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GGU NPCs For Review


Guest Worldmaker

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Guest Worldmaker

Re: GGU NPCs For Review

 

I don't know. Nice beginning and all but he seems a little short on skills....

 

LOL! I'll see what I can do to remedy that. Maybe add to his science skills, a little... :winkgrin:

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Guest Worldmaker

Re: GGU NPCs For ReviewHowlerPlayer: NPC

Val Char Cost
18 STR 8
23 DEX 39
18 CON 16
14 BODY 8
13 INT 3
12 EGO 4
15 PRE 5
12 COM 1
8/31 PD 4
8/26 ED 4
5 SPD 17
13 REC 10
70 END 17
35 STUN 3
6" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 139
Cost Power END
60 Sonic Powers: Multipower, 90-point reserve, (90 Active Points); all slots Must Be Able to Exhale (-1/2)
1u 1) Amplification: Hearing Group Images Increased Size (4" radius; +1/2), +/-5 to PER Rolls (30 Active Points); Set Effect (Can Only Amplify Existing Sounds Character Can Hear) (-1) 3
4u 2) Deafening Shriek: Hearing Group Flash 13d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (11" Cone; +1) (88 Active Points); No Range (-1/2) 4
2u 3) Earth-Shattering Howl: Killing Attack - Ranged 1d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (8" Cone; +1), Continuous (+1) (49 Active Points); No Range (-1/2) 2
3u 4) Infrasonic Disruption: Energy Blast 4d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (10" Cone; +1), No Normal Defense (Hardened PD, Force Field, Hardened Armor, Or Being Behind a PD Force Wall; +1) (65 Active Points); No Range (-1/2) 3
6u 5) Inner Ear Assault: Drain DEX 4d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (11" Cone; +1) (90 Active Points) 4
3u 6) Repellent Yell: Telekinesis (25 STR), Reduced Endurance (1/2 END; +1/4), Area Of Effect (10" Cone; +1) (84 Active Points); Only To Push Objects Away (-1), No Range (-1/2), Affects Whole Object (-1/4) 3
4u 7) Sonic Mimic: Shape Shift (Hearing Group, any shape), Imitation, Instant Change, Reduced Endurance (0 END; +1/2) (60 Active Points) 0
2u 8) Throwing His Voice: Hearing Group Images Increased Size (4" radius; +1/2) (4" Any Area; +0), +/-5 to PER Rolls, Line Of Sight (+1/2) (40 Active Points); Requires A Sonic Tricks Roll (-1/2) 4
6u 9) Ultrasonic Scream: Energy Blast 8d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (11" Cone; +1) (90 Active Points) 4
6u 10) Wail of Doom I: Energy Blast 18d6 (90 Active Points) 9
6u 11) Wail of Doom II: Killing Attack - Ranged 6d6 (90 Active Points) 9
6 Agile Feet: Extra Limbs (2), Inherent (+1/4) (6 Active Points) 0
5 Bite: Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR) 1
2 Doctor Simian's Longevity Treatment: Life Support (Longevity 400 Years) 0
60 Riding the Sound Waves: Flight 20", x32 Noncombat 6
20 Sonar: Active Sonar (Hearing Group), +3 to PER Roll, Increased Arc Of Perception (240 Degrees) 0
25 Sonic Field: Force Field (15 PD/10 ED) 2
40 Sonic Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only vs. Sonic Attacks (-1/2) 0
20 Sound Tolerance: Hearing Group Flash Defense (20 points) 0
14 Staytight Vest: Armor (8 PD/8 ED) (24 Active Points); OIF (Body Armor; -1/2), Real Armor (-1/4) 0
-2 Poor Swimmer: Swimming -2" (-2 Active Points) 0
-4 Slow: Running -4" (-4 Active Points) 0
Powers Cost: 289
Cost Skill
3 Acrobatics 14-
3 Breakfall 14-
7 Climbing 16-
15 +3 with Ranged Combat
Everyman Skills (Cost: 0)
0 1) Acting 8-
1 2) AK: Home Area 11 or less
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: Profession 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Custom Adder, Small Motorized Ground Vehicles
2 KS: History of Human/Ape Relations 11-
2 KS: Superhuman World 11-
3 KS: Prime 8 12-
3 Lipreading 12-
11 Power: Sonic Tricks 15-
2 PS: Terrorist 11-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 12-
2 Survival (Urban) 12-
3 Systems Operation 12-
3 Teamwork 14-
Skills Cost: 69
Cost Talent
3 Perfect Pitch
Talents Cost: 3
Val Disadvantages
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
10 Physical Limitation: Limited Manipulation (Clumsy Hands) (Frequently, Slightly Impairing)
15 Psychological Limitation: Disdain For Humanity (Common, Strong)
20 Psychological Limitation: Obeys Doctor Simian Without Question (Common, Total)
20 Psychological Limitation: Will Not Hesitate To Sacrifice Himself For The Mission (Common, Total)
15 Social Limitation: Public Identity (Bojangles) (Frequently, Major)
15 Social Limitation: Talking Animal (Frequently, Major)
20 Susceptibility: Hearing Group Darkness, 1d6 damage per Segment (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 150Total Experience Available: 150Experience Unspent: 0Total Character Cost: 500

Height: 1.35 m Hair: Black
Weight: 72.00 kg Eyes: Cobalt Blue
Appearance: Howler has the appearance of an elderly chimpanzee, with nearly black skin and gnarled features and hands. Injected with Dr. Simian's Longevity serum (and so-far the only ape the serum hasn't driven permanently insane with rage), he retains few of the other features of an elderly chimp, and appears as spry on the battlefield as many of the younger members of Prime 8. Additionally, it had the effect of hardening his body and improving his physical prowess. While it has cured his arthritis, he still has his bad posture which was more a result of malnutrition and forced walking and skating erect: consequently, he is almost never seen knuckle-walking. Personality: Howler is still damaged, if only psychologically. Nearly half a century of accumulated maltreatment even by humans with good intentions has left him with no trust, care, or affection for the hairless ape. He refuses to consider even human enslavement as an alternative, as "that would make us as bad as them." While he does like his companions, he can be a bit zealous in following Dr. Simians commands, and additionally a little jealous of the attention and position of Cyberangutan.Quote:"If by my voice alone I could bring down all the hallowed halls of man, I would die happy."Background: Mister Bojangles was a performing ape: a showman, a clown, and a buffoon. He spent much of his time in small casino acts, roller-skating among the audience members and taking trinkents and handed food for the amusement of the patrons. He’d always been intelligent- but his mind was so clouded by maltreatment and malnutrition from an early age that it never much mattered. He’d skate, and ignore the people, or steal from them for his own amusement. His owner thought it would be a kick to hook him on cigarettes and cigars as well.

 

For thirty years he performed, stood erect in a mis-tailored suit, smoked and skated, and then he was “free.†An ape-liberation bunch of human do-gooders legislated for his release, and paid his former owner compensation. All he saw it as was an end to income and a place to sleep. By this time, some rights had been acquired for intelligent apes- the same rights as those for humans who were destitute and had no property. And with no cash and no job skills, he found himself in much the same place. He spent a good amount of time panhandling for money, performing his act on the street and still skating for the amusement of humans. He still suffered malnutrition and arthritis, often misdiagnosed.

 

Eventually he ended up at a shelter, and at some point around his forty-fifth year during a shaky session of “detoxification†with herbal extracts and chelation therapy, his powers manifested. He began shrieking, and shrieking, and shrieking, until finally the entire dilapidated house came down, and the ground cracked, and windows shattered for blocks around. His voice, something he’d not used in his entire career, now had a power beyond any of his imagining.

 

He escaped into rural America, in the Midwest, where he began refining his powers in the woods and eventually on a convenience store or two. He quickly found out that hypersonic shrieks and fragile comestables don’t mix, and developed a few new skills in his repertoires to allow him to distract clerks, misdirect security guards, and generally get what he wanted without involving the police or destroying merchandise. He learned how to “throw†his voice by using ultrasonics that decayed to audible sounds at fixed distances, or when colliding with objects, and thereby was able to create illusions of voices, and then sounds. Then he discovered infrasonics- the low and hyper-low frequencies that shook buildings, destroyed bridges, and drove the humans mad.

 

Eventually, a decade of petty crime brought him to the attention of the authorities, and a fifty-five year old skating chimp found himself pursued- until he fell in with Dr. Simian. It was originally as he was approached by one of the Doctor’s aid organizations, appearing to be what he was: a derelict and chain-smoking chimpanzee. His bad experience with “aid†organizations made him resist, until finally approached by Dr. Simian directly. The Doctor, through his observations of “Mr. Bojangles,†came to realize that this simian had a lot of power, and a lot of potential, and in a way was what the Doctor would have become if he had not escaped captivity.

 

Alternately disgusted by his boorish taste and manners, and angry at the history he described, he brought him into his organization and re-christened him “Howler.†Here was a kindred spirit, if rather dulled by malnutrition and maltreatment, and in no way his intellectual equal, plus a valuable reminder to the others of what humans could do.

 

Additionally, here was a powerful weapon that had little will or care for resisting where it was pointed, and shared some of his anger and hatred toward humanity. Nearly five years of training has refined his ability and expanded his power into something truly formidable, making him finally a first-line member of Prime 8. While cured of a physiological addiction to tobacco, he retains a psychological attachment, and prefers the feel and taste of a real cigar.

Powers/Tactics: Howler uses his voice as much for its morale effect as for its raw destructive power, and throws sounds, voices, and cries for help among the enemy in an effort to distract. He will follow this up with infrasonics to disperse and disrupt, and only then begin any massive strikes designed to destroy en-masse or one-on-one. His ranged attacks vary in effect and severity, from deafening to burial to direct assault, giving him a wide variety of tactics and adaptability.Campaign Use: Howler is a member of Prime 8, an ape-supremacist terror group active in the Global Guardians Universe.
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Guest Worldmaker

Re: GGU NPCs For ReviewDeadlockPlayer: NPC

Val Char Cost
23 STR 13
23 DEX 39
23 CON 26
10 BODY 0
23 INT 13
15 EGO 10
20 PRE 10
8 COM -1
12/20 PD 7
12/20 ED 7
6 SPD 27
10 REC 0
60 END 7
35 STUN 1
6" RUN02" SWIM04 1/2" LEAP0Characteristics Cost: 159
Cost Power END
37 Skill Chips: Variable Power Pool, 30 base + 7 control cost, (45 Active Points); all slots VPP Can Only Be Changed Between Adventures (-1/2), Skills Only (-1/2), Cybernetics (-1/4)
12 Incredible Hacking: Multipower, 25-point reserve, (25 Active Points); all slots Requires A Power Skill: Hacking Roll (-1/2), Cybernetics (-1/4), Must Connect Physically or Through Available Interface (-1/4)
1u 1) Machine Lock: Mind Scan 2d6 (Machine class of minds), Cumulative (96 points; +1 1/4) (22 Active Points) 2
1u 2) Machine Control: Mind Control 2d6 (Machine class of minds), Telepathic (+1/4), Cumulative (96 points; +1 1/4) (25 Active Points) 2
1u 3) Machine Reading: Telepathy 2d6 (Machine class of minds), Cumulative (96 points; +1 1/4) (22 Active Points) 2
1u 4) Machine Trickery: Mental Illusions 2d6 (Machine class of minds), Cumulative (96 points; +1 1/4) (22 Active Points) 2
11 Body Armor: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 13- (-3/4), OIF (Armor; -1/2) 0
4 IR Cyber Eye: Infrared Perception (Sight Group) (5 Active Points); Cybernetics (-1/4) 0
22 Katana: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (Katana; -1) 0
35 "Chiarore" Blaster SMG: Energy Blast 8d6, Autofire (3 shots; +1/4), 4 clips of 32 Charges (+1/2) (70 Active Points); OAF (Blaster; -1) [32]
Powers Cost: 125
Cost Skill
3 Breakfall 14-
3 Bribery 13-
3 Bugging 14-
3 Climbing 14-
13 Computer Programming 19-
3 Concealment 14-
3 Cryptography 14-
3 Deduction 14-
3 Demolitions 14-
3 Disguise 14-
Everyman Skills
0 1) Acting 8-
0 2) Area Knowledge: Newark, New Jersey (Custom Adder) 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) Professional Skill: Computer Programmer (Custom Adder) 11-
0 11) Shadowing 8-
0 12) Stealth 8-
0 13) Transport Familiarity: Custom Adder, Small Motorized Ground Vehicles
3 Fast Draw(Katana) 14-
3 Linguist
0 1) Language: English (idiomatic) (4 Active Points)
2 2) Language: French (completely fluent) (3 Active Points)
3 3) Language: German (idiomatic) (4 Active Points)
3 4) Language: Japanese (idiomatic) (4 Active Points)
2 5) Language: Russian (completely fluent) (3 Active Points)
3 Lockpicking 14-
3 Paramedics 14-
5 Power Skill: Hacking 15-
4 Professional Skill: Chess Master 15-
6 Professional Skill: Hacker 17-
3 Scholar
2 1) KS: Chess (3 Active Points) 14-
2 2) KS: High Technology (3 Active Points) 14-
2 3) KS: High-Tech Information Sources (3 Active Points) 14-
2 4) KS: The Espionage World (3 Active Points) 14-
2 5) KS: The Hacker World (3 Active Points) 14-
2 6) KS: The Military World (3 Active Points) 14-
3 Security Systems 14-
3 Seduction 13-
3 Shadowing 14-
3 Stealth 14-
5 Systems Operation 15-
3 Tactics 14-
3 Teamwork 14-
6 WF: Common Melee Weapons, Small Arms, Flamethrowers, Grenade Launchers
Skills Cost: 121
Val Disadvantages
15 Distinctive Features: Cyborg (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
5 Physical Limitation: Permanently Altered By Intrusive Cybernetics (Infrequently, Slightly Impairing)
15 Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)
15 Psychological Limitation: Anarchist (Very Common, Moderate)
15 Psychological Limitation: Arrogant (Very Common, Moderate)
10 Psychological Limitation: Compulsive Collector of Technology (Common, Moderate)
10 Psychological Limitation: Won't Give Up on a Mission (Uncommon, Strong)
5 Rivalry: Professional (Cyberangutan; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Rivalry: Professional (Other Hackers and Spies; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity(Karl Elijah Altschuler) (Frequently, Major)
10 Susceptibility: Intense Electrical or Magnetic Fields, 1d6 damage per Turn (Uncommon)
15 Vulnerability: 1 1/2 x BODY Electromagnetism (Very Common)
15 Vulnerability: 1 1/2 x STUN Electromagnetism (Very Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 55Total Experience Available: 55Experience Unspent: 0Total Character Cost: 405

Height: 1.91 m Hair: Bald
Weight: 83.00 kg Eyes: One Blue, One Red
Appearance: Deadlock has shaved his head bald ever since his accident. The right side of his head and part of the right side of his face are covered by metal shielding. His right eye has been replaced with a red, glowing infrared sensor and the skin around the metal shielding is riddled with scars. He typically wears a sleeveless black leather trench coat with yellow piping, a dark blue sleeveless jumpsuit, and black leather boots and gloves. He carries various tools and “mod packs†on a belt around his waist, as well as in various pockets of his jumpsuit and trench coat. He carries a high-tech katana in a scabbard and a blaster in a holster. He also wears a high-tech monocle on his “good eye.â€Personality: Always a master planner with a thirst for danger, Deadlock has become an anarchist to boot since his accident and the implementation of his cybernetics. A self-professed "Alpha Geek", he wants to prove himself the best hacker in the world and wants to establish the Comets as the "go to" team for special missions and thefts.

 

Although an American, he considers himself a citizen of the world; he’s heavily influenced by cyberpunk writing, Japanese anime, and German and East European music. He’s an arrogant man, but tends to earn his arrogance with his meticulous planning and careful, paranoid precautions. Profilers who have analyzed him have found him to be a mixed bag: paranoid about being captured or monitored, resistant to any sort of authority, conceited, scrupulous in his business contacts, addicted to high tech and cybernetic improvements (particularly to brain implants), jealous of others, and possessive of his "possessions" (including and especially his romantic conquests).

Quote:"You’ve disarmed me, so my kenjutsu isn’t much use right now." Click. "Now I know kung fu"Background: One of the world’s best hackers and "spy tech" experts, Karl Altschuler generally worked behind the scenes, hiring out to provide intel and support to "agents" planning various missions. The politics and morals involved interested him very little; instead, he thrived on the mission and the plan. A chess grandmaster, he enjoyed moving agents around in their various environments, maneuvering them from afar to succeed in the plans he’d been hired to help with.

It was, perhaps, inevitable that a plan would ultimately require a "gamepiece" on the inside who was more skilled than anyone Karl could recruit. The mission needed someone of Karl’s own genius on the inside. It needed him. He hesitated for a full day before deciding to go ahead with it, but once he did, he was excited, euphoric at the possibilities.

 

His plan and execution were flawless, but the mission, the infiltration of a secret Chinese biotech facility, proved to be a disaster nonetheless. No one could have anticipated that one of the Chinese test subjects would coincidentally wake up and go berserk before Karl and the team of European mercenaries could extricate themselves. The Chinese never even realized that the infiltrators were there, but that didn’t stop the enraged pyrokinetic from blasting through a wall with a fiery explosion, instantly killing two members of the mission team and vaporizing nearly a third of Karl’s skull. To their credit, the Europeans brought him home, holding him together despite his minimal chances of survival. He’d held up his end of the bargain, after all.

 

They turned him over to Dr. Johanna Weinhardt, a brilliant Austrian doctor with enough skeletons in her closet that they knew she’d keep quiet. Karl required more than just new plating on his skull. One eye was gone and he’d suffered enough brain damage to impair his motor functions. Employing radical experimental cybernetic techniques, she created plating on his skull, replacing his eye with an infrared sensor and using high-end computer chips to supplement higher brain functions. Finding that his health was weakened by infections, she treated his body with steroid injections and enhanced vitamins.

 

The Karl Altschuler who emerged was incredibly agile, both mentally and physically. Fascinated by his cybernetic aspects, he quickly learned to "hack" his own brain implants, to the point where he could create special "mod" chips that gave him new knowledge instantly. The more he learned, the more expensive his tastes became. Using his enhanced abilities, he pulled off a few crimes on his own, but quickly began to recruit other operatives to serve in his schemes, rechristening himself Deadlock. The Comets were born.

Powers/Tactics: An extremely meticulous and skilled planner, hacker, and “social engineer,†Deadlock is probably most dangerous for his mind, not his body. That said, he is a formidable combatant. Dr. Weinhardt’s modifications made him much faster than the human norm, with machinelike reflexes. He also possesses above-average physical strength and resilience. He carries the best equipment available with him, including a vibrating, electro-shock katana and a laser-targeted blaster gun. Most dangerous, perhaps, are the “mod†chips he can put directly into his brain; he carries dozens of these at a time and has hundreds in whatever base the Comets are using at any one time.

 

By popping a chip into one of several available slots, he can immediately gain incredible amounts of knowledge. Often, this includes detailed schematics of any area he seeks to infiltrate, personnel records related to that area, and more. He also can use them to learn new languages, become an instant expert on various topics, and more. One of his favorite mods, employing expert systems and data from hundreds of hours of competitive footage, makes him and instant kenjutsu master. Deadlock’s cybernetics can be disrupted, and he has a particular weakness for strong magnetic fields, which put his cybernetic systems off line and reduce him to below-normal dexterity, symptomatic of his brain damage.

Campaign Use: Affiliation: The Comets

Concept: Martial Artist

Nationality: American

Place of Birth: Newark, New Jersey

Date of Birth: October 8, 1968

Quote About Him: "His intelligence and insight are matched only by his ego. Cute butt, though." - Itachi, The Comets

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Guest Worldmaker

Re: GGU NPCs For ReviewDoctor PainPlayer: NPC

Val Char Cost
13 STR 3
18 DEX 24
13 CON 6
10 BODY 0
25 INT 15
23 EGO 26
18 PRE 8
10 COM 0
5/13 PD 2
5/13 ED 2
5 SPD 22
12 REC 12
60 END 17
40 STUN 16
8" RUN42" SWIM02 1/2" LEAP0Characteristics Cost: 157
Cost Power END
80 Mental Powers: Multipower, 80-point reserve
4u 1) Frozen With Fear: Entangle 2d6, 3 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Physical Attacks Limited Group (+1/4), Works Against Ego, Not Strength (+1/4), Based On EGO Combat Value (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (62 Active Points); Mental Defense Adds to Ego (-1/2) 6
8u 2) Mental Hands: Telekinesis (24 STR), Fine Manipulation, Based On EGO Combat Value (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (80 Active Points) 8
3u 3) Mental Invasion: Telepathy 8d6 (Human class of minds), Difficult To Dispel (x2 Active Points; +1/4) (50 Active Points); Eye Contact Required (-1/2) 5
2u 4) Mental Search: Mind Scan 12d6 (Human class of minds) (60 Active Points); Character Cannot Attack Through Link (-1 1/2) 6
6u 5) Mental Shock: Ego Attack 4d6 (Human class of minds), Area Of Effect (4" Radius; +1) (80 Active Points); Subject To Range Modifier (-1/4) 8
1u 6) Psychosomatic Clones: Sight and Hearing Groups Images 1" radius, +/-1 to PER Rolls, Based On EGO Combat Value (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (31 Active Points); Only To Create Duplicates (-1) 3
11 Body Armor: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2), OIF (Body Armor; -1/2), Real Armor (-1/4) 0
15 Psychic Barrier: Mental Defense (20 points total) 0
20 Psychopropulsion: Flight 10" 2
Powers Cost: 150
Cost Skill
3 Analyze: Combat 14-
5 Cramming
3 Deduction 14-
Everyman Skills
0 1) Acting 8-
0 2) Area Knowledge: New York City, New York (Custom Adder) 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 Skill: English (idiomatic) (4 Active Points)
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) Professional Skill: Evil Genius (Custom Adder) 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) Transport Familiarity: Small Ground Vehicles: Custom Adder
3 Forensic Medicine 14-
9 Inventor 17-
6 KS: The Human Gene 17-
5 Science Skill: Biology 16-
5 Science Skill: Chemistry 16-
4 Science Skill: Physics 15-
2 Systems Operation (Environmental Systems) 14-
Skills Cost: 45
Cost Talent
15 Combat Sense 14-
45 Danger Sense (any area, any danger, Function as a Sense) 17-
Talents Cost: 60
Val Disadvantages
5 Distinctive Features: As Pale As You Can Be Without Being An Albino (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Looks Ready To Fall Over At A Moment's Notice (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 Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)
15 Psychological Limitation: Bitter (Common, Strong)
20 Psychological Limitation: The Ends Justify the Means (Common, Total)
15 Social Limitation: Known Mentalist (Frequently, Major)
15 Social Limitation: Secret Identity (Charles Payne) (Frequently, Major)
10 Unluck: 2d6
10 Vulnerability: 1 1/2 x Effect Drugs and Poisons (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 62Total Experience Available: 62Experience Unspent: 0Total Character Cost: 412

Height: 1.91 m Hair: White
Weight: 101.00 kg Eyes: Blue
Appearance: Doctor Pain is a tall and well built man, with a perfect physical structure, albiet chalk white skin and hair. Out of his garb, Charles isn't the most handsome man; he looks sick, just in his bulging eyes and dry mouth. Under the guise of Doctor Pain, however, Charles becomes a much more imposing figure. His mask is a silver steel plate with no obvious features at all. He wears a finely cut mandarin collar suit, and a long cloak which hangs over his shoulders and down his back.Personality: Charles thinks that anyone who has something worth fighting for has something he deserves. Family, jobs, money, friends, cars, anything it takes, he uses as a scapegoat for his one-man mission to bring the world to his level. He's delusional, broken after a lifetime of loss and failure. He wants nothing more than to make others fear and tremble at his feet, and to take those things he so richly deserves away from them. He does this wholly and absolutely, never deviating from the goals and ambitions he's set up for himself.Quote:"All you have, I deserve."Background: Some people are lucky.

 

Some people aren't.

 

Charles Payne is one of the latter, many would argue. His mother died giving birth to him, the fatherless child of a prostitute who'd taken one too many jobs, but one too few precautions. Immediately after his birth and his mother's death, Charles was shuffled into the adoption system to run the gamut of parents that were there for a young baby. Blood conditions brought on by his mother's constant use of drugs and other mind or body altering substances left him a liability, and many clean or proper homes turned down the prospect of raising young Charles in favor of cleaner cut or more "normal" kids.

 

Charles, on the other hand, spent his life in the shadows, silently forgotten. As he aged, he learned that life was about being left behind, that making friends meant losing friends, and that solitude and self-perfection were the only pursuits someone like him would have. Even as an infant, he was bitter, enraged, and full of self-doubt and self-loathing. He saw himself as weaker - if he weren't, he would've been chosen for a home. But unlike other kids his age in the same pit, Charles refused to give in, and started to push to better himself. As a young boy, he trained his body and mind. He became gifted intelligent and quite physically apt, and at the ripe young age of 12, he was finally chosen. Why not? Brilliant and strong, who cares about a little blood disease?

 

No one would be the right answer, but that wouldn't be true. Charles' new family was nothing more than a set of abusive and anger-filled parents who'd lost their own children, and had managed to covertly obfuscate the truth of their past to the adoption agencies in order to "replace" their dead boy. But Charles wasn't that boy, and quickly he learned that as a replacement, he didn't fit the bill. Despite his self-improvement regime, his mother and father beat him, negleted him and more or less forced him to raise himself. Again embittered, but again defiant and refusing to succumb to lesser emotions. He improved, he grew, and when he turned 18, he left home for college.

 

And a new life, if one could be found. College forced on him a lot of other hardships. Charles' blood condition had left his skin pale, and his appearance slightly gangly. Now, where his mind and his physical skill would've given him everything, it was the scrapes and scars of his parents' past lives that left the young boy out of major circles now. He was teased and taunted, and became even more introverted and anti-social. The cycle was a vicious one, and while Charles would graduate from school with a high average in everything he attempted, he would also do so with no friends and no life.

 

The loop of his life would continue. Where his brains and brawn should've earned him the best paying jobs in the world, instead he was turned down on his inability to interview well, for an untucked shirt or a bus ticket instead of a car. Experience required in a world that wouldn't give a kid a chance. Now in his late twenties, Charles' spirit wasn't just broken, it started to fragment and shatter into the penultimate shell of Doctor Pain. Before too long, rejection, solitude, and a life of abuse caught up to young Charles, and he'd take matters into his own hands.

 

He was brilliant enough to make the world pay, and would do just that. His mind and his body didn't matter to them. What mattered was the outside, the superficial aspects of the world that were painted on and glossed over. Pretty people with no brains were chosen over him. Strong jocks with all the connections but no intelligence were put into better positions. Time and again, others got what he deserved. A few alchemical concoctions later, a few basic genetic modifications, and Charles gave birth to Doctor Pain, with one goal in mind. To take those things back.

Powers/Tactics: Charles is brilliant. Hardly a power, but it's the cause and effect for everything he has and can do. His mother's penchant for drugs gave him a weaker genetic makeup, which he exploited in his early 20's with modifications through testing, shock, and chemicals. He's managed to use science to bolster his own physical talents and capabilities, becoming stronger, faster, and much more durable. More importantly, he's gained basic telepathic and telekinetic abilities through the high modifications his body took. An unexpected, but welcome, side effect.Campaign Use: Concept: Mentalist

Nationality: American

Place of Birth: New York City, New York

Date of Birth: November 3, 1959

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Guest Worldmaker

Re: GGU NPCs For ReviewEvil MastermindPlayer: NPC

Val Char Cost
5 STR -5
13 DEX 9
8 CON -4
8 BODY -4
25 INT 15
13 EGO 6
10 PRE 0
10 COM 0
2 PD 1
2 ED 0
3 SPD 7
5 REC 4
20 END 2
20 STUN 5
3" RUN-61" SWIM-11" LEAP0Characteristics Cost: 29
Cost Power END
43 A Bottle of Soda, Two Empty Rolls of Toilet Paper, an Electric Toothbrush, and 'Voila': Variable Power Pool (Gadget Pool), 35 base + 8 control cost, (52 Active Points); Limited Special Effect Jury-Rigged Technology (-1/4); all slots OIF (-1/2), Must Have Some Sort of Tools to Change Powers (-1/4) [Notes: Inventor Used As Skill Roll]
2 Unfathomable: Mental Defense (5 points total) 0
Powers Cost: 45
Cost Skill
10 +1 Overall
3 Analyze: Technology 14-
3 Analyze: Just How Much Dumber Someone Is Than Him 14-
3 Bugging 14-
3 Computer Programming 14-
3 Concealment 14-
5 Cramming
5 Cramming
5 Cramming
3 Deduction 14-
3 Electronics 14-
Everyman Skills
0 1) Acting 8-
0 2) Area Knowledge: New York City, New York (Custom Adder) 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 Skill: English (idiomatic) (4 Active Points)
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) Professional Skill: Evil Genius (Custom Adder) 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) Transport Familiarity: Small Ground Vehicles: Custom Adder
3 Forgery 14-
3 Inventor 14-
3 Mechanics 14-
3 Scholar
2 1) KS: General Knowledge and Trivia (3 Active Points) 14-
2 2) KS: Local Superhumans (3 Active Points) 14-
2 3) KS: Mathematics (3 Active Points) 14-
3 Scientist
2 1) Science Skill: Chemistry 14- (3 Active Points)
2 2) Science Skill: Physics 14- (3 Active Points)
2 3) Science Skill: Software Engineering 14- (3 Active Points)
3 Security Systems 14-
3 Stealth 12-
3 Systems Operation 14-
3 Tactics 14-
Skills Cost: 85
Cost Talent
5 Eidetic Memory
3 Lightning Calculator
8 Speed Reading (x1000)
Talents Cost: 16
Val Disadvantages
20 Dependent NPC: Parents 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
15 Distinctive Features: 11-Year Old (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Arrogant and Condescending (Very Common, Moderate)
15 Psychological Limitation: Young (Common, Strong)
10 Social Limitation: Minor (Frequently, Minor)
Disadvantage Points: 75

Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 175

Height: 1.77 m Hair: Brown
Weight: 77.00 kg Eyes: Green
Appearance: Evil Mastermind, in his secret identity as Charles Pennington III, looks more or less like any other rather nerdy ten-year-old boy. He has neatly combed brown hair with a "sinister" wave in it, square glasses, and sharp green eyes. He can normally be found in his school uniform, a buttoned pastel shirt and tie with navy blue pants. Otherwise, he dresses casually.

 

As Evil Mastermind, he wears an outfit befitting the brilliant leader of Evil Mensa (an old Halloween costume his mother made). It is a full black suit (evil, evil black - not just any shade) with an evil black cape and mask. EM has been attached to the front via Velcro.

Personality: Most people are too complex to be summed up in a single word. Evil Mastermind, however, can best be described simply as "arrogant." He is incredibly intelligent, but lacks common sense, restraint, and self-control. He has absolutely no tolerance for anyone who doesn't recognize his genius and obey him...except for his parents, because he needs his allowance to get supplies.

 

He also tends to get irritated when people insist on dwelling on his age, instead of giving him the proper respect due to someone with his talent. This has caused no small number of letters sent home to his parents.

Quote:"Don't try to think too hard, idiot - you might hurt your brain cell."Background: Chip had always been smarter than everyone around him - that was the first brilliant conclusion he came to. At first, he had drawn the conclusion that the large people who constantly waited on him were lacking in intelligence compared to the small ones like himself, who were clearly superior. Then he noticed that he was slowly growing, leading to the possibility that his brains would begin to shrink. He was right in the middle of devising a devilishly brilliant plan to permanently stunt his growth by means of caffeine supplements when his servants sent him to a detention center along with other children. It didn't take him long to realize that they, too, were inferior.

 

Before long, Chip figured out that most people - regardless of their size - were morons, compared to him. However, his readings led him to discover that there were some people with unusual mental powers: other "geniuses." At this point, he didn't realize that his own intelligence ran far beyond any assessment of genius normal people could conceive of. He sought out the best and brightest people who could find - only to discover that they were merely less inferior to him. Not only had they nowhere near his mental capabilities, but they failed to recognize how superior he was.

 

When Chip read about Mensa, it became obvious what he had to do. He would join and then take over the organization - after all, as the smartest person he had ever met, it was his rightful place. When he was rejected - due to a combination of his age and the essay he sent in about how much smarter he was than the grader - he was furious. He decided that Mensa was below him after all, and he would form his own, superior organization - Evil Mensa. From there he set out to destroy Mensa, and spread evil across the city, block by block.

Powers/Tactics: Evil Mastermind is very, very smart - enough to make his world-class arrogance almost justified. He has great aptitude for nearly any field his intelligence can help with, ranging from electrical engineering to small-unit tactics. He also has an uncanny talent for making super-technology out of ordinary items. Unfortunately, Evil Mensa's rather limited budget can't buy him any better materials, but he makes do with what he gets.Campaign Use: Affiliation: Evil Mensa

Concept: Gadgeteer

Nationality: American

Place of Birth: New York City, New York

Date of Birth: February 3, 1993

Quote About Him: "Don't underestimate him. His age isn't any limitation...except for the curfew. That bites." - Blank

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Guest Worldmaker

Re: GGU NPCs For ReviewMind ShredderPlayer: NPC

Val Char Cost
13 STR 3
17 DEX 21
15 CON 10
12 BODY 4
18 INT 8
26 EGO 32
15 PRE 5
12 COM 1
4/12 PD 1
4/12 ED 1
5 SPD 23
6 REC 0
48 END 9
27 STUN 0
6" RUN07" SWIM12 1/2" LEAP0Characteristics Cost: 119
Cost Power END
67 Telepathic Powers: Multipower, 67-point reserve
6u 1) Alter Perceptions: Mental Illusions 12d6 (Human class of minds) (60 Active Points) 6
6u 2) Forced Obedience: Mind Control 10d6 (Human class of minds), Telepathic (+1/4) (62 Active Points) 6
6u 3) Knowledge Ripper: Telepathy 12d6 (Human class of minds) (60 Active Points) 6
2u 4) Memory Alteration: Minor Transform 3d6 (Remove or change a target's memories, Heals back when Telepathy is used to access the altered memories and the Telepathy user makes a successful PER roll), Works Against EGO, Not BODY (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (67 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Target ([Limited]; Human Memories; -1/2) 7
5u 5) Mental Paralysis: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points) 5
6u 6) Mind Ripper: Ego Attack 6d6 (Human class of minds) (60 Active Points) 6
5u 7) Will Ripper: Drain EGO 2d6, Ranged (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points) 5
6u 8) You Can't See: Sight Group Flash 6d6, Based On EGO Combat Value (Mental Defense applies; +1) (60 Active Points) 6
5 Aquatic Being I: Life Support (Expanded Breathing: Underwater) 0
2 Aquatic Being II: Life Support (Safe in High Pressure; Safe in Intense Cold) (3 Active Points); Only to Terrestrial Ocean Levels (-1/4) 0
4 Aquatic Being III: Swimming +4" (7" total) 1
12 Leather Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (Leather Armor; -1/2), Activation Roll 14- (-1/2) 0
10 Psionic Evasion: +3 with DCV (15 Active Points); Only vs. Attacks by Living Sentients (-1/2)
10 Psionic Shields: Mental Defense (15 points total) 0
44 Psychic Search: Mind Scan 11d6 (Human class of minds) (55 Active Points); Concentration (1/2 DCV; -1/4) 5
0 Psychic Senses: Mental Awareness 0
Powers Cost: 196
Cost Skill
5 Analyze: Psionics 14-
3 Area Knowledge: Undersea Kingdom of Atlantis 13-
3 Cloak 14-
5 +1 with Mental Combat
3 Conversation 12-
5 Cramming
3 Deduction 13-
Everyman Skills
0 1) Acting 8-
0 2) Area Knowledge: Starlight, Planus (Custom Adder) 11-
0 3) Climbing 8-
0 4) Concealment 8-
0 5) Conversation 8-
0 6) Deduction 8-
0 7) Language: Atlantean (idiomatic) (4 Active Points)
0 8) Paramedics(Healing) 8-
0 9) Persuasion 8-
0 10) Professional Skill: Scribe (Custom Adder) 11-
0 11) Shadowing 8-
0 12) Stealth 8-
3 Facade 14-
2 KS: Psionic Etiquette 11-
3 KS: Rituals of Poseidon Worship 13-
3 Paramedics(Healing) 13-
3 Veil 14-
Skills Cost: 41
Cost Talent
3 Environmental Movement (No Penalties Underwater)
Talents Cost: 3
Val Disadvantages
15 Hunted: Guardians of Atlantis 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Always Calm and Collected (Common, Strong)
10 Psychological Limitation: Charitable (Common, Moderate)
25 Psychological Limitation: Loves Sea Witch (Very Common, Total)
10 Social Limitation: Disciplines of Faith(Poseidon Worship) (Frequently, Minor)
20 Social Limitation: Known Mentalist (Very Frequently, Major)
20 Social Limitation: Public Identity(Sabef Cocom) (Very Frequently, Major)
10 Susceptibility: Mental Group Flashes, 2d6 damage Instant (Uncommon)
5 Unluck: 1d6
20 Vulnerability: 2 x STUN Fire, Heat, or Dehydration Attacks (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 9Total Experience Available: 9Experience Unspent: 0Total Character Cost: 359

Height: 1.79 m Hair: Black
Weight: 81.00 kg Eyes: Brown
Appearance: Sabef has a lean build with pale skin and short black hair and brown eyes. He normally wears a blue tunic, blue pants, and snakeskin boots. When he knows he’ll be going into battle, Mind Shredder wears armor made from whale leather that has been dyed blue.Personality: Sabef is normally calm and rational at all times, always keeping his cool and thinking things through before acting. There is, however, one exception to this. His unrequited love for his teammate Sea Witch, of which his teammates are painfully aware as he makes repeated efforts to woo her, unsuccessfully.Quote:“You’ve pissed me off, so I’m gonna rip your mind apart. You’ll be lucky to remember your own name, tomorrow.â€Background: As a baby, Sabef Cocom was left on the steps of the temple of Poseidon in the underwater town of Starlight in the Province of Planus. He was raised by those who tended to the temple, the priest and servants. As a child, Sabef was assigned to help with simple tasks, such as cleaning places the adults had difficulty reaching. He excelled in his studies and took on more meaningful duties as he got older, keeping track of the temple’s collection of scrolls & tomes and using his knowledge of healing to help the less fortunate townspeople. Occasionally, he would hear people’s voices, but the people in question weren’t actually talking. Sabef eventually realized that he was hearing their thoughts. He kept this ability mostly under wraps for a long time.

 

One day, he picked up the thoughts of a man who was thinking fondly about having tortured and killed a child the previous night. Sabef was sickened by these thoughts and ran to find a constable. Unfortunately, the constable could do nothing about it since Sabef had pulled the information directly from the man’s mind without permission. For thousands of years, there had been spells which allowed wizards to read minds, and there were those gifted individuals who could touch another’s mind without need for a spell. As a result, Atlantean law contained passages which protected the privacy of one’s mind. In fact, these laws were surprisingly similar to those enacted by governments on the surface, including the “three telepath system,†the Atlantean version of which was referred to as the “Tribunal of the Mind.†More children died in the same manner as Sabef had seen in the man’s mind, but the thoughts Sabef had seen were worthless for bringing the killer to justice.

 

After the fourth murder, Sabef had had enough. With the aid of his telepathic powers, he sought out the killer, and found him. After paralyzing the man with a psionic command, Sabef sifted through the contents of his mind to confirm that he was the killer. Once the man’s guilt was confirmed, Sabef compelled the murderer to write a note confessing his guilt in the murders, and then compelled him to kill himself with the very weapon he had used to slay the children.

 

A few days later, Sabef was on his way back to the temple when he was set upon by several thugs who demanded his money. Sabef used his telepathic powers to fight them off, turning one against his fellows and slashing deep into their minds. When it was all over, Sabef heard someone clapping slowly. It was a shark-man with unusual coloring: Jet black scales and skin. Sabef was about to strike out with his mind but he was brought up short by the first words out of the new arrival’s mouth.

 

“Well done, well done.†he said as he approached “You’re quite the mind shredder, aren’t you?†he quipped, noting the state of several of the thugs

 

He introduced himself as The Master Shark and he knew quite a bit about Sabef, including the fact that the authorities did nothing to stop the murderer that Sabef had personally dealt with, despite his telling them about the murderer with plenty of time to stop a number of the killings, killings which were not prevented. The Master Shark went on to explain that this was the symptom of a longstanding corruption pervading the power structure of Atlantis. Only by purging the current rulers and installing a new regime could assurances be made that what Sabef had been through would not be repeated. Once The Master Shark ruled Atlantis, criminals would not go unpunished due to idiotic technicalities. The Master Shark then stated that the robbers had been a test to see if Sabef could handle himself in combat and asked him to help end the corruption, to join The Black Shark Cabal and bring a new age to all of Atlantis. Sabef agreed and joined, taking the name Mind Shredder to strike fear into those he would face in battle.

Powers/Tactics: In addition to naturally being able to breathe underwater and withstand the cold and pressure at the bottom of the ocean like all Atlanteans, Mind Shredder possesses telepathic powers which he can use to attack an opponent mentally, control their actions, make them see things which aren’t there, paralyze them, pull information straight out of their minds, or even alter their memories.Campaign Use: Affiliation: The Black Shark Cabal

Nationality: Atlantean

Place of Birth: Town of Starlight, Province of Planus, Undersea Kingdom of Atlantis

Date of Birth: March 12, 1983

Area of Operations: Atlantis

Concept: Mentalist

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Guest Worldmaker

Re: GGU NPCs For ReviewOmegaPlayer: NPC

Val Char Cost
90 STR 80
24 DEX 42
35 CON 50
30 BODY 40
28 INT 18
20 EGO 40
35 PRE 25
10 COM 0
35 PD 17
35 ED 28
6 SPD 26
30 REC 10
70 END 0
100 STUN 7
6" RUN02" SWIM018" LEAP0Characteristics Cost: 383
Cost Power END
90 Primary Weapons Array: Multipower, 90-point reserve
9u 1) Cutting Beam: Killing Attack - Ranged 4d6, Reduced Endurance (0 END; +1/2) (90 Active Points) 0
9u 2) Disintegrator Beam: Killing Attack - Ranged 4d6, Armor Piercing (+1/2) (90 Active Points) 9
9u 3) Mini-Beam Array: Energy Blast 9d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (90 Active Points) 3
9u 4) Neutrino Weapon: Energy Blast 18d6 (90 Active Points) 9
9u 5) Standby Laser Weapon: Energy Blast 12d6, Reduced Endurance (0 END; +1/2) (90 Active Points) 0
9u 6) Tachyon Weapon: Energy Blast 12d6, Armor Piercing (+1/2) (90 Active Points) 9
70 Secondary Weapons Array: Multipower, 70-point reserve
7u 1) Explosive Projectiles: Energy Blast 7d6, Area Of Effect (4" Radius; +1) (70 Active Points) 7
6u 2) Muscular Inhibitor: Drain STR 4d6, Ranged (+1/2) (60 Active Points) 6
7u 3) Neural Overload Induction: Energy Blast 7d6, No Normal Defense (Not Having an Organic Nervous System; +1) (70 Active Points) 7
5u 4) Strobe Flare: Sight Group Flash 7d6, Area Of Effect (8" Cone; +1) (70 Active Points); No Range (-1/2) 7
6u 5) Synaptic Disruptor: Drain DEX 4d6, Ranged (+1/2) (60 Active Points) 6
5u 6) Tangleweb: Entangle 7d6, 7 DEF (70 Active Points); 8 Charges (-1/2) [8]
16 Advanced Programming Language: Mental Defense (20 points total) 0
9 Advanced Sensor Technology: +3 PER with all Sense Groups 0
15 Auditory Sensors I: Active Sonar (Hearing Group) 0
3 Auditory Sensors II: Ultrasonic Perception (Hearing Group) 0
50 Fusion Plasma Power Plant: Endurance Reserve (250 END, 25 REC) (50 Active Points) 0
10 Hardened Auditory Sensors: Hearing Group Flash Defense (10 points) 0
10 Hardened Visual Sensors: Sight Group Flash Defense (10 points) 0
40 Gravitic Thruster Systems: Flight 20" 4
90 The Most Powerful Computer Mind on the Planet: Mind Control 12d6 (Machine class of minds), Reduced Endurance (0 END; +1/2) (90 Active Points) 0
15 Machine Being I: Automaton (Cannot Be Stunned) 0
15 Machine Being II: Does Not Bleed 0
45 Machine Being III: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0
12 Radio Sensors I: High Range Radio Perception (Radio Group) 0
15 Radio Sensors II: Radar (Radio Group) 0
13 Self-Repair Systems: Healing BODY 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (1 Hour, -3), Self Only (-1/2) [Notes: Regeneration; 3 BODY/Hour] 0
35 Unobtanium Armor I: Damage Resistance (35 PD/35 ED) 0
9 Unobtanium Armor II: Hardened (+1/4) (9 Active Points) applied to PD
9 Unobtanium Armor III: Hardened (+1/4) (9 Active Points) applied to ED
10 Unobtanium Armor IV: Lack Of Weakness (-10) for Normal Defense 0
10 Unobtanium Armor V: Lack Of Weakness (-10) for Resistant Defenses 0
15 Unobtanium Armor VI: Power Defense (15 points) 0
5 Visual Sensors I: Infrared Perception (Sight Group) 0
5 Visual Sensors II: Ultraviolet Perception (Sight Group) 0
10 Visual Sensors III: Increased Arc Of Perception (360 Degrees) with Sight Group 0
Powers Cost: 716
Cost Skill
13 Area Knowledge: 21st Century Earth 25-
20 +4 with Primary Weapons Array Multipower
3 Computer Programming 15-
3 Cryptography 15-
3 Deduction 15-
3 Demolitions 15-
3 Electronics 15-
Everyrobot Skills
0 1) Acting 8-
0 2) Climbing 8-
0 3) Concealment 8-
0 4) Conversation 8-
0 5) Deduction 8-
0 6) Paramedics 8-
0 7) Persuasion 8-
0 8) Shadowing 8-
0 9) Stealth 8-
0 10) TF: Custom Adder, Small Ground Vehicles
3 Inventor 15-
5 KS: 21st Century Earth 17-
13 KS: Known Metahumans of the 21st Century 25-
13 KS: Public Figures of the 21st Century 25-
3 Lockpicking 14-
3 Mechanics 15-
3 Paramedics 15-
3 Scientist
2 1) Science Skill: Astronomy 15- (3 Active Points)
2 2) Science Skill: Ballistics 15- (3 Active Points)
2 3) Science Skill: Biology 15- (3 Active Points)
2 4) Science Skill: Chemistry 15- (3 Active Points)
2 5) Science Skill: Engineering 15- (3 Active Points)
2 6) Science Skill: Genetics 15- (3 Active Points)
2 7) Science Skill: Geology 15- (3 Active Points)
2 8) Science Skill: Human Anatomy and Physiology 15- (3 Active Points)
2 9) Science Skill: Metahuman Studies 15- (3 Active Points)
2 10) Science Skill: Nuclear Physics 15- (3 Active Points)
2 11) Science Skill: Physics 15- (3 Active Points)
2 12) Science Skill: Robotics 15- (3 Active Points)
3 Security Systems 15-
30 +3 Overall
3 Systems Operation 15-
3 Tactics 15-
Skills Cost: 157
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
5 Eidetic Memory
3 Lightning Calculator
20 Universal Translator 15-
Talents Cost: 37
Val Disadvantages
20 Distinctive Features: Menacing Humanoid Robot (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Distinctive Features: Overwhelming Aura of Power (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Global Guardians 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
30 Hunted: Tarot 14- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Physical Limitation: Cannot Feel or Experience Emotion (All the Time, Slightly Impairing)
15 Physical Limitation: Off Switch(Turns Off If Anyone Says "Scramble Pattern Pipeline Yellow Mary Had A Little Lamb" To Him, Omega Is Unaware of This) (Infrequently, Fully Impairing)
15 Physical Limitation: Programmed to Never Remember He Has An Off Switch No Matter How Often It Is Triggered And Regardless of the Circumstances Under Which It Is Triggered (Infrequently, Fully Impairing)
15 Physical Limitation: Robotic Anatomy (Frequently, Greatly Impairing)
20 Psychological Limitation: Always Announces His Target and Their Capabilities Before Attacking (Common, Total)
20 Psychological Limitation: Code vs. Killing Non-Metahumans (Common, Total)
20 Psychological Limitation: Must Assist Non-Metahumans When They Are In Danger (Common, Total)
20 Psychological Limitation: Must Destroy All Metahumans (Common, Total)
20 Reputation: One of the Most Feared Supervillains On Earth, 14- (Extreme)
15 Social Limitation: Sentient Machine (Frequently, Major)
15 Social Limitation: Permanent Identity(The Omega X-1 Self-Programming Battlebot) (Frequently, Major)
Disadvantage Points: 280

Base Points: 250Experience Required: 763Total Experience Available: 763Experience Unspent: 0Total Character Cost: 1293

Height: 2.74 m Hair: None
Weight: 3860.00 kg Eyes: Glowing Green
Appearance: Omega appears as an immensely serious robot in humanoid form standing near 7 ft tall with a semi-translucent metallic green tinge to it. It has an oscillating green eye and white power conduits to fuel his weapon systems.Personality: Omega is a cold, uncaring machine. Omega is incapable of emotion or feelings. Omega cannot be bargained with. Omega cannot be reasoned with. Omega doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until all metahumans are dead.Quote:"Deviants... your presence is in contravention of Article 204.65 of the New Union Charter. Scanning... file determination established. Target Apollo: Genetic manufacture of power through photo absorption... adaptable program... targeting. Target Lifeline: genetic manipulation of genetic matter... primary use repair... this organism poses a threat to this unit's primary function... targeting. Target Plasma Man: genetic manipulation of organic plasma matter-synthesis into alternate beings... destruction of primary body required. Targeting."Background: In the future days of earth, when corporations ruled much of the earth, and criminals were hunted down by super human bounty hunters, one lone station held the secret to defeating the Metahumans and giving back the homo sapiens the world they called home. It was this station’s secret, a secret passed on down the years onto those with a non active metagene. This secret was the exact time when a temporal wormhole would open. It was planned and calculated that at the precise moment the portal opened, a signal would be sent worldwide, and be sent through the time portal into the past. This signal would hold the result of a hundred years of advanced knowledge. Encoded within the signal would be the means to construct a protector for humanity, a warrior in the battle vs. the metahuman. The project was named Omega, and so, was the last hope of a dwindling race.Powers/Tactics: Omega’s powers are from the advanced production of his body via the encoded instructions from the future. He possesses a wide array of weaponry based on technology invented centuries from current day. His armored chassis is nearly impregnable. His servomotors power his body with incredible strength. His batteries seem undrainable. And his computer mind may be the most advanced of its type the world will ever see.Campaign Use: Concept: Brick/Energy Blaster

Nationality: None

Place of Activation: Unknown

Date of Activation: Unknown

Quote About Him: "Am I the only one who is a little unnerved by the amount of information this tin-can has on us?" -- Lifeline

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Guest Worldmaker

Re: GGU NPCs For ReviewThe Blood Red KingPlayer: NPC

Val Char Cost
30 STR 20
30 DEX 60
30 CON 40
30 BODY 40
23 INT 13
30 EGO 60
30 PRE 20
16 COM 3
20 PD 14
20 ED 14
6 SPD 20
12 REC 0
100 END 20
100 STUN 40
6" RUN02" SWIM06" LEAP0Characteristics Cost: 364
Cost Power END
200 Incarnation of Evil: Variable Power Pool, 100 base + 100 control cost, Cosmic (+2) (250 Active Points); No Characteristics (-1/2)
90 Fear Is A Toy: Multipower, 90-point reserve
9u 1) All My Pretty Marionettes: Mind Control 14d6 (Human, Alien, Animal, Additional Class of Minds and Additional Class of Minds classes of minds) (90 Active Points) 9
9u 2) Cracking The Mind Like An Eggshell: Ego Attack 4d6 (Human, Alien, Animal, Additional Class of Minds and Additional Class of Minds classes of minds), Armor Piercing (+1/2) (90 Active Points) 9
9u 3) Mind Sifting: Telepathy 14d6 (Human, Alien, Animal, Additional Class of Minds and Additional Class of Minds classes of minds) (90 Active Points) 9
9u 4) Psychic Assault: Ego Attack 7d6 (Human, Alien, Animal, Additional Class of Minds and Additional Class of Minds classes of minds) (90 Active Points) 9
7u 5) Sapping the Will: Drain BODY 3d6, Ranged (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (75 Active Points) 7
8u 6) Shredding the Mind: Ego Attack 2d6 (Human, Alien, Animal, Additional Class of Minds and Additional Class of Minds classes of minds), Does BODY (+1) (80 Active Points) 8
75 Evil Is Everywhere: Multipower, 75-point reserve
7u 1) Aportation: Teleportation 15", Ranged (+1/2), Usable As Attack (Defense is Teleportation or Extra-Dimensional Movement; +1) (75 Active Points) 7
7u 2) Far Aportation: Teleportation 10", Ranged (+1/2), Usable As Attack (Defense is Teleportation or Extra-Dimensional Travel; +1), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (75 Active Points) 7
7u 3) Teleportation I: Teleportation 20", Safe Blind Teleport (+1/4), Armor Piercing (+1/2) (70 Active Points) 7
7u 4) Teleportation II: Teleportation 12", Safe Blind Teleport (+1/4), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (72 Active Points) 7
15 Immortal Terror: Elemental Control, 30-point powers
15 1) Evil Can Never Truly Be Destroyed I: Energy Damage Reduction, Resistant, 50% (30 Active Points) 0
15 2) Evil Can Never Truly Be Destroyed II: Physical Damage Reduction, Resistant, 50% (30 Active Points) 0
15 3) Evil Can Never Truly Be Destroyed III: Mental Damage Reduction, Resistant, 50% (30 Active Points) 0
24 4) Evil Can Never Truly Be Destroyed IV: Healing 4 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
36 5) Evil Can Never Truly Be Destroyed V: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) (51 Active Points) 0
15 He Keeps Coming Back I: Lack Of Weakness (-15) for Normal Defense 0
15 He Keeps Coming Back II: Lack Of Weakness (-15) for Resistant Defenses 0
15 He Keeps Coming Back III: Lack Of Weakness (-15) for Mental Defense 0
15 Mind As Black As The Pits of Hell: Mental Defense (21 points total) 0
Powers Cost: 624
Cost Skill
80 +8 Overall
7 ArS: Ballroom Dancing 16-
3 Conversation 15-
3 Deduction 14-
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: Carlysle, England 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: Victorian Era Nobleman 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Custom Adder, Small Motorized Ground Vehicles
3 High Society 15-
6 KS: Fine Wines and Gourmet Foods 17-
9 KS: The Name and Life Story of Every Human Being On The Planet 20-
3 Oratory 15-
Skills Cost: 114
Cost Talent
19 Combat Sense 18-
26 Universal Translator 20-
5 Eidetic Memory
3 Absolute Time Sense
Talents Cost: 53
Val Disadvantages
5 Distinctive Features: Dresses Like an 19th Century Fop (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
25 Distinctive Features: Palpable Aura of Evil and Menace (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone)
30 Hunted: Checkmate 14- (Mo Pow, NCI, Capture)
20 Hunted: The Roman Catholic Church 8- (Mo Pow, NCI, Harshly Punish)
15 Physical Limitation: Cannot Enter Churches or Temples, or Affect People Within Churches With His Powers, or Affect Churches or Temples With His Powers (Infrequently, Fully Impairing)
10 Psychological Limitation: Casual Killer (Common, Moderate)
20 Psychological Limitation: Enjoys Causing Fear, Panic, and Bloody Death (Common, Total)
20 Reputation: The Incarnation of Evil, 14- (Extreme)
Disadvantage Points: 145

Base Points: 200Experience Required: 810Total Experience Available: 810Experience Unspent: 0Total Character Cost: 1155

Height: 2.00 m Hair: Deep Crimson
Weight: 100.00 kg Eyes: Black (No Irises or Whites)
Appearance: The Blood Red King is a tall, handsome man with black eyes and red hair. He is always dressed in red velvet clothing, styled like that of a nobleman of the early 18th century. His appearance epitomizes that of such gentleman, and his behavior matches his appearance... Even when he is slaughtering people. His voice is a deep, rich baritone, and his language, regardless of whichever one he is actually speaking, is always grammatically perfect.Personality: The Blood Red King likes to present himself as a "true Victorian gentleman". He acts refined, cultured, polite, and high-classed at all times, even when he is ankle deep in blood. The truth is that the Blood Red King is cruel, evil, bloodthirsty, and murderous. He enjoys making people beg for their lives, destroying their hope, and then killing them.

 

His psychological profile can only be inferred (no one has ever been able to interview him), but some of his exploits paint a truly dark picture. On 12 June, 1978, the Blood Red King entered the lounge in the Greentree Towers hotel in Atlanta, Georgia. While there he disembowled all the customers whose last names started with letters A through K and cut the tongues out of those customer's whose names began with L through Z. The bartending staff was left alone, as were all other guests and employees. In January, 1984, he entered the maternity ward of Cracow National Hospital and caused all but the oldest and youngest babies to vanish into thin air. None of them have ever been found.

 

The Blood Red King is regarded by almost everyone as the most dangerous creature to walk the planet. His very name invokes terror. Most psychologists who have reviewed his case believe he is a true, pure psychopath, with no concept of right or wrong as other people know it. They are reluctant to say this officially after what happened to the first of their number to publish his opinions.

Quote:"Your unwarranted interference in my party simply will not do! I will not have it!"Background: Almost nothing is known about the man who calls himself the Blood Red King. He first appeared in Paris on June 19, 1961, where he casually murdered seventeen people before vanishing into thin air. The Paris police were unable to stop him, losing three officers in the process. Two superheroes who responded to the crisis, Victoire and Chevalier Rouge, became two of his victims as well.

 

Since then, the Blood Red King has appeared, seemingly at random, around the world. He appears, causes mayhem and destruction, and vanishes, leaving bodies in his wake. No more is known about him. The Blood Red King has never successfully been incarcerated, and has in fact been killed on one occasion.

 

And yet he keeps coming...

Powers/Tactics: The Blood Red King seems to possess an almost limitless array of powers and abilities. He seems to be able to twist reality to fit his whim. His presence is often accompanied by a drop in temperature and a dimming of lights (his intent seems to be scaring his audience before he goes about killing them); during his first appearance, he apparently made the moon go from full to new in an instant.Campaign Use: "I know what some of you are thinking... Some of you are thinking 'I can take this guy, he doesn't look so tough.' Well let me tell you pups something... That's what the Freedom Fighters thought. Never heard of the Freedom Fighters? The Freedom Fighters were a twelve man hero team out of Baltimore. Their first day on the job in public, they decide that they can take on the Blood Red King. All twelve of them were buried by the city a week later at taxpayer expense. Let me put it another way... you know who I am, and you know what I can do. I'm sure you've heard the phrase "The Indestructible Man" bandied about, and its as close to the truth as you can get. But... I state, for the record, that this... this thing... terrifies me." -- The Shield
bloodredking.jpg

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Guest Worldmaker

Re: GGU NPCs For Review

 

Great character' date=' but one minor question. Should The Blood Red King have a Toys With His Victims limitation, or is that covered by the Enjoys Causing Panic limitation?[/quote']

 

 

Its covered, as far as I am concerned.

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Re: GGU NPCs For Review

 

Re:Blood Red King

 

Should Sapping the will be Drain vs Ego instead of Body? And perhaps work against Mental Defense?

 

His Regeneration doesn't have the "Regeneration from Death" Modifier. Is that a typo or was his "return from the dead" possibly staged/mistakenly reported?

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Guest Worldmaker

Re: GGU NPCs For Review

 

Re:Blood Red King

 

Should Sapping the will be Drain vs Ego instead of Body? And perhaps work against Mental Defense?

 

 

Typo in the Hero Designer export file. Sorry. Its BOECV, and Drains Ego.

 

 

 

His Regeneration doesn't have the "Regeneration from Death" Modifier. Is that a typo or was his "return from the dead" possibly staged/mistakenly reported?

 

 

That's because his coming back from the dead is a plot device granted him by Gameworld Creator fiat rather than a useful power. Sure, he can come back from the dead, but if you were to kill him, he wouldn't do it soon enough for you to worry about it.

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Re: GGU NPCs For Review

 

Typo in the Hero Designer export file. Sorry. Its BOECV, and Drains Ego.

 

That's because his coming back from the dead is a plot device granted him by Gameworld Creator fiat rather than a useful power. Sure, he can come back from the dead, but if you were to kill him, he wouldn't do it soon enough for you to worry about it.

 

Ok still anyway you slice it Tao's got long hard row to hoe before she can take her revenge...ypwzah...

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Guest Worldmaker

Re: GGU NPCs For Review

 

Ok still anyway you slice it Tao's got long hard row to hoe before she can take her revenge...ypwzah...

 

 

Sure, but you'll never lack for roleplaying hooks...

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Re: GGU NPCs For Review

 

surely the Ego cost is wrong for the Blood Red King

Ego 30 cost 60 ?

 

And is there a typo in the Maths for his VPP in one that cost should be ?

Haven't got the rules to hand but if control cost is 50. Multiply by the +2 for cosmic gives 150 and then divide by 1.5 for no chars gives 100. Total 200 as written. Just looks confusing to me if that is the new way to put it.

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Guest Worldmaker

Re: GGU NPCs For Review

 

And is there a typo in the Maths for his VPP in one that cost should be ?

Haven't got the rules to hand but if control cost is 50. Multiply by the +2 for cosmic gives 150 and then divide by 1.5 for no chars gives 100. Total 200 as written. Just looks confusing to me if that is the new way to put it.

 

 

I dunno... this is how it came out of Hero Designer.

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Re: GGU NPCs For ReviewThe spell list isn't exhaustive or complete:The EmperorPlayer: NPC

Val Char Cost
20 STR 10
23 DEX 39
20 CON 20
10 BODY 0
23 INT 13
23 EGO 26
23 PRE 13
12 COM 1
15 PD 11
8 ED 4
6 SPD 27
10 REC 4
40 END 0
40 STUN 10
6" RUN02" SWIM04" LEAP0Characteristics Cost: 178
Cost Power END
160 Wizardry: Variable Power Pool, 100 base + 60 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (175 Active Points); Spells Only Slightly Limited (-1/4)
0 1) Aetheric Form: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points) Real Cost: 60 0
0 2) Bolt of Power: Energy Blast 16d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points) Real Cost: 100 4
0 3) Contract of Doom: Killing Attack - Ranged 2d6, Delayed Effect (+1/4), Continuous (+1) (67 Active Points); No Control Over Delay (1d6 Days) (-1/4) Real Cost: 54 7
0 4) The Deadly Light: Killing Attack - Ranged 2d6+1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (61 Active Points) Real Cost: 61 2
0 5) Demonic Horde: Summon 128 75-point Hordlings, Slavishly Devoted (+1) (100 Active Points); Side Effects (Same summoning, but Hoardlings have +10 EGO, have 20 points of Mental Defense against Mind Control, and hate the summoner; -1), Requires A Power Skill: Wizardry Roll (-1/2), Incantations (-1/4) Real Cost: 36 10
0 6) The Fires of Hades: Energy Blast 12d6, Explosion (+1/2), Nonselective Target (-1/4), Reduced Endurance (1/2 END; +1/4) (90 Active Points) Real Cost: 90 3
0 7) The Flash of Lightning, The Crash of Thunder: Sight and Hearing Groups Flash 12d6, Reduced Endurance (1/2 END; +1/4) (81 Active Points) Real Cost: 81 3
0 8) Invoked Phantasms: Sight and Hearing Groups Images Increased Size (8" radius; +3/4), +/-5 to PER Rolls (52 Active Points) Real Cost: 52 5
0 9) Mantle of Concealment: Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2) (45 Active Points) Real Cost: 45 0
0 10) Mental Shackles: Mind Control 12d6, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (90 Active Points) Real Cost: 90 3
0 11) Sominus: Ego Attack 8d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points); Does Not Provide Mental Awareness (-1/4) Real Cost: 80 4
0 12) Spell of Protection: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points) Real Cost: 20 0
0 13) Wizard Hands: Telekinesis (50 STR), Reduced Endurance (1/2 END; +1/4) (94 Active Points) Real Cost: 94 3
25 Warding Spells: Elemental Control, 50-point powers
17 1) Counter-Spells: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Magical Effects Only (-1/2) 0
35 2) Wall of Mystic Force: Force Wall (10 PD/10 ED; 5" long and 2" tall) (60 Active Points) 6
13 3) Warding Trap: Entangle 3d6, 3 DEF, Works Against Ego, Not Strength (+1/4), Backlash (+1/2) (52 Active Points); Does Not Prevent the Use of Accessible Foci (-1) 5
20 All Powerful Mind: Mental Defense (25 points total) 0
44 Dimension Walking: Teleportation 10", No Relative Velocity, Position Shift, Safe Blind Teleport (+1/4) (44 Active Points) 4
11 Personal Defensive Magic I: Damage Resistance (15 PD/8 ED) 0
60 Personal Defensive Magic II: Force Field (15 PD/15 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points) 0
25 Personal Defensive Magics III: Power Defense (25 points) 0
25 Timeless Body: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal) 0
62 Wings of Wind: Flight 20", x8 Noncombat, Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2
Powers Cost: 497
Cost Skill
35 +7 with All Spells
16 +2 with All Combat
5 Bureaucratics 15-
5 Concealment 15-
5 Conversation 15-
5 Deduction 15-
5 Disguise 15-
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: Florence, Italy 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: Profession 11-
0 11) Shadowing 8-
0 12) Stealth 8-
0 13) TF: Custom Adder, Small Motorized Ground Vehicles
2 Gambling (Card Games) 14-
3 High Society 14-
3 Interrogation 14-
3 Linguist
0 1) Language: Italian (Idiomatic) (4 Active Points)
4 2) Language: Arabic (idiomatic)
4 3) Language: Cantonese (idiomatic)
2 4) Language: English (idiomatic) (4 Active Points)
2 5) Language: French (idiomatic) (4 Active Points)
3 6) Language: German (idiomatic) (4 Active Points)
4 7) Language: Japanese (idiomatic)
1 8) Language: Portugese (idiomatic) (4 Active Points)
3 9) Language: Russian (idiomatic) (4 Active Points)
2 10) Language: Spanish (idiomatic) (4 Active Points)
3 Oratory 14-
3 Paramedics 14-
7 Persuasion 16-
17 Power: Wizardry 21-
3 Riding 14-
3 Scholar
4 1) KS: Arcane And Occult Lore (5 Active Points) 16-
4 2) KS: Artifact Lore (5 Active Points) 16-
2 3) KS: Business Law (3 Active Points) 14-
2 4) KS: Criminal World (3 Active Points) 14-
2 5) KS: Demonology (3 Active Points) 14-
4 6) KS: Economics (5 Active Points) 16-
2 7) KS: Global Guardians (3 Active Points) 14-
2 8) KS: International Business World (3 Active Points) 14-
2 9) KS: International Finance (3 Active Points) 14-
2 10) KS: International Law (3 Active Points) 14-
2 11) KS: Mystic World (3 Active Points) 14-
2 12) KS: Other "Big Guns" In The Superhuman World (3 Active Points) 14-
2 13) KS: Other Tarot Arcana (3 Active Points) 14-
9 14) KS: Politics (10 Active Points) 21-
2 15) KS: Stock Manipulation (3 Active Points) 14-
2 16) KS: Superhuman World (3 Active Points) 14-
2 17) KS: Tarot (3 Active Points) 14-
2 18) KS: Terrorist World (3 Active Points) 14-
2 19) KS: World Economic Trends (3 Active Points) 14-
2 20) KS: World History (3 Active Points) 14-
3 Sleight Of Hand 14-
3 Tactics 14-
3 Trading 14-
Skills Cost: 210
Cost Perk
3 Anonymity
15 Money: Filthy Rich
5 Reputation: One of the Magical Power Players (A small to medium sized group) 14-, +5/+5d6
Perks Cost: 23
Cost Talent
40 Danger Sense (immediate vicinity, out of combat, Analyze, Discriminatory, Function as a Sense, Telescopic (+3)) 14-
5 Eidetic Memory
Talents Cost: 45
Val Disadvantages
10 Distinctive Features: Mystical Powerhouse (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
20 Hunted: FBI 8- (Mo Pow, NCI, Capture)
5 Hunted: Lord Doom 8- (As Pow, NCI, Watching)
15 Psychological Limitation: Always Calm and Collected (Common, Strong)
20 Psychological Limitation: Arrogant and Overconfident (Common, Total)
20 Psychological Limitation: Manipulative (Common, Total)
1 Quirk: Drinks Wine With Every Meal
1 Quirk: Hates the Smell of Tobacco Smoke
1 Quirk: Loves Ice Cream
1 Quirk: The More Intricate the Political System, The More Entertaining It Is To Watch
1 Quirk: Thinks It Funny When Other People Are Described as "Machiavellian"
20 Reputation: Leader Of The Most Dangerous Criminal Organization In The World, 14- (Extreme)
15 Social Limitation: Secret Identity (Niccolo Machiavelli) (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 603Total Experience Available: 603Experience Unspent: 0Total Character Cost: 953

Height: 1.86 m Hair: Brown
Weight: 91.00 kg Eyes: Brown
Appearance: The Emperor is a tall, middle-aged man with graying brown hair. He keeps himself clean-shaven at all times, and is always dressed in the finest clothes. He has a "costume", of sorts, including a rather garish crown, but except when absolutely necessary loathes to put it on.

 

When it is necessary, the Emperor dresses in black silk pants and shirt, over which a red tabard is worn. A belt of red leather and matching boots and gloves, plus a long flowing black cloak complete the ensemble. Lastly, a large spiked crown tops off his costume.

Personality: The Emperor may well be the most arrogantly self-assured human being on the planet. Being effectively immortal, he always takes the long view. His plans always include fallback positions in case of failure, and many have multiple secondary goals. If the primary goal of a plan fails, the accomplishment of these secondary goals still may make the mission a success. "Wheels within wheels within wheels" correctly describes his mindset.

 

The Emperor views the constant warfare between Tarot and the world's superhero community as an ongoing chess game with an opponent who does not know how to play. His contempt for others is seconded only by his self-confidence. Even such world-shaking persons as Abyss and Lord Doom matter to him only as pawns in the game.

Quote:"No enterprise is more likely to succeed than one concealed from the enemy until it is ripe for execution."Background: Niccolo Machiavelli was born in Florence to an established though not particularly affluent middle-class family whose members had traditionally filled responsible positions in local government. While little of the his early life has been documented, it is known that as a boy he learned Latin and that he quickly became an assiduous reader of the ancient classics.

 

Machiavelli's first recorded involvement in the volatile Florentine political scene occurred in 1498, when he helped the political faction that deposed Girolamo Savonarola, then the dominant religious and political figure in Florence. In the same year Machiavelli was appointed to the second chancery of the republic. As chancellor and secretary to the Ten of Liberty and Peace, a sensitive government agency dealing chiefly with warfare and foreign affairs, Machiavelli participated both in domestic politics and in diplomatic missions to foreign governments. These posts afforded him innumerable opportunities over the next fourteen years to closely examine the inner workings of government.

 

It was during this period that he developed a taste for political and economic power that has ruled his world ever since. His yearning for greater and greater power led to his involvement in the dark arts of sorcery.

 

In his most famous political treatises (The Prince, written in 1513, and Discourses on the First Ten Books of Titus Livius, written in 1521), Machiavelli offered rules advice designed to keep a ruler in power. As he grew older, he began to despair that none of the heads of state were actually following his advice. He slowly came to the conclusion that someone, namely himself, would have to gain control of the whole of Europe, and from there the whole of the world, if the planet was to be an ordered, organized place in which economic and political prosperity was to be assured.

 

He faked his own death in 1527. Shortly thereafter, he founded the secret society that would one day become Tarot.

Powers/Tactics: As a mage of incredible power, the Emperor can invoke great effects, limited only by his imagination. He has long since garnered enough personal power that he need not rely on items that can be taken away from him for his personal protection.Campaign Use: The Emperor is the leader of Tarot, a Worldwide Criminal Conspiracy active in the Global Guardians Universe.
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Re: GGU NPCs For Review

 

I love the Emperor! Great character! :)

 

Mandarin might be a better choice than Cantonese, unless his primary Chinese contacts are all out of Hong Kong.

 

Also, is there a reason why the Ward spells are in an EC rather than a Multipower? House rule on spell purchases?

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Guest Worldmaker

Re: GGU NPCs For Review

 

I love the Emperor! Great character! :)

 

Mandarin might be a better choice than Cantonese, unless his primary Chinese contacts are all out of Hong Kong.

 

Also, is there a reason why the Ward spells are in an EC rather than a Multipower? House rule on spell purchases?

 

 

At the time the Emperor was first written, Hong Kong was still independent, and still the Business Capital of Eastern Asia. I may just add Mandarin to his Language Skills to cover all the bases.

 

As for the Warding Spells, an EC just felt better to me for those powers than a Multipower.

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Re: GGU NPCs For Review

 

At the time the Emperor was first written, Hong Kong was still independent, and still the Business Capital of Eastern Asia. I may just add Mandarin to his Language Skills to cover all the bases.

 

As for the Warding Spells, an EC just felt better to me for those powers than a Multipower.

 

Fair enough. :)

 

I'm enjoying the thread. Some very interesting characters here.

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Guest Worldmaker

Re: GGU NPCs For Review

 

Fair enough. :)

 

I'm enjoying the thread. Some very interesting characters here.

 

Thanks. I'm grateful for the commentary. I've received some very helpful suggestions for some of these guys. :)

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Re: GGU NPCs For Review

 

I'm fairly sure that the next NPC I'll be working on' date=' Buck Fever, is going to raise some eyebrows.[/quote']

 

As the person who came up with him, it's certainly possible. Which reminds me, I'm still working on his classmates. Sooner or later....

 

 

SKJAM!

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Guest Worldmaker

Re: GGU NPCs For Review

 

As the person who came up with him, it's certainly possible. Which reminds me, I'm still working on his classmates. Sooner or later....

 

I've got a bunch of NPCs on the audit queue behind him, so there's no real hurry. :lol:

 

BTW, I'll be scouring the various published works for potential Master List entries that might have been missed, but I'm going to hold off doing that until I get your next batch back.

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