Killer Shrike Posted April 12, 2003 Author Report Share Posted April 12, 2003 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 Quote Link to comment Share on other sites More sharing options...
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