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Jon Wrath, Agent of PRIMUS


Killer Shrike

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OK, with the release of Millenium City we finally had a 5th Ed Silver Avenger to look at. So, we made some tweaks to John Wrath. His VPP has also been switched out since the last post. The R&D boys have been busy.....

 

 

John Wrath, Agent of PRIMUS

 

Player: Jon Bristow

 

Val Char Cost
15/30 STR 5
15/25 DEX 15
15/20 CON 10
15/20 BODY 10
18 INT 8
15 EGO 10
15 PRE 5
10 COM 0
5/23 PD 2
5/21 ED 2
3/4 SPD 5
6/10 REC 0
30/40 END 0
34/50 STUN 3
6"/12" RUN02" SWIM01"/4" LEAP-2Characteristics Cost: 73

 

Cost Power END
1 Life Support (Longevity: 200 Years)
5 Regeneration: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) (1 Hour; -2 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).]
8 School of Hard Knocks: VPP, 5 base + 3 control cost, Cosmic (+2) (12 Active Points); Limited Class Of Powers Available (Set List, no variance) (Very Limited; -1)
0 1) Breakfall (5 Active Points) 13- (15-) Real Cost: 5
0 2) Bugging (5 Active Points) 14- Real Cost: 5
0 3) Bureaucratics (5 Active Points) 13- Real Cost: 5
0 4) Climbing (5 Active Points) 13- (15-) Real Cost: 5
0 5) Combat Driving (5 Active Points) 13- (15-) Real Cost: 5
0 6) Combat Piloting (5 Active Points) 13- (15-) Real Cost: 5
0 7) Concealment (5 Active Points) 14- Real Cost: 5
0 8) Cryptography (5 Active Points) 14- Real Cost: 5
0 9) Deduction (5 Active Points) 14- Real Cost: 5
0 10) Demolitions (5 Active Points) 14- Real Cost: 5
0 11) Fast Draw (5 Active Points) 13- (15-) Real Cost: 5
0 12) Gambling (Card Games, Horse Racing, Roulette) (5 Active Points) 13- Real Cost: 5
0 13) Interrogation (5 Active Points) 13- Real Cost: 5
0 14) KS: Superhuman World (INT-based) (3 Active Points) 13- Real Cost: 3
0 15) KS: Vietnam War History (INT-based) (5 Active Points) 15- Real Cost: 5
0 16) Lockpicking (5 Active Points) 13- (15-) Real Cost: 5
0 17) Paramedics (5 Active Points) 14- Real Cost: 5
0 18) PS: Law Enforcement (INT-based) (3 Active Points) 13- Real Cost: 3
0 19) Security Systems (5 Active Points) 14- Real Cost: 5
0 20) Shadowing (5 Active Points) 14- Real Cost: 5
0 21) Stealth (5 Active Points) 13- (15-) Real Cost: 5
0 22) Streetwise (5 Active Points) 13- Real Cost: 5
0 23) Survival (Temperate/Subtropical) (4 Active Points) 14- Real Cost: 4
0 24) Survival (Desert) (4 Active Points) 14- Real Cost: 4
0 25) Survival (Tropical) (4 Active Points) 14- Real Cost: 4
0 26) Survival (Mountain) (4 Active Points) 14- Real Cost: 4
0 27) Systems Operation (3 Active Points) 13- Real Cost: 3
0 28) Tactics (5 Active Points) 14- Real Cost: 5
0 29) Tracking (5 Active Points) 14- Real Cost: 5
0 30) Teamwork (5 Active Points) 13- (15-) Real Cost: 5
Cyberline Powers, all slots: Drained as an EC (Power loses about a fourth of its effectiveness; -1/4)
12 1) +15 STR (15 Active Points) (added to Secondary Value) 1
24 2) +10 DEX (30 Active Points) (added to Secondary Value)
8 3) +5 CON (10 Active Points) (added to Secondary Value)
8 4) +5 BODY (10 Active Points) (added to Secondary Value)
8 5) Running +6" (12 Active Points); No Noncombat Movement (-1/4) (added to Secondary Value) 1
4 6) Damage Resistance (5 PD/5 ED) (5 Active Points)
8 7) +1 Overall (10 Active Points)
12 8) +3 with HTH Combat (15 Active Points)
14 9) Combat Luck: 9 PD/9 ED (18 Active Points)
50 PRIMUS Special Agent Field-Test Equipment: VPP, 45 base + 5 control cost (68 Active Points); Activation Roll 14-, Jammed (-1), VPP Powers Can Be Changed Only In Given Circumstance (-1/2), VPP Can Only Be Changed Between Adventures (-1/2), Limited Class Of Powers Available (Limited; -1/2), Character Has No Choice Regarding How Powers Change (-1/2), OIF (-1/2)
0 1) Cyber Eye: (Total: 40 Active Cost, 15 Real Cost) Find Weakness 14- (Related Group of Attacks) (35 Active Points); Activation Roll 14-, Jammed (-1), OIF (Cyber-eye; -1/2), Visible (-1/4) (Real Cost: 13) plus Nightvision (5 Active Points); Activation Roll 14-, Jammed (-1), OIF (Cyber-eye; -1/2), Visible (-1/4) (Real Cost: 2) Real Cost: 15
0 2) Energy Scythe: Killing Attack - Ranged 3d6 -1 (vs. ED) (40 Active Points); 1 Recoverable Charges which Recover every 1 Week (-1 3/4), Activation Roll 14-, Jammed (-1), OIF (-1/2), Cannot Be Used With Multiple-Power Attacks (-1/4), No Knockback (-1/4) Real Cost: 8
0 3) Omni-Belt: Force Field (7 PD/7 ED/7 Mental Defense/7 Power Defense/2 Flash Defense: Hearing Group/2 Flash Defense: Sight Group) (32 Active Points); Activation Roll 14-, Jammed (-1), 4 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-3/4), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Character May Take No Other Actions (-1/4), OIF (-1/2) (not added to totals) Real Cost: 8
0 4) Subharmonic Pulseray: Flash 2d6 (Sight Group) (10 Active Points); 2 Clips of 4 Charges which Recover every 1 Week (-1 1/4), Activation Roll 14-, Jammed (-1), OIF (-1/2), Cannot Be Used With Multiple-Power Attacks (-1/4) Real Cost: 2
0 5) Wall-borer: Tunneling 1" through 8 DEF material (26 Active Points); 4 Charges which Recover every 1 Week (-1 1/2), Activation Roll 14-, Jammed (-1), IIF (-1/4) Real Cost: 7
0 6) Swingline: Swinging 10" (10 Active Points); 2 Clips of 4 Charges which Recover every 1 Week (-1 1/4), Activation Roll 14-, Jammed (-1) Real Cost: 3
0 7) Throat Mike & Ear Bud: Radio Perception/Transmission (10 Active Points); Activation Roll 14-, Jammed (-1), IAF (-1/2), Restrainable (Only by means other than Grabs and Entangles -1/4), Limited Power (Only within 60" of Hovercar; -1/4) Real Cost: 3
Powers Cost: 162

 

Cost Martial Arts Maneuver
8 +2 HTH Damage Class(es)
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +4d6 Strike
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +20 STR to take weapon away
4 Reversal: var Phase, -1 OCV, -2 DCV, +25 STR to Escape; Grab Two Limbs
4 Shove: 1/2 Phase, +0 OCV, +0 DCV, +25 STR to Shove
3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
Martial Arts Cost: 42

 

Cost Skill
10 +1 Overall
4 Language: French (Completely Fluent, w/Accent; Literacy)
5 Language: Vietnamese (Idiomatic, native accent; Literacy)
0 TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
11 WF: Common Melee Weapons, Common Missile Weapons, Garrote, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Small Arms, Vehicle Weapons
Skills Cost: 30

 

Cost Perk
2 Reputation, Law Enforcement, Federal Government (A large group, 11-) +1/+1d6
21 Fringe Benefit (Concealed Weapon Permit (where appropriate), Federal/National Police Powers, License to Kill, Membership: PRIMUS, Passport, Security Clearance)
36 PRIMUS Hovercar (180 Base, 60 Disad)
Perks Cost: 59

 

Cost Talent
12 Combat Luck: 6 PD/6 ED
3 Resistance: 3 points
3 Lightsleep
Talents Cost: 18

 

 

Total Character Cost: 384

 

Val Disadvantages
5 Distinctive Features: Scarred over eye Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
10 Enraged: When it looks like his mission will be botched Uncommon, go 11-, recover 14-
15 Hunted: Watched by Primus 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find
20 Hunted: Shadowdragon (CKC pg 193-194) 8- (Occasionally), More Powerful, Harshly Punish, PC has a Public ID or is otherwise very easy to find
15 Physical Limitation: -1 Sight PER All the Time, Slightly Impairing
10 Psychological Limitation: Vengeful Uncommon, Strong
10 Psychological Limitation: Driven to complete the mission Uncommon, Strong
10 Reputation: Hardass Frequently (11-)
5 Social Limitation: Public Identity (Frequently; Minor; Not Limiting In Some Cultures)
20 Social Limitation: Subject to Orders Frequently (11-), Severe
5 Vulnerability: Poisons/Toxins Uncommon

Disadvantage Points: 125

 

Base Points: 250

Experience Required: 9

Total Experience Available: 9

Experience Unspent: 0

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