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GGU NPCs For Review


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Guest Worldmaker

Re: GGU NPCs For ReviewBattery, the unappointed second in command of Anarchy.BatteryPlayer: NPC

Val** Char*** Cost
28** STR 18
28** DEX 54
28** CON 36
13** BODY 6
13** INT 3
10** EGO 0
18** PRE 8
14** COM 2
*
15/23** PD 9
15/23** ED 9
6** SPD 22
12** REC 0
60** END 2
41** STUN 0
*12"**RUN02"**SWIM09 1/2"**LEAP0Characteristics Cost: 169
Cost** Power END
45** Electrical Charge: Multipower, 45-point reserve*
3u** 1) Boosting Her Power: Aid Strength 4d6 (40 Active Points); Self Only (-1/2)* 0
3u** 2) Charging Her Fists: Hand-To-Hand Attack +9d6 (45 Active Points); Hand-To-Hand Attack (-1/2)* 4
4u** 3) Overload Charge: Killing Attack - Hand-To-Hand 3d6 (4 1/2d6 w/STR) (45 Active Points)* 4
** *
15** Electrical Charge: Elemental Control, 30-point powers*
15** 1) Continuous Charge: Energy Blast 2d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (30 Active Points)* 0
22** 2) Immune to Electricity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Electricity Only (-1)* 0
** *
14** Body Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (Body Armor; -1/2), Real Armor (-1/4)* 0
19** Durable I: Damage Resistance (15 PD/15 ED), Hardened (+1/4) (19 Active Points)* 0
8** Durable II: (Total: 8 Active Cost, 8 Real Cost) Hardened (+1/4) for up to 15 Active Points of PD (4 Active Points) (Real Cost: 4) plus Hardened (+1/4) for up to 15 Active Points of ED (4 Active Points) (Real Cost: 4)* 2
4** Strong Legs I: Leaping +4" (9 1/2" forward, 4 1/2" upward)* 1
12** Strong Legs II: Running +6" (12" total)* 1
Powers Cost: 164
Cost** Martial Arts Maneuver
** Self-Taught Martial Arts*
3** 1) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 5 1/2d6 +v/5, Target Falls*
4** 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
4** 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
Martial Arts Cost: 11
Cost** Skill
10** +2 with HTH Combat*
3** Breakfall 15-*
3** Bribery 13-*
3** Climbing 15-*
3** Computer Programming 12-*
3** Conversation 13-*
3** Electronics 12-*
** *
** Everyman Skills (Cost: 0)*
0** 1) Acting 8-*
0** 2) AK: Detroit, Michigan 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: Student 11-*
0** 12) Shadowing 8-*
0** 13) Stealth 8-*
0** 14) TF: Custom Adder, Small Motorized Ground Vehicles*
** *
8** Forgery (Other (General) Computer Files) 15-*
5** Security Systems 13-*
3** Shadowing 12-*
3** Streetwise 13-*
3** Systems Operation 12-*
Skills Cost: 50
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: US Army 8- (Mo Pow, NCI, Harshly Punish)*
15** Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)*
15** Psychological Limitation: Anarchist (Common, Strong)*
15** Psychological Limitation: Enjoys Using Her Powers (Common, Strong)*
20** Psychological Limitation: In Love With Alexander Vophang (Common, Total)*
15** Psychological Limitation: Prefers Hurting Cops To All Other Opponents (Common, Strong)*
10** Vulnerability: 2 x STUN Cold Attacks (Uncommon)*
5** Vulnerability: 1 1/2 x BODY Cold Attacks (Uncommon)*
Disadvantage Points: 150

Base Points: 200Experience Required: 44Total Experience Available: 44Experience Unspent: 0Total Character Cost: 394

Height: 1.56 m Hair: Blonde
Weight: 71.00 kg Eyes: Dark Brown
Appearance: Long blonde hair that seems to sway back and forth across her shoulders, dangling every lower to the middle of her back. The only reason it does not touch her back is because of the electricity. While out on missions, Battery's outfit matches if not mirrors his, but without the weaponry.Personality: Marcia fits the gang stereotype of the token girl in a group of guys who belongs to the leader and is thus usually though of as "the leader's girl" rather than "one of the team". She is feisty and gets agitated quickly, though, so usually she doesn't have to take much from her teammates before they desist.

 

Battery isn't the type to look for a fight but neither does she run from it. Her influence in the group is high since she has great influence on Assault, and a lot of the decisions he makes originated with her. She speaks her mind most of the time but also has a woman's guile and will resort to subterfuge if need be to get what she wants.

Quote:"Allow me to show just how hard I can punch."Background: Marcia was daughter to wealthy industrialist. Her parents ignored her or doted her with things instead of nurturing her. She responded as do a lot of teenage girls. She sought a relationship with boys whom her parents would disapprove, and invoke a reaction.

 

The worst was Otto... all the other boys were simply low class, or unmannered, or uneducated. Otto was an actual criminal, and hanging with him was exciting, and not just because her parents objected. Otto was cool. He had drugs, and robbed and stole. He even claimed to have killed someone.

 

One night, Otto told her of a job they would do. He'd gotten in with this supervillain... Marcia had never heard of him, but he called himself X-Ray, and actually had powers and everything. This X-Ray needed muscle, and Otto and a handful of other guys provided some. Everyone would get a cut of the money.

 

X-Ray took over a power plant, threatening to black out Detroit unless they paid him a bunch of money. But there wasn't going to be any money. A trio of supercops busted in, knocked everyone around, and wrecked everything. One of the cops, a big metal dude painted up like a police car, knocked her and Otto into a bunch of cables, and it was lights out.

 

Marcia woke up in the dark. A dark tube, made of metal and wood. She screamed and fought and yelled... and slowly crawled out of the grave she had been buried in. She was amazed by how easy it had been, and by the electricity that seemed to arc around her ash she dug herself out.

 

Her parents refused to believe it was her.

 

The cops tried to arrest her. She beat the crap out of them and fled. It was the cops fault. It was all the cops fault.

Powers/Tactics: Battery can energize her body with electricity, and she uses this energy to great effect. Her name is a pun on this. Her martial skill is a by-product of her relationship with Alex. It is hard to not learn the martial art when he does it all the time. She almost recklessly engages in wanton destruction of property. She loves to use here electric punch to knock whole installations off line.

 

The ability which most surprises those fighting Battery for the first time is her great strength and durability. While not as strong as her husband, she's certainly no slouch, and there's been many a hero surprised when Battery lobs a passenger car at them.

Campaign Use: Battery is a member of Anarchy, a metahuman terrorist gang in the Global Guardians PBEM
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Guest Worldmaker

Re: GGU NPCs For ReviewThe next member of Anarchy:El DiabloPlayer: NPC

Val** Char*** Cost
13** STR 3
26** DEX 48
23** CON 26
10** BODY 0
13** INT 3
12** EGO 4
23** PRE 13
12** COM 1
*
5/20** PD 2
5/20** ED 0
6** SPD 24
8** REC 0
60** END 7
35** STUN 6
*6"**RUN02"**SWIM02 1/2"**LEAP0Characteristics Cost: 137
Cost** Power END
62** Fiery Attacks: Multipower, 62-point reserve*
6u** 1) Fiery Blast: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points)* 2
6u** 2) Melting Blast: Killing Attack - Ranged 3d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points)* 2
6u** 3) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points)* 6
** *
18** Fiery Form: Elemental Control, 36-point powers*
21** 1) Fiery Form: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (49 Active Points); No Strength Bonus (-1/2)* 0
19** 2) Fiery Flight: Flight 15", Reduced Endurance (1/2 END; +1/4) (37 Active Points)* 1
27** 3) Fiery Shield: Force Field (15 PD/15 ED), Reduced Endurance (0 END; +1/2) (45 Active Points)* 0
** *
4** Heat Resistance: Life Support (Safe in Intense Cold; Safe in Intense Heat)* 0
5** Heat Vision: Infrared Perception (Sight Group)* 0
Powers Cost: 174
Cost** Skill
10** +1 Overall*
10** +2 with Ranged Combat*
3** Bribery 14-*
3** Computer Programming 12-*
3** Electronics 12-*
** *
** Everyman Skills (Cost: 0)*
0** 1) Acting 8-*
0** 2) AK: Nogales, Mexico 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: Spanish (idiomatic) (4 Active Points)*
0** 9) Paramedics 8-*
0** 10) Persuasion 8-*
0** 11) PS: Criminal 11-*
0** 12) Shadowing 8-*
0** 13) Stealth 8-*
0** 14) TF: Custom Adder, Small Motorized Ground Vehicles*
** *
2** Forgery (Documents) 12-*
2** Gambling (Sports Betting) 12-*
3** KS: The American Prison System 12-*
3** KS: The Mexican Prison System 12-*
2** KS: The Superhuman World 11-*
3** Language: English (completely fluent)*
3** Lockpicking 14-*
12** Penalty Skill Levels: +4 vs. Range Modifier with All Attacks*
3** Persuasion 14-*
3** PS: Gambling Bookmaker 12-*
3** Streetwise 14-*
3** Tactics 12-*
3** Teamwork 14-*
Skills Cost: 74
Val** Disadvantages
20** Hunted: Checkmate 8- (Mo Pow, NCI, Capture)*
15** Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)*
15** Physical Limitation: Abnormally High Body Temperature (All the Time, Slightly Impairing)*
15** Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)*
15** Psychological Limitation: Anarchist (Common, Strong)*
15** Psychological Limitation: Likes to Intimidate His Opponents (Common, Strong)*
20** Psychological Limitation: Looks After His Brother Before Looking Out For Himself (Common, Total)*
20** Social Limitation: Impressively Dangerous and Obvious Powers (Frequently, Severe)*
15** Social Limitation: Secret Identity (Ernesto Costas) (Frequently, Major)*
Disadvantage Points: 150

Base Points: 200Experience Required: 35Total Experience Available: 35Experience Unspent: 0Total Character Cost: 385

Height: 1.85 m Hair: None
Weight: 108.00 kg Eyes: Brown
Appearance: Dressed in a dark blood red outfit ala Daredevil complete with minor demonic horns. His face is fully covered though and his mask is a snarling demonic face with an expression of torture on its lips. His military training and exercise have kept him fit. His height is advantageous to sitting in cramped areas for long periods of time.Personality: Ernesto is the quiet person in a group that no one seems to want to talk to for fear of the somber looking individual but when he is angered or has determined a course of action, he tends to go for his own agenda even if it costs the team their goals. Diablo goes for all the hooks to spread fear into his enemies. His costume is a reflection of this. He has tried to develop a macabre aura, and for the most part can weird out just about anybody. Ernesto does not get a lot of media attention and prefers it that way.Quote:“Tell me would you like for me to burn you from the inside out or the outside in."Background: Ernesto Costas is the older of the Costas brothers. He has always been Ramon's bodyguard.*All through childhood he would fight the bullies that would pick on Ramon for being different. It wasn't like Ramon was unlike any other child but he had already developed some sort of submissive attitude and it was kind of hard for the other kids to ignore. His attitude got him into more and more fights that Ernesto felt obligated to prevent usually by fighting the guy instead, and beat him so badly he could fight his brother and never picked on him again.

 

This had a bonding effect on Ramon and he would tag along and eventually became friend with Ernesto's high school friends. Throughout his life Ernesto looked after his brother. When their father was executed after shooting a man during a robbery attempt, Ernesto looked out for them. When their mother died in a drug-related shootout with the cops, it was Ernesto who looked out for them.

 

And it was Ernesto who had the bright idea of robbing the pharmaceutical company. It was Ernesto who had to fight the guard. It was Ernesto who grabbed the guy's gun and started firing, and it was Ernesto who punctured the storage tank, bathing the two brothers in industrial chemicals.

 

But it was Ramon who realized they could use their new abilities to take care of each other.

Powers/Tactics: Ernesto Costas, a fire-generating energy blaster from Mexico. He prefers to take up a sniper position and use his power to devastate the enemy or the area. He will cover the groups escape from a defensible sniper position if at all possible. His flame is still a formidable defense in hand to hand as it can singe even the seemingly invincible with it's intensity. In fact, it is so incredible hot near him when he has it active the surrounding area is scorched black or turns sand to glass.Campaign Use: El Diablo is a member of Anarchy, a metahuman terrorist group active in the Global Guardians Universe.
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Re: GGU NPCs For Review

 

Assault and Battery. They sound like such a NICE couple. :)

 

It worked for me way back in the 80s. :)

 

In our case, Battery was named first, and then I had to come up with a name for my brick. Battery's player was not amused.

 

Both our characters were pretty badly designed, but Battery was wildly underpowered compared to Assault, and retired.

 

These days I'm using Assault as one of my test subjects for Cosmic power levels. He's recently discovered that he isn't a mutant like he always thought, and instead is something along the lines of a New God.

 

But that's my Assault. I'll have to have a closer look at Worldmaker's Assault.

 

Just because.

 

---

 

Done. Yeah, he's pretty cool. Not enormously powerful, but potentially extremely dangerous.

 

Battery too.

 

Well done.

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Guest Worldmaker

Re: GGU NPCs For ReviewVerminMember of AnarchyPlayer: NPC

Val** Char*** Cost
30** STR 20
27** DEX 51
23** CON 26
20** BODY 20
6** INT -4
6** EGO -8
18** PRE 8
8** COM -1
*
14** PD 8
15** ED 10
6** SPD 23
11** REC 0
50** END 2
50** STUN 3
*16"**RUN02"**SWIM014"**LEAP0Characteristics Cost: 158
Cost** Power END
20** Rat Powers: Elemental Control, 40-point powers*
14** 1) Fast Healing: Healing 3 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)* 0
28** 2) Making Ratholes: Tunneling 6" through 12 DEF material (48 Active Points)* 5
10** 3) Rat Infiltrators: Clairsentience (Sight, Hearing And Smell/Taste Groups) (40 Active Points); Only Through The Senses of Rats (-1)* 4
17** 4) Summoned Army of Rats: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2), No Normal Defense (PD Force Field, Being Englobed In A PD Force Wall, or Hermetically Sealed Resistant PD; +1), Does BODY (+1), Continuous (+1) (67 Active Points); Rats Must Occupy The Locale (-1/2), Extra Time (Extra Segment, -1/2), Only vs. Targets On The Ground (-1/2), Limited Range (10") (-1/4)* 0
45** 5) Horde Form: (Total: 100 Active Cost, 56 Real Cost) Desolidification (affected by Any Attack) (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2) (Real Cost: 16) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Linked (Desolidification; -1/2) (Real Cost: 20) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Linked (Desolidification; -1/2) (Real Cost: 20)* 4
** *
12** Claws: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); Reduced Penetration (-1/4)* 1
20** Fast: Running +10" (16" total)* 2
8** Jumper: Leaping +8" (14" forward, 7" upward)* 1
16** Keen Senses: +4 PER with Hearing Group and Smell/Taste Group* 0
20** Rat's Nose: Tracking with Hearing Group and Smell/Taste Group* 0
8** Leathery Hide: Damage Resistance (8 PD/8 ED)* 0
Powers Cost: 218
Cost** Skill
3** Acrobatics 14-*
12** Animal Handler (Other Rodents) 18-*
3** Breakfall 14-*
3** Concealment 10-*
** *
** Everyman Skills (Cost: 0)*
0** 1) Acting 8-*
0** 2) AK: Black Rock, North Dakota 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: Death Row Inmate 11-*
0** 12) Shadowing 8-*
0** 13) Stealth 8-*
0** 14) TF: Custom Adder, Small Motorized Ground Vehicles*
** *
6** KS: Rats 13-*
3** Shadowing 10-*
3** Stealth 14-*
2** Survival (Urban) 10-*
3** Tracking 10-*
Skills Cost: 38
Cost** Talent
6** Beast Speech (15 Active Points); Rats Only (-1 1/2)*
Talents Cost: 6
Val** Disadvantages
15** Distinctive Features: Obvious Superhuman (Rat-Man) (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)*
20** Physical Limitation: Becoming More And More Bestial As Time Goes On (All the Time, Greatly Impairing)*
15** Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)*
15** Psychological Limitation: Amoral (Common, Strong)*
15** Psychological Limitation: Animalistic (Common, Strong)*
20** Social Limitation: Monstrous/Inhuman Appearance (Very Frequently, Major)*
15** Social Limitation: Permanent Identity (Vermin) (Frequently, Major)*
Disadvantage Points: 150

Base Points: 200Experience Required: 70Total Experience Available: 70Experience Unspent: 0Total Character Cost: 420

Height: 1.90 m Hair: Dark Brown
Weight: 118.00 kg Eyes: Black
Appearance: Vermin is covered in a leathery hide, with patches of thick fur running from his shoulders to his calves and forearms. His face is monstrous and extended. His most rodent-like features are his prominent teeth and his naked, rat-like tail.Personality: Paul Mercer is filled with hatred... hatred for the people who did this to him, hatred for the people all around him who point and taunt and sneer, and hatred of himself for being what he is. The only thing that calms the rage this hatred inspires is hurting people and breaking things. That and the fact that Assault and Battery take care of him. He'd do anything for them.

 

Paul's mind is slowly degrading, becoming more and more animalistic with each passing year. The other members of Anarchy realize that sooner or later, their rat-man friend will have to be disposed of.

Quote:"I am not an animal! I am a human being!" -- VerminBackground: Paul Mercer had nothing to lose. He was sitting on death row for five murders. He regretted those murders, and wished they hadn't happened. But hell, those people should have known better than to come back home while he was robbing the place! It was there fault, for Christ's sake!

 

Of course, the prosecutor didn't see it that way, and so Paul landed on the long gray, waiting for the needle.

 

Two days before his appointment with Mr. Needle, some dude in a fancy uniform showed up outside of his cell with a deal: Paul volunteers for certain medical experiments, Paul gets his sentence commuted to life in prison. Life in prison may not be fun and games, but it is life in prison, and not death in prison, so Paul jumped at the chance.

 

The doctors (well, Paul assumed they were doctors) injected him with some weird goop, and ran his body under something that looked like a giant X-Ray machine, and then waited. Within hours, Paul's body had changed dramatically, and painfully.

 

But not in the way the guys in the uniforms wanted. They never counted on Mercer turning into a six-foot tall human rat.

Two gunshots and a dumped body later, the Army figured the latest failure in their super soldier program was behind them. They didn't figure he'd be able to regenerate from the wounds.

 

Their mistake.

Powers/Tactics: Vermin's physiology resembles that of a humanoid rat. His strength, agility, and reaction time have all increased, and he's developed claws, fangs, and a tail that he can use as weapons. He can regenerate wounds at a fantastic rate and has amazing resistance to poisons. His olfactory sense and hearing are much sharper than a normal human being's senses. He can communicate with and control sewer rats, squirrels, and other rodent species; he can summon swarms of the creatures, assuming they are available in the area. His most surprising ability (and the one he holds in reserve for just the moment its needed) is his ability to break apart into a horde of rats.

 

When he can control his animalistic urges, Vermin can be a cunning opponent. Unfortunately, he is getting more and more bestial as time goes on, and usually resorts to simple tactics.

Campaign Use: Vermin is a member of Anarchy, a metahuman terrorist team active in the Global Guardians Universe.
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Re: GGU NPCs For Review

 

Very interesting character. His powers are nice except for stylistic complaint and its more of a nitpick than anything else. His power seem to base around being a giant rat except for his ability to turn into a swarm of them. That feels slightly supernatural. Of course, I don't know the nature of the experiement that changed him. It might have been supernatural.

 

As a replacement power, I'd suggest a similiar super contortionist power. Rats have extremely pliable bones and can squeeze threw any opening that isn't smaller than there heads.

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Guest Witch Doctor

Re: GGU NPCs For Review

 

I had an idea for the same kind of character as well. He was a twist (which in GGU parlance is a character whose gene for supernatural powers has been turned on with less than ideal results). I've always been a fan of superheros who were less than perfect (I'm playing one with Down's syndrome and another one who is overweight). Its easy to be a superhero when you've got everything going for you.

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Guest Worldmaker

Re: GGU NPCs For Review

 

Very interesting character. His powers are nice except for stylistic complaint and its more of a nitpick than anything else. His power seem to base around being a giant rat except for his ability to turn into a swarm of them. That feels slightly supernatural. Of course' date=' I don't know the nature of the experiement that changed him. It might have been supernatural.[/quote']

 

 

You're the first person to ever pick up on that. :winkgrin:

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Guest Worldmaker

Re: GGU NPCs For ReviewThe other Costas Brother...RazorPlayer: NPC

Val** Char*** Cost
18** STR 8
24** DEX 42
18** CON 16
10** BODY 0
18** INT 8
2** EGO -16
18** PRE 8
12** COM 1
*
5/25** PD 1
5/25** ED 1
6** SPD 26
10** REC 4
40** END 2
30** STUN 2
*6"**RUN02"**SWIM03 1/2"**LEAP0Characteristics Cost: 103
Cost** Power END
187** Angular Force Field: (Total: 232 Active Cost, 187 Real Cost) Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (97 Active Points) (Real Cost: 97) plus Force Field (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points); Linked (Killing Attack - Hand-To-Hand; -1/2) (Real Cost: 40) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Linked (Killing Attack - Hand-To-Hand; -1/2) (Real Cost: 20) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Linked (Killing Attack - Hand-To-Hand; -1/2) (Real Cost: 20) plus Knockback Resistance -5" (10 Active Points); Linked (Killing Attack - Hand-To-Hand; -1/2) (Real Cost: 7) plus Damage Resistance (5 PD/5 ED) (5 Active Points); Linked (Killing Attack - Hand-To-Hand; -1/2) (Real Cost: 3)* 0
52** Force Field Edges: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (52 Active Points)* 2
Powers Cost: 239
Cost** Martial Arts Maneuver
** Capoeira*
5** 1) Armado de Costa: 1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike*
4** 2) Bencao: 1/2 Phase, +2 OCV, +0 DCV, 5 1/2d6 Strike*
4** 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
3** 4) Rasteira: 1/2 Phase, +2 OCV, -1 DCV, 4 1/2d6 Strike, Target Falls*
1** 5) Weapon Element: Blades*
Martial Arts Cost: 17
Cost** Skill
10** +2 with HTH Combat*
3** ArS: Dancing 13-*
3** ArS: Percussions 13-*
3** Electronics 13-*
** *
** Everyman Skills (Cost: 0)*
0** 1) Acting 8-*
0** 2) AK: Tombstone, Arizona 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: Spanish (idiomatic) (4 Active Points)*
0** 9) Paramedics 8-*
0** 10) Persuasion 8-*
0** 11) PS: Criminal 11-*
0** 12) Shadowing 8-*
0** 13) Stealth 8-*
0** 14) TF: Custom Adder, Small Motorized Ground Vehicles*
** *
2** Forgery (Documents) 13-*
2** KS: Brazilian Music 11-*
3** KS: The American Prison System 13-*
4** Language: English (idiomatic)*
3** Lockpicking 14-*
3** Streetwise 13-*
3** Teamwork 14-*
1** WF: Handguns*
** *
** Martial Arts Skills*
3** 1) Acrobatics 14-*
3** 2) Breakfall 14-*
-5** 3) Martial Arts Package Bonus *
Skills Cost: 41
Val** Disadvantages
10** Distinctive Features: Regularly Naked In Public (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)*
10** Physical Limitation: Activating His Powers Shreds His Clothing (Frequently, Slightly Impairing)*
15** Physical Limitation: Achilles Heel (Frequently, Greatly Impairing)*
20** Psychological Limitation: Overconfident (Common, Total)*
15** Psychological Limitation: Adrenaline Junkie (Common, Strong)*
15** Psychological Limitation: Anarchist (Common, Strong)*
15** Social Limitation: Public Identity (Ramon Costas) (Frequently, Major)*
10** Unluck: 2d6*
5** Vulnerability: Gas Attacks (Uncommon)*
Disadvantage Points: 150

Base Points: 200Experience Required: 50Total Experience Available: 50Experience Unspent: 0Total Character Cost: 400

Height: 1.78 m Hair: Black
Weight: 84.00 kg Eyes: Brown
Appearance: Ramon is actually reduced to being nude when he's using his powers due to their destructive nature. He's yet to encounter a costume or set of clothing that survives the activation of his force field. When not on the job, however, he dresses as stylishly as he can. Given his tastes, however, this usually means he dresses like the worst hispanic drug-dealer stereotype imaginable.Personality: Ramon is cocky son of a gun. After being the punching bag all his life, he views his powers as the ultimate revenge. He truly believes himself to be invulnerable and it has changed his attitude toward bullies. He has now become that which he used to despise. He has a tendency to agitate any situation. Assault once had to beat him into submission to get him to follow orders on one occasion and Razor hasn't done it again that bad in a long time.Quote:"Go ahead. Take your best shot, hero... you can't touch me."Background: Ramon Costas is the younger of the Costas brothers. He's always been Ernesto's shadow. All through childhood, Ernesto would fight the bullies that would pick on Ramon for being different. It wasn't like Ramon was unlike any other child but he had already developed some sort of submissive attitude and it was kind of hard for the other kids to ignore. His attitude got him into more and more fights that Ernesto felt obligated to prevent usually by fighting the guy instead, and beat him so badly he could fight his brother and never picked on him again.

 

This had a bonding effect on Ramon and he would tag along and eventually became friend with Ernesto's high school friends. Throughout his life Ernesto looked after his brother. When their father was executed after shooting a man during a robbery attempt, Ernesto looked out for them. When their mother died in a drug-related shootout with the cops, it was Ernesto who looked out for them.

 

And it was Ernesto who had the bright idea of robbing the pharmaceutical company. It was Ernesto who had to fight the guard. It was Ernesto who grabbed the guy's gun and started firing, and it was Ernesto who punctured the storage tank, bathing the two brothers in industrial chemicals.

 

But it was Ramon who realized they could use their new abilities to take care of each other.

Powers/Tactics: In addition to being a Capoeira Mastrie, a master of the Brazilian martial art, Ramon generates a force field that produces razor thin angles of force that fluctuate in a fast vibrating succession creating a slicing saw type motion. This field allows Ramon to slice through virtually anything and also protects him.Campaign Use: Razor is a member of Anarchy, a metahuman terrorist group active in the Global Guardians Universe.
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Guest Worldmaker

Re: GGU NPCs For ReviewThe final member of Anarchy.StompPlayer: NPC

Val Char Cost
70 STR 60
23 DEX 39
40 CON 60
20 BODY 20
13 INT 3
10 EGO 0
25 PRE 15
10 COM 0
30 PD 16
30 ED 22
6 SPD 27
22 REC 0
80 END 0
75 STUN 0
6" RUN02" SWIM014" LEAP0Characteristics Cost: 262
Cost Power END
60 A Redneck's Idea of Fun on a Saturday Night: Multipower, 60-point reserve
3u 1) Armsweep: Area Of Effect (up to One Hex; +1/2) for up to 70 Active Points of Strength (35 Active Points); Can Be Blocked (-1/4) 3
1u 2) Shockwave: Change Environment 8" radius, -4 to Characteristic Roll or Skill Roll (29 Active Points); Only vs. Targets On the Ground (-1/2), No Range (-1/2), Nonpersistent (-1/4) 3
5u 3) The Stomp: Killing Attack - Ranged 4d6 (60 Active Points); Inaccurate (1/2 DCV) (-1/4) 6
5u 4) The Texas Backhand: Double Knockback (+3/4) for up to 70 Active Points of Strength (52 Active Points) 5
30 One Tough Bastard I: Damage Resistance (30 PD/30 ED) 0
10 One Tough Bastard II: Lack Of Weakness (-10) for Resistant Defenses 0
10 One Tough Bastard III: Power Defense (10 points) 0
20 One Tough Bastard IV: Knockback Resistance -10" 0
Powers Cost: 144
Cost Skill
2 Animal Handler (Bovines) 14-
3 Breakfall 14-
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: El Paso, 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: Farmer 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Custom Adder, Small Motorized Ground Vehicles
3 Hoist 12-
3 KS: Country Music 12-
3 KS: Survivalist/Separatist Dogma 12-
3 Persuasion 14-
5 Power: Brick Tricks 15-
4 PS: Farmer 13-
3 Streetwise 14-
2 WF: Small Arms
Skills Cost: 31
Val Disadvantages
15 Enraged: Combat (Very Common), go 8-, recover 14-
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
20 Hunted: The FBI 8- (Mo Pow, NCI, Capture)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
15 Psychological Limitation: Anarchist (Common, Strong)
15 Psychological Limitation: Bully (Common, Strong)
15 Psychological Limitation: Protective of Assault and Battery (Common, Strong)
5 Reputation: On The FBI's 10 Most Wanted List, 8- (Extreme; Known Only To A Small Group)
15 Social Limitation: Public Identity (Billy Ray Hansen) (Frequently, Major)
15 Social Limitation: Bounty (Reward for Capture) (Occasionally, Severe)
Disadvantage Points: 150

Base Points: 200Experience Required: 87Total Experience Available: 87Experience Unspent: 0Total Character Cost: 437

Height: 1.99 m Hair: Brown
Weight: 122.00 kg Eyes: Brown
Appearance: Billy Ray fits the "big dumb redneck" image to a tee. He stands over 6 feet tall and is a big barrel-chested man who wears blue jeans at nearly every opportunity. Unlaced military boots, a flannel shirt with the sleeves rolled up, and a white t-shirt finish his "costume". Personality: Billy Ray has always been the biggest and the strongest. He was not used to following someone else until he met Alex. They tussled at first but nowadays Billy Ray is Assault's staunchest supporter next to Marcia. If given no direction, Billy Ray spends most of the day watching TV or working out. He is not stupid but has a tendency to come as such just cause he doesn't have the education or vocabulary that others do.Quote:“I'm gonna rip you a new pie hole for that, you shitstain!"Background: Billy Ray Hanson, a shit-kicker from Texas. That's all anyone every hears about Stomp. And this is not far from the truth.

Billy was raised at his granddaddy's knee, hearing tales of a government taken over by the "libruls" and the "commoonists" and the "nigra lovers". The racism never took hold... Billy Ray knew and liked to many black kids to be taken in by that line of nonsense... but the distrust of the "librul" government sank in tight.

 

Trouble started when he was seventeen, when the Federal men came sniffing around after his grandfather. They called the senior Hansen a "militia-style troublemaker" and a "gun nut" and a "survivalist". They called him a criminal. And then they cornered the old man in his hunting shack and killed him.

 

Billy Ray swore to take revenge. He gathered up as many guns and as much ammo as he could and went hunting Federal Agents. He killed five of the cocksuckers before they started chasing him, but chase him they eventually did.

 

The FBI caught up with Bill Ray outside a government lab in Albequerque. The running shootout lasted two hours, and ended with Billy Ray, shot twice, stumbling into a room filled with little glass tubes. He fell against a shelf, and the entire thing collapsed on top of him. When the FBI first found him, they assumed from his unmoving form that he was dead. But he was very much alive, and it was a very different Billy Ray that climbed to his feet.

 

Stronger, tougher, and even more angry Billy Ray left the lab, and the FBI, far behind him.

Powers/Tactics: Stomp is a rugged, ruff, resilient S.O.B. His powers all revolve around strength and toughness. His size and strength make it difficult to combat him and he is a formidable hand to hand fighter. His fighting style is reminiscent of wrestling but with a more bar room brawling tactics. He can smack someone pretty hard when he needs to. And his dreaded "Stomp" is becoming renowned.Campaign Use: Stomp is a member of Anarchy, a metahuman terrorist group active in the Global Guardians Universe.
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Guest Worldmaker

Re: GGU NPCs For ReviewBelieve it or not, I have suspicions that this character's skill set just isn't complete enough. Any suggestions?The WeaponsmithPlayer: NPC

Val Char Cost
10 STR 0
10 DEX 0
10 CON 0
10 BODY 0
18 INT 8
10 EGO 0
13 PRE 3
10 COM 0
2/17 PD 0
2/17 ED 0
2 SPD 0
4 REC 0
20 END 0
20 STUN 0
6" RUN02" SWIM02" LEAP0Characteristics Cost: 11
Cost Power END
72 The Arsenal: Variable Power Pool, 60 base + 12 control cost, (90 Active Points); Change Only in Lab (-1/2); all slots OAF (Various Weapons; -1)
25 Last Line of Personal Defense: Energy Blast 8d6, 4 clips of 12 Boostable Charges (+1/4) (50 Active Points); OAF (Blaster Pistol; -1) [12 bc]
30 Personal Defense Fields: Force Field (15 PD/15 ED), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) (37 Active Points); IIF (Force Field Belt; -1/4) [1 cc]
Powers Cost: 127
Cost Skill
64 +8 With All Skill Rolls Involving Technology
3 Bribery 12-
3 Bureaucratics 12-
3 Computer Programming 13-
3 Demolitions 13-
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: Jatznick, Germany 11-
0 3) Climbing 8-
0 4) Computer Programming 8-
0 5) Concealment 8-
0 6) Conversation 8-
0 7) Deduction 8-
0 8) Paramedics 8-
0 9) Persuasion 8-
0 10) PS: Arms Maker 11-
0 11) Shadowing 8-
0 12) Stealth 8-
0 13) TF: Custom Adder, Small Motorized Ground Vehicles
3 Jack of All Trades
2 1) PS: Arms Dealer (3 Active Points) 13-
2 2) PS: Chemical Engineer (3 Active Points) 13-
2 3) PS: Physicist (3 Active Points) 13-
2 4) PS: Weapons Designer (3 Active Points) 13-
3 Inventor 13- [Notes: Functions as VPPP Skill]
3 Linguist
0 1) Language: German (Idiomatic) (4 Active Points)
4 2) Language: Arabic (idiomatic)
3 3) Language: Bulgarian (idiomatic) (4 Active Points)
4 4) Language: Cantonese (idiomatic)
2 5) Language: English (idiomatic) (4 Active Points)
2 6) Language: Hebrew (idiomatic) (4 Active Points)
4 7) Language: Hungarian (idiomatic)
4 8) Language: Japanese (idiomatic)
2 9) Language: Russian (idiomatic) (4 Active Points)
3 10) Language: Spanish (idiomatic) (4 Active Points)
3 Mechanics 13-
3 Scholar
2 1) KS: Global Arms Market (3 Active Points) 13-
2 2) KS: Propulsion Systems (3 Active Points) 13-
2 3) KS: Pyrotechnics (3 Active Points) 13-
2 4) KS: Targeting Systems (3 Active Points) 13-
2 5) KS: Trademark Techniques of His Competitors and the Way Those Techniques Affect Their Products (3 Active Points) 13-
2 6) KS: Weaponizable Bacteria and Virii (3 Active Points) 13-
2 7) KS: Weapons Payload Delivery Systems (3 Active Points) 13-
3 Scientist
2 1) SS: Ballistics 13- (3 Active Points)
2 2) SS: Computer Engineering 13- (3 Active Points)
2 3) SS: Electrical Engineering 13- (3 Active Points)
2 4) SS: Epidemiology 13- (3 Active Points)
2 5) SS: Ergonomics 13- (3 Active Points)
2 6) SS: Genetic Resequencing 13- (3 Active Points)
2 7) SS: Genetics 13- (3 Active Points)
2 8) SS: High Energy Physics 13- (3 Active Points)
2 9) SS: Inorganic Chemistry 13- (3 Active Points)
2 10) SS: Materials Science 13- (3 Active Points)
2 11) SS: Mechanical Engineering 13- (3 Active Points)
2 12) SS: Metaullurgy 13- (3 Active Points)
2 13) SS: Microbiology 13- (3 Active Points)
2 14) SS: Organic Chemistry 13- (3 Active Points)
2 15) SS: Quantum Mechanics 13- (3 Active Points)
2 16) SS: Rocketry 13- (3 Active Points)
2 17) SS: Toxicology 13- (3 Active Points)
3 Security Systems 13-
3 Trading 12-
18 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Balloons & Zeppelins, Combat Aircraft, Grav Vehicles/Hovercraft, Helicopters, Industrial & Exploratory Spacecraft, Large Military Ships, Large Motorized Boats, Large Planes, Small Military Ships, Small Motorized Boats, Small Planes, Spaceplanes, Submarines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
19 Weaponsmith (Arrows, Bolts, And Darts, Axes And Picks, Biological Weapons, Bows, Chemical Weapons, Crossbows, Energy Weapons, Firearms, Flails, Incendiary Weapons, Maces And Hammers, Missiles & Rockets, Muscle-Powered Ranged, Other, Other, Other, Spears And Polearms, Swords And Daggers) 13- [Notes: Notes: First other is Battlesuits, second other is Combat Computers, third other is Automated Weapon Systems]
Skills Cost: 221
Cost Perk
10 Anonymity
10 Money: Wealthy
4 Reputation: Arms Dealer Extraoirdinare (A large group) 11-, +2/+2d6
Perks Cost: 24
Val Disadvantages
10 Age: 60+
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
15 Hunted: Tarot 11- (Mo Pow, NCI, Watching)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
20 Normal Characteristic Maxima
15 Physical Limitation: One Eye (All the Time, Slightly Impairing)
20 Psychological Limitation: Addicted to Nicotine (Very Common, Strong)
20 Psychological Limitation: Code of Conduct (Merchant's Code) (Common, Total)
15 Social Limitation: Secret Identity (Stefan Tischler) (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 33Total Experience Available: 33Experience Unspent: 0Total Character Cost: 383

Height: 1.70 m Hair: Balding Gray
Weight: 52.00 kg Eyes: Blue
Appearance: The Weaponsmith looks for all the world like someone's gray-haired grandfather. He's nearly 70 years old, dumpy, and smokes constantly. "Bottle bottoms" is a good description of his eyeglasses (he cannot wear contact lenses). His usual dress is a long-sleeve collared shirt, a tie, a sweater that's seen better days, and a pair of boat shoes. He wears an eyepatch over his left eyesocket; the eye was lost when he was 52 during an engineering mishap.Personality: The Weaponsmith is an Old World Master, and his craft is the creation of weapons systems. He treats his work as an artform, and it is for this precise reason that among all the gadgeteers in the world, he is without a doubt the most skilled. Even such "luminaries" of the criminal world as Lord Doom and Doctor Simian acknowledge him as their superior in the technical arts.

 

Professionalism is the Weaponsmith's bywords. He treats each customer with respect and attention, never backs out of a deal, never fails to deliver once payment has been received, and never cheats his customers. By the same light, he expects to be treated professionally by his clientele. The Weaponsmith has connections with nearly every big name in superhuman crime; Checkmate Intelligence would give nearly anything to have his personal telephone directory. Those who don't treat him with respect never do business with him again. Those who cheat him never do business with him again, and usually end up getting roughed up by a nameless attacker.

 

And those who attempt to rat him out to the authorities do not live for long.

Quote:"If you have to ask how much this weapon will cost you, you cannot afford it."Background: Stefan Tischler began his career as an armorer and munitions maker with the Baader-Meinhoff gang and the Red Army Faction. He was always bookish and unadventurous for a terrorist, and thus never got into the more violent activities of his group.

 

Like all members of the RAF, he received training in basic skills from the Stasi, the East German secret police, but his first and only love was maintaining and sometimes building the weapons and bombs the gang would use. With the fall of communism in the early 1990's, the Baader-Meinhoff gang became wanted criminals where they were once the darlings of the East German government. Tischler went underground, eventually immigrating to England and taking up work as an appliance repair man.

 

He wasn't forgotten by law enforcement, and soon enough he became a hunted man. It was during a close call with the Italian police that his metagene turned. His skill at engineering machinery into weaponry increased tenfold as a direct result of his metagene expression. It didn't take Stefan long to realize that supervillains, and especially the new superhuman terror groups, were a direct market for his weapons.

 

The Weaponsmith was back in business.

Powers/Tactics: The Weaponsmith is the perhaps the greatest designer and builder of weapons systems in the world. The results of his craft have been used by everyone from Agamemmnon to the Zodiac. Other than his talent for forging weapons, he has no real powers. The only gadgets he carries on his person at all times are his Personal Defense Field and his Blaster Pistol.Campaign Use: The Weaponsmith is an NPC in the Global Guardians Universe. He is generally more of a plot device than an NPC to be directly opposed to the player characters, though some stories dealing directly with him are certainly possible.
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Guest Worldmaker

Re: GGU NPCs For Review

 

I like him' date=' but unless there are "house rules" that state otherwise, his VPPP is at a -6 when he tries to make a 60 active point weapon. Shouldn't he have a better shot than 7 or less?[/quote']

 

Given his skill levels, his roll would be 15 or less.

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Re: GGU NPCs For Review

 

Believe it or not' date=' I have suspicions that this character's skill set just isn't complete enough. Any suggestions?

I'd give him Electronics.

Skills aside, I'd think that the premier weapon supplier of the GGU would have access to more powerful weaponry. The 60-point pool limits him to weapons with 60 active points. Compared to some of what's out there, that's pretty weak. I understand that he's not likely to have many powerful items with him at the same time, but that active cost needs to be bumped higher. Similarly, his "last line of defense" gun doesn't impress me a lot, either.

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Re: GGU NPCs For Review

 

[/font]

 

I'd give him Electronics.

 

Skills aside, I'd think that the premier weapon supplier of the GGU would have access to more powerful weaponry. The 60-point pool limits him to weapons with 60 active points. Compared to some of what's out there, that's pretty weak. I understand that he's not likely to have many powerful items with him at the same time, but that active cost needs to be bumped higher. Similarly, his "last line of defense" gun doesn't impress me a lot, either.

And shouldn't he have Weapons Familiarity with most modern weapons? Or is that rolled into Weaponsmith somehow?

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Guest Worldmaker

Re: GGU NPCs For Review

 

I'd give him Electronics.

 

Hmm.... how'd that get overlooked?

 

I went ahead and added Bugging as well.

 

 

 

Skills aside, I'd think that the premier weapon supplier of the GGU would have access to more powerful weaponry. The 60-point pool limits him to weapons with 60 active points. Compared to some of what's out there, that's pretty weak. I understand that he's not likely to have many powerful items with him at the same time, but that active cost needs to be bumped higher. Similarly, his "last line of defense" gun doesn't impress me a lot, either.

 

He's not really a combattant and knows it, so he doesn't try too hard. He depends on his connections... which I also added... to protect him.

 

But I doubled his VPP, just for you.

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Guest Worldmaker

Re: GGU NPCs For Review

 

And shouldn't he have Weapons Familiarity with most modern weapons? Or is that rolled into Weaponsmith somehow?

 

He knows how to make the weapons... not necessarily use them.

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Re: GGU NPCs For Review

 

He knows how to make the weapons... not necessarily use them.

I find this difficult to believe. I can certainly accept that he wouldn't be good at using them, but for him not to know how to make them function? Surely he'd have to be able to test the weapons in some way to make them and would have to know their basic operations, controls, etc. in order to invent them. I just don't see it.

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