abigail Dixon has a fairly uneventful life. Her high intelligence and good looks got her farther than she probably would have otherwise. She attended the University of Texas in 1987, studying botany, with an emphasis on flowers. She graduated with a PhD in 1995, and started working for Armour Pharmaceuticals in their lab. She enjoyed this job as much as she enjoyed school.

 

She gained her powers in a freak chemical explosion. Abigail was bathed in an experimental. herbal-based cancer drug and given powers over plants. Her bodily structure changed and became denser. Her sense of morality died with the coming of her powers, and she decided it was time to take what she wanted from life.

 

During her first "job" as a supervillain, she encountered agents of Brainchild, who offered her a position with the organization. She accepted, becoming one of Brainchild's staff scientists. She served loyally, becoming one of the few people Brainchild actually trusted.

 

When the Vandolls were created, Brainchild asked Snapdragon to accompany them, as his "eyes" inside that team. The mastermind convinced her, arguing that he never knew when his creations might prove useful for something...

Powers/Tactics: Snapdragon is a human plant. She no longer needs to eat; rather, she photosynthesizes all the nourishment she needs. She is far more strong and resilient than a normal human, and has an amazing control over plants. She can cause thorn hedges to spring out of nowhere, surround someone by briar vines, or throw a cone of sharp spines and thorns from her own body. Lastly, she can generate a poisonous spore cloud and generate a special scent that summons insects.Campaign Use: Snapdragon is a member of the Brain Trust, a criminal organization in the Global Guardians Universe. She is currently serving as a spy within the Vandolls (another supervillain team) on behalf of Brainchild, leader of the Brain Trust.
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Guest Worldmaker

Re: GGU NPCs For Review

 

On Penny Ante' date=' maybe a distinctive features for her looks? At Com 3 she is exceptionally unattractive even if you use 8 as the base for normals.[/quote']

 

That's a typo. Its supposed to be 16.

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Re: GGU NPCs For Review

 

Penny Ante:

 

First, the levels with Missile Deflection. Aren't those 2 per? Also, maybe they should go in the Multipower slot, although I'm not sure if that conflicts with the house rules.

 

Second, IMO she has too many martial arts manuevers, making some of them mostly redundant. I've seen varying tastes with regards to how many manuevers is sufficient, but 16 seems entirely excessive.

 

Knockout - perhaps describe the way she fights a little bit more. One thing I've seen to make bricks more individualized is to buy a small bonus with a "signature manuever," like a headbutt, two-fisted punch, or whatnot. Maybe even a small damage bonus with "only vs. males" - a "low blow." I'm sure she'll be remembered :ugly::weep:

 

As a whole, one big gap they have is a total lack of mental defenses - any opposing team with at least one mentalist will work them over badly. Cheesecake has mental powers, and Peekaboo seems like she might be sort of resistant, even if her illusions aren't actually mentalism. Snapdragon might also have some defense, since she's partly a plant. (Possibly they should get a limitation - I don't know what the Brain Trust has in the way of mental power, but they might well have left themselves a "back door.")

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Guest Worldmaker

Re: GGU NPCs For Review

 

Penny Ante:

 

First, the levels with Missile Deflection. Aren't those 2 per? Also, maybe they should go in the Multipower slot, although I'm not sure if that conflicts with the house rules.

 

Hmmm.... good catch.

 

 

 

Knockout - perhaps describe the way she fights a little bit more. One thing I've seen to make bricks more individualized is to buy a small bonus with a "signature manuever," like a headbutt, two-fisted punch, or whatnot. Maybe even a small damage bonus with "only vs. males" - a "low blow." I'm sure she'll be remembered :ugly::weep:

 

Thats a cool idea. I'll incorporate it.

 

 

 

As a whole, one big gap they have is a total lack of mental defenses - any opposing team with at least one mentalist will work them over badly. Cheesecake has mental powers, and Peekaboo seems like she might be sort of resistant, even if her illusions aren't actually mentalism. Snapdragon might also have some defense, since she's partly a plant. (Possibly they should get a limitation - I don't know what the Brain Trust has in the way of mental power, but they might well have left themselves a "back door.")

 

Sounds reasonable. Thanks.

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Guest Worldmaker

Re: GGU NPCs For Review

 

I thought there was a long standing policy in GG that non-mentalists couldn't have mental defense. Has that changed? Or am I bein' blonde again? :think:

 

 

It changed, yes.

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Re: GGU NPCs For ReviewNext up for review: a villain team out to humiliate and bring down the US government.AssaultPlayer: NPC

Val** Char*** Cost
38** STR 28
30** DEX 60
28** CON 36
15** BODY 10
13** INT 3
13** EGO 6
20** PRE 10
14** COM 2
*
10/18** PD 2
10/18** ED 4
6** SPD 20
14** REC 0
60** END 2
50** STUN 2
*12"**RUN04"**SWIM011 1/2"**LEAP0Characteristics Cost: 185
Cost** Power END
14** Body Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (Body Armor; -1/2), Real Armor (-1/4)* 0
13** Combat Knife: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (26 Active Points); OAF (Combat Knife; -1)* 1
19** Grenades: Killing Attack - Ranged 3d6, Explosion (+1/2) (67 Active Points); OAF (Grenades; -1), 4 Charges (-1), Range Based On Strength (-1/4), Extra Time (Delayed Phase, -1/4)* [4]
12** Natural Athletic Ability I: Running +6" (12" total)* 1
2** Natural Athletic Ability II: Swimming +2" (4" total)* 1
4** Natural Athletic Ability III: Leaping +4" (11 1/2" forward, 5 1/2" upward)* 1
16** Pistols: Killing Attack - Ranged 2d6, Autofire (3 shots; +1/4) (37 Active Points); OAF (Pistols; -1), 12 Charges (-1/4)* [12]
Powers Cost: 80
Cost** Martial Arts Maneuver
** Vovinam Viet Vo Dao*
4** 1) Chem: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1*
5** 2) Da Goi: 1/2 Phase, -2 OCV, +1 DCV, 11 1/2d6 Strike*
4** 3) Dam Choi: 1/2 Phase, +0 OCV, +2 DCV, 9 1/2d6 Strike*
4** 4) Do: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
5** 5) Flying Kick: 1/2 Phase, +1 OCV, +0 DCV, 7 1/2d6 +v/5; FMove*
3** 6) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 48 STR for holding on*
Martial Arts Cost: 25
Cost** Skill
32** +4 with All Combat*
3** Acrobatics 15-*
3** Analyze: Combat Techniques 12-*
3** Combat Driving 15-*
3** Concealment 12-*
3** Conversation 13-*
10** Defense Maneuver I-IV *
** *
** Everyman Skills (Cost: 0)*
0** 1) Acting 8-*
0** 2) AK: Brownsville, Texas 11-*
0** 3) Climbing 8-*
0** 4) Computer Programming 8-*
0** 5) Concealment 8-*
0** 6) Conversation 8-*
0** 7) Deduction 8-*
0** 8) Language: English (idiomatic) (4 Active Points)*
0** 9) Paramedics 8-*
0** 10) Persuasion 8-*
0** 11) PS: Terrorist 11-*
0** 12) Shadowing 8-*
0** 13) Stealth 8-*
-1** 14) TF: Custom Adder, Small Motorized Ground Vehicles*
** *
2** KS: Vovinam Viet Vo Dao 11-*
5** Language: Vietnamese (idiomatic) (4 Active Points)*
3** Mechanics 12-*
3** Oratory 13-*
3** Shadowing 12-*
** *
** Special Forces Package (Cost: 42)*
2** 1) Running +1" *
1** 2) Swimming +1" *
8** 3) +1 with All Combat*
3** 4) Climbing 15-*
3** 5) Demolitions 12-*
2** 6) KS: The Military/Mercenary/Terrorist World 11-*
2** 7) KS: US Army's Customs and History 11-*
2** 8) KS: Customs and History of the Green Berets 11-*
2** 9) Navigation (Land) 12-*
1** 10) Paramedics 8-*
2** 11) PS: Soldier 11-*
2** 12) PS: Green Beret 11-*
3** 13) Stealth 15-*
8** 14) Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 12-*
3** 15) Tracking 12-*
2** 16) TF: Parachuting, Advanced, Parachuting, Basic*
3** 17) WF: Small Arms, Blades*
-10** 18) Social Limitation: Civilians Just Don't Get It *
** *
3** Streetwise 13-*
12** Tactics (Custom Adder) 18-*
3** Trading 13-*
2** WF: Common Melee Weapons*
-5** Martial Arts Package Bonus *
Skills Cost: 126
Cost** Talent
5** Eidetic Memory*
24** Combat Sense 21-*
Talents Cost: 29
Val** Disadvantages
20** Hunted: Checkmate 8- (Mo Pow, NCI, Capture)*
15** Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)*
20** Hunted: The US Army 8- (Mo Pow, NCI, Harshly Punish)*
15** Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)*
20** Psychological Limitation: Anarchist (Very Common, Strong)*
20** Psychological Limitation: In Love With Marcia Vophang (Battery) (Very Common, Strong)*
15** Psychological Limitation: Must Be Leader (Common, Strong)*
15** Psychological Limitation: Refuses to Back Down (Common, Strong)*
15** Social Limitation: Public Identity (Alexander Vophang) (Frequently, Major)*
Disadvantage Points: 155

Base Points: 200Experience Required: 90Total Experience Available: 90Experience Unspent: 0Total Character Cost: 445

Height: 1.40 m Hair: Black
Weight: 63.00 kg Eyes: Brown
Appearance: Assault is a lithe man of Vietnamese heritage. His muscles are tone and well exercised. He wears mostly black fatigues, black boots, white t-shirt. Into combat he wears a battle vest that houses a pistol, a knife, and four grenades. He will also dress for the weather if need be, but tries to wear something loose fitting to allow him to fight in comfortably. Personality: Alex is completely devoted to his wife first and his mission second. He has an agenda he rarely shares with anyone and his rants often go in one ear and out the other ear of his teammates. None the less, Alex can have moments where he is truly brilliant. He sees himself as a freedom fighter and everyone is under the governments influence. His training has seen him a capable leader, when he can get them to listen. He suggests that everyone keep their skills honed and carry weapons in case their powers were to fade.Quote:“Anarchy will always survive. It can not be crushed. It is the eternal vestige within the human soul that demands freedom."Background: Alexander Vophang grew up in a rural part of Texas until he was 18 and joined the Military. He always wanted to be somebody and make a difference, and he was always self sufficient. So naturally he ended up in the Special Forces.

 

They say they performed experiments upon Alexander and his team. The results were far from positive and he was summarily dismissed from the military. The truth is far more interesting. Alex decided at that point to let the world needed to know what they did to their soldiers. He responded with respect and proper channels at first.

 

Within a year he was holding rallies against the government and their treatment of soldiers. It was at one of these rallies that he was almost killed by a bomb. Several of his friends, also haters of the government, were also killed. Alexander, however, survived. His metagene turned because of the blast, and he survived when they didn't.

 

He knows who planted the bomb. And he's going to make them pay.

Powers/Tactics: A concoction of various events in his career, Assault's powers offer him increased statistics and invulnerability. His skills have been enhanced and his tolerance for pain is high. In addition to his powers he is a trained soldier and has maintained his combat skills throughout his life.Campaign Use: Assault is a member of Anarchy, a metahuman terrorist group in the Global Guardians Universe.
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Guest Worldmaker

Re: GGU NPCs For Review

 

I like Assault' date=' he's got intensity. I may "steal" a variant of him (probably considerably super-powered) for my campaign sometime, thanks in advance![/quote']

 

Feel free. I'll get the rest of his team posted as soon as I can.

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