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Superhero Team The Avery


Argus

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I call this group The Avery, there are 7 members Justice, Fallen Angel, Fire Hawk, Raptor, Penumbra, Aurora and Unity.

 

The JPG files are ones I’ve picked up here and there over the years and are not my drawings

 

Please take a look and let me know what you think. I’m posting the HDT Files and the JPG files.

 

The first four have their backgrounds started the next three I'm still working out.

 

Let me know what you think.

 

A.

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JusticeJusticePlayer:

Val Char Cost
30 STR 20
28 DEX 54
30 CON 40
20 BODY 20
18 INT 8
18 EGO 16
25 PRE 15
16 COM 3
12/31 PD 6
12/31 ED 6
6 SPD 22
12 REC 0
60 END 0
50 STUN 0
6" RUN02" SWIM06" LEAP0Characteristics Cost: 210
Cost Power END
7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1
15 Questionite Shield: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); OAF Unbreakable (Shield; -1) 0
9 Armor (7 PD/7 ED), Limited Range (+1/4), Usable By Other (Can defend others with Shield; +1/4) (31 Active Points); Activation Roll 11- (-1), OAF Unbreakable (Shield; -1), Conditional Power Power does not work in Common Circumstances (Must be aware of Attack/ Not vs KNB; -1/2) 3
29 Chain Armor: Armor (12 PD/12 ED) (36 Active Points); IIF (Chain Mail Suit; -1/4) 0
31 Flight 18", Position Shift, x4 Noncombat (46 Active Points); OIF (Wings; -1/2) 5
7 Mental Defense (11 points total) 0
Powers Cost: 98
Cost Martial Arts Maneuver
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 11d6 Strike, Must Follow Block
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 9d6 +v/5; FMove
5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 9d6 +v/5; Target Falls; FMove
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 13d6 Strike
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
12 +3 HTH Damage Class(es)
Martial Arts Cost: 40
Cost Skill
3 Acrobatics 15-
3 Breakfall 15-
14 +7 with any single attack
15 +3 with HTH Combat
10 +2 with DCV
8 Computer Programming (Computer Networks, Hacking and Computer Security, Mainframes and Supercomputers, Military Computers) 13-
3 Concealment 13-
3 Bureaucratics 14-
3 Deduction 13-
10 Defense Maneuver I-IV
3 Forensic Medicine 13-
3 High Society 14-
3 Interrogation 14-
3 Oratory 14-
3 Paramedics 13-
3 Tactics 13-
3 Teamwork 15-
Skills Cost: 93
Cost Perk
9 Reputation (A large group) 14-, +3/+3d6
Perks Cost: 9
Val Disadvantages
20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
10 Hunted: Enemy Spies 11- (Less Pow, Capture)
20 Psychological Limitation: Code Versus Killing Common, Total
20 Psychological Limitation: Super Patriot (Very Common, Strong)
20 Social Limitation: Subject to Orders / US Government Very Frequently (14-), Major
10 Distinctive Features: META Gene (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
25 Hunted: The Brotherhood 14- (As Pow, NCI, Harshly Punish)
25 Hunted: Humans for Humanity 14- (As Pow, NCI, Harshly Punish)
Disadvantage Points: 150

Base Points: 200Experience Required: 100Total Experience Available: 100Experience Unspent: 0Total Character Cost: 450

Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Blue
Appearance: Personality: Jack is in the Superhero business for two reasons. First he is a Patriot. Second he feels he has an obligation to help those weaker then himQuote:Don’t worry Ma’am I’m here to help you.Background: Jack Burton was born with two small nodules on his back that the doctors feared removing because it look like they were wired into his spinal cord. When he reached the age of 14 Jack learned that he could expand the nodules and they became large white wings.

 

Jack joined the US Army young in life and later joined a secret group inside the Army to become on of they Army’s Super Soldier.

 

In 2000 when a UN Resolution that for bided the use of META Human teams by any government in their Armed Forces cause Jack to Retire from the Army. Officially Jack has nothing to do with the Army and The Avery is not part of the government. Unofficially Jack is a Major in the US Army and the Avery performs missions for the government.

Powers/Tactics: Jack is a Hand to Hand Fighter. He will use his Half phase Missile Deflecting or Using Defense Maneuvers as he picks out his target. He uses his shield to protect others that are around him. He will try to knock down target to allow other to hit them while they are down.Campaign Use: 
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Re: JusticeFallen AngelPlayer:

Val Char Cost
15 STR 5
29 DEX 57
30 CON 40
18 BODY 16
13 INT 3
20 EGO 20
20 PRE 10
16 COM 3
15/30 PD 12
15/30 ED 9
6 SPD 21
10 REC 2
60 END 0
41 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 198
Cost Power END
15 Fire Powers: Elemental Control, 30-point powers
15 1) FF (15 PD/15 ED) (30 Active Points) 3
15 2) Flight 15" (30 Active Points) 3
6 3) Sight Group and Radar Images 1" radius, +/-5 to PER Rolls (30 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Large Fiery Bird; -1 1/2) 3
75 Multipower, 75-point reserve
7u 1) Sight Group Flash 7d6, Area Of Effect (4" Radius; +1) (70 Active Points) 7
7u 2) EB 15d6 (75 Active Points) 7
7u 3) EB 10d6, Armor Piercing (+1/2) (75 Active Points) 7
7u 4) EB 10d6, Explosion (+1/2) (75 Active Points) 7
7u 5) EB 10d6, Affects Desolidified Any form of Desolidification (+1/2) (75 Active Points) 7
7u 6) EB 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points) 0
7u 7) RKA 5d6-1 (70 Active Points) 7
10 Lack Of Weakness (-10) for Mental Defense 0
11 Mental Defense (15 points total) 0
15 Power Defense (15 points) 0
7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1
Powers Cost: 218
Cost Skill
3 Combat Piloting 15-
6 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers) 12-
3 Criminology 12-
3 Cryptography 12-
3 Disguise 12-
3 Tactics 12-
3 Teamwork 15-
10 +2 with Ranged Combat
Skills Cost: 34
Val Disadvantages
20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
20 Psychological Limitation: Code Versus Killing Common, Total
25 Hunted: The Brotherhood 14- (As Pow, NCI, Harshly Punish)
25 Hunted: Humans For Humanity 14- (As Pow, NCI, Harshly Punish)
20 Psychological Limitation: Overconfidance (Very Common, Strong)
15 Physical Limitation: No Memory (Frequently, Greatly Impairing)
15 Vulnerability: 1 1/2 x STUN Magical Attacks (Very Common)
5 Unluck: 1d6
5 Money: Poor
Disadvantage Points: 150

Base Points: 200Experience Required: 100Total Experience Available: 100Experience Unspent: 0Total Character Cost: 450

Height: 1.83 m Hair: Red
Weight: 91.00 kg Eyes: Green
Appearance: Personality: Mike has a strong sense of right and wrong and has an almost compulsion to fight for the good guy. He was selected by Justice to join the Avery and feels at home with his teammates.Quote:No I’m Fallen Angel not FirewingBackground: Not much is know about the hero who calls himself Fallen Angel, even by himself. He woke up on the sore of the ocean. Dripping wet and no knowledge of his name or anything else. He was taken to a hospital where test where run on him and he came up negative on the META Scanner. He took the name Michael because it sounded right and Sears after a store he saw on the way to the hospital.

 

He became aware of his powers later when he stopped a bank robbery.

He tried a few names, Phoenix, Fire Bird, Firewing, but none of them felt right, it wasn’t until he decided on the name Fallen Angel did he begin to feel like a superhero.

Powers/Tactics: Fallen Angel is an Ariel Combatant who uses his attacks to disable Villains or Groups of agents.Campaign Use: 
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Fire HawkFire Hawk Player:

Val Char Cost
20 STR 10
23 DEX 39
20 CON 20
16 BODY 12
18 INT 8
23 EGO 26
20 PRE 10
18 COM 4
8/18 PD 4
8/18 ED 4
5 SPD 17
10 REC 4
40 END 0
40 STUN 4
6" RUN02" SWIM04" LEAP0Characteristics Cost: 162
Cost Power END
15 With Hawk: Mind Link , One Specific Mind, No LOS Needed 0
27 Flight 20" (40 Active Points); OIF (Wings; -1/2) 4
8 Gliding 12" (12 Active Points); OIF (Wings; -1/2) 0
5 Nightvision 0
8 +5 versus Range Modifier for Sight Group 0
5 IR Perception (Sight Group) 0
5 UV Perception (Sight Group) 0
20 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 0
15 Mental Defense (20 points total) 0
15 Sight Group Flash Defense (15 points) 0
7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1
37 Mental Power: Multipower, 55-point reserve, (55 Active Points); all slots Activation Roll 14- (Unreliable; -1/2)
3u 1) Ego Attack 5d6 (50 Active Points); Activation Roll 14- (Unreliable; -1/2) 5
4u 2) Telepathy 11d6 (55 Active Points); Activation Roll 14- (Unreliable; -1/2) 5
3u 3) Pryotelekinisis: RKA 2d6, BOECV (Standard Defenses apply; +1), Range Modifiers Apply (-1/4) (52 Active Points); Activation Roll 14- (Unreliable; -1/2) 5
Powers Cost: 177
Cost Skill
10 Animal Handler (Birds) 17-
15 +3 with Flight maneuvers
3 Conversation 13-
3 Deduction 13-
3 Electronics 13-
3 Inventor 13-
2 Navigation (Air) 13-
3 Shadowing 13-
3 Stealth 14-
3 Tactics 13-
3 Teamwork 14-
3 Tracking 13-
3 Lipreading 13-
3 Lockpicking 14-
3 Mechanics 13-
Skills Cost: 63
Cost Perk
15 Follower
Perks Cost: 15
Cost Talent
3 Bump Of Direction
30 Danger Sense (self only, any danger, Function as a Sense) 16-
Talents Cost: 33
Val Disadvantages
20 Psychological Limitation: Code Versus Killing Common, Total
20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
30 Hunted: The Brotherhood 14- (Mo Pow, NCI, Harshly Punish)
30 Hunted: Humans for Humanity 14- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Protect the innocents (Very Common, Strong)
10 Distinctive Features: META Gene (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Reputation: Causes Fires, 14- (Extreme)
Disadvantage Points: 150

Base Points: 200Experience Required: 100Total Experience Available: 100Experience Unspent: 0Total Character Cost: 450

Height: 1.55 m Hair: Brown
Weight: 50.00 kg Eyes: Brown
Appearance: Personality: Fran fights to help out the people who have no one to look for them.Quote:Justice lookout there’s three more around back.Background: Francine Drake new she was a META human for a long time. She was stronger and more agile then she appeared and was smarter then her classmates. She had great eyesight and a fondness for birds that birds seemed to for her.

 

Fran never gave any thought to dressing up and trying the Superhero thing until one day when she saw a busload of children caught in the crossfire of two Super Villains who were trying to rob the same bank.

After releasing a blast of Psyche Energy that drove one of the villains away but when she tried it on the other villain it didn’t work at all.

 

Later Fran invented her flying wings and set out to patrol for Criminal and she would then go inform people who could do the fighting.

 

This is how she came into contact with Justice. Justice liked her abilities and has recruited her into the Avery.

Powers/Tactics: Fran is the look out Mental Back-up she stays far away from everyone else and uses her mental powers to take down Villains. She has a "Friend" named Red Wing who she is able to speak to through their Mind Link Campaign Use: 
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RaptorRaptorPlayer:

Val Char Cost
25 STR 15
33 DEX 69
28 CON 36
13 BODY 6
18 INT 8
20 EGO 20
25 PRE 15
28 COM 9
15/27 PD 10
15/27 ED 9
7 SPD 27
11 REC 0
56 END 0
40 STUN 0
6" RUN02" SWIM05" LEAP0Characteristics Cost: 224
Cost Power END
2 LS (Safe in Intense Cold) 0
55 Flight 25", x4 Noncombat 5
5 IR Perception (Sight Group) 0
12 Mental Defense (16 points total) 0
36 Armor (12 PD/12 ED) 0
Powers Cost: 110
Cost Martial Arts Maneuver
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2 1/2d6 , Disable
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 9d6 +v/5; FMove
5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 9d6 +v/5; Target Falls; FMove
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 13d6 Strike
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND
16 +4 HTH Damage Class(es)
Martial Arts Cost: 48
Cost Skill
3 Deduction 13-
10 Defense Maneuver I-IV
4 Computer Programming (Computer Networks, Personal Computers) 13-
10 +2 with DCV
16 +2 with All Combat
10 +2 Martial Arts
3 Persuasion 14-
3 Paramedics 13-
3 Teamwork 16-
3 Tactics 13-
Skills Cost: 65
Cost Talent
3 Absolute Time Sense
Talents Cost: 3
Val Disadvantages
25 Social Limitation: Public Identity (Many Enemies) (Very Frequently, Severe)
20 Psychological Limitation: Code Versus Killing Common, Total
25 Hunted: The Brotherhood 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: Humans For Humanity 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Psychological Limitation: Protect the Innocent (Very Common, Strong)
15 Reputation: Hurts People who Hurt Children, 14-
20 Distinctive Features: Large Wings (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
Disadvantage Points: 150

Base Points: 200Experience Required: 100Total Experience Available: 100Experience Unspent: 0Total Character Cost: 450

Height: 1.72 m Hair: Brown
Weight: 55.00 kg Eyes: Brown
Appearance: Personality: Helen fights to protect children and will hurt anyone who endangers a child while she is around.Quote:You saw Jurassic Park. You know what a Raptor can do.Background: The Daughter of Superhero Avian and the Super Villain Valkyrie, Helen was born and sent to live with her Aunt Mary Kent for her own protection. She inherited her father’s wings and her mothers’ love of fighting and by the time she was 15 there was no denying her heritage. Helen tried the Villain route for awhile but when she found her “Boss†was selling drugs to Elementary school students she broke both his arms and turned him over to the police.

She joined the Avery awhile later and is taking combat lessons for Justice and the others. She is a team player, if a little over zealous at times.

Powers/Tactics: Raptor does Pass byes to knock people down an give her team mates the chance to pile on them. She likes to go toe to toe with bricks and loves a real good fight.Campaign Use: 
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PenumbraPenumbraPlayer:

Val Char Cost
65 STR 55
23 DEX 39
35 CON 50
25 BODY 30
14 INT 4
12 EGO 4
25 PRE 15
16 COM 3
15/25 PD 2
15/25 ED 8
4 SPD 7
20 REC 0
70 END 0
76 STUN 0
6" RUN02" SWIM013" LEAP0Characteristics Cost: 217
Cost Power END
30 Armor (10 PD/10 ED) 0
30 Flight 15" 3
10 Physical Damage Reduction, 25% 0
10 Energy Damage Reduction, 25% 0
6 +4 versus Range Modifier for Sight Group 0
30 Drain STR 3d6 3
7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1
Powers Cost: 123
Cost Skill
3 Conversation 14-
3 Combat Piloting 14-
3 TF: Combat Aircraft, Helicopters, Large Planes, Small Planes
3 Navigation (Air, Land) 12-
3 Mechanics 12-
2 Gambling (Card Games) 12-
3 Cryptography 12-
4 Language: German (idiomatic)
3 Paramedics 12-
3 Teamwork 14-
3 Tactics 12-
10 Survival (Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 12-
10 +5 with any single attack - Grabs
10 +2 with DCV
3 +1 Flight maneuvers
Skills Cost: 66
Cost Perk
18 Reputation - Super Hero (A large group) 14-, +6/+6d6
Perks Cost: 18
Cost Talent
3 Bump Of Direction
24 Hotshot Pilot
3 Lightning Calculator
3 Absolute Range Sense
Talents Cost: 33
Val Disadvantages
20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
20 Psychological Limitation: Code Versus Killing Common, Total
25 Hunted: The Brotherhood 14- (As Pow, NCI, Harshly Punish)
25 Hunted: Humans For Humanity 14- (As Pow, NCI, Harshly Punish)
20 Psychological Limitation: Super Patriort (Very Common, Strong)
30 Vulnerability: 2 x BODY Magical Powers (Very Common)
10 Distinctive Features: META Gene (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
Disadvantage Points: 150

Base Points: 200Experience Required: 107Total Experience Available: 107Experience Unspent: 0Total Character Cost: 457

Height: 2.00 m Hair: Black
Weight: 100.00 kg Eyes: Blue
Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: 
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UnityUnityPlayer:

Val Char Cost
15 STR 5
23 DEX 39
25 CON 30
13 BODY 6
15 INT 5
18 EGO 16
15 PRE 5
18 COM 4
12/20 PD 9
12/20 ED 7
5 SPD 17
8 REC 0
50 END 0
34 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 143
Cost Power END
49 Flight 22", x4 Noncombat 5
24 Armor (8 PD/8 ED) 0
7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1
9 Mental Defense (13 points total) 0
Powers Cost: 89
Cost Martial Arts Maneuver
12 +3 HTH Damage Class(es)
3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 8d6 Strike
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 6d6 +v/5 Strike; You Fall, Target Falls; FMove
5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 6d6 +v/5; Target Falls; FMove
5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on; FMove
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND
Martial Arts Cost: 42
Cost Skill
3 Teamwork 14-
3 Tactics 12-
3 Streetwise 12-
3 Shadowing 12-
3 Persuasion 12-
3 Oratory 12-
2 Navigation (Air) 12-
3 Interrogation 12-
3 Forensic Medicine 12-
10 Defense Maneuver I-IV
16 +2 with All Combat
10 +2 with DCV
10 +2 with HTH Combat
3 Bureaucratics 12-
Skills Cost: 75
Cost Perk
18 Reputation - Tough Superhero (A large group) 14-, +6/+6d6
Perks Cost: 18
Cost Talent
3 Bump Of Direction
30 Combat Sense (Discriminatory, Rapid (x10)) 19-
Talents Cost: 33
Val Disadvantages
20 Psychological Limitation: Code Versus Killing Common, Total
20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
25 Hunted: The Brotherhood 14- (As Pow, NCI, Harshly Punish)
25 Hunted: Humans for Humanity 11- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Showoff (Very Common, Strong)
10 Distinctive Features: META Gene (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Distinctive Features: Wings (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 DNPC - Girl Friend: Sally Fields 14- (Normal)
Disadvantage Points: 150

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

Height: 1.84 m Hair: Blond
Weight: 90.00 kg Eyes: Blue
Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: 
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AuroraAuroraPlayer:

Val Char Cost
15 STR 5
26 DEX 48
28 CON 36
15 BODY 10
18 INT 8
18 EGO 16
20 PRE 10
16 COM 3
17/22 PD 5
17/22 ED 2
6 SPD 24
9 REC 0
56 END 0
37 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 167
Cost Power END
7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1
50 Flight 25" 5
10 Aurora Shield: FF (5 PD/5 ED) 1
50 Aurora Powers: Multipower, 50-point reserve
5u 1) Aurora Blast: EB 10d6 (50 Active Points) 5
5u 2) Aurora Bonds: Entangle 5d6, 5 DEF (50 Active Points) 5
5u 3) Aurora Light: Sight and Radio Groups Flash 4d6, Area Of Effect (3" Radius; +1) (50 Active Points) 5
Powers Cost: 132
Cost Skill
3 Acrobatics 14-
3 Breakfall 14-
20 +2 Overall
15 +3 with DCV
16 +2 with All Combat
9 +3 Flight maneuvers
3 Mechanics 13-
3 Oratory 13-
3 Paramedics 13-
3 Tactics 13-
3 Teamwork 14-
Skills Cost: 81
Cost Talent
3 Absolute Range Sense
3 Bump Of Direction
18 Combat Luck (9 PD/9 ED)
Talents Cost: 24
Val Disadvantages
20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
20 Psychological Limitation: Code Versus Killing Common, Total
25 Hunted: The Brotherhood 14- (As Pow, NCI, Capture)
20 Psychological Limitation: Protect the Innocent (Very Common, Strong)
15 Reputation: Always keeps his word, 14-
25 Hunted: Humans for Humanity 11- (Mo Pow, NCI, Capture)
10 Distinctive Features: META Gene (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Vulnerability: 1 1/2 x STUN Gas Based Attacks (Very Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 54Total Experience Available: 54Experience Unspent: 0Total Character Cost: 404

Height: 1.75 m Hair: Blue
Weight: 75.00 kg Eyes: Brown
Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: 
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