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Centurian Project: Lunar Team


JmOz

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I have decided instead of cluttering the boards with a bunch of character threads I would just make a few threads and put multiple characters on them (However do to my desire not to have to many on them I will be keeping to a theme

 

Having said that I am working on my worlds JLA style heroes, all are part of a larger team.

 

The first one up is the Star Knight Jolith

 

Star Knight

 

Alternate ID: Jolith

 

Archetype: Powered Armor/Weapon Master (Energy Sword)

 

Background/History: Jolith grew up on a planet that was primarily agriculture, but also was a major way-station for the sector of space. His family owned a farm, restaurant and market (The latter two selling products from the farm). At (earth equivalent age) 12 years old the farm picked up a new customer, a Star Knight named Ctk’tk.

 

The Star Knights are an organization dedicated to the protection of the known universe, they send out representatives to various sectors of space who then recruit others to help defend the worlds from pirates, global threats, and other dangers.

 

Over the next 4 years Jolith and Ctk’tk became friends, in a big brother/little brother type of way, at 16 Jolith’s father asked Ctk’tk to apprentice Jolith (as was the custom of there world).

 

10 years later Jolith would be assigned a sector centered around a small Pre-FTL society known to the locals as Earth. Normal procedure would be to not make contact, but do to the amount of paranormals on the planet he decided that making his presence known would do very little to harm the society.

 

Personality/Motivations: Professional, He is a trained Star Knight with years of experience. He knows that he is a force for good, and takes this responsibility very seriously. He also has a good sense of humor, which helps as he often does not know everything about the culture of the world he is on.

 

When he first started his career as an apprentice (called Squires) he was very excited about seeing the universe, and this sense of wonder still exists in him. However after he became a full knight he became more serious.

 

Quote: “Stop, I do not want to have to hurt youâ€

 

Powers/Tactics: As part of the Star Knights, Jolith’s powers come from three sources. One: Nanotech injected in his system has increased his mental and physical might. Second is a sophisticated suit of armor that allows for defences, flight, and communications. Finally is the sidearm, a weapon that created a blade of energy that can cut through anything (and also be used for other attacks)

 

Tacitly he prefers to use a flanking action, getting as much information as possible before attacking, but realizing that you can not wait for all the effects.

 

Campaign Use: Like all the Lunar Centurions he should be used sparingly and in the background. However unlike most of the Centurions he has followers who may appear more often (as they are 350 point or so characters)

 

Appearance: Out of armor he appears as a blue skinned alien with fine features and pointy ears. The armor looks like a high tech armor in silver and blue.

 

Star Knight Jolith

 

Player:

 

Val Char Cost
25/60 STR 5
30 DEX 30
25 CON 10
20 BODY 10
18 INT 8
15 EGO 10
15 PRE 5
12 COM 1
10/35 PD 2
10/35 ED 2
6 SPD 10
10 REC 0
50 END 0
45 STUN -1
6" RUN02" SWIM05"/12" LEAP0Characteristics Cost: 92

 

Cost Power END
5 Ultraviolet Perception
6 Centurion Radio Link: Mind Link (Specific Group of Minds), Number of Minds (x2) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4), Affected by Radio & Hearing, Not Mental (-1/4)
7 +7 Mental Defense (15 points total)
Nanites, all slots: Restrainable (Only by means other than Grabs and Entangles -1/4)
8 1) +10 STR (10 Active Points) (uses Personal END) 1
24 2) +10 DEX (30 Active Points)
16 3) +10 CON (20 Active Points)
8 4) +5 BODY (10 Active Points)
8 5) +1 SPD (10 Active Points)
2 6) +3 PD (3 Active Points)
2 7) +3 ED (3 Active Points)
7 8) Regeneration: Healing 1 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
18 9) Immunities: Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Sleeping: Character only has to sleep 8 hours per week (23 Active Points)
Armor, all slots: OIF (-1/2)
28 1) Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); Ablative BODY Only (-1/2)
7 2) High Range Radio Perception (12 Active Points); Sense Affected As Sight and Hearing (-1/4)
8 3) Mind Link (Specific Group of Minds), Number of Minds (x8) (25 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), Sense affected as Radio, and Sight or Hearing (-1/4)
17 4) +35 STR (35 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 3
3 5) Lack Of Weakness (-5) for Resistant Defenses (5 Active Points)
3 6) Flash Defense (5 points) (Sight Group) (5 Active Points)
3 7) +5 Mental Defense (15 points total) (5 Active Points)
15 8) Life Support , Eating: Character only has to eat once per week, Longevity: 400 Years, 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 only has to sleep 8 hours per week (23 Active Points)
20 9) Endurance Reserve (150 END, 15 REC) (30 Active Points)
25 Fusion Power Plant: Elemental Control, 74-point powers, all slots: (37 Active Points); OIF (-1/2)
22 1) Fusion Powered Flight: Flight 25", Reduced Endurance 1/2 END (+1/4), Usable Underwater (+1/4) (75 Active Points); No Noncombat Movement (-1/4) (uses END Reserve) 3
21 2) Defencive Field: (Total: 82 Active Cost, 37 Real Cost) Force Field (10 PD/10 ED) (Protect Carried Items), Reduced Endurance 1/2 END (+1/4), Hardened (x2; +1/2) (52 Active Points); Ablative BODY Only (-1/2), Restrainable: Recoverable Ablative (-1/4) (uses END Reserve) (Real Cost: 30) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Linked to Armor (-1/2), Greater Power is Constant or in use most or all of the time (+1/4), Costs Endurance Only Costs END to Activate (-1/4) (uses END Reserve) (Real Cost: 10) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); Costs Endurance Only Costs END to Activate (-1/4), Linked to Armor (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) (uses END Reserve) (Real Cost: 10) 4
27 Sidearm: Multipower, 60-point reserve, all slots: (60 Active Points); OAF (-1), Beam (-1/4)
2u 1) Sword Blade I: Hand-To-Hand Attack +8d6, Reduced Endurance 0 END (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), Reduced Penetration (-1/4)
3u 2) Sword Blade II: Killing Attack - Hand-To-Hand 2 1/2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), +1 STUN Multiplier (+1/4) (60 Active Points) (uses END Reserve) 2
3u 3) Sword Blade III: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2), Penetrating (x2; +1) (60 Active Points) (uses END Reserve) 3
3u 4) Sword Blade IV: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. ED), +1 STUN Multiplier (+1/4), AVLD Vs FF's (+3/4), Does Body (+1) (60 Active Points) (uses Personal END) 6
3u 5) Blast: Energy Blast 12d6 (vs. ED) (60 Active Points) (uses END Reserve) 6
3u 6) Binder: Entangle 4d6, 8 DEF (60 Active Points) (uses END Reserve) 6
3u 7) Burst: Flash 8d6 (Sight Group), Explosion (+1/2) (60 Active Points) (uses END Reserve) 6
Powers Cost: 330

 

 

Cost Skill
6 +2 with Side Arm
3 Breakfall 15-
3 Combat Piloting 15-
2 WF: Starknight Weapons, Starknight Vehicle Weapons
3 PS: Farmer (INT-based) 13-
2 SS: Agriculture 11-
3 PS: Star Knight (INT-based) 13-
3 Criminology 13-
3 Deduction 13-
3 Navigation (Air, Space) 13-
3 Paramedics 13-
3 Shadowing 13-
3 Streetwise 12-
3 Tactics 13-
3 Systems Operation 13-
3 Bureaucratics 12-
3 Interrogation 12-
1 Forensic Medicine 8-
3 Tracking 13-
3 Teamwork 15-
3 TF: Carts & Carriages, Centurion Vehicles, Giant Reptilians, Star Knight Vehicles
0 Riding 8-
3 AK: Star Sector (INT-based) 13-
3 Linguist
1 1) Language: English (fluent conversation) (2 Active Points)
1 2) Language: Russian (fluent conversation) (2 Active Points)
1 3) Language: German (fluent conversation) (2 Active Points)
1 4) Language: Japanese (fluent conversation) (2 Active Points)
1 5) Language: Inter-Lac (fluent conversation) (2 Active Points)
1 6) Language: Spanish (fluent conversation) (2 Active Points)
1 7) Language: Arabic (fluent conversation) (2 Active Points)
1 8) Language: Portugese (fluent conversation) (2 Active Points)
1 9) Language: Undecided (fluent conversation) (2 Active Points)
1 10) Language: Undecided (fluent conversation) (2 Active Points)
1 11) Language: Undecided (fluent conversation) (2 Active Points)
3 Scholar
2 1) KS: Alien Species (INT-based) (3 Active Points) 13-
2 2) KS: Star Knight Codes & Regulations (INT-based) (3 Active Points) 13-
2 3) KS: Intergalactic Criminals (INT-based) (3 Active Points) 13-
2 4) KS: Intergalactic Law (INT-based) (3 Active Points) 13-
Skills Cost: 90

 

Cost Perk
55 Vehicles & Bases (x4, 227 Base, 70 Disad)
5 Computer Link
18 Fringe Benefit: Intergalactic Police Powers, Member of the Centurions, Member of the Star Knights
4 Reputation (A large group; 11-) +2/+2d6
56 Follower (x8, 207 Base, 170 Disad)
Perks Cost: 138

 

 

 

Total Character Cost: 650

 

Val Disadvantages
Centurians Disads
15 1) Hunted: Centurians 11-, More Powerful, Watching, Extensive Non-Combat Influence
20 2) Hunted: The World Hostility Implementation Party 8-, More Powerful, Harshly Punish, Extensive Non-Combat Influence
10 3) Reputation: Hero 11-
5 Distinctive Features: Blue skin Alien (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15 Dependent NPC: Prof. Donald & Janet Harris 8- (Normal; Group DNPC: x2 DNPCs)
5 Dependent NPC: Joan Jacobs, Reporter 8- (Normal; Useful noncombat position or skills)
15 Hunted: Star Knights 8-, More Powerful, Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find
10 Hunted: Reavers 8- (As Pow; Harshly Punish)
15 Hunted: Nebulor 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
5 Physical Limitation: Requires special medical attention (Infrequently; Slightly Impairing)
15 Psychological Limitation: Heroic (Common; Strong)
15 Psychological Limitation: Loyal (Common; Strong)
15 Psychological Limitation: Code vs Killing (Common; Strong)
15 Social Limitation: Subject to Orders (Frequently; Major)
10 Social Limitation: Ignorant of Earth Culture (Frequently; Minor)
15 Social Limitation: Public ID (Frequently; Major)

Disadvantage Points: 200

 

Base Points: 400

Experience Required: 50

Total Experience Available: 50

Experience Unspent: 0

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  • 3 weeks later...
  • 2 months later...

Re: Centurian Project: Lunar Team

 

Basic Background: The man who is known as RA was an archeoligist who found an ancient sceptor in the shape of an ankh. When he grasped it he was transformed into the reincarnation (or Avator) of RA.

 

Powers: The ability to transform into a god like being, his sceptor/ankh can shoot off beams of light. In the god like form he can fly and create an aura of protective energy around himself

 

Personality: A strong individual, loves a good battle, very honarble on the field of battle, tends to think of "Normals" as children who do not know what they do

 

Costume: White (Skirt thing), Gold Bracelets, Sandles

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  • 4 weeks later...

Re: Centurian Project: Lunar Team

 

Vanguard

 

Alternate ID: Carl Koehler

 

Archetype: Brick (flying)

 

Background/History: The history of the man known as Vanguard started centuries ago when a race of aliens known as Kritins was at war with another race of reptilian aliens. The outcome was simple to see, the Kritins were doomed. One of the Kritian Scientists in an effort to save some small portion of his culture created a proto being via genetic manipulation (using his and his wife’s genetic makeup as the base). The proto being was launched into space, where it crashed in a Russian wheat field. The ship scanned the DNA of the creature running towards it.

 

When Kurt Koehler got to the meteorite he found a perfectly normal human baby lying in the crater. Him and his wife adopted the strange child immediately (Having always wanted children), naming him Carl. A few years later there second child was born, Montel would have a serious accident at age 12, needing blood Carl donated his (See Mut).

 

As Carl aged he started to realize he could do things no normal being could, his strength was remarkable, his senses were hightened, and almost nothing cold hurt him. AS time went by he learned to control a weird energy field around his body to extend it and to even be able to fly.

 

Carl would soon become Vanguard, a hero of the People, who stood for the rights of all sentients. Becoming a world renowned hero, and while he is not an agent of the German government he is a definite patriot who takes his role as a representative of his people seriously.

 

Carl also became a reporter for those times where strength and celebrity status would not win the day. He is currently working for a Berlin Paper.

 

Personality/Motivations: Vanguard is a hero, with everything that means. He always tries to do what is right, stand up for the little guy and be an example for the other heroes. He is also a natural leader who will lead his team to victory.

 

If you ever want him mad however put Mut in danger, family is important to him, you pick on his younger brother and you will see a side of him many do not.

 

As Carl he is a quiet man who only speaks out in his articles where he takes on everyone from the government, organized crime, celebrities and fellow reporters.

 

In both identities he is a compassionate person who will listen to the problems of almost anyone who needs him (Some members of his rouge galley have actually sent him messages to meet so they could talk about personal problems with him)

 

Quote: If you stop now it will go easier on you

 

Powers/Tactics: Vanguard controls a field of energy that grants him immense strength, invulnerability, flight, and many other abilities. He has learned that he can also extend the field to protect others and to extend more energy than normal to get truly spectacular results.

 

However the nature of the powers does make it so that proto matter causes his cells to break down, robbing him of his powers and slowly killing him. Also certain types of radiation interacts with the energy from the field robbing him of his powers (but not causing any permanent damage)

 

Knowing that he is one of the most powerful beings means that he will usually try to allow others a chance to surrender (sometimes even run if he feels they will no longer cause problems). If they do not surrender (or are an immediate threat) he tries to end it with a minimum of force.

 

Campaign Use: If the Lunar Centurions are to be used sparingly this goes double for Vanguard. Again he is best used as background color.

 

Appearance: Black Tights, Red Cape, yellow accents. He does not wear a mask in his costume as he feels it separates him from the people.

 

Vanguard Player: Val Char Cost

15/75 STR 5

18/28 DEX 24

10/40 CON 0

12/17 BODY 4

23 INT 13

14 EGO 8

20 PRE 10

18 COM 4

 

5/40 PD 2

5/40 ED 3

3/7 SPD 2

5/25 REC 0

20/80 END 0

25/75 STUN 0

 

6"/15" RUN 0

2" SWIM 0

3"/15" LEAP 0

Characteristics Cost: 75 Cost Power END

2 Basic MD: +2 Mental Defense (15 points total)

6 Centurian Radio Link: Mind Link (Specific Group of Minds), Number of Minds (x2) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4), Affected by Radio & Hearing, not mental (-1/4)

Uber Powers, all slots: Common Limitations (-1/2)

50 1) Uber-Strength: +60 STR, Reduced Endurance 1/2 END (+1/4) (75 Active Points) 3

20 2) Uber-Agility: +10 DEX (30 Active Points)

40 3) Uber-Stamina: +30 CON (60 Active Points)

7 4) Uber-Toughness: +5 BODY (10 Active Points)

2 5) Uber-Resiliance: +3 PD (3 Active Points)

6 6) Uber-Resiliance: +9 ED (9 Active Points)

20 7) Uber-Speed: +3 SPD (30 Active Points)

3 8) Uber Recovery: +2 REC (4 Active Points)

10 9) Uber Senses: Enhanced Perception (+5 to PER Rolls for All Sense Groups) (15 Active Points)

7 10) Penetrating Vision: N-Ray Perception (10 Active Points)

2 11) Uber Hearing: Ultrasonic Hearing (3 Active Points)

20 12) Uber Resiliance: Physical Damage Reduction, Resistant, 50% (30 Active Points)

20 13) Uber Resiliance: Energy Damage Reduction, Resistant, 50% (30 Active Points)

7 14) Uber Resisitance: +10 Mental Defense (15 points total) (10 Active Points)

7 15) Uber Resistance: Lack Of Weakness (-10) for Resistant Defenses (10 Active Points)

29 16) Uber Resistnve: Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 400 Years, 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 only has to sleep 8 hours per week (43 Active Points)

87 Uber Field I: Multipower, 130-point reserve, all slots: (130 Active Points); Standard Modifiers (-1/2)

7u 1) Uber Defence I: (Total: 100 Active Cost, 67 Real Cost) Armor (10 PD/10 ED), Hardened (x2; +1/2) (45 Active Points) (Real Cost: 45) plus Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points) (Real Cost: 37) plus Power Defense (10 points), Hardened (+1/4) (12 Active Points) (Real Cost: 12) plus Damage Resistance (10 Power Def.), Hardened (+1/4) (6 Active Points) (Real Cost: 6)

7u 2) Uber Defence II: (Total: 100 Active Cost, 67 Real Cost) Force Field (20 PD/20 ED/10 Power Defense) (Protect Carried Items), Reduced Endurance 1/2 END (+1/4), Hardened (+1/4) (90 Active Points) (Real Cost: 90) plus Damage Resistance (10 PD/10 ED) (Real Cost: 10) 4

5u 3) Uber Defence III: Desolidification , Trigger (+1/4), Trigger 0 Phase Action (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (100 Active Points); Cannot Pass Through Solid Objects (-1/2)

2u 4) Standing Firm: Knockback Resistance -15" (30 Active Points)

2u 5) Uber Running: +9" Running (6"/15" total), x8 Noncombat (28 Active Points) 3

2u 6) Uber Flight I: Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points) 3

2u 7) Uber Flight II: Flight 10", Megascale (1" = 10 km; +1/2) (30 Active Points) 3

1u 8) Ubler Flight III: Faster-Than-Light Travel (4 Light Years/year) (14 Active Points)

37 Uber Field II: Multipower, 75-point reserve, all slots: (75 Active Points); Standard Limitaions (-1/2), Increased Endurance Cost 2x END (-1/2)

2u 1) Extrme Uber Strength: +50 STR (50 Active Points); No Figured Characteristics (-1/2) 10

1u 2) Uber-Defence Field: Force Field (5 PD/5 ED/5 Mental Defense/5 Power Defense/5 Flash Defense: Sight Group) (25 Active Points) 4

4u 3) Uber Beams: Energy Blast 15d6 (vs. ED) (75 Active Points) 14

4u 4) Uber Punch: Killing Attack - Hand-To-Hand 3d6 +1 (plus STR) (vs. PD), Penetrating (+1/2) (75 Active Points) 14

4u 5) Uber Blast II: Energy Blast 6d6 (vs. ED), Double Knockback 2x KB (+3/4), Explosion (-1 DC/2"; +3/4) (75 Active Points) 14

Powers Cost: 425 Cost Skill

9 +3 Punch, Grab, Haymaker

3 Acting 13-

3 Bribery 13-

3 Bureaucratics 13-

3 Combat Piloting 13- (15-)

3 Computer Programming 14-

3 Concealment 14-

3 Conversation 13-

3 Deduction 14-

3 Disguise 14-

3 High Society 13-

3 Mimicry 14-

3 Navigation (Air, Space) 14-

3 Oratory 13-

3 Paramedics 14-

3 Persuasion 13-

4 PS: Journalism (INT-based) 15-

3 Shadowing 14-

3 Streetwise 13-

3 Systems Operation 14-

3 Tactics 14-

3 Teamwork 13- (15-)

2 TF: Centurian Vehicles

3 Linguist

2 1) Language: English (completely fluent) (3 Active Points)

1 2) Language: Arabic (fluent conversation) (2 Active Points)

1 3) Language: French (fluent conversation) (2 Active Points)

2 4) Language: Japanese (completely fluent) (3 Active Points)

1 5) Language: Latin (fluent conversation) (2 Active Points)

1 6) Language: Mandarin (fluent conversation) (2 Active Points)

2 7) Language: Russian (completely fluent) (3 Active Points)

1 8) Language: Spanish (fluent conversation) (2 Active Points)

1 9) Language: Swedish (fluent conversation) (2 Active Points)

3 Scholar

3 1) KS: World Leaders (INT-based) (4 Active Points) 15-

2 2) KS: German Politics (INT-based) (3 Active Points) 14-

2 3) KS: Super Villains (INT-based) (3 Active Points) 14-

3 4) KS: Super Heroes (INT-based) (4 Active Points) 15-

2 5) KS: Super Human World (INT-based) (3 Active Points) 14-

3 Traveler

2 1) AK: Berlin (INT-based) (3 Active Points) 14-

3 2) AK: Germany (INT-based) (4 Active Points) 15-

2 3) CuK: Germans (INT-based) (3 Active Points) 14-

2 4) AK: Europe (INT-based) (3 Active Points) 14-

2 5) CuK: Europeans (INT-based) (3 Active Points) 14-

2 6) AK: World (INT-based) (3 Active Points) 14-

1 7) AK: Lunar City (2 Active Points) 11-

1 8) CuK: Americans (2 Active Points) 11-

1 9) AK: New York (2 Active Points) 11-

1 10) CuK: Japanese (2 Active Points) 11-

Skills Cost: 125 Cost Perk

15 Fringe Benefit: International Police Powers, Leadership of Lunar Centurian, Passport, Press Pass

15 Reputation (A large group; 14-) +5/+5d6

10 Vehicles & Bases (50 Base, 50 Disad)

3 Well-Connected

3 1) Highly Placed German Politician (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact limited by identity) (4 Active Points) 11-

2 2) Professor Smith (Contact has: useful Skills or resources) (3 Active Points) 11-

1 3) Jack Stone, Intellegence Agent (CIA) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity) (2 Active Points) 8-

1 4) Favor (1 Active Points)

1 5) Favor (1 Active Points)

Perks Cost: 50 Total Character Cost: 675 Val Disadvantages

10 Dependent NPC: *Girl Friend* 8- (Normal; Unaware of character's adventuring career/Secret ID; Useful noncombat position or skills)

15 Dependent NPC: *Photographer* 8- (Normal; Unaware of character's adventuring career/Secret ID)

10 Hunted: Centurians 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence

20 Hunted: The World Hostility Implementation Party 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence

5 Hunted: Rouge Gallery 8- (Less Pow; Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common; Total)

15 Psychological Limitation: Heroic (Common; Strong)

10 Psychological Limitation: Patriot (Common; Moderate)

15 Reputation: Hero of Heroes 14-

15 Social Limitation: Secret ID (Frequently; Major)

5 Susceptibility: Proto Matter 1d6 damage, per Minute (Uncommon)

20 Vulnerability: 2 x STUN Magic (Common)

20 Vulnerability: 2 x BODY Magic (Common)

20 Vulnerability: 2 x Effect Magic (Common)

Disadvantage Points: 200 Base Points: 400 Experience Required: 75 Total Experience Available: 75 Experience Unspent: 0

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Re: Centurian Project: Lunar Team

 

Here is BLUR's Info

 

BLUR

 

Alternate ID: Maria Lopez

Archetype: Speedster (flight Based)

 

Background/History: Maria Lopez was a somewhat affluent Argentinean woman who ran a small charter helicopter business. Her life would forever change when she first met (RA’s Real Name). He came to hire her, to get him to and from remote archeological sights. World travel became a normalcy for her.

 

Ironically it was a Mayan temple that would have the biggest effect on her, flying back from a dig with a cargo of rare artifacts the tail of the helicopter was struck by lightning, as she came crashing down she remembers seeing Ra flying towards her, but the ground was getting very close, the next thing she knew she was hundreds of feet in the air looking as the copter crash to the ground. Somehow the lightning and the artifacts had bestowed upon her new powers.

 

Personality/Motivations: Confident is the first word many people think upon meeting Maria, others would say overconfident. She knows she is skilled, she knows she is powerful, and she knows she has even more powerful friends backing her up, she has it covered.

 

She is also a very caring woman, who spends much of her time with orphans. She was not an orphan growing up but her best friend was, so she feels a certain empathy with them.

 

Quote: This will only take a moment, be right back

 

Powers/Tactics: Blur is able to surround herself with dimensional energy, this energy permits her to move at speeds that are almost impossible to believe, it will also protect her from environmental dangers.

 

As she spends a lot of time in space she uses a Centurion Micro Rebreather to provide air.

 

Her Martial Arts Package allows for lightning fast attacks, which she favors.

 

Campaign Use: She is an A list superhero, should be used sparingly, she normally should be in the background as an explanation of who stops the threats the heroes of the game can not

 

Appearance: A Light Blue Bodysuit with white accents covering her neck down, with very little adornment, when she powers up a Bluish white aura surrounds her distorting her features (thus the name Blur)

 

 

Blur Player:

Val Char Cost

25 STR 15

25/45 DEX 45

25 CON 30

11 BODY 2

18 INT 8

14 EGO 8

15 PRE 5

20 COM 5

 

10/20 PD 2

10/20 ED 2

6/10 SPD 25

10 REC 0

50 END 0

40 STUN 3

 

6" RUN 0

35" SWIM 0

5" LEAP 0

Characteristics Cost: 150

Cost Power END

3 +3 Mental Defense (16 points total)

6 Centurian Communicator: Mind Link (Specific Group of Minds), Number of Minds (x2) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4), Effected as Hearing & Radio, Not Mental (-1/4)

7 Micro Rebreather Unit: Life Support , Self-Contained Breathing, 1 Recoverable Continuing Fuel Charges lasting 1 Hour each (+0) (10 Active Points); OIF (-1/2)

17 Avoiding a Blow: Physical Damage Reduction, Resistant, 50% (30 Active Points); Combat Luck Based (-3/4)

17 Avoiding a Blow: Energy Damage Reduction, Resistant, 50% (30 Active Points); Combat Luck Based (-3/4)

3 Showing no weakness: Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); Combat Luck Based (-3/4)

Phased Body, all slots: Only In Heroic Identity (-1/4)

48 1) Enhanced Agility: +20 DEX (60 Active Points)

16 2) Enhanced Speed: +2 SPD (20 Active Points)

25 3) Phase Field: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Visible (-1/4)

8 4) Phase Distortion Field: +2 with DCV (10 Active Points)

8 5) Phased Mind: +10 Mental Defense (16 points total) (10 Active Points)

8 6) Phase Field: Flash Defense (10 points) (Sight Group) (10 Active Points)

7 7) Out of Phase: Life Support , Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum (9 Active Points)

120 Phase Field Manipulation: Multipower, 150-point reserve, all slots: (150 Active Points); Only In Heroic Identity (-1/4)

12u 1) Phased Propulsion I: Flight 50", Reduced Endurance 0 END (+1/2) (150 Active Points)

4u 2) Phased Propulsion II: Flight 20", Reduced Endurance 1/2 END (+1/4) (50 Active Points) 2

4u 3) Phased Propulsion III: Flight 10", Usable Underwater (+1/4), Variable Advantage (+1/4 Advantages +1/2), Reduced Endurance 0 END (+1/2) (45 Active Points)

4u 4) Phased Propulsion IV: Flight 10", Reduced Endurance 1/2 END (+1/4), Megascale (1" = 10,000 km; +1 1/4), Can Be Scaled Down: 1" = 1km (+1/4) (55 Active Points) 2

1u 5) Phased Propulsion V: Faster-Than-Light Travel (16 Light Years/year) (18 Active Points)

4u 6) Water Propulsion: Swimming +33" (35" total), Reduced Endurance 0 END (+1/2) (50 Active Points)

4u 7) Out of Phase: Desolidification , Costs END Only To Activate (+1/4) (50 Active Points) 4

1u 8) Shift to Phase Verse: Extra-Dimensional Movement (Single Dimension), x8 Increased Weight (35 Active Points); Concentration 0 DCV (-1/2), Extra Time Full Phase (-1/2) 3

4u 9) Phased Senses: (Total: 45 Active Cost, 36 Real Cost) Rapid x100000000 (Normal Sight) (Real Cost: 24) plus Rapid x10000000 (Normal Hearing) (Real Cost: 21)

2u 10) Super Speed Skills: +6 with all non-combat Skills (48 Active Points); Super Speed Based (-1/2), Costs Endurance Only Costs END to Activate (-1/4) 5

Powers Cost: 333

Cost Martial Arts Maneuver

5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove

5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +15 STR for holding on; FMove

5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +1d6 +v/5; FMove

5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, +15 STR to Disarm roll; FMove

5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, STR +1d6 +v/5; Target Falls; FMove

5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +5d6 Strike

4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +3d6 Strike

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 +1 HTH Damage Class(es)

Martial Arts Cost: 42

Cost Skill

9 +3 Speed Fu

10 Defense Maneuver: I-IV

3 Acrobatics 14- (18-)

3 Breakfall 14- (18-)

3 Combat Piloting 14- (18-)

3 Stealth 14- (18-)

3 Teamwork 14- (18-)

3 Navigation (Air, Space) 13-

3 Paramedics 13-

3 Shadowing 13-

3 Systems Operation 13-

3 Conversation 12-

2 TF: Centurian Vehicles, Helicopters

2 SS: Archeology 11-

3 Linguist (Spanish is Native)

2 1) Language: English (completely fluent) (3 Active Points)

1 2) Language: Italian (fluent conversation) (2 Active Points)

1 3) Language: German (fluent conversation) (2 Active Points)

1 4) Language: Portugese (fluent conversation) (2 Active Points)

1 5) Language: Russian (fluent conversation) (2 Active Points)

1 6) Language: French (fluent conversation) (2 Active Points)

3 Scholar

3 1) KS: Flight Regulations (INT-based) (4 Active Points) 14-

2 2) KS: Aircraft (INT-based) (3 Active Points) 13-

2 3) KS: Super Heroes & Villains (INT-based) (3 Active Points) 13-

1 4) KS: History (2 Active Points) 11-

1 5) KS: Customs Laws (2 Active Points) 11-

1 6) KS: Cathlic Religion (2 Active Points) 11-

3 Traveler

2 1) AK: World (INT-based) (3 Active Points) 13-

1 2) CuK: South Americans (2 Active Points) 11-

2 3) AK: Argentina (INT-based) (3 Active Points) 13-

1 4) AK: New York (2 Active Points) 11-

1 5) AK: Egypt (2 Active Points) 11-

2 6) AK: South America (INT-based) (3 Active Points) 13-

1 7) AK: North America (2 Active Points) 11-

2 8) AK: Solar System (INT-based) (3 Active Points) 13-

Skills Cost: 91

Cost Perk

11 Fringe Benefit: International Police Powers, Member of the Luner Centurians, Pilot's Licence

4 Reputation (A large group; 11-) +2/+2d6

3 Well-Connected

1 1) Contact (Contact has: useful Skills or resources, Contact limited by identity) (2 Active Points) 11-

2 2) Contact (Contact has significant Contacts of his own) (3 Active Points) 11-

3 3) Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact limited by identity) (4 Active Points) 11-

1 4) Favor (1 Active Points)

1 5) Favor (1 Active Points)

Perks Cost: 25

Cost Talent

6 Combat Luck (3 PD/3 ED)

3 Lightning Calculator

Talents Cost: 9 Total Character Cost: 650

Val Disadvantages

15 Dependent NPC: *Parents* 8- (Normal; Group DNPC: x2 DNPCs)

10 Dependent NPC: *Partner* 8- (Normal)

15 Dependent NPC: *Boyfriend* 8- (Normal; Unaware of character's adventuring career/Secret ID)

5 Distinctive Features: (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)

20 Hunted: The World Hostility Implementation Party 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence

10 Hunted: Centurians 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence

10 Hunted: Rouge Gallery 8- (As Pow; Harshly Punish)

10 Hunted: The Weaver 8- (As Pow; Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common; Total)

15 Psychological Limitation: Heroic (Common; Strong)

10 Psychological Limitation: Overconfident (Common; Moderate)

10 Reputation: Hero 11-

5 Rivalry: Professional (Other Pilots; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Social Limitation: Secret ID (Frequently; Major)

10 Vulnerability: 2 x STUN Dimensional Powers (Uncommon)

10 Vulnerability: 2 x BODY Dimensional Powers (Uncommon)

10 Vulnerability: 2 x Effect Dimensional Powers (Uncommon)

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

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Re: Centurian Project: Lunar Team

 

Ra

 

Alternate ID: Noor Fahmy

 

Archetype: Blaster (Solar)

 

Background/History: Noor was born to an affluent Egyptian family, and sent to England for his college education. He graduated with a degree in archeology and anthropology. The next couple of years were quite enjoyable for him; he became a recognized expert in his field, got a teaching job at a Cairo University and went on a number of digs.

 

Then there was the dig that changed his life, at first it was thought to be a sight of little importance, until he realized that the sands of the desert had covered 90% of the sight. Digging deeper he found a room that was always bathed in light, in the center was a crooked scepter, taking hold of it he was struck down by a light from it.

 

He dreamed that the mythical Egyptian god Ra came to him, and told him that he was the descendent of the first Pharaoh, that he was the heir to the gifts he had given the first pharaoh, and for him to use the abilities wisely. That all he had to do to call upon those gifts was to grasp the charm and say his name.

 

The next day he woke in the desert, his clothes were shredded, but except for some dehydration nothing wrong with him. The pyramid was gone, however a small medallion now hung around his neck, remembering the dream (and thinking he was crazy for doing it) he grabbed the necklace and said “Ra”. A beam of light struck down again and in his place stood a man empowered by the sun itself.

 

Personality/Motivations: Before the transformation, Noor was a somewhat quiet if kind hearted academic, but after the transformation he found that he was more likely to jump in and rescue people, he also tended to look at the people of Egypt, and to a lesser extent the world as his children, who must be watched, guarded, and guided to be there best.

 

This tends to make him seem somewhat pompous, but in truth he values the effort others make.

 

Quote: FEEL THE BLINDING LIGHT OF RA

 

Powers/Tactics: Ra is able to channel the powers of the Egyptian god Ra, when he does this his body becomes a representation of the god’s form, granting him some increases in strength & durability. In this form he is also granted a control over light radiating from his body. He can use this to light the darkness, heal himself, fly, and create a field of protection for himself.

 

He also has a scepter that appears when he transforms as long as he had it the last time he became human. This scepter allows him to channel his light generating powers to create more effects. These effects are energy beams, blinding flashes, healing others, to become a form of light and quicker flight

 

Tactics tend to be somewhat direct, favoring a strong offence. He will normally give warning, and try to call out a single opponent at one time. He will only use his killing attack if he feels his life is in danger or against inanimate objects.

 

Campaign Use: Ra, as all the Lunar Centurions are, is a background characters that should be used sparingly. The point of the team is to explain who takes care of the problems that are to big for a group of 350 point characters.

 

Appearance: When he powers up he appears as a physically perfect man wearing a white kilt like loincloth. His costume is finished with various gold accents.

 

 

RA Player:

Val Char Cost

15/45 STR 5

20/30 DEX 30

20/30 CON 20

10/15 BODY 0

18 INT 8

18 EGO 16

15/30 PRE 5

12/20 COM 1

 

5/40 PD 2

5/40 ED 1

4/7 SPD 10

7/15 REC 0

40/60 END 0

30/50 STUN 2

 

6" RUN 0

2" SWIM 0

3"/9" LEAP 0

Characteristics Cost: 100

Cost Power END

6 Centurian Communicator: Mind Link (Specific Group of Minds), Number of Minds (x2) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4), Affected as Radio & Hearing, not Mental (-1/4)

Godly Form, all slots: Only In Heroic Identity (-1/4)

24 1) +30 STR (30 Active Points) (uses Personal END) 3

24 2) +10 DEX (30 Active Points)

16 3) +10 CON (20 Active Points)

6 4) +5 BODY (10 Active Points); No Figured Characteristics (-1/2)

12 5) +15 PRE (15 Active Points)

3 6) +8 COM (4 Active Points)

7 7) +9 PD (9 Active Points)

10 8) +13 ED (13 Active Points)

16 9) +2 SPD (20 Active Points)

6 10) +8 Mental Defense (12 points total) (8 Active Points)

8 11) Damage Resistance (10 PD/10 ED) (10 Active Points)

12 12) Physical Damage Reduction, Resistant, 25% (15 Active Points)

12 13) Energy Damage Reduction, Resistant, 25% (15 Active Points)

12 14) Mental Damage Reduction, Resistant, 25% (15 Active Points)

36 15) Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 1600 Years, 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 only has to sleep 8 hours per week (45 Active Points)

16 16) Flash Defense (20 points) (Sight Group) (20 Active Points)

37 17) Endurance Reserve (300 END, 20 REC) Reserve: (50 Active Points) REC: (20 Active Points); Limited Recovery: Only in Light (-1/4)

50 Sceptor: Multipower, 100-point reserve, all slots: (100 Active Points); OAF (-1)

5u 1) Light Blast: Energy Blast 20d6 (vs. ED) (100 Active Points) (uses END Reserve) 10

5u 2) Tricks of the Light: Energy Blast 10d6 (vs. ED), Variable Advantage (+1/2 Advantages +1) (100 Active Points) (uses END Reserve) 10

5u 3) Stunning Light: Energy Blast 8d6 (vs. ED), Attack Versus Limited Defense (+1 1/2) (100 Active Points) (uses END Reserve) 10

5u 4) Killing Light: Killing Attack - Ranged 6 1/2d6 (vs. ED) (100 Active Points) (uses END Reserve) 10

5u 5) Blinding Light: Flash 20d6 (Sight Group) (100 Active Points) (uses END Reserve) 10

5u 6) Blinding flash of LIght: Flash 13d6 (Sight Group), Explosion (+1/2) (97 Active Points) (uses END Reserve) 10

2u 7) Healing Light: Healing 10d6 (max. Healed Points: 60) (100 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Concentration 0 DCV (-1/2) (uses END Reserve) 10

2u 8) Form of Light: Desolidification , Costs END Only To Activate (+1/4) (50 Active Points) (uses END Reserve) 4

2u 9) Super Fast Flight: Flight 10", Megascale (1" = 10,000 km; +1 1/4), Can Be Scaled Down: 1" = 1km (+1/4) (50 Active Points) (uses END Reserve) 5

1u 10) Light Speed Flight: Faster-Than-Light Travel (10 Active Points)

24 Light Powers: Elemental Control, 60-point powers, all slots: (30 Active Points); Only In Heroic Identity (-1/4)

24 1) Aura of the Sun: Force Field (20 PD/20 ED), Hardened (+1/4), Reduced Endurance 1/2 END (+1/4) (60 Active Points) (uses END Reserve) 2

24 2) Flight: Flight 20", Variable Advantage (+1/4 Advantages +1/2) (60 Active Points) (uses END Reserve) 6

14 3) Aura of Light: Sight Group Images, +/-5 to PER Roll, Increases Size (8" radius; +3/4), Variable Advantage (+1/2 Advantages +1) (69 Active Points); Only To Create Light (-1), No Range (-1/2) (uses END Reserve) 7

13 4) Regeneration: Healing 1 BODY (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

Powers Cost: 449

Cost Skill

12 +4 Sceptor

3 Breakfall 13- (15-)

3 Combat Piloting 13- (15-)

3 Conversation 12- (15-)

3 Deduction 13-

2 Navigation (Air) 13-

3 Paramedics 13-

3 Power (INT-based) 13-

2 Survival (Desert) 13-

3 Tactics 13-

3 Teamwork 13- (15-)

4 SS: Archeology (INT-based) 14-

2 PS: Teacher 11-

3 Linguist

2 1) Language: Sanscript (completely fluent) (3 Active Points)

2 2) Language: English (completely fluent) (3 Active Points)

2 3) Language: French (completely fluent) (3 Active Points)

1 4) Language: Spanish (fluent conversation) (2 Active Points)

1 5) Language: Japanese (fluent conversation) (2 Active Points)

1 6) Language: Mandarin (fluent conversation) (2 Active Points)

1 7) Language: Russian (fluent conversation) (2 Active Points)

1 8) Language: Portugese (fluent conversation) (2 Active Points)

1 9) Language: Latin (fluent conversation) (2 Active Points)

3 Scholar

2 1) KS: Ancient Egypt (INT-based) (3 Active Points) 13-

2 2) KS: History (INT-based) (3 Active Points) 13-

2 3) KS: Super Heroes & Villains (INT-based) (3 Active Points) 13-

2 4) KS: Egyption Mythology (INT-based) (3 Active Points) 13-

2 5) KS: Myths & Legends (INT-based) (3 Active Points) 13-

2 6) KS: Archeolgists (INT-based) (3 Active Points) 13-

Skills Cost: 76

Cost Perk

12 Fringe Benefit: International Police Powers, License to practice Archeology, Membership of the Lunar Centurians, Passport

8 Reputation (A large group; 11-) +4/+4d6

5 Money: Well Off

Perks Cost: 25 Total Character Cost: 650

Val Disadvantages

15 Dependent NPC: Girl Friend 8- (Normal; Unaware of character's adventuring career/Secret ID)

10 Distinctive Features: Strong Mystic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

15 Hunted: Centurians 11-, More Powerful, Watching, Extensive Non-Combat Influence

15 Hunted: Set 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence)

20 Hunted: The World Hostility Implementation Party 8-, More Powerful, Harshly Punish, Extensive Non-Combat Influence

10 Hunted: The REAL Ra 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find)

10 Hunted: Rouge Gallery 8- (As Pow; Harshly Punish)

15 Psychological Limitation: Heroic (Common; Strong)

15 Psychological Limitation: Noble Oblige (Common; Strong)

15 Psychological Limitation: Warrior Code (Common; Strong)

10 Reputation: 11-

5 Rivalry: Professional (Profesor Roger Callhorn; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Social Limitation: Secret ID (Frequently; Major)

10 Vulnerability: 2 x STUN Darkness (Uncommon)

10 Vulnerability: 2 x BODY Darkness (Uncommon)

10 Vulnerability: 2 x Effect Darkness (Uncommon)

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

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Re: Centurian Project: Lunar Team

 

Ronin

 

Alternate ID: Fukawa Takao

 

Archetype: Weapon Master/Martial Artist

 

Background/History: Takao came into the world on one rainy day. His mother never saw him, for she died that day. The doctors told his father that she had died from complications of labor, but he recognized the lie instantly, it was not a complication it was the Yakuza sending a message to him.

 

Takao’s father was a detective who had caused the Yakuza many problems, there first offer was 1,000,000 yen to look the other way, but he had been raised by the code of Bushido, and he could never betray his lord, the PD.

 

Taking his son up to the hills, where his father lived he dropped the boy off. Little is known about what happened next, but the following are in the police records, Officer Fukawa was found dead of 16 bullets, around him stabbed with a sword were two dozen suspected Yakuza laid dead, including one of the chief lieutenants. No sword was found however.

 

Takao grew strong, his grandfather training him in the ways of Bushido, by age 7 he was a master of the Itti Ryu style of kenjutsu. By 15 he was the master of 7 arts, and dozens of sub styles. While his body grew strong so did his mind, his grandfather supported his education, and at 16 he had become a master of a number of sciences.

 

Leaving for Tokyo he opened a research lab researching cybernetics & robotics. Then in an act of industrial espionage his lab was attacked by a man bearing the ancestral sword his father had taken. He rushed in, fighting the armored opponent, and quickly getting seriously injured. But he held the opponent off long enough for the cops.

 

While in the hospital his assistants did the only thing they could to save his life, they used there research to rebuild him. Shortly afterwards there was a new hero in Tokyo, a hero who was wearing a high tech suit of armor, stronger than any normal person, and wielding remarkable swords.

 

Personality/Motivations: Takao has had everything come relatively easily for him; as such he tends to be slightly overconfident. He has also had 20 years of martial training, and is one of the smartest men in the world.

 

He has also been raised to follow Bushido; as such he is very honorable in battle, and tends to answer insults in kind…

 

Quote: Meet me in single battle you honor less dog

 

Powers/Tactics: His powers are three fold: First is the fact that he is a phonon who skills come easily for. Having become an expert in martial combat he is one of the world’s greatest masters of Kenjutsu, and is also proficient in 6 other styles.

 

Second: The cybernetics that saved his life has increased his strength, speed, his resistance to harm and has granted him night vision.

 

Third: He has created a suit of armor that helps to protect him from harm and grants him protection from most environmental harms.

 

Tactically he tends to call out the most skilled opponent in battle and try to engage in single combat. He will answer force for force, tending to only go for the kill when the other opponent has done the same…

 

Campaign Use: Like all the Lunar Centurions he should be a background character only used for flavor.

 

Appearance: Ronin wears a suit of high tech armor that resembles that of the Samurai

 

 

Ronin

 

Player:

 

Val Char Cost
15/30 STR 5
18/38 DEX 24
20/30 CON 20
12/14 BODY 4
28 INT 18
17 EGO 14
20 PRE 10
16 COM 3
10/30 PD 4
10/30 ED 3
4/7 SPD 12
7/12 REC 0
40/60 END 0
30/45 STUN 0
10" RUN02" SWIM012"/15" LEAP0Characteristics Cost: 117

 

Cost Power END
5 +5 Mental Defense (18 points total)
6 Centurion Radio Link: Mind Link (Specific Group of Minds), Number of Minds (x2) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4), Affected by Radio & Hearing, not Mental (-1/4)
Combat Luck, all slots: Combat Luck Based (-3/4)
8 1) Physical Damage Reduction, Resistant, 25% (15 Active Points)
8 2) Energy Damage Reduction, Resistant, 25% (15 Active Points)
3 3) Lack Of Weakness (-5) for Resistant Defenses (5 Active Points)
Cybernetic Upgrades, all slots: Restrainable (Only by means other than Grabs and Entangles -1/4)
12 1) +15 STR (15 Active Points) 1
48 2) +20 DEX (60 Active Points)
16 3) +10 CON (20 Active Points)
3 4) +2 BODY (4 Active Points)
6 5) +7 PD (7 Active Points)
6 6) +8 ED (8 Active Points)
8 7) +1 SPD (10 Active Points)
4 8) Nightvision (5 Active Points)
11 Cyberlegs: Multipower, 14-point reserve, all slots: (14 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4)
1u 1) Leaping +9" (12"/15" forward, 6"/7 1/2" upward) (Accurate) (14 Active Points) 1
1u 2) +4" Running (10" total) (8 Active Points) 1
Armor, all slots: OIF (-1/2)
17 1) Armor (7 PD/7 ED), Hardened (+1/4) (26 Active Points)
2 2) +3 PD (3 Active Points)
2 3) +3 ED (3 Active Points)
7 4) Polerised Lenses: Flash Defense (10 points) (Sight Group) (10 Active Points)
3 5) Well Constructed: Lack Of Weakness (-5) for Resistant Defenses (5 Active Points)
13 6) Life Support , Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (19 Active Points)
7 7) Radio: High Range Radio Perception (12 Active Points); Sense Affected As Radio & Hearing (-1/4)
7 8) PSI Neutraliser: +10 Mental Defense (18 points total) (10 Active Points)
5 9) Microjets: Flight 5" (10 Active Points); 1 Continuing Fuel Charges lasting 5 Minutes each (-1/2)
39 Swords: Multipower, 69-point reserve, all slots: (69 Active Points); OIF (-1/2), Beam (-1/4)
3u 1) Katanna: Killing Attack - Hand-To-Hand 3d6 (plus STR) (vs. PD), Reduced Endurance 0 END (+1/2) (67 Active Points); OAF (-1), Beam (-1/4)
3u 2) Wakizashi: (Total: 68 Active Cost, 29 Real Cost) Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. ED), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2), Penetrating (+1/2), Reduced Endurance 0 END (+1/2) (55 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 24) plus Flash 3d6 (Touch Group), Reduced Endurance 0 END (+1/2) (13 Active Points); OAF (-1), Linked to Killing Attack - Hand-To-Hand (-1/2), Beam (-1/4) (Real Cost: 5)
3u 3) Tanto: (Total: 69 Active Cost, 28 Real Cost) Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. Force Fields/Barriors), +1 STUN Multiplier (+1/4), Reduced Endurance 0 END (+1/2), Attack Versus Limited Defense: PD Force Fields/Barriors (+3/4), Does BODY (+1) (52 Active Points); OAF (-1) (Real Cost: 26) plus Flash 3d6 (Touch Group), Reduced Endurance 0 END (+1/2) (13 Active Points); OAF (-1), Linked to Killing Attack - Hand-To-Hand (-1/2), Beam (-1/4), Range Based On Strength/No range (-1/4) (Real Cost: 4) plus Limited Modifier for Tanto HKA, Range Based on Str (+1/4) (4 Active Points); 1 Recoverable Charges (-1 1/4) (Real Cost: 2)
3u 4) Bow: Killing Attack - Ranged 3 1/2d6 (vs. PD), +1 STUN Multiplier (+1/4) (69 Active Points); OAF (-1), 6 Recoverable Charges (-1/4)
Powers Cost: 260

 

Cost Martial Arts Maneuver
Kenjutsu
4 1) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +20 STR
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +20 STR to Disarm roll
4 4) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 5) Kiri-otoshi: 1/2 Phase, +1 OCV, +3 DCV, STR +2d6 Strike
4 6) Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike
5 7) Slashing Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike
5 8) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +20 STR to take weapon away
4 Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
4 Escape: 1/2 Phase, +0 OCV, +0 DCV, +25 STR vs. Grabs
4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND; Target Falls
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls
3 Slam: 1/2 Phase, +0 OCV, +1 DCV, STR +2d6 +v/5, Target Falls
5 Weapon Element: Blades, Clubs, Karate Weapons, Polearms and Spears, Staffs
8 +2 HTH Damage Class(es)
Martial Arts Cost: 66

 

Cost Skill
12 +4 Kenjutsu
8 Defense Maneuver: I-III
3 Acrobatics 13- (17-)
1 Acting 8-
3 Analyze: Style 15-
3 Breakfall 13- (17-)
3 Bureaucratics 13-
3 Combat Piloting 13- (17-)
3 Computer Programming 15-
3 Cryptography 15-
3 Electronics 15-
3 Fast Draw 13- (17-)
3 Forensic Medicine 15-
2 Gambling (Board Games) 15-
3 High Society 13-
3 Inventor 15-
3 Mechanics 15-
2 Navigation (Air) 15-
3 Paramedics 15-
3 Riding 13- (17-)
3 Security Systems 15-
3 Sleight Of Hand 13- (17-)
3 Systems Operation 15-
3 Teamwork 13- (17-)
2 TF: Centurian Vehicles
3 Tactics 15-
7 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Thrown Sword
2 Weaponsmith (Muscle-Powered HTH) 15-
3 Jack of All Trades
2 1) PS: Calligraphy (INT-based) (3 Active Points) 15-
2 2) PS: Cook (INT-based) (3 Active Points) 15-
2 3) PS: Instructor (INT-based) (3 Active Points) 15-
2 4) PS: Gardening (INT-based) (3 Active Points) 15-
1 5) PS: Painting (2 Active Points) 11-
1 6) PS: Tea Ceremony (2 Active Points) 11-
2 7) PS: Woodcut Art (INT-based) (3 Active Points) 15-
3 Linguist
2 1) Language: English (completely fluent) (3 Active Points)
2 2) Language: Cantonese (completely fluent) (3 Active Points)
2 3) Language: Mandarin (completely fluent) (3 Active Points)
1 4) Language: Korean (fluent conversation) (2 Active Points)
1 5) Language: German (fluent conversation) (2 Active Points)
1 6) Language: Cambodian (fluent conversation) (2 Active Points)
1 7) Language: Russian (fluent conversation) (2 Active Points)
1 8) Language: Vietnamese (fluent conversation) (2 Active Points)
1 9) Language: Spanish (fluent conversation) (2 Active Points)
3 Scholar
2 1) KS: Martial World (INT-based) (3 Active Points) 15-
2 2) KS: Classical Japanese Literature (INT-based) (3 Active Points) 15-
2 3) KS: Mon (INT-based) (3 Active Points) 15-
2 4) KS: Super Heroes & Villains (INT-based) (3 Active Points) 15-
2 5) KS: Super Human World (INT-based) (3 Active Points) 15-
2 6) KS: Samuri (INT-based) (3 Active Points) 15-
2 7) KS: Music (INT-based) (3 Active Points) 15-
2 8) KS: Kenjutsu (Sword) (INT-based) (3 Active Points) 15-
1 9) KS: Bojutsu (Bo Staff) (2 Active Points) 11-
1 10) KS: Jojutsu (Stick) (2 Active Points) 11-
1 11) KS: Jujutsu (hand) (2 Active Points) 11-
1 12) KS: Naginatajutsu (Halberd) (2 Active Points) 11-
1 13) KS: Sojutsu (Spear) (2 Active Points) 11-
1 14) KS: Saijutsu (Sai) (2 Active Points) 11-
3 Scientist
2 1) SS: Medicine (INT-based) (3 Active Points) 15-
2 2) SS: Biology (INT-based) (3 Active Points) 15-
2 3) SS: Chemistry (INT-based) (3 Active Points) 15-
2 4) SS: Kenjutsu (INT-based) (3 Active Points) 15-
2 5) SS: Computer Science (INT-based) (3 Active Points) 15-
2 6) SS: Electronic Engineering (INT-based) (3 Active Points) 15-
2 7) SS: Anatomy (INT-based) (3 Active Points) 15-
2 8) SS: Metalurgy (INT-based) (3 Active Points) 15-
2 9) SS: Physics (INT-based) (3 Active Points) 15-
2 10) SS: Robotics (INT-based) (3 Active Points) 15-
2 11) SS: Cybernetics (INT-based) (3 Active Points) 15-
Skills Cost: 176

 

Cost Perk
11 Fringe Benefit: International Police Powers, License to practice Medicine, Member of the Lunar Centurians
4 Reputation (A large group; 11-) +2/+2d6
10 Money: Wealthy
Perks Cost: 25

 

Cost Talent
6 Combat Luck (3 PD/3 ED)
Talents Cost: 6

 

 

Total Character Cost: 650

 

Val Disadvantages
15 Dependent NPC: Girlfriend 8- (Normal; Unaware of character's adventuring career/Secret ID)
10 Dependent NPC: Police Detective 8- (Normal; Unaware of character's adventuring career/Secret ID; Useful noncombat position or skills)
10 Dependent NPC: Grandfather 8- (Normal)
15 Dependent NPC: Assistants 8- (Normal; Group DNPC: x2 DNPCs)
10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group)
5 Distinctive Features: Cyborg (Not Concealable; Noticed and Recognizable; Detectable Only By X-ray)
15 Hunted: Centurians 11-, More Powerful, Watching, Extensive Non-Combat Influence
20 Hunted: The World Hostility Implementation Party 8- (Occasionally) (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Hunted: Steel Crane 8- (As Pow; Harshly Punish)
20 Hunted: The Yakuza 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Reputation: Hero 11-
15 Social Limitation: Secret ID (Frequently; Major)
15 Psychological Limitation: Code of Bushido (Common; Strong)
10 Psychological Limitation: Vengeful (Common; Moderate)
10 Psychological Limitation: Heroic (Common; Moderate)
10 Psychological Limitation: Overconfident (Common; Moderate)

Disadvantage Points: 200

 

Base Points: 400

Experience Required: 50

Total Experience Available: 50

Experience Unspent: 0

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Re: Centurian Project: Lunar Team

 

Question for any lurkers out there, do you guys feel that two heroes on a team that use the same weapon (a sword) is two much? For that matter is two weapon masters to much for a single team, especialy a high powered team such as this?

 

Discuss

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Re: Centurian Project: Lunar Team

 

Question for any lurkers out there, do you guys feel that two heroes on a team that use the same weapon (a sword) is two much? For that matter is two weapon masters to much for a single team, especialy a high powered team such as this?

 

Discuss

Nah, I think if the characters are different enough in outlook/practice that it doesn't matter.

 

BTW. Rep to you for the cool CHaracters.

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Re: Centurian Project: Lunar Team

 

Question for any lurkers out there, do you guys feel that two heroes on a team that use the same weapon (a sword) is two much? For that matter is two weapon masters to much for a single team, especialy a high powered team such as this?

 

Discuss

No, to me it's all about character/charisma and such.

 

Good work, JmOz!

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Re: Centurian Project: Lunar Team

 

Oracle

 

Alternate ID: Rachel Stetson

 

Archetype: Mystic

 

Background/History: Rachel grew up in the 1920’s in Salem, Mass. She was plagued by terrible nightmares, of death, destruction, of demons that would invade the earth, she was 4.

 

Then the weird things started: things would fly through the house, rats would cover the living room floor, her parents figured she was possessed. They contacted the local Roman Catholic Priest, who did little good. In desperation they contacted an occultist, who after some weird rituals the problems stopped. Everyday after that felt wrong to Rachel, till her 18th birthday. She had just graduated school, and was starting collage when she got hired to be a “Magicians Assistant†and Girl Friday for a stage performer.

 

However she was soon to learn that his magic was not just tricks but the real thing, she became his apprentice, as he himself was the apprentice of another mage. In the 40’s they fought crime, then her master’s master decided to retire, Her master became known as the Loremaster, she is still an apprentice, one with 65+ years of experience.

 

Personality/Motivations: The pathways of magic have opened her minds to many things; this has left her to be a very curious person. She truly believes in what she is doing, with no doubt of right or wrong. She has seen many things and she knows that man kind is simply not mature enough as a whole for the secrets she knows. Otherwise she is a caring and gentle woman who wants to do what is right.

 

Quote: Using magic this way is like using a bazooka to kill cockroaches

 

Powers/Tactics: Oracle is a master of magic, especially divination. She likes to attempt to resolve combat as quickly as possible. Usually she will open with Mystic Bolts, but if that does not work she will turn to NND’s…

 

Campaign Use: As a High powered character she should only be used sparingly, and in the background, maybe as an information source or as a mentor to a younger mage

 

Appearance: A very attractive woman with long black hair. Her costume is a white and purple body suit with gold runes along the cuffs and neckline. The cape she wears is purple

 

 

Oracle

 

Player:

 

Val Char Cost
15 STR 5
26 DEX 48
25 CON 30
11 BODY 2
28 INT 18
26 EGO 32
20 PRE 10
22 COM 6
30 PD 2
30 ED 0
6 SPD 24
8 REC 0
50 END 0
35 STUN 3
5" RUN-220" SWIM03" LEAP0Characteristics Cost: 178

 

Cost Power END
6 Centurion Radio Link: Mind Link (Specific Group of Minds), Number of Minds (x2) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4), Affected by Radio & Hearing, not Mental (-1/4)
4 Strong Mind: +4 Mental Defense (9 points total)
7 Counter spells: Power Defense (10 points) (10 Active Points); Magic Only (-1/2)
5 Nexus: Luck 1d6
Centurion Costume, all slots: IIF (-1/4)
4 1) Damage Resistance (5 PD/5 ED) (5 Active Points)
4 2) Life Support , Safe in High Pressure, Safe in Intense Cold, Safe in Intense Heat (5 Active Points)
5 Magesight: Detect: Magic A Class Of Things 15-
2 Elixer of Eternal Youth: Life Support , Longevity: 800 Years (3 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4)
231 Magic Pool: Variable Power Pool (Magic), 105 base + 126 control cost, Cosmic (+2) (262 Active Points); No more than 70 Real Points (-1/4)
0 1) Shields of the Blessed ones: Force Field (25 PD/25 ED), Reduced Endurance 0 END (+1/2) (75 Active Points); Only In Heroic Identity (-1/4), Gestures (-1/4) Real Cost: 50
0 2) Bolts of Mystical Force: Energy Blast 6d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Attack Versus Limited Defense: Pow Defence (+1 1/2) (82 Active Points); Gestures (-1/4), Incantations (-1/4), Only In Heroic Identity (-1/4) Real Cost: 47 4
0 3) Protection of the Zodiac: Life Support , Safe in Low Pressure/Vacuum, Self-Contained Breathing (12 Active Points); Visible (-1/4), Only In Heroic Identity (-1/4) Real Cost: 8
40 Cloak of the Travelor: Multipower, 60-point reserve, all slots: (60 Active Points); OIF (-1/2)
3u 1) Levitation: Flight 20", Reduced Endurance 0 END (+1/2) (60 Active Points); No Noncombat Movement (-1/4)
1u 2) Swimming +18" (20" total), Reduced Endurance 0 END (+1/2) (27 Active Points); No Noncombat Movement (-1/4)
3u 3) Shortcuts of the Unseen: Teleportation 10", Position Shift, x2 Increased Mass, Safe Blind Teleport (+1/4), Reduced Endurance 1/2 END (+1/4), Variable Advantage (+1/4 Advantages +1/2) (60 Active Points); Extra Time Full Phase (-1/2) 3
3u 4) The Unseen Pathways: Teleportation 10", Position Shift, x2 Increased Mass, Megascale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) (60 Active Points); Extra Time Full Phase (-1/2) 6
3u 5) The Unknown Pathways: Extra-Dimensional Movement (Related Group of Dimensions, Any Location), x2 Increased Weight, Reduced Endurance 0 END (+1/2) (60 Active Points); Extra Time Full Phase (-1/2)
Powers Cost: 321

 

 

Cost Skill
3 Analyze: Magic 15-
3 Breakfall 14-
3 Concealment 15-
3 Contortionist 14-
3 Conversation 13-
3 Cryptography 15-
3 Deduction 15-
3 Mimicry 15-
3 Navigation (Astral, Dimensional) 15-
3 Oratory 13-
3 Paramedics 15-
3 Magic Skill (INT-based) 15-
3 Sleight Of Hand 14-
3 Seduction 13-
3 Stealth 14-
3 Teamwork 14-
3 TF: Centurion Vehicles, Flying Beasts
3 Linguist
1 1) Language: Spanish (fluent conversation) (2 Active Points)
1 2) Language: Latin (fluent conversation) (2 Active Points)
1 3) Language: German (fluent conversation) (2 Active Points)
1 4) Language: French (fluent conversation) (2 Active Points)
1 5) Language: Atlantean (fluent conversation) (2 Active Points)
1 6) Language: Greek (fluent conversation) (2 Active Points)
1 7) Language: Sandscript (fluent conversation) (2 Active Points)
3 Scholar
4 1) KS: Hydromancy Divination (INT-based) (5 Active Points) 17-
4 2) KS: Thurmancy (High Magic) (INT-based) (5 Active Points) 17-
2 3) KS: Arcane Lore (INT-based) (3 Active Points) 15-
2 4) KS: Divination Methods (INT-based) (3 Active Points) 15-
2 5) KS: Mystic Threats (INT-based) (3 Active Points) 15-
2 6) KS: Magic Styles (INT-based) (3 Active Points) 15-
2 7) KS: Practicianers of Magic (INT-based) (3 Active Points) 15-
2 8) KS: Mystic World (INT-based) (3 Active Points) 15-
1 9) KS: Occultisim (2 Active Points) 11-
1 10) KS: Occult Lore (2 Active Points) 11-
3 Traveler
2 1) AK: Dimmension Of The Loremaster's Keep (INT-based) (3 Active Points) 15-
1 2) AK: Earth (2 Active Points) 11-
2 3) AK: Mystic Sites (INT-based) (3 Active Points) 15-
2 4) CuK: Mystics (INT-based) (3 Active Points) 15-
1 5) AK: Afterrealms (2 Active Points) 11-
1 6) AK: Realm of Fae (2 Active Points) 11-
1 7) CuK: The Fae (2 Active Points) 11-
1 8) AK: Netherworlds (2 Active Points) 11-
1 9) CuK: Denizens of the Netherworlds (2 Active Points) 11-
Skills Cost: 101

 

Cost Perk
13 Fringe Benefit: International Police Powers, Member of the Lunar Centurions, Mystic Guardian
5 Reputation: Master of the Mystic Arts (A small to medium sized group; 14-) +5/+5d6
10 The Keep of the Loremaster (Partial Payment) (50 Base, 0 Disad)
2 Reputation: Popular Hero (A large group; 8-) +2/+2d6
3 Well-Connected
2 1) Contact (Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact limited by identity) (3 Active Points) 11-
5 2) Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources) (6 Active Points) 11-
3 3) Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact limited by identity) (4 Active Points) 11-
2 4) Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity) (3 Active Points) 11-
1 5) Contact (Contact has significant Contacts of his own, Contact limited by identity) (2 Active Points) 11-
2 6) Contact (Contact has access to major institutions, Contact has been blackmailed by the character, Contact has significant Contacts of his own, Contact has: useful Skills or resources) (3 Active Points) 11-
1 7) Favor (1 Active Points)
1 8) Favor (1 Active Points)
1 9) Favor (1 Active Points)
1 10) Favor (1 Active Points)
Perks Cost: 50

 

 

 

Total Character Cost: 650

 

Val Disadvantages
10 Dependent NPC: Professor Peter Michaels, Professor of Archeology 8- (Normal; Useful noncombat position or skills; Unaware of character's adventuring career/Secret ID)
10 Dependent NPC: Keith Jensen, Boyfriend 8- (Normal)
5 Dependent NPC: Master & Candice (Candy) Rogers 8- (Slightly Less Powerful than the PC; Useful noncombat position or skills; Group DNPC: x2 DNPCs)
5 Distinctive Features: Magical Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
10 Hunted: Centurians 8-, More Powerful, Watching, Extensive Non-Combat Influence
20 Hunted: The World Hostility Implementation Party 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence
20 Hunted: Mystic Threats to the earth 8- (Mo Pow; Mildly Punish; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence)
15 Hunted: Loremaster 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence)
15 Psychological Limitation: Inquisitive (Very Common; Moderate)
15 Psychological Limitation: Code vs Killing (Common; Strong)
20 Psychological Limitation: Heroic (Very Common; Strong)
5 Reputation: Hero 8-
15 Reputation: Mystic Defender of the Eatrth 14- (Known Only To A Small Group (Extreme))
15 Social Limitation: Secret ID (Frequently; Major)
10 Social Limitation: Apprentice to the Loremaster (Occasionally; Major)
5 Social Limitation: Weirdness Magnet (Occasionally; Minor)
5 Unluck: 1d6

Disadvantage Points: 200

 

Base Points: 400

Experience Required: 50

Total Experience Available: 50

Experience Unspent: 0

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Re: Centurian Project: Lunar Team

 

Madame Raven

 

Alternate ID: Sara Johnson

 

Archetype: Mentalist (Telepath/Telekinetic)

 

Background/History: Sara grew up in Sydney, at a young age she realized that she could read minds. As per Australian law she was registered as a paranormal with class A powers (Telepathic powers, X-ray Vision, etc…). She continued on with her life fairly normal, except for going to the special school.

 

She became a psychologist, working for the government. She interviewed super criminals, helped to rehabilitate them. Then she met Nightingale, a small time mentalist super villain, who was using her vast telekinesis to rob banks. Funny thing was that she was so week compared to the reports on what she could do, in her mind Sara noticed a secret, and while she could not figure out what it was she saw a place.

 

A few months ago she had dated a hero, and had made a costume for herself and called herself PSI-Lass. She decided to put on the costume and find out what was going on. She found Nightingale’s hideout, and a black stone. The stone had an aura of Psi energy around it that literally stunned her. Feeling that the stone was calling her she grabbed it and flew away at full power.

 

She found she liked the adventure, and decided to keep going as PSI-Lass for a while, the whole time she kept investigating the stone until in a TK Explosion her house was destroyed, but she now knew, the stone would and could empower those it was attuned to. The explosion had been caused by her finally unlocking the stone’s true power. The name change, and costume came to her in the dream she had after knocking herself out…

 

Personality/Motivations: She knows she is powerful, and it scares the hell out of her. She cares about people and wants nothing more than to help people. Overall she would prefer to solve problems by diplomacy than by force of arms.

 

Quote: “The mysteries of the mind are mine, I can see down to your very soul, you John Richards are not an evil man, though evil you have done, I call on you now to put down your weapons, or I will have to do it for youâ€

 

Powers/Tactics: Without the “Raven Stone†she is a powerful telepath and telekinetic, the aura her TK power takes is a light purple

 

When using the Raven Stone powers or the END Reserve provided by it a dark black and purple bird shape appears behind her, and her powers take on a dark purple hue.

 

Campaign Use: As with all characters of this scale she should be used sparingly.

 

Appearance: An attractive woman with beautiful blond hair, her costume is a purple body suit with a thick white stripe down the center; a purple bird shape appears on her chest

 

Note: Technically I am bending a few rules here to allow her EC & MP to add to each others; however it is the easiest way to build this. The EC’s and MP’s should be looked at as partially limited.

 

 

Madame Raven

 

Player:

 

Val Char Cost
15 STR 5
20/30 DEX 30
20 CON 20
11 BODY 2
23 INT 13
20/30 EGO 20
15/125 PRE 5
22/25 COM 6
5/45 PD 2
5/45 ED 1
4/6 SPD 10
7 REC 0
40 END 0
30 STUN 1
6" RUN02" SWIM03" LEAP0Characteristics Cost: 115

 

Cost Power END
6 +6 Mental Defense (18/20 points total)
6 Centurian Communicator: Mind Link (Specific Group of Minds), Number of Minds (x2) (15 Active Points); Only With Others Who Have Mind Link (-1), Affected as Radio & Hearing, not mental (-1/4), IIF (-1/4)
13 Reserves of Mental Strength: Endurance Reserve (100 END, 10 REC) (20 Active Points); Personal Endurance (-1/2)
24 Telepathic Link: Mind Link (Any Willing Target), Number of Minds (x8) (30 Active Points); Variable Limitations (requires -1/2 worth of Limitations -1/4)
18 Mental Powers: Elemental Control, 44-point powers, all slots: (22 Active Points); Variable Limitations (requires -1/2 worth of Limitations -1/4)
18 1) Telepathic Search: Mind Scan 7d6, +5 ECV (45 Active Points) (uses END Reserve) 4
12 2) Telepathic Overload: Change Environment 8" radius, -4 : EOCV, Personal Immunity (+1/4) (44 Active Points); No Range (-1/2) (uses END Reserve) 4
18 3) Psycokinetic Shield: Force Field (15 PD/15 ED/5 Mental Defense) (Protect Carried Items) (45 Active Points) (uses END Reserve) 4
15 4) Psycokinetic Flight: Flight 15", Variable Advantage (+1/4 Advantages +1/2) (45 Active Points); No Noncombat Movement (-1/4) (uses END Reserve) 4
45 Mental Powers: Multipower, 56-point reserve, all slots: (56 Active Points); Variable Limitations (requires -1/2 worth of Limitations -1/4)
4u 1) Mental Contact: Telepathy 11d6 (55 Active Points) (uses END Reserve) 5
4u 2) Mental Confusion: Mental Illusions 11d6 (55 Active Points) (uses END Reserve) 5
4u 3) Mental Dominance: Mind Control 9d6, Telepathic (+1/4) (56 Active Points) (uses END Reserve) 6
4u 4) Mental Blast: Ego Attack 5d6 (50 Active Points) (uses END Reserve) 5
4u 5) Mental Paralysis: Entangle 2d6, 2 DEF, Works Against EGO, Not STR (+1/4), Takes No Damage From Physical Attacks Limited Group (+1/4), Based On EGO Combat Value (Mental Defense; +1) (50 Active Points) (uses END Reserve) 5
4u 6) Brain Fry: Killing Attack - Ranged 1d6 (vs. ED), +1 STUN Multiplier (+1/4), Penetrating (+1/2), Does BODY (+1), Based On EGO Combat Value (Mental Defense; +1) (56 Active Points) (uses END Reserve) 6
4u 7) Psi-Surgery: Transform 2 1/2d6 (Minor), Works Against Ego not Body (+1/4), Based On EGO Combat Value (Mental Defense; +1) (56 Active Points); Limited Target Slightly Limited (-1/4) (uses END Reserve) 6
4u 8) Psycoteleckinesis: Telekinesis (30 STR), Fine Manipulation (55 Active Points) (uses END Reserve) 5
3u 9) Mental Persuasian: +55 PRE (55 Active Points); Skills/Offencive Only (-1/2)
4u 10) Psycokinetic Blast: Energy Blast 11d6 (vs. PD) (55 Active Points) (uses END Reserve) 5
4u 11) Psycokinetic Beam: Killing Attack - Ranged 3 1/2d6 (vs. PD) (55 Active Points) (uses END Reserve) 5
4u 12) Psycokinetic Barrior: Force Wall (7 PD/7 ED; 6" long and 1" tall), Hardened (+1/4) (56 Active Points) (uses END Reserve) 6
Raven Crystal, all slots: OIF (-1/2)
24 1) Endurance Reserve (200 END, 20 REC) Reserve: (40 Active Points); Visible (-1/4) REC: (20 Active Points)
25 2) Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points)
20 3) +10 DEX (30 Active Points)
13 4) +10 EGO (20 Active Points)
3 5) +5 PRE (5 Active Points)
7 6) +1 SPD (10 Active Points)
1 7) +3 COM (2 Active Points)
5 8) +8 Mental Defense (18/20 points total) (8 Active Points)
13 9) Life Support , 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 only has to sleep 8 hours per week (20 Active Points)
33 Enhanced Mental Powers: Multipower, 50-point reserve, all slots: (50 Active Points); OIF (-1/2)
3u 1) Enhanced Mental Contact: Telepathy 10d6 (50 Active Points) (uses END Reserve) [Notes: Total: 21d6] 5
3u 2) Enhanced Mental Condusion: Mental Illusions 10d6 (50 Active Points) (uses END Reserve) [Notes: Total: 21d6] 5
3u 3) Enhanced Mental Dominance: Mind Control 8d6, Telepathic (+1/4) (50 Active Points) (uses END Reserve) [Notes: Total: 17d6] 5
3u 4) Enhanced Mental Blast: Ego Attack 5d6 (50 Active Points) (uses END Reserve) [Notes: Total: 10d6] 5
3u 5) Enhanced Mental Paralysis: Entangle 2d6, 2 DEF, Works Against EGO, Not STR (+1/4), Takes No Damage From Physical Attacks Limited Group (+1/4), Based On EGO Combat Value (Mental Defense; +1) (50 Active Points) (uses END Reserve) [Notes: Total: 4dd6, Def 4] 5
3u 6) Enhanced Brain Fry: Killing Attack - Ranged 1d6 -1 (vs. ED), +1 STUN Multiplier (+1/4), Penetrating (+1/2), Does BODY (+1), Based On EGO Combat Value (Mental Defense; +1) (45 Active Points) (uses END Reserve) [Notes: Total: 2d6-1] 4
3u 7) Psi-Surgery: Transform 2d6 (Minor), Works Against Ego not Body (+1/4), Based On EGO Combat Value (Mental Defense; +1) (45 Active Points); Limited Target Slightly Limited (-1/4) (uses END Reserve) 4
2u 8) Mental Persuasian: +50 PRE (50 Active Points); Skills/Offencive Only (-1/2) [Notes: Total +105 PRE]
3u 9) Enhanced Psycoteleckinesis: Telekinesis (30 STR) (45 Active Points) (uses END Reserve) [Notes: Total: 60 Str] 4
3u 10) Enhanced Psycokinetic Blast: Energy Blast 10d6 (vs. PD) (50 Active Points) (uses END Reserve) [Notes: Total: 21d6] 5
3u 11) Enhanced Psycokinetic Beam: Killing Attack - Ranged 3d6 +1 (vs. PD) (50 Active Points) (uses END Reserve) [Notes: Total: 7d6] 5
3u 12) Enhanced Psycokinetic Barrior: Force Wall (8 PD/8 ED), Hardened (+1/4) (50 Active Points) (uses END Reserve) [Notes: Total: 15/15 PD/ED, Length 6"] 5
15 Enhanced Mental Powers: Elemental Control, 44-point powers, all slots: (22 Active Points); OIF (-1/2)
15 1) Enhanced Telepathic Overload: Mind Scan 7d6, +5 ECV (45 Active Points) (uses END Reserve) [Notes: Total 14d6, +10 EVC] 4
11 2) Enhanced Telepathic Overload: Change Enviroment x8 Radius, -4 EOCV , Personal Immunity (+1/4) (44 Active Points); No Range (-1/2) (uses END Reserve) [Notes: Total: 64", -8 EOCV] 4
15 3) Enhanced Psycokinetic Shield: Force Field (15 PD/15 ED/15 Mental Defense) (45 Active Points) (uses END Reserve) [Notes: Total: 30/30/20 PD/ED/MD] 4
13 4) Enhanced Psycokinetic Flight: Flight 15", Variable Advantage (+1/4 Advantages +1/2) (45 Active Points); No Noncombat Movement (-1/4) (uses END Reserve) [Notes: Note: 30" total] 4
Powers Cost: 470

 

 

Cost Skill
3 Acting 12- (34-)
3 Breakfall 13- (15-)
3 Bureaucratics 12- (34-)
3 Combat Piloting 13- (15-)
3 Conversation 12- (34-)
3 Deduction 14-
3 High Society 12- (34-)
1 Forensic Medicine 8-
3 Paramedics 14-
3 Persuasion 12- (34-)
3 Seduction 12- (34-)
3 Streetwise 12- (34-)
3 Tactics 14-
3 Teamwork 13- (15-)
3 Scientist
1 1) SS: Medicine (2 Active Points) 11-
2 2) SS: Psycology (INT-based) (3 Active Points) 14-
2 3) SS: ParaHuman Psycology (INT-based) (3 Active Points) 14-
2 4) SS: Criminal Psycology (INT-based) (3 Active Points) 14-
Skills Cost: 50

 

Cost Perk
4 Reputation (A large group; 11-) +2/+2d6
11 Fringe Benefit: International Police Powers, License to practice Psycology, Memberof Lunar Centurians
Perks Cost: 15

 

 

 

Total Character Cost: 650

 

Val Disadvantages
5 Distinctive Features: Strong Mental Presence (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
25 Dependent NPC: Family (Parents, Brother & sister) 8- (Incompetent; Group DNPC: x4 DNPCs)
15 Dependent NPC: Patient of the Week 8- (Normal; Unaware of character's adventuring career/Secret ID)
5 Enraged: When Pushing with full Powers (Only with Crystal) (Uncommon), go 8-, recover 14-
10 Hunted: Centurians 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence
20 Hunted: The World Hostility Implementation Party 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence
10 Hunted: Austrelian Goverment 8- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find; Limited Geographical Area)
10 Hunted: Nightingale 8- (Less Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
20 Psychological Limitation: Code Vs Killing (Common; Total)
15 Psychological Limitation: Heroic (Very Common; Moderate)
15 Psychological Limitation: Code of the Mentalist (Very Common; Moderate)
5 Psychological Limitation: Afraid of loosing control of her powers (Uncommon; Moderate)
10 Reputation: Hero 11-
15 Social Limitation: Secret ID (Frequently; Major)
10 Social Limitation: Subject to Orders (Occasionally; Major)
10 Social Limitation: Regestered Telepath (Frequently; Minor)

Disadvantage Points: 200

 

Base Points: 400

Experience Required: 50

Total Experience Available: 50

Experience Unspent: 0

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Re: Centurian Project: Lunar Team

 

More good stuff' date=' thank you. Do you have anything on the team interplay?[/quote']

 

I'm working on the individual Bio's (Jolith will be up in a couple of minutes) right now, then I will be posting a bit about team demographics.

 

Writing the Bio's is in alot of ways the fine tuning phase for me, where the character comes together, so you might see some changes.

 

But generaly speaking

 

Vanguard is the leader, and all respect him

 

Ra tends to but heads with him a little, but not much. and definatly not in the heat of battle

 

Blur is loyal to Ra

 

Jolith tries to be the team mediator

 

Ronin is a loner by nature

 

Oracle tends to also be a loner, but tries to be friendful

 

Madame Raven is the pep squad

 

This is off the cuff, and may change when I take a closer look at each person

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Re: Centurian Project: Lunar Team

 

Okay, just to keep everyone posted, and because I am at school right now...

 

On Ronin I made a few changes this morning

 

Droped his COM by two

 

added one point to his MP (Real cost unchanged)

 

The MP has also taken the "Beam" limitation as no power in it cannot be used to full effect, this brought the cost of the MP to 39 points

 

Linked the following attack to his Wakizashi: 3d6 Flash Touch, O end, No range, OAF: Essentialy when he attacks some poor guy with it the blade also numbs the individual for a few seconds.

 

Added two new slots to the MP

 

Tanto (sp): 1d6 HKA: AVLD: Physical Force Barriors (+3/4), +1 Stun Multiplier, Does Body, 0 END, OAF plus Range Based on strength (+1/4), OAF, 1 Recoverable Charge (65 Active Points, 26 real)

 

Bow: 3d6 RKA Penetrating, 12 Charges, OAF

 

Added Bows to WF.

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Re: Centurian Project: Lunar Team

 

Thinking about Ronin, Do you guys think that his power sets are to varied? Naturaly Good at skills, Martial Artist, Cyborg, Power Armor, High Tech versions of traditional weapons, that seems like a lot of power sources for one guy...

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Re: Centurian Project: Lunar Team

 

Thinking about Ronin' date=' Do you guys think that his power sets are to varied? Naturaly Good at skills, Martial Artist, Cyborg, Power Armor, High Tech versions of traditional weapons, that seems like a lot of power sources for one guy...[/quote']

Is it a bit much? Yes.

 

Is it cool? Yes. :)

 

As a PC, it's over the top IMHO, but as an NPC I'm okay with it. He's still no Doc Savage!

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Re: Centurian Project: Lunar Team

 

As I work on Madame RAven, and team interplay it is time to start thinking about what group to do next

 

As most of those who have been following this knows, this team is to have 100 members divided amoung 11 teams, with some free agents, this has been the moon based team and is more powerful than the earth centered teams...

 

So I ask: What team do you all want to see next

 

New York

San Fransisco

Rio De Janaro (sp)

Cario

Paris

London

Moscow

Tokyo

Sydney

 

I right now am leaning a certain way, but want to see what others wants

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